Kappys TTYD Strategy Contest Macho Grubba











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This is my submission for the fifth round of a TTYD strategy contest, hosted by ‪@Kappy0‬ . For this round, contestants are coming up with a strat for the battle against Macho Grubba, the true boss of Chapter 3. • Macho Grubba has a lot of RNG, which can make stratting for him quite difficult. A lot of players just deal with this by using a Point Swap for easy Peril. However, I'm not one to take the easy way out. • Restrictions: • Max Level: 7 • If venturing into the Pit of 100 Trials, you may only go down to Floor 40. • One of Grubba's conditions from the Glitz Pit must be applied. • Selected Grubba Condition: Don't ever let your partner attack • Custom Condition (added by me): Don't use Point Swap to get into Peril • Badges: Power Bounce, Jumpman, Mega Rush, Charge, Double Pain, Damage Dodge, Super Appeal x 3 (12 BP) • 15 HP, 5 FP, 12 BP (level 5) • Items: Point Swap, Fright Mask • Don't Guard this attack • ** This will cause X-Nauts to throw rocks at the start of T6 unless other audience events (such as Dayzees singing) interfere. Wait for any audience events to occur before choosing the next route. • *** Only Guard if Grubba doesn't buff his attack. • T1: Charge, Shell Shield (8 HP), Macho Grubba gets Fast • (FP: 0) • T2: Jump, Point Swap on Koops, Macho Grubba buffs then attacks • (Macho Grubba HP: 50, Koops HP: 0, FP: 5) • T3: Earth Tremor (5 damage), Macho Grubba buffs then attacks • (Macho Grubba HP: 45) • T4: Charge, Macho Grubba buffs then attacks* • (Mario HP: 1 or 7, FP: 4) • If Mario is in Peril: • T5: Power Bounce x 6 • (Grubba is defeated, FP: 1) • If Mario has 7 HP: • T5: Fright Mask**, Grubba gets Fast • If Mario is in Peril: • T6: Power Bounce x 6 • (Grubba is defeated, FP: 1) • If Mario is not in Peril, repeat this loop until he is: • T6+: Fully restore Mario's HP with Sweet Treat, Macho Grubba buffs then attacks*** • T7+: Appeal, Macho Grubba buffs then attacks, or gets Fast • Once Mario is in Peril: • Power Bounce x 6 • (Grubba is defeated, FP: 1) • • Additional notes: • Macho Grubba will always grant himself the Fast Status if he doesn't have it. If he does, he'll randomly select one of his buffs, which include Atk+, Def+, and Dodgy, then attack Mario or his partner. As long as Grubba has over 30 HP, he's unable to use his Charge buff or punch attack. • During this boss fight, the audience consists of all 12 different audience types with equal weights. As such, a few X-Nauts should almost always be in the audience. Groups of X-Nauts tossing rocks is triggered when a move hits an enemy but has no effect. As such, when a Fright Mask fails to affect Grubba, the X-Nauts will throw rocks during the next turn, which should cause 3 damage, or 6 with Double Pain equipped. If this doesn't work because of other audience events or the rocks don't deal enough damage, this strat can still move on to the ending loop. • Since Grubba can inflict the Dodgy status as one of his buffs, regardless of his HP, it is possible that the Fright Mask could be avoided. If that happens, the ending loop will be needed. Not accounting for any audience or stage mishaps, this strat has a 1/2 chance of being 5 turns, a 5/12 chance of being 6 turns, and a 1/12 chance of reaching the loop at the end, so the routes with fewer turns are more likely. Whatever happens though, it will eventually succeed. • The ending loop will result in Mario being in Peril as soon as Grubba chooses his attack buff before using Body Slam, which is a 1/2 chance. Since Grubba can't have boosted his defense or made himself Dodgy if he boosted his attack, he'll be vulnerable to a Power Bounce right after Mario gets into Peril from that loop. • The selected Grubba condition is not letting my partner attack. However, not using my hammer and using at least one Special Move were also fulfilled. Those latter two are kind of free anyway, though. • The Damage Dodge and Super Appeals only become applicable if the strat ends up using the ending loop. If preferred, they could be removed to lower Mario's level to 4 and this strat should still work most of the time. However, I felt it's best to eliminate any possibility of RNG causing the strat to fail. • Consider subscribing for more challenge running content.

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