User:Eldritchdraaks/sandbox: Difference between revisions

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|'''30p''' +1 (4 Cells ► 5 Cells)<br>'''50p''' +1 (5 Cells ► 6 Cells)<br>'''70p''' +1 (6 Cells ► 7 Cells)
|'''30p''' +1 (4 Cells ► 5 Cells)<br>'''50p''' +1 (5 Cells ► 6 Cells)<br>'''70p''' +1 (6 Cells ► 7 Cells)
|-
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Mega M-Power Damage
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Mega M-Power
|'''M-POWER''' is more effective with nearby Heroes.
|'''M-POWER''' is more effective with nearby Heroes.
|'''30p''' +10% (20% DMG ► 30% DMG)<br>'''40p''' +10% (30% DMG ► 40% DMG)<br>'''50p''' +10% (40% DMG ► 50% DMG)<br>'''70p''' +20% (50% DMG ► 70% DMG)
|'''30p''' +10% (20% DMG ► 30% DMG)<br>'''40p''' +10% (30% DMG ► 40% DMG)<br>'''50p''' +10% (40% DMG ► 50% DMG)<br>'''70p''' +20% (50% DMG ► 70% DMG)

Revision as of 14:27, January 22, 2018

Skill Trees

Mario

Movement
Dash Allows Mario to damage an enemy while on the move. Active
Team Jump Allows Mario to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Stomp Jump An attack at an enemy's head following a TEAM JUMP. Afterwards Mario lands on a nearby cell. 10p To Activate
▼ These skills are locked until you have Stomp Jump
Dash Damage Increases damage dealt when performing a DASH. 30p +20 (20 DMG ► 40 DMG)
40p +20 (40 DMG ► 60 DMG)
60p +30 (60 DMG ► 90 DMG)
80p +40 (90 DMG ► 130 DMG)
Stomp Range Increases Mario's Area of Movement after performing a STOMP JUMP on an enemy. 30p +1 (3 Cells ► 4 Cells)
50p +1 (4 Cells ► 5 Cells)
70p +1 (5 Cells ► 6 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Mario performs a TEAM JUMP with them. 10p To Activate
Stomp Damage Increases STOMP JUMP damage. 30p +20 (30 DMG ► 50 DMG)
40p +20 (50 DMG ► 70 DMG)
60p +30 (70 DMG ► 100 DMG)
80p +50 (100 DMG ► 150 DMG)
Attack
Blaster A short to mid-range weapon that fires one round at a time at a single target. Active
▲ This skill is active from the start ▲
Melee Close-range weapon that can hit multiple targets at once. 10p To Activate
▼ These skills are locked until you have Melee
High Ground Bonus Increases the damage dealt by Mario while holding higher ground. 20p +10% (130% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Mario more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Hero Sight This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Mario's line of sight. Active
▲ This skill is active from the start ▲
M-Power Increases Mario's weapon damage along with the damage caused by any Heroes in range. 30p To Activate
▼ These skills are locked until you have M-Power
Hero Sight Cooldown Mario's HERO SIGHT takes less turns to recharge. 30p -1 (3 Turns ► 2 Turns)
Multi Hero Sight Adds another shot attempt to Mario's HERO SIGHT. 60p +1 (1 ► 2)
Hero Sight Damage Increases damage caused by Mario's HERO SIGHT. 30p +20% (80% DMG ► 100% DMG)
70p +30% (100% DMG ► 130% DMG)
M-Power Cooldown M-POWER takes less turns to recharge. 90p -1 (3 Turns ► 2 Turns)
100p -1 (2 Turns ► 1 Turn)
M-Power Range Increases M-POWER's range of effectiveness. 30p +1 (4 Cells ► 5 Cells)
50p +1 (5 Cells ► 6 Cells)
70p +1 (6 Cells ► 7 Cells)
Mega M-Power M-POWER is more effective with nearby Heroes. 30p +10% (20% DMG ► 30% DMG)
40p +10% (30% DMG ► 40% DMG)
50p +10% (40% DMG ► 50% DMG)
70p +20% (50% DMG ► 70% DMG)
Other
▼ These skills are locked until you have Stomp Jump, Melee, and M-Power
Extra Health Increases Mario's Maximum number of Health Points. 40p +30 (220 HP ► 250 HP)
60p +40 (250 HP ► 290 HP)
80p +60 (290 HP ► 350 HP)
Movement Range Adds to Mario's Area of Movement. 60p +1 (6 Cells ► 7 Cells)
Pipe Exit Range Increases Mario's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
Mushroom Mend Mario gets more Health Points from mushrooms. 30p +70 (70 HP ► 140 HP)
50p +70 (140 HP ► 210 HP)
70p +70 (210 HP ► 280 HP)

Rabbid Peach

Movement
Dash Allows Rabbid Peach to damage an enemy while on the move. Active
Team Jump Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Stylish Dash Allows Rabbid Peach to DASH more than one enemy while on the move. 20p To Activate
▼ These skills are locked until you have Stylish Dash
Dash Damage Increases damage dealt when performing a DASH. 20p +10 (20 DMG ► 30 DMG)
50p +20 (30 DMG ► 50 DMG)
70p +20 (50 DMG ► 70 DMG)
100p +30 (70 DMG ► 100 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Peach can perform. 60p +1 (2 ► 3)
90p +1 (3 ► 4)
Team Jump Range Increases the range of TEAM JUMP. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Peach performs a TEAM JUMP with them. 10p To Activate
Attack
Blaster A short to mid-range weapon that fires one round at a time at a single target. Active
▲ This skill is active from the start ▲
Sentry Never stops chasing its target, it will detonate when it gets close. Can be destroyed. 20p To Activate
▼ These skills are locked until you have Sentry
High Ground Bonus Increases the damage dealt by Rabbid Peach while holding higher ground. 20p +10% (130% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Peach more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Shield Limits damage taken by Rabbid Peach from enemy weapons. Active
▲ This skill is active from the start ▲
Heal Restores health points to all Heroes in range. 20p To Activate
▼ These skills are locked until you have Heal
Shield Cooldown SHIELD takes less turns to recharge. 100p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves SHIELD's ability to absorb weapon damage. 50p +10% (40% DMG ► 50% DMG)
60p +10% (50% DMG ► 60% DMG)
100p +20% (60% DMG ► 80% DMG)
Body Parry Improves SHIELD's ability to absorb movement-based damage like Dash. 20p +30% (20% DMG ► 50% DMG)
Heal Cooldown HEAL takes less turns to recharge. 100p -1 (3 Turns ► 2 Turns)
Heal Range Increases HEAL's range of effectiveness. 30p +1 (4 Cells ► 5 Cells)
60p +1 (5 Cells ► 6 Cells)
100p +1 (6 Cells ► 7 Cells)
Mega Heal Increases HEAL's amount of Health Points restored to Rabbid Peach and Heroes around her. 40p +10% (20% HP ► 30% HP)
60p +10% (30% HP ► 40% HP)
80p +10% (40% HP ► 50% HP)
100p +20% (50% HP ► 70% HP)
Other
▼ These skills are locked until you have Stylish Dash, Sentry, and Heal
Extra Health Increases Rabbid Peach's Maximum number of Health Points. 30p +20 (220 HP ► 250 HP)
50p +20 (250 HP ► 270 HP)
90p +30 (270 HP ► 300 HP)
Movement Range Adds to Rabbid Peach's Area of Movement. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Peach's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)

Rabbid Luigi

Movement
Dash Allows Rabbid Luigi to damage an enemy while on the move. Active
Team Jump Allows Rabbid Luigi to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Vamp Dash Allows Rabbid Luigi to drain enemy Health Points with a DASH. 20p To Activate
▼ These skills are locked until you have Vamp Dash
Dash Damage Increases damage dealt when performing a DASH. 30p +20 (30 DMG ► 50 DMG)
60p +30 (50 DMG ► 80 DMG)
70p +30 (80 DMG ► 110 DMG)
90p +50 (110 DMG ► 160 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Luigi can perform. 20p +1 (1 ► 2)
Vamp Dash Plus Rabbid Luigi's VAMP DASH can drain more Health Points. 30p +10% (30% DMG ► 40% DMG)
40p +10% (40% DMG ► 50% DMG)
80p +20% (50% DMG ► 70% DMG)
100p +30% (70% DMG ► 100 DMG)
Team Jump Range Increases the range of TEAM JUMP. 20p +1 (6 Cells ► 7 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Luigi performs a TEAM JUMP with them. 10p To Activate
Attack
Bworb Fires one round at a single target with lots of side effects. Active
▲ This skill is active from the start ▲
Rocket Area attack affecting all enemies within range. 20p To Activate
▼ These skills are locked until you have Rocket
High Ground Bonus Increases the damage dealt by Rabbid Luigi while holding higher ground. 20p +5% (130% DMG ► 135% DMG)
30p +5% (135% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Luigi more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Super Barrier Grants Rabbid Luigi immunity to Super Effects and reduces regular damage. Active
▲ This skill is active from the start ▲
Weaken Weakens enemy weapons near Rabbid Luigi. 10p To Activate
▼ These skills are locked until you have Weaken
Barrier Cooldown SUPER BARRIER takes less turns to recharge. 60p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves SUPER BARRIER's ability to absorb weapon damage. 30p +10% (20% DMG ► 30% DMG)
40p +10% (30% DMG ► 40% DMG)
70p +20% (40% DMG ► 60% DMG)
Body Parry Improves SUPER BARRIER's ability to absorb movement-based damage like Dash. 20p +30% (20% DMG ► 50% DMG)
Weaken Cooldown WEAKEN takes less turns to recharge. 80p -1 (2 Turns ► 1 Turn)
Weaken Range Increases WEAKEN's range of effectiveness. 60p +1 (7 Cells ► 7 Cells)
80p +1 (7 Cells ► 8 Cells)
100p +1 (8 Cells ► 9 Cells)
Mega Weaken WEAKEN is more effective with nearby enemies. 40p +10% (20% DMG ► 30% DMG)
50p +10% (30% DMG ► 40% DMG)
60p +10% (40% DMG ► 50% DMG)
90p +20% (50% DMG ► 70% DMG)
Other
▼ These skills are locked until you have Vamp Dash, Rocket, and Weaken
Extra Health Increases Rabbid Luigi's Maximum number of Health Points. 30p +20 (200 HP ► 220 HP)
50p +20 (220 HP ► 240 HP)
80p +40 (240 HP ► 280 HP)
Movement Range Adds to Rabbid Luigi's Area of Movement. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Luigi's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)

Luigi

Rabbid Mario

Peach

Rabbid Yoshi

Yoshi