Reminder: Mario cannot bring the DLC Campaign Partners into the main game until completing Neo-Chapter 6.
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Parakarry
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"It is a letter from an unknown sender, and the map is... clearly empty. Except for this vague message right there. "Meet us at the Carrot Canyon of the Food Kingdom"... What would be this about, Mario?"
During his first vacation since years (despite his hesitation), and he got bored real quick, missing his delivery job quite quickly. Parakarry eventually discovers a mysterious letter from someone in the Food Kingdom. Eventually, he want help from Mario to solve the mystery of the mysterious empty map. Although reluctant to discover the Gommini Island at first, he eventually accepts to follow Mario to at least have something interesting to do during his first vacation since years.
Like back in Paper Mario 64, Parakarry can carry Mario over the gaps. He can hold on for longer than before, but he will quickly weight down after five seconds.
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Prologue Species: Paratroopa Role: Winged Deliveryman HP: 15 - FP: 15
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Parakarry's Air Lift now costs 5 FPs.
Aerial Assault (25% FP): Parakarry carries his three other teammates before the four fall altogether into one enemy, dealing a massive 30 damage alongside guaranteed cripple and -2 Defense for two turns.
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Stetson
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"You seems very concerned, pardner. Mind if I land a hand here? I heard you're a friend of Nakitta, the new sheriff of the village I used to live."
Stetson used to live in the Panciotti Gulch before moving to the Stalwart Skies. After hearing news about her old friend Nakitta becoming the new sheriff of the gulch with the help of Mario, Stetson happily obliges to help out Mario thorough the Gommini Island. That said, he's also oddly familiar with the Gommini Siblings, unhappy to knowledge their presence.
Stetson's Lasso can be used to pull items and levers from far away, and can be used to pull fleeing enemies as well.
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Chapter 1 Species: Bonneter Role: Ghostly Cowboy HP: 15 - FP: 15
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Lasso (0 FP): Pull an enemy and slam it on the ground, dealing 2 damage. Pin down flying foes.
Lasso Surround (2 FP): Surround himself and his allies with his lasso, preventing contact attacks aside of stomping moves.
Whiplash (4 FP): Inflict a whip, dealing 4 damage and preventing the target's charging moves. If the enemy had a charging move going on, Whiplash will also reduce the enemy's DEF power by 2 for 2 turns.
Whirling Copter (5 FP): Stetson swings his lasso around like a helicopter, inflicting 6 damage on all enemies, and pin down flying foes as well. This attack have a fairly difficult Action Command, which requires pressing A at about near-to-precise moment four times.
Tumbleweed Rumble (33% FP): Stetson's allies gather some tumbleweed to roll a big tumbleweed into the enemies, dealing them 15 damage and a new status called Dirty, which make their attacks slightly slower thus easier to Guard and Superguard. The status lasts for 3 turns.
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Bayton
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"Ay, fellas! I used to work here but the queen told me to take a vacation because I overworked. What's wrong with working hard, anyways?"
Bayton is quite an arrogant Bea, wanting to be a very effective honey worker even beyond his work-time. This results the Queen Bea of Gommini Island, Beatrisa, wanting him to take a vacation to let the production to calm down. Although unhappy about the news, he eventually noticed that the Gommini Siblings is tempting with the Rare Honeys, and accepted Mario's help to retrieve them, and then investigate what the Gommini Siblings want.
Bayton can use his Honey Stick to immobilize the enemies hit by this move, and can be also used to weight down certain objects like a balance.
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Chapter 1 Species: Bea Role: Cocky Worker HP: 20 - FP: 10
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Punch (0 FP): Bayton punches an enemy to deal 3 damage.
Honey Stick (3 FP): Inflict Slow on an enemy by drenching them into honey. Duration lasts up to 1 (Basic), 2 (Super) or 3 (Ultra) turns.
Heavy Suplex (6 FP): Bayton suplex an enemy, jumping high at turn 1, and then slam down on the ground or another enemy (provided there is at least one other enemy on the battle) to deal 6 damage and two turn -1 DEF power on both of them at the next turn. Enemies that are harmful to touch such as a Spiny or Podoboo will harm Bayton from grabbing, but not from getting hit by another enemy.
If there is a single enemy left, Bayton will automatically slam down the enemy at turn 1, but for only 3 damage.
Danger Stinger (10 FP): Bayton uses his stinger to sting an enemy, which deals 10 damage if Bayton have HP higher than 5, 12 if Bayton have 5 to 2 HP left, and then 15 if Bayton have only 1 HP left. He cannot move and switched away for the next turn if the move is successful. Contact attack.
Bea Guard Enguarde (50% FP): Bayton and his three allies calls the Bea Guards with flashing batons, causing multiple Beas to tackle the enemies to deal 25 damage and inflict Slow to the enemies for 2 turns.
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Mariaqua
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"Whoa, whoa, whoa, easy now! Some of us Dripples aren't with Monsieur Masteurpiece anymore! We were mindless and mean because of the control of the Water Beast, but now we have freedom!"
Mariaqua used to be a carefree Dripple who wanted to become a pilot, but the Water Beast managed to take control of her alongside multiple Dripple to make them serve Monsieur Masteurpiece. Ever since the defeat of the Water Beast, she regain her control and become very grateful of Mario for his heroic actions.
Mariaqua's Water Drop can make an enemy slightly moldy, greatly slowing them down, and it can also be used to drizzle the flames and water plants.
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Chapter 1 Species: Dripple Role: Freedom Pilot HP: 10 - FP: 20
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Water Drop (0 FP): Mariaqua drop a small drip of water on an enemy, dealing only 1 damage but, regardless if it deals damage or not, have 50% chance of inflicting the Splashed condition for two turns.
Rain (2 FP): Heal herself or an ally for 5 HP and 2 FP. For Super Rank, it heals 10 HP and 5 FP. For Ultra Rank, it heals 25 HP and 15 FP.
Duplicate (5 FP): Duplicate herself into two, with her other self having only 1 HP, can only use Water Drop but can Superguard. The duplicate lasts as long as it doesn't get hit by anything harmful.
Heavy Pour (5 FP): Much stronger version of Water Drop. Deals 6 damage and guaranteed chance of inflicting Splashed for three turns.
Ocean Flight (33% FP): Mariaqua have her three allies fold into plane-like formation, allowing her to fly and drop multiple Water Drops and a larger Heavy Pour on all enemies, dealing 20 damage and 50% chance of inflicting Splashed for 5 turns.
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Evelyn
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"OOH! My deepest apologies for startling you! I-I was only cleaning the museum! My-My name is Evelyn. Now if you excuse me, those fossils cannot clean themselves."
Evelyn is a shy and timid museum caretaker, wanting that the Éfface Museum to be squeaky clean. Although her indefatigable effort make her the most effective caretaker, she doesn't have a good socialization skill and is a bit of a bookworm. It is not until someone harassed her by stealing both her books and an entire skeleton of a large Rex that she had no choice but to help out.
She can use her Petrify to solidify objects and enemies to make them stop moving and make them heavier. Petrification is only temporary, and the objects and enemies will move again after a bit.
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Chapter 2 Species: Shadow Siren Role: Shy Caretaker HP: 10 - FP: 20
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Stone Fist (0 FP): Punch an enemy with a stone fist to deal 3 damage. 30% chance to inflict Crumble. Evelyn can stretch her tail to reach the airborne target.
Rock Shield (2 FP): Protect herself or one of her allies from a single attack with a magical stone shield. Even piercing attacks cannot penetrate it.
Rock Shower (5 FP): Hit all enemies with a shower of rocks to deal 5 damage. Shelled and spiked enemies are not affected, but it do pin down
Petrify (5 FP): Evelyn attempts to Petrify an enemy. Anyone affected by Petrify cannot move, but gain a +3 Defense, making it situational effect. Duration lasts between 2-3 turns.
Double Stone Fists (33% FP): Evelyn gather help from her allies in order to launcher her two massive Stone Fists. This inflict a massive 40 piercing damage into a single enemy, but the Action Command (rotate) is fairly difficult.
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Justine
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"I used to work for the Koopa Troop, you see, but... long story short, I took a magic book and I was not able to control my emotions too well, resulting a big disaster that upsets the army."
Justine is not an Hammer Sis like the others. She used to work for the Koopa Troop and although she managed to be impressive, she wanted to improve her abilities by taking a spellbook. This backfired as her low control of her emotions resulted her to become unpredictable and dangerous, even for the Koopa Troop. Ever since, she become a single mercenary who will do work for various things for money. Right now, she aims for a bounty head of the Gommini Siblings, although after having a difficult time finding them, she accepts help from Mario and allies.
Justine combine Power Throw and Shift as her field ability, shifting between Hammer, Boomerang, Fire and Ice between use. Each have their usage such as hitting a faraway switch, or burning an undesirable wood. The attacks deal damage, but doesn't inflict any status condition.
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Chapter 2 Species: Hammer Sis Role: Emotional Battler HP: 15 - FP: 10
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Depended on her Emotion, Justine's Power Throw (both as field move and attack move) have a different status effect. Some situations will also alter her emotion.
- Hammer: When she is happy, and her usual mood. Her hammers will inflict -1 Def for two turns.
- Boomerang: When feeling calm. Her boomerang will inflict Dizzy for two turns.
- Fire: Happens if she gets angry. Her fireball will inflict Burn for two turns.
- Ice: Happens if she gets sad. Her iceball will inflict Freeze for two turns.
Power Throw (0 FP): Throw her projectile depended on her emotion, and have a 50% chance to inflict certain status depended on her projectile as well. Only deals 2 damage.
Elemental Shift (0 FP): Justine deliberately shift between a cycle of Hammer (Happiness), Boomerang (Calmness), Fire (Anger) and Ice (Sadness). Also deals 1 piercing damage to the foremost enemy.
Power Storm (4 FP): Throw multiple of the emotion-dependent projectiles on all enemies, dealing 4 damage. 50% of inflicting emotion-dependent status condition for each enemy.
Elemental Balance (7 FP): Juggle with all of her four main emotions and thus throwing all four emotion-based projectiles at once on all enemies, dealing 6 piercing damage on all enemies. It also have a guaranteed chance to inflict emotion-based status effect on each enemy.
Element Quartet (50% FP): Justine temporarily throw her Boomerang, Fire and Ice power into her three other allies, allowing the quartet to recombine into a purer fusion, and throw it into all of the enemies. Inflict only 10 damage, but inflict all of the Emotion-based status aliments (-1 DEF, Burn, Freeze and Dizzy) on all enemies for two turns. Use it to overwhelm a boss with an army of backups!
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Jayla
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"Please, please, do not hurt me! Oh... oh. I... I didn't know you wanted to rescue me. I... I'm so sorry if I hurt anyone here. I was pushed away by people who are horrified by my appearance even if I means no harm to them."
Jayla was treated unjustly. Despite her appearance, she was shunned by the other Jawbus and other people because of her skeletal look, even if she was being kind to them. She was also unhappy to her own appearance, and as a result she isolated from society. However, despite initially attacking Mario, thinking that he would be a threat, a discussion telling that Mario and his allies means no harm, and ever since, she become happy to be accepted by a group of caring people.
Jayla can use her Dragon Slam to break objects that not even Mario's Ultra Hammer can break, activate massive Switches, and damage enemies.
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Chapter 3 Species: Jawbus Role: Isolated Dragon HP: 20 - FP: 10
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Dragon Bite (0 FP): Jayla turns into her Dragon form and bites a single enemy for 3 damage.
Dragon Slam (3 FP): Jayla extend her neck in order to hit all of the enemies with her head. Depended on the amount of percentage filled by repeatedly pressing the A and B buttons, it can deal either 2, 3, 4 or 5 damage. Can hit spiky or other harmful-to-touch enemies without being harmed.
Dragon Screech (5 FP): If the player managed to press five correct buttons in succession, this move act like the Fright Jar, causing enemies to run away, but at the expense of 75% of Star Powers. Obviously no effect on bosses.
Dragon Breath (8 FP): Fire elemental attack. Jayla turns into her Dragon form and charges as the player alternate between L and R buttons (or alternates of L and R for other controllers, such as sL and sR). Reaching 100% will make Jayla to breath powerful blue flame that deals a piercing damage of 10 to all enemies with a 20% chance of burning. Failing will only deals 3 damage and no chance of burning.
Dragon Chariot (50% FP): Jayla use her Dragon form to carries Mario and her two other allies, and launch herself to the sky while throwing Mario, carried by his two other Partners, downward to the selected enemy. The two Partners swing Mario in a fast spinning motion and Mario slams the enemy hard with his hammer, dealing 30 damage, while Jayla damages the rest of the enemies with her Dragon Slam to deal 15 damage. 50% chance to deal Crumble for the main enemy, 33% for the rest.
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Psy Guy
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"I remembered my cousin who I had last seen in the Sunset Express... But I heard words that he had fallen from grace. I wish I would be able to see him again..."
Although he is analytical and anxious, neither nature is very visible and only shows up when on desperate situation. His cousin from Sunset Express went missing, but once he realizes that Mario was responsible (although in defense that the cousin was forced to fight Mario) and that he might not stand a chance against him, Psy Guy had no choice but to team up with him. He wouldn't prefer to join King Gommert anyways, who seems to be a massive fraud.
Psy Guy can use his Yo-Yo Yawn to put enemies and unfriendly NPCs into asleep. He can also use it to disorient machinery as well.
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Chapter 3 Species: Shy Guy Role: Analytic Bookworm HP: 10 - FP: 20
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Yo-Yo Yawn (0 FP): Attack an enemy with his Yo-Yo Yawn to deal 2 damage, with 50% chance of putting it into asleep for between 1 to 2 turns. An enemy cannot be asleep twice in a row by Yo-Yo Yawn.
Spellbook Bash (2 FP): Psy Guy bashes an enemy with his Spellbook. Deals only 3 damage, but completely cancels positive statuses, including charge-based stat boosts.
Psychic Sigh (4 FP): Psy Guy let out a loud sigh which can potentially put multiple enemies into asleep by 50% chance. The % is average, and raise higher or lower depended on the amount of L and R presses.
Psychic Scythe (5 FP): Psy Guy panics as he swing his Psychic Scythe into an enemy, dealing 5 damage with 100% chance of inflicting either Mini, Burn or Fear into the enemy for 3 turns.
End of Chapter Bash (33% FP): Psy Guy use his personal book to have his allies bash alongside him, with the special Spellbook giving a guaranteed infliction of Mini, Burn and Fear into the target, while also dealing 20 damage. The attacking animation is very similar to a book attack pattern from the Red and Purple Chapters from Paper Mario: Color Splash.
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