Dizzy Shell: Difference between revisions

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|image=Dizzy Shell.png
|image=Dizzy Shell.png
|mastered_by=[[Kooper]]
|mastered_by=[[Kooper]]
|attack=0
|rank=Super Rank
|rank=Super Rank
|effect=Hits enemies with own shell, making them dizzy
|effect=Hits all enemies with his shell, making them dizzy
|target=Multiple ground enemies
|target=All grounded enemies
}}
}}
'''Dizzy Shell''' is an attack in ''[[Paper Mario]]'' that [[Kooper]] can use once he is at [[Super Rank]]. It consumes four [[Flower Point|FP]]. To increase the chances of the move working, the player must repeatedly press {{button|n64|A}} to fill the gauge. If successful, all enemies on the ground will then become [[dizzy]] and do nothing for one to four turns, depending on the enemy.
'''Dizzy Shell''' is a move in ''[[Paper Mario]]'' that [[Kooper]] can use once he is at [[Super Rank]]. It consumes four [[Flower Point|FP]] and may inflict dizziness to the enemies it hits. To increase the chances of the move working, the player must repeatedly press {{button|n64|A}} to fill the gauge. The success rate depends on the individual enemy, and the average of all enemies present dictates how easy or difficult it is to fill the gauge. If maxed out, all non-immune enemies hit will become [[dizzy]] and do nothing for the duration of the effect. By default, the dizziness this move inflicts lasts for 3 turns, however certain enemies may have a modifier than shortens or prolongs the effect.  


[[Dark Koopa]]s have a similar move to Kooper's Dizzy Shell, though theirs only affects Mario and not his partner.
[[Dark Koopa]]s have a similar move to Kooper's Dizzy Shell, though theirs only affects Mario and not his partner.

Revision as of 22:46, May 23, 2023

Paper Mario move
Dizzy Shell
Dizzy Shell.png
Mastered by Kooper
Rank Super Rank
Effect Hits all enemies with his shell, making them dizzy
Target All grounded enemies

Dizzy Shell is a move in Paper Mario that Kooper can use once he is at Super Rank. It consumes four FP and may inflict dizziness to the enemies it hits. To increase the chances of the move working, the player must repeatedly press A Button to fill the gauge. The success rate depends on the individual enemy, and the average of all enemies present dictates how easy or difficult it is to fill the gauge. If maxed out, all non-immune enemies hit will become dizzy and do nothing for the duration of the effect. By default, the dizziness this move inflicts lasts for 3 turns, however certain enemies may have a modifier than shortens or prolongs the effect.

Dark Koopas have a similar move to Kooper's Dizzy Shell, though theirs only affects Mario and not his partner.

Names in other languages

Language Name Meaning Notes
Japanese グルグルコウラ[?]
Guruguru Kōra
Spinning Shell
Chinese 眩晕龟壳[?]
Xuànyūn Guīké
Dizzy Turtle Shell
German Multi-Rempler[?] Multi Bump
Spanish Concha Mareo[?] Dizziness Shell