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(Further testing; Baramos will never get his own spells reflected; no Explodet if casting it forces him to get it bounced back) |
(Slight reorganizing to match other pages) |
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|snes-sprites=[[File:Baramos III snes.png]] | |snes-sprites=[[File:Baramos III snes.png]] | ||
|gbc-sprites=[[File:Baramos III gbc.png]] | |gbc-sprites=[[File:Baramos III gbc.png]] | ||
|switch-sprites=[[File:Baramos III switch.png| | |switch-sprites=[[File:Baramos III switch.png|150px]] | ||
}} | }} | ||
Baramos uses a fixed attack pattern in every version of the game, with slight differences between the NES version's pattern and the that of the 16-bit remake that would be the basis for all other versions: | |||
{| cellpadding="0" cellspacing="0" class="listTable" | |||
|- style="text-align:center; background:#B1ED00;" | |||
! Version | |||
! Pattern | |||
|- | |||
| NES || Kaboom → normal attack → Inferno → Kafrizzle → Bazoom → normal attack → Kaboom → Fuddle → repeat | |||
|- | |||
|All<br>others || Kaboom → normal attack → Inferno → normal attack → Kafrizzle → Fuddle → Kaboom → Bazoom → repeat | |||
|- | |||
|Fizzled || Normal attack → Bazoom (fails) → Inferno → normal attack → repeat | |||
|} | |||
Furthermore, Baramos has an excellent AI that halts him from casting Kaboom if a character has [[Bounce]] applied to them, skipping that phase of his pattern, and avoiding using magic altogether if he's been afflicted with [[Fizzle]], starting a briefer pattern of using physical blows and Inferno instead. The one exception to this is Bazoom, which will fail to activate when cast and thus waste his turn. | |||
In the Gameboy Color version Baramos will not cast Bazoom when Fizzled, gaining an additional physical attack in the spells place for a loop of normal attack → normal attack → Inferno → normal attack. | |||
==={{DQ9}}=== | ==={{DQ9}}=== | ||