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Stats


HP FP BP DEF SPD FLIPPED/GROUNDED TURNS
8 3 5 1 6.2 2


Traits


Trait 1 Trait 2 Trait 3
Flight Flippable by aerial attacks. (And quake attacks when grounded.) N/A


Moves


Move Name Type Effect Effect If Failed Cost Notes
Shell Ram Move Deals 2 damage. (Front) Deals 1 less damage. (Front) 0 FP Ground attack if grounded.

Aerial attack if in the air.

Shell Shield Move Increases DEF by 1 for 0 - 3 turns. (Ally) N/A 1 FP N/A
Air Raid Move Deals 2 damage. (Enemies) Deals 1 less damage. (Enemies) 3 FP Physical attack.

Aerial attack.

Hide Variant Move Gives "Stone" for 1 turn. (User) N/A 0 FP Cannot be flipped in this state.
Wing It Variant Move Gives the "Flight" trait for 0 - 3 turns. (Ally) N/A 1 FP If the target already has 3 traits, this is ignored.
Shell Shot Variant Move Deals 4 damage. (Enemy) Deals 1 less damage. (Enemy) 1 FP Can only be used while "Flight" is still active.
The Big Wind 1 SP Move Deals 2 damage. (Enemies) Deals 2 less damage. (Enemies) 5 SP Piercing.

Deals 2x damage to enemies with "Flight."

Rearranges enemy order.

The Big Wind 2 SP Move Deals 4 damage. (Enemies) Deals 2 less damage. (Enemies) 10 SP Piercing.

Deals 2x damage to enemies with "Flight."

Rearranges enemy order.

The Big Wind 3 SP Move Deals 5 damage. (Enemies) Deals 2 less damage. (Enemies) 15 SP Piercing.

Deals 2x damage to enemies with "Flight."

Rearranges enemy order.


Overview


Similar tactics to a Koopa Troopa, the ideal strategy is to stay in the air for as long as possible. Fortunately, the wings still play as a fail-safe, and the Paratroopa will not be defenseless on the first go.

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