Super Smash Bros. Boss Creation Thread

psb123

Smash Ace
Joined
Jan 26, 2018
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psb123
#1
Like the idea of bosses in Smash Bros.? Then this is the thread for you. It was once a contest meant to assign points and winners to boss ideas set to themed rounds, but now it's a thread where you can just submit boss ideas without any restrictions. Though I will keep the initial starting post for when this was a contest up. It's template may help those who have ideas to submit.

Old Thread:



Giga Bowser in Melee, Master Core in Smash 4, the classic Master Hand, and a handful of others.

Boss Battles against giant enemies from across Nintendo's Catalog are a featured and welcome part of Super Smash Bros. Well okay technically we get a couple of original bosses sometimes but this contest will be focusing on enemies pulled from various Nintendo and represented 3rd party games to feature as bosses in Smash. And I don't just mean Smash Utlimate either. Heck I doubt that game will be getting anymore bosses anyway. We're talking boss ideas that could be in future Smash games where the modes they are used in are unknown. Classic Mode, Adventure Mode, maybe even include them in event matches or spirit battles, creativity in where the bosses can be fought will kind of be a theme with this contest.

Rules:

1. Each round will only allow one entry per person

2. Each entry has to apply to the category of the round otherwise it won’t be counted

3. Round 1 will end on Friday, June 28th, at 11:00pm Pacific Time, and then Round 2 will begin on Monday, July 1st and end on Friday, July 5th. That pattern of a round starting Monday, ending Friday, and having the judges grade the entries over the weekend is what the contest will be running with. Round 1 just gets a little extra time because of it starting today, which is a Thursday.

4. Boss Ideas that apply to the current round's category can still be submitted for fun, but only after the round ends.

5. There will be rounds that have a category that makes use of entries that were eligible in previous rounds. In cases like these, you cannot use an idea that was already submitted. You can base your idea on the same boss character, but you have to do it in a different way than a prior entry. Submissions previously made for fun can be submitted to rounds like this. But only by the person who made the original for fun submission.

6. Enemies that fit the "Giant" Bill only. Ignoring any and all chances that the boss in question could be a playable character, the fact of the matter is that every boss in Smash Bros. so far has towered over the playable characters to a noticeable degree. Will bosses always be bigger like this? Only time will tell. But for the sake of feasibility we're sticking with character that fit the bill set by the likes of Petey Piranha and Rathalos. Say you want to take a character like the Black Knight from Fire Emblem and size him up to meet the height criteria? I'm not outright banning such a concept, Dracula and Marx kind of do that already, but it is a risky route to take. So be aware that your entry may be disqualified if you attempt this method but don't meet the necessary standards.

7. As with any thread, please abide by the general rules of Smashboards. If for whatever reason you need a reminder of those than you can find them here.
https://smashboards.com/threads/sma...-rules-and-guidelines-read-this-first.446330/

Submission Template:
This isn't the required way to make your posts. It's just a general idea for how these submissions can be structured.

Name of Boss:
The bosses name. Simple as that really.

Game of Origin:
The game where the boss comes from.

What does the Boss do:
All the stuff that makes a boss battle a boss battle. Attacks it will use, movement patterns, potential weaknesses, etc.

Boss Battle Setting:
What would the arena where you fight the boss be like? What's its layout? What location inspired it? What music plays during the battle? Would the music be different depending on what character and mode you're fighting the boss in?

Grading Criteria:
This is how the judges will grade your bosses.

Utilization (1 to 5 points):

Did you know that outside of Adventure Mode, the only way to fight Giga Bowser in Smash Ultimate is via the Classic Mode routes of Mario and Captain Falcon? Yeah........don't do that. Make your bosses feel like they really have a presence in the game. Put them at the end of a good amount of classic mode runs, give them a prominent role in Adventure Mode, make a few event matches or spirits battles where they can be fought, include the idea of a boss battle mode and have them be a part of it.

Just be careful with the idea of a Boss Rush mode. If there are too many bosses in a Smash game, then a Boss Rush Mode can become too tedious. If you decide to include a Boss Rush idea in your submission, then specify how many bosses this theoretical interpretation of it would have in total. And if it's a little on the high side, then do something like use Heart Containers in a way that gives the player a fighting chance.

Creativity (1 to 10 points):

The type of things to keep in mind with this score involve how what kind of attacks the boss uses, what the setting is, what game does the boss come from, how faithful is the adaptation, is there anything special like the music changing to tie in to DJ Octavio when Inkling fights Marx in Classic Mode.

Just be careful not to include things that are creative in a bad way. Like navigating a maze to collect keys in order to defeat the boss for example.

Balance (1 to 10 points):

To quote the icon known as the AVGN, just because it's hard, doesn't mean it's bad. At the same time though it's best to try and avoid bosses being cheap. Being a challenge that's hard to overcome, especially on higher difficulties, is fine. But try not to do things like include unbalanced attacks like Tabuu's Off Wave. Or something like how Master Core can only be fought in a mode where you never have more than 2 lives.


Every grading cycle the judges will award their own individual scores to each boss based on this criteria, and then all the scores from the judges will be added together for the total amount of points for the boss. Whichever boss has the most points at the end of this wins.

Judges:
The current judges are:
psb123 psb123 (me)
Cosmic77 Cosmic77
Guh-Huzzah! Guh-Huzzah!

If you're interested in judging, PM me and we'll see what we can work out.

How will new rounds be decided?
Via a Strawpoll that will list 6 options at a time for what the next round could be. On the Monday when a new round starts, whichever option has the most votes becomes the next round. The Strawpoll for Round 2 is right here.


That's all that needs to covered in this introduction. Without further ado, Round 1 is......................................................

Pokemon Bosses:


Ultra Sun & Ultra Moon got people thinking about other Pokemon Bosses to carry Rayquaza's Torch. Even though that didn't actually happen. And with the 8th generation on the way with Pokemon Sword and Pokemon Shield let's take a moment to appreciate the boss potential that can be found in the 7 generations Pokemon has currently had.

Not just with the main series either, if you can find a suitable from the spin-offs like Pokemon Mystery Dungeon that you want to go with then feel free to use it. Just keep in mind that the setting of the boss fight has an impact on the source material the boss is considered to be in. Darkrai for example can count as a boss from Pokepark by utilizing his lair and attacks from said game.

But I'm only allowing Pokemon Games for this. No Anime, Manga, or other non-video game material.

Detective Pikachu? Game - Yes, Movie - No
Pokemon Trading Card Game? I know it had a video game version of itself on the Game Boy. Even so, no.
Pokemon Go? It is a video game, so technically yes. But if you can manage to pull a boss from that game of all things then you can consider me impressed.

And with that, Round 1 has begun. You have until Friday, June 28th, at about 11:00pm Pacific Time to submit entries.

Good Luck!
 
Last edited:

psb123

Smash Ace
Joined
Jan 26, 2018
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psb123
#2
Hall of Fame:

The winning bosses of when this was a contest.

Round 1 - Pokemon Bosses:
Winner: Hoopa Unbound by THE SLOTH


Hoopa Unbound
Pokemon X/Y


The fight begins showing a long stretch of desert sands where the player character is standing. A couple of windswept dunes, and the ruins of an Arabic-looking city sit in the background. The focus zooms onto the tip of a dune, where a bottle is partially buried in the sand. Hoopa then appears from behind the dune, triumphantly grabbing the bottle and popping it's top off. Hoopa begins to laugh mischeviously as a puff of dark smoke comes from the bottle, engulfing Hoopa as their laugh and voice turns more and more malevolent, before Hoopa's Unbound form is revealed, ready to test their newfound powers on you!

The Stage
Similar to every other boss arena but Giga Bowser's, Hoopa Unbound's arena is a single, flat, walk-off arena set in the scorching desert ruins of a Arabic-like civilization. The player will be KO'd if they move too far to the left or right or are launched past the sideways blastzones, although this condition changes with one of Hoopa Unbound's attacks, as described below.

Properties and Attacks
Hoopa Unbound stands as tall as Ganon in his boss fight, rather menacingly to boot with an evil-looking grin. They have a smaller HP pool than most other bosses, but their tricky, hard-to-hit nature despite their large hurtbox makes them still a threatening, irritating foe. Hoopa Unbound does not walk or move traditionally, but stands battle-ready before standing upright and crossing their arms, and then dropping into a giant ring that appears beneath them. Another giant ring will then appear in the air in a different part of the stage, and Hoopa Unbound will then slam down fist-first as they re-enter the battle, their method of movement being an attack in itself that launches anyone underneath them with medium strength.

Hoopa Unbound's attacks for their first phase are as follows:

Hoopa Unbound slams down all three of their right arms in a hammer movement, which will bury anyone hit on the ground. Aerial opponents are launched straight down, and the following hitbox from Hoopa Unbound's fists hitting the ground will bury them before they can be launched away (unless they're at absurdly high damage, like 200+%, in which case the resulting knockback will kill them off the topic of the screen). They'll then pause, before following up with a three left-armed sweeping uppercut. This hits for major damage and knockback, and will likely knock a player out once at high percents. The pause before the uppercut however gives a player time to mash out of the bury, dodge the uppercut, and then retaliate with some of their own attacks for a brief couple moments. Hoopa Unbound will only use this move when a player gets too close in front of them, regardless of what phase of the fight it is.

Reeling back for a punch, Hoopa Unbound launches one of their arms separate from their body towards the player. The arm travels in a straight line where the player was last detected to be, before slinging right back to Hoopa Unbound. The move's range and knockback can make it very dangerous to try and camp by the edge of the screen. While being an active hitbox coming forward, on the way back they lose their hitbox and return to being part of Hoopa Unbound's hurtbox, and can be hit on the return if a player is fast enough. More reliably though, Hoopa Unbound's fists can get stuck in the sand for a brief moment if launched into the ground, giving most characters just enough time to hit them with an uncharged smash attack.

Putting all six of their hands together, they slowly draw away from hole on the center of Hoopa's body as a ball of malice and dark magic builds up, before Hoopa Unbound spins around and shoots off the powerful attack, the recoil pushing them off screen and off the playing field. The dark energy sphere is about half of Hoopa Unbound's size, and once loosed, will fire across the screen at breakneck speed. Think similar Marx's big laser attack. Hoopa Unbound will always follow up this move with the second half of their teleporting attack, with a golden ring appearing at the top of the screen and Hoopa Unbound crashing back into the fight.

Once 25% of their HP has been depleted, Hoopa Unbound will follow up their next attack (unless it's their dark magic attack from above) with a teleport and do the following attack, and then use any of the moves listed below:

After vanishing into the first ring, instead of just one more appearing, two will appear, one right below the other in the center of the stage. Hoopa Unbound will slam down from the first ring, vanish into the second ring, but reappear from the first, looping between the two over and over to a similar effect of falling through portals over and over again in Portal. The rings will start to slowly spin clockwise, soon occupying a large area of the middle of the stage with Hoopa Unbound's constantly falling attack, before both rings suddenly vanish. Another ring appears in the sky again, and the attack proceeds as it normally did in the first phase.

A variation of the flying fists attack from the first phase, Hoopa Unbound will reel back and throw one of their fists, and do so two more times after that, the next punch coming as soon as the previous arm starts to come back, or when it should've come back if the previous fist gets caught in the sand, making punishing this move harder.

A variation of the dark magic attack from the first phase, Hoopa Unbound unleashes the dark sphere the same way from before, but after flying across the screen, a large ring suddenly appears and catches it, before vanishing. The screen will then pan out, and a ring will appear in each corner of the screen, each ring aimed in the direction of the ring opposite to it (the bottom right ring will be aimed at the top left ring, vice-versa, so on and so forth). One of the rings will then have a dark aura a second before the dark magic sphere flies out of it and will be caught by the opposite ring. This repeats three more times, before all four rings vanish and Hoopa Unbound returns in the same way they do in the first phase variation of this attack.

Less of an attack and more of a passive, if hit with a couple projectiles and not performing any attacks, Hoopa Unbound will occasionally summon a ring portal to suddenly appear right from the hole in their chest, which will catch the projectile and then spit it right back at the opponent with boosted damage and knockback, similar to Dedede's inhale.

Past the 75% HP mark, Hoopa Unbound will continue to use the four moves listed above, along with a couple more:

Hoopa Unbound starts to float into the air with a powerful aura, and two massive golden rings appear on the left and right sides of the stage, obscuring even the blastzones! For the duration of this attack, the arena will loop horizontally, even when launched by a powerful attack, so you can only die off the top of the screen. Hoopa Unbound does a corkscrew attack, spinning their whole body like a drill as they lunge forward at a decent, avoidable, but still dangerous speed. They constantly drill towards one side of the screen, looping back to the other from the other side of the screen. They'll vertically home in on the player to try and catch up to and hit them, steadily increasing in speed but never getting too fast. Getting hit by Hoopa Unbound will launch the player straight ahead, likely making them loop through the ring portals covering the blastzones in the process, making this move unlikely to kill but rack up damage to dangerous levels. After a few seconds, Hoopa Unbound will suddenly vanish, and the rings will shrink, and then disappear. Hoopa Unbound will then follow up with the first attack in the list above.

With a menacing glare, all six of Hoopa Unbound's arms vanish and are replaced by six rings, three on each side of them. They lean forward and start to float intimidatingly towards the player to try and corner them as a flurry of punches fly out of the rings, JoJo-style. After a couple seconds of punches, Hoopa Unbound will finish with a three-armed Shroyuken-styled uppercut, uppercutting right into a suddenly appearing ring portal. This is immediately followed up with another ring portal and Hoopa Unbound landing out of it again, like how they did during the first phase of the fight before proceeding with one of its other attacks.
Once defeated, Hoopa Unbound will reel back, clutch their chest, and fall onto one knee, before collapsing onto the ground. After a pathetic puff of smoke, Hoopa is back in their Confined form, passed out as the bottle from before that's been lying on the ground since the fight started sucks Hoopa right up, trapping the genie inside their lamp for good. Supposedly. Don't count on it.

Utilization
In Classic Mode, Hoopa Unbound would be the boss of the following characters' routes:
:ultwario: - In reference to Wario's first playable outing, fighting Hoopa Unbound would serve as a reference to the final boss of Super Mario Land 3: Wario Land, where Wario fights Captain Syrup and a Genie.
:ultlucas: - Being Psychic/Ghost in its base form and Psychic/Dark in its Unbound form, Hoopa Unbound fits the bill as a powerful psychic opponent for Lucas to fight at the end of his route.
:ultlucario: - Both are Pokemon, and Hoopa Unbound has a counter against projectiles that it utilizes once 25% of it's HP has been lost, fitting Lucario's theme of opponents with counterattacks, if only loosely. Better than fighting the Hands again.
:ultgreninja: - Both are Pokemon that debuted in the sixth generation, and if Greninja's classic route mimics fighting different typed gym leaders to get to the league, Hoopa Unbound represents the legendaries near the end of the game that must be fought or caught to proceed.

When fighting Hoopa Unbound, outside of the boss rush with Galeem/Dharkon, Battle! (Xerneas / Yveltal / Zygarde) plays. During Lucario's Classic Route, Battle! (Champion) / Champion Cynthia plays.

In World of Light, the Badlands area with the train tracks has a new sub-area that is a vast desert, filled with ground, sand, or desert themed spirits. A couple oasises feature tropical themed spirits instead, but are few and far between. At the end of the area is the ruined Arabic city seen in the background of the battle, and is where Hoopa Unbound must be fought and defeated to weaken the shield protecting Galeem.

A mode that'll incorporate every boss I make from this point onward is a Boss Gauntlet mode that is unlocked after beating World of Light and getting the true ending. This gauntlet has the player choose from one of three random bosses to fight, and with each progressing fight won, the difficulty is increased (bosses get increased defenses, boosted attack power, etc.) The player has to hold out as long as they can, similar to Master Orders/Crazy Orders, and can occasionally fight bosses a level or two harder than the difficulty they are currently on for the reward of healing items. At the end of the mode, which is dictated by whenever the player thinks they can't handle any more, they'll fight Galeem, Dharkon, or Galeem/Dharkon as the final boss. How many bosses they beat before hand will affect their difficulty, but also increase the number of stocks the player gets to fall back on for getting so far, maxing out at 5 stocks.

Hoopa Unbound has a new intro that'll exclusively play when fought in the Boss Gauntlet mode. It starts mostly the same, but the bottle is still on the ground from where it was during the initial fight. The bottle rattles and rumbles ominously, before the top pops off on its own, and Hoopa Unbound breaks free. Told ya that thing wouldn't hold them for too long. They look at the player character, clench their fists, and glare with hatred, ready for revenge for locking them up in that cramped lamp! The defeat cutscene plays out the same though, so you can imagine how well their attempt at revenge went...

Round 2 - Mario Platformer Bosses:
Winner: Lord of Lightning by GolisoPower


Boss:
Lord of Lightning

Game of Origin:
Super Mario Odyssey

What Does The Boss Do?:

The Lord of Lightning is an absolute unit, its head rivaling even Giga Bowser. You can deal damage to it like normal, but the pins that hold down the helmet have separate hitboxes, and can be grabbed and thrown off. When the helmet is thrown off, he will take 1.25x damage for 10 seconds until it respawns on his head, but there's a weakspot on top of its head that the player can hit 2x damage. While in battle, the Lord of Lightning will have the following moves:

Thunder Rings: The Lord of Lightning will breath lightning on the stage and shape it into 3 serrated rings that roll around the stage. These blades will deal 14% damage on hit and has some decent knockback. The breath itself deals a good 16% damage on hit. At 66% health, he will spawn 2 more blades. At 33% health, he will sweep the stage and spawn triple that from different position across the stage. Each blade will hurtle towards the player and fall off the stage.
Burrbos: When pulling a pin off the Lord of Lightning's head, a Burrbo will spawn from the position of the pin. These little guys deal a measly 5% damage on touch, but will constantly follow the player, hopping towards them. They are about as fast as Pikmin when it comes to speed, but they can be defeated after taking 20% damage.
Unavoidable Chin Move Head Slam: The Lord of Lightning will smash his head on top of the stage and generate lines of lightning on the ground. The initial slam deals a whopping 32% damage and some brutal knockback, and the lightning lines deal 12% damage per hit with very little knockback. When the attack is finished, he will rest for a bit, leaving himself open for the player. At 50%+ health, the lightning streams will only touch the floor while below 50% health will make the streams more blocky, prompting the opponent to crouch.
Odyssey's End: At 25% health, the Lord of Lightning will initiate a chargeable breath attack that deals a staggering 45% damage total. It takes a while for him to charge, so he can be interrupted if dealing enough damage, but the beam itself can be evaded.

Boss Setting:

The Lord of Lightning is fought on the top of the tower in Crumbleden, a flat surface with edges that is 1.5x as big as Final Destination. The stage itself is slippery, meaning the opponent will slide along it after they stop moving, but to half the degree as the ice blocks on Summit. At the start of the battle, there is a shot of the clouds above that flashes with purple light for a bit before the gargantuan dragon himself swoops down, stops in front of the player and lets out a massive roar before the battle begins. The battle theme that plays is the Ruined Dragon Battle theme from Mario Odyssey. Occasionally, the Lord of Lightning will fly around for repositioning. When the Lord of Lightning is defeated, he will let out a pained roar and rest his head atop the tower. As he's dying, a Multi-Moon will fly out of him. Collect that Multi-Moon to get a bonus for points in Classic Mode, or to increase your reward in World of Light.

Where Are They Found?:

In World of Light, Dharkon's Dimension houses the new Ruined Kingdom area accessed after you beat Dracula's Castle. This area is gloomy and is filled with Undead-based Spirits and Medieval Spirits such as Castlevania's Skele-Dragon and Dragalia Lost's Dyrenellian General. You fight the Lord of Lightning at the end.

In Classic Mode, the Lord of Lightning is a boss to the following characters:
:ultlucina:, :ultchrom: & :ultrobin:: A reference to the Fell Dragon Grima.
:ulthero:: Robin is fought beforehand. A reference to the Dragonlord from Dragon Quest I. A recreation of the Dragonlord boss theme is played here instead.
:ultridley:: Similarity in appearance.
:ultsamus: & :ultzss:: The Lord of Lightning holds a similar appearance to Ridley.
:ultbowserjr:: Partnered with :ultbowser:. The partner is a slight reference to how Bowser used the Lord of Lightning against Mario.
:ultmario:: Fights the Lord of Lightning before Giga Bowser. A reference to his fight against him in Mario Odyssey.


Round 3 - Square-Enix Bosses:
Winner: Scorpion Sentinel by GolisoPower




Boss Name:
Scorpion Sentinel


Game of Origin:
Final Fantasy VII


What Does This Boss Do?:
The Scorpion Sentinel is a large robot between the size of Dracula Phase 1 and Galleom. The first boss in the entirety of Final Fantasy VII, the Scorpion Sentinel is encountered in the bombing of the Sector 1 Reactor in Midgar. However, unlike in FF7, this takes more from its battle in the upcoming Final Fantasy VII Remake.

Mark 98 Cannons: The Scorpion Sentinel fires a burst of bullets at the enemy. The cannons don’t do much, only dealing 17% damage total, but it’s lethal enough for battle.

Target Scan: The Scorpion Sentinel will lock onto the player’s current position. This can tie into the attack below.

Mark 99 Launchers: The Scorpion Sentinel fires a barrage of 12 missiles across the battlefield. The missiles deal only 5% damage each, but tied with Target Scan, can rack up damage easier. Although they hone in on the opponent, they can still miss or be perfect shielded, as well as reflected.

Death Grip: If the player is too close to them, the Scorpion Sentinel can grab the opponent and charge a laser on its tail. The player can mash out of this. See Tail Laser for more details.

Electrostomp: If the player is too close to them, the Scorpion Sentinel will reel back and create a large stomp in front of itself, creating a field of lightning in front of it that deals 12% damage.

Barrier: When 25% of its health is depleted, the Scorpion Sentinel will deploy an energy shield molded around its shape. In this state, all attacks it takes are reduced to 1% damage, except for a core below its tail, in which it takes normal damage, similarly to Ganon, the Demon King. Dealing 50% damage to the core will destroy it, permanently disabling the barrier.

EM Field: The Scorpion Sentinel can charge up and release a burst of energy, which deals 8% damage in exchange for releasing it completely around itself as opposed to in front.

Tail Laser: When 50% damage has been depleted, it gains the ability to charge its tail with energy for a bit before firing it at the opponent’s location. If the opponent attacks while it’s charging, it will immediately counterattack with it. The player can also duck behind rubble to hide from the laser before it fires. Only while the Laser is firing at the rubble can you deal damage safely. The Laser itself deals 27% damage.

Auto-Repair Unit: When reaching 10% of its health, the Scorpion Sentinel will stick its left front leg out and begin repairing 2% of its total health over time. Deal 50% damage to the leg to destroy it and permanently disable this ability.


Not only can the Scorpion Sentinel do all of the above, the following happens as the battle progresses:

50% Health Depleted: The Scorpion Sentinel will jump into the background and fire missiles everywhere, catching everything on fire. After that happens, rubble will periodically fall from the top of the screen to be used as cover against the Tail Laser.

90% Health Depleted: The Scorpion Sentinel will momentarily start wildly firing his cannons and missiles everywhere, electricity leaking out of its body as it does so. When the Scorpion has recomposed itself, the stage looks even more devastated and the fire has spread even more. See above for details on the cannons and missiles.

Defeat: The Scorpion Sentinel will begin its last resort: charge and fire the Tail Laser while thrashing it about in an attempt to destroy the player for 10 seconds before falling off the stage and exploding. This final attack is similar to the pulse attack that Master Core can do in Smash 4’s Classic Mode.


Boss Setting:
The battle takes place in the Sector 1 Reactor of Midgar, a time-bomb planted and ready to start ticking. At the start of the battle, the player’s character will attempt to activate the bomb before alarms go off and the camera cuts to a streak of metallic red before panning to the stage itself, where the Scorpion Sentinel lands in front of the player, ready to fight. The battle theme that plays is Fight On! from the original Final Fantasy VII. Alternatively, at higher difficulties, it will instead play the Boss Theme from FF7R.


Where Are They Found?:
In World of Light, there is a new area in the misty forest portion of Galeem’s Dimension called Sector 1 that can be accessed by train. When arriving in this area, you will enter the area, which is a recreation of the Bombing Mission from the original FF7. This place houses robotic spirits (Such as Poppi from Xenoblade Chronicles 2 and the Great Octostomp from Splatoon) to military spirits (Such as 3rd Class SOLDIERS at the start of the map and Ardanian Soldiers from Xenoblade Chronicles 2). At the end of the Bombing Run, you will encounter the Scorpion Sentinel.


In Classic Mode, the following characters can face off against the Guard Scorpion:

:ultcloud:: A reference to the first boss in FF7.
:ultsnake:: The Scorpion Sentinel looks more like a Metal Gear than Galleom.
:ultkrool:: The Tail Laser is reminiscent to the Blast-O-Matic.
:ultshulk:: A reference to the Mechon.
:ultsonic:: The Scorpion Sentinel holds some reminiscence to the Death Egg Robot.
:ultbanjokazooie:: A minor reference to the HAG 1 boss from Banjo-Tooie.
:ultrob:: The Scorpion Sentinel has no readable expressions.
:ultpikachu:: Pikachu’s heavy usage of lightning attacks easily exploits the Scorpion Sentinel’s weakness to it.

Round 4 - The Legend of Zelda Bosses:
Winner: Odolwa by Perkilator



Boss: Odolwa

Game of Origin: Majora’s Mask (2000)

What does this boss do? (Besides constantly chant “K’iinam took ool” (head will ache and burn); nite that some attack names are taken from Zelda Dungeon’s walkthrough of Majora’s Mask.)

-Horizontal Slash (medium knockback, 13%): Odolwa slashes horizontally in front of him.

-Kick (short knockback, 9%): Odolwa kicks the player out of self-defense if they get too close.

-Insect Chant: Odolwa will chant “A’alik beora” (Dance now) and summon one of two types of insects. When he summons crab beetles, which fall down from the ceiling (short knockback, 7%), they will continuously bite you and rack up damage (5% per bite). When he summons moths, they swarm all around you and deal continuous damage (no knockback, 3-5% each; usually around 28% total). Luckily, both of the two can be distracted by any of the Links’ bombs, as they will defeat nearly the entire swarm.

-Fire Barrier Slash (medium knockback, 14%): Odolwa says “Tòokik taali!” (Come burn) and slashes upwards with his sword engulfed in flames. As he continues chanting, the fire stays active for a moment (6-8% each hit, no knockback; usually around 34-37% total).

-Deku Bomb (medium knockback, 24%; high knockback when a shield is broken): Odolwa puts away his sword and struggles to pull out a nearby giant Deku Nut from a flower on the ground, giving you time to stun him if he’s nearly there. Should he succeed, he’ll jump back and swiftly throw the Deku Nut at you. You’ll be stunned on the ground giving Odolwa time to use another attack unless you button mash out of it.

When attacked enough, he’ll be stunned and kneel on the ground for a bit. In that time, you can hit the giant eyeball on his head before he gets back up, dealing slightly more damage than usual. Te defend, he’ll sometimes block attacks with his shield.


Setting/Intro: The boss arena is the one in Woodfall Temple. Odolwa’s intro is the same as the one in Majora’s Mask, except his eyeball looks around for a bit.

Who fights this boss in Classic Mode?
:ultsheik: (Masquerade)
:ultyounglink: (See Sheik)
:ultroy: (I mean, look at that sword!)
:ultolimar: (Nature monster)
:ultrob: (Unreadable expressions)
:ultgreninja: (Grass-Type stand-in)
:ultpiranha: (Bugs for dinner? Yum!)
:ultbanjokazooie: (Boss in a 2000 sequel to an acclaimed game from 1998)

Where would this boss be in World of Light?
In a sub-area based off Woodfall Temple. Spirits from Majora’s Mask, as well as plant-based spirits in general, appear here.

Music: Boss Battle - Majora’s Mask

Round 5 - Kirby Bosses:
Winner: Computer Virus by THE SLOTH


Computer Virus
Kirby Super Star/Kirby Super Star Ultra

In an crystal filled cave, nothing can be heard except for faint ambiance, until a computer window pops up in the background with an alarming noise accompanying it! Several more appear with the same sound, filling the background until it turns into blue screen with white text all over, reminiscent of a BSOD. That turns into black nothingness, before the cavern background returns, and three computer windows appear overlapping each other as the fight with Computer Virus begins!

The Stage
A remastered version of the crystalline cavern area Computer Virus is fought in their original appearance, the arena consists of simply flat ground and walk-off edges. However, the stage is pretty small, only slightly bigger than any of Flat Zones iterations (and with no overlay blocking the edges. With a layout like this, you can die easier than you'd think if you don't stay alert.

Properties & Attacks
The boss itself is made of five entities, but the the windows themselves loom in the background, and combined fill up about 3/4 of the screen. The enemies it spawns are also quite large, with the smallest of the bunch, the Slime, is double Ridley's height and width.

Being a satirical take on turn-based combat and tradition RPGs, the enemies Computer Virus spawns are invulnerable except for when it's the player's turn, indicated by (Fighter) attacks! appearing on the top window and the enemy dropping from the enemy window. They will stand in place for a brief period of about 3 seconds before becoming invulnerable again and return to their original place. Attacking the enemy while it's vulnerable makes the enemy electronically fizzle, but not flinch or move at all from taking damage. The boss's health bar doesn't go down any from just damaging the foe, but the Life window to their side has the enemy's health, and depleting it will defeat the enemy and cause the boss health bar to go down by 1/5th.

Every player turn is followed by an enemy turn, where they will perform an attack. The attacks able to be used vary depending on the enemy, getting progressively harder to dodge and having more dangerous effects the further along you go. The battle will start with the Slime and progress down the list.

A Slime appears!
The Hero attacks!


Slime
HP: 60
Size: 2x Ridley's size

- The Slime will spend most of it's turns being rather ineffective. It can spend its turn sleeping, trying to escape (which always fails), be surprised by something, or try to call for a pal (which will also always fail).

- Occasionally, the slime will actually attack by shooting a small star at the player's current position, the same kind Kirby and Dedede spit out with their neutral specials. The star does 2.5% and barely sends the player anywhere, and doesn't kill for a long time.

You beat the Slime!
A Puppet appears!
Rosalina & Luma attack!


Puppet
HP: 80
Size: 1.5x taller than Slime

- Like the Slime, the Puppet will sometimes waste turns. It will sometimes spend its turn laughing, screaming, dancing, running in circles, or attempting to self-destruct (which, again, always fails).

- The Puppet will cast a hex on the player, which surrounds them in a shadowy aura, but is ultimately harmless. Their movement speed and weight will drastically decrease and increase respectively, but given the low amount of mobility needed for the fight, it's barely a hindrance. This debuff will disappear after the Puppet's next turn.

- The Puppet will occasionally attack in the same fashion as the slime, but will shoot three stars instead of just one, with about a second of buffer after each star. These stars a little stronger, each dealing 7.5% and a little but more knockback, but can be shielded rather easily.

You beat the Puppet!
The Magician appears!
Robin attacks!


Magician
HP: 100
Size: 3x Ridley's size

- The Magician will attack every turn it gets rather than meandering around. The Magician, and every enemy after it, will also get the first turn upon spawn rather than giving the player a free first turn. Its most basic attack is using their wand to shoot three stars at the player, faster and more rapid fire than the Puppet. Deals the same amount of damage for each one, but does a bit more shield damage and knockback.

- The Magician casts a fire spell, shooting a stream of fire towards whichever side of the screen the player is on. Deals 3.5% every hit, which can rack up fast if hit multiple times during the stream. If the player can quickly switch which side of the screen their on as the Magician casts the spell, they won't turn around or change the direction of their spell.

- The Magician casts an ice spell, which is one quick, icy projectile that flies to the player's current position when cast. Deals 10% and freezes if hit, and while it has low kill potential, it freezes longer than other freezing effects and can eat into what little time the player has to counter attack on their turn.

- The Magician casts a Guard Spell, which will make them flash white during the player's next turn. Damage taken during this turn is reduced by 75%.

You beat the Magician!
An Evil Knight appears!
Ike attacks!


Evil Knight
HP: 125
Size: Giga Bowser

- The Evil Knight's main attack involves shooting five stars at the player, faster than the Puppet but slower than the Magician. each star does about 6% damage, and low-medium knockback. But if you aren't careful around 80% or higher, the stars can end up comboing you past the stage's small boundaries or killing you outright if you linger near the edges.

- The Evil knight brings down his sword, creating a crescent-shaped projectile that targets where the player was last before returning like a boomerang. He fires two, one-after-another by default, but at low health will fire up to four in a row. Each one deals 9% on contact with medium knockback that can kill at higher percent ranges.

- The Evil Knight performs a freezing slash, creating a Blade Beam like projectile that travels from the Evil Knight across the ground and off the screen, in the direction of whichever side of the screen the player was on when initiated. It's a bit tall, but can be shielded in exchange for some decent shield damage, or simply jumped over or spot/air dodged with proper timing. If it hits, it deals 13% and freezes, keeping the player frozen longer similar to the Magician's ice spell, but also has a bit of launch power that can end up killing the player at early-mid percents, similar but weaker in practice to Lucas's PK Freeze.

- The Evil Knight throws knifes, causing a downpour of small blades from the top of the screen. Each blade does 6.5% on hit with low knockback, which while it won't kill, can cause them to combo into another knife if the player is unlucky or has poor reflexes. By default, the Evil Knight will launch six knives, eight knives at half health, and ten knives at low health.

- The Evil Knight stores power, which will make them flash white during the player's next turn. On the next turn, the Evil Knight will deal 1.2x damage and knockback on his attack.

- The Evil Knight raises his shield, which will make him flash white during the player's next turn. Damage taken during this turn is reduced by 75%.

You beat the Evil Knight!
A Great Dragon appears!
The Great Dragon became furious!
Charizard Attacks!


Great Dragon
HP: 200
Size: 1.5x Giga Bowser

After defeating the Evil Knight, the fight breaks away from the turn based style for a more traditional finisher. The Great Dragon becomes more than a stylized sprite, becoming a 3D model and giant dragon that hovers in the background, but close enough to the foreground that it can still be hit at all times. The enemy window vanishes, but the other two still linger in the background, showing flavor text and the Great Dragon's remaining health.

- Between attacks, The Great Dragon will reposition itself, either in the center, left, right, or top left or top right of the screen before attacking.

- The Great Dragon aims where the player currently is, and fires three rapid fire stars that all hit in the same place. They deal 3.5% each, except for the last one dealing 10% damage with high knockback that can kill easily.

- The Great Dragon breathes fiery breath from its mouth, indicated by glowing fire building in its mouth before it lets loose. This fire breath is one long-lasting hitbox that deals a single, strong hit of 22% and medium knockback. Great Dragon will only use this move from the center of the stage, firing in one direction. However, if the player tries to fake them out like with the Magician's Fire Spell, the Great Dragon will quickly switch sides before letting loose.

- The Great Dragon slashes with their talons, performing a melee attack by flying to where the player is before slashing twice. The first slash will always combo into the second, dealing a total of 16% damage with medium-high knockback. Shielding isn't super smart, as both slashes deal a good chunk of shield damage, so the better option is to move away once the Great Dragon locks onto where you are/were to avoid the slashes.

- The Great Dragon flaps its wings, creating a powerful wind that pushes the player towards the blast zone. Continually running towards the Great Dragon is the best strategy until it stops to avoid getting pushed off screen. The Great Dragon can only use this move if it is not in the center of the screen.

- The Great Dragon petrifies its body, flashing white for a few brief moments before doing its next attack. During this time, the damage dealt to Great Dragon is reduced by 75%.

Once defeated, the Great Dragon reels back, lets out a roar, before it's body and roar digitally fizzle out. The text window displays (Fighter) defeated all the enemies! before the two remaining windows vanish.

Utilization
The following characters have Computer Virus as their Classic Mode endboss, or have Computer Virus appear in some form.
:ultkirby: - One of the earlier rounds in his route being removed, after the round versus Dedede, Kirby fights Computer Virus as a boss before his bonus round/final battle against Marx. This serves as a reference Kirby Super Star, whose episodic layout had players fight King Dedede in Spring Breeze, Computer Virus in The Great Cave Offensive, and then Marx as the final boss of Milky Way Wishes and the whole game.
:ultness:/:ultlucas: - Grouping these together because they share the same reasoning. Their series of origin is one of the wackiest turn-based RPGs out there to date, even if the boss itself more so references the JRPG fantasy style of games.
:ultgnw: - His route showcases classic characters and stages in reverse chronological order. Computer Virus becomes the penultimate round of the route, with the multi-man swarm of Mr. Game & Watches becoming the final round of the route.
:ultdarkpit: - His Round 4 is replaced with a fight against Computer Virus. Given that it's a physical computer program, one can only assume something or someone created it.
:ulthero: - A battle between a parody of classic RPG battles and representatives of some of the pioneers of the genre itself is a match made in heaven.

The theme that plays when fighting Computer Virus under no special conditions is Battle OS from Kirby Super Star, switching to Boss Theme Medley once the Great Dragon appears.

In World of Light, the electronic maze area has all but its leftmost exit blocked off by glitchy terrain. The treasure usually hiding in the middle of the maze will, once interacted with, glitch out before turning into the boss aura that represents bosses in the overworld, and Computer Virus can be fought. Defeating them removes all the glitchy effects around the maze, letting the player enter/exit it from any angle. This boss is not necessary to complete the game, but makes traversal of the maze and the areas surrounding it much easier.

A mode that'll incorporate every boss I make for this contest in is a Boss Gauntlet mode that is unlocked after beating World of Light and getting the true ending. This gauntlet has the player choose from one of three random bosses to fight, and with each progressing fight won, the difficulty is increased (bosses get increased defenses, boosted attack power, etc.) The player has to hold out as long as they can, similar to Master Orders/Crazy Orders, and can occasionally fight bosses a level or two harder than the difficulty they are currently on for the reward of healing items. At the end of the mode, which is dictated by whenever the player thinks they can't handle any more, they'll fight Galeem, Dharkon, or Galeem/Dharkon as the final boss. How many bosses they beat before hand will affect their difficulty, but also increase the number of stocks the player gets to fall back on for getting so far, maxing out at 5 stocks.

Computer Virus does not get a new intro in this mode, but does have one slight change. With how pitifully easy the Slime and Puppet phases are, they are removed when fought in this mode, and the boss starts with the Magician phase to save time.


Round 6 - Mario RPG Bosses:
Winner: Hooktail by Kevandre


Hooktail

Paper Mario: The Thousand Year Door

#RemasterThousandYearDoor






Sorry about the delay on this one. I’ve been spending every non-work or sleeping hour I can playing Three Houses (MY GOD I LOVE IT SO MUCH). I couldn’t miss this round though since Thousand Year Door is one of my favorite ever games.



The first major boss of Paper Mario’s sequel, the Thousand Year Door, is Hooktail, a giant ladydragon who has been terrorizing a nearby Koopa village. Mario, along with his goomba assistant Goombella and his new Koopa friend Koops roll up to Hooktail’s castle to take care of business, and perhaps, find a crystal star.



Hooktail is a massive dragon so she doesn’t appear fully on the screen at any given time. And as such, she is quite scary up close. The fight takes place on the regular stage from TTYD, with a crowd of patrons cheering you on.



Hooktail has several attacks:



She might breathe fire on you, which deals minimal knockback, but deals 35% damage! This is avoidable by jumping or dodgerolling to the side as she does not breathe the fire for very long.



She might let you get a good look at the bottom of her foot (I hear many people pay good money for that, or at the very least this line makes it so that you don’t want to google Hooktail while you’re at work). If she stomps on you, it’ll do 15% damage and bury you in the ground for three seconds.



She will also swipe her foot across the screen which can knock you back quite a ways and do 15% damage.



When she only has 25% health remaining, she will disappear off the side of the screen and eat half the audience, resulting in the rest of them running away! She will regain health back to the 50% mark after this.



When she has 5% health remaining, she’ll attempt a last gambit of eating your character. How this works is you can avoid it by jumping or dodging, but if she gets you in her mouth you have to mash like you were grabbed by the beetle item from Zelda. You can escape if you mash enough, but if you don’t, you’ll lose a stock. She jumps back up to 10% health if this happens.



Though speaking of the beetle item, it will appear on this map on occasion! If you throw it at Hooktail, she won’t be damaged by it, but it’ll remind her of a bad cricket she ate a while back that made her stomach really upset, and she’ll take double % damage for ten seconds.



The crowd doesn’t just exist to be eaten, however. Prior to them leaving the scene, they can contribute to the fight. If you deal 30% damage to Hooktail consecutively without getting hit, you’ll get a temporary damage buff lasting ten seconds. Conversely, if you don’t deal damage to Hooktail for a fifteen second stint, they’ll give her the same boost.





Hooktail appears at the end of these classic mode routes:



:ultmario:: I’m just assuming Giga Bowser is removed
:ultpeach:: I feel like a different version of me wants you as a pet...

:ultgnw:: Flat bois unite

:ultbowser:: Rude, I’m his villain!

:ulthero:: I know a thing or two about a Quest and Dragons

:ultchrom:: Gotta put this ol Falchion to good use and it is +5 against Dragons

:ultlucina:: Same as above
:ultpokemontrainer:: I wanna catch it




However, depending on how well these characters do, they might not face Hooktail at all. She appears as the end-classic boss if you enter the boss fight at 8.9 difficulty or below.



If you enter the boss fight at 9.0-9.4, you’ll face her elder brother Gloomtail, in his domain behind the Thousand Year Door!




Forgive me for not doing a different mockup.



Gloomtail has mostly the same attacks as Hooktail, but he does 5% more damage on all her attacks and the beetle item does not appear. In addition, instead of fire breath, he breathes poisonous gas that still hurts you, but also does 2% damage over time every second for 7 seconds.



If you enter the boss fight at 9.5-10.0, you’ll face Hooktail’s eldest brother, Bonetail, in his lair at the bottom of the Pit of 100 Trials!






Bonetail has the same attacks as his siblings, though his gas breath attack will also randomize between putting you to sleep, reversing your controls, or slow on top of the burst damage and the damage over time. Instead of 5% more damage like Gloomtail as well, he does 10% more damage.





I had an idea for World of Dark for this as well- A whole Mario RPG area where you gotta attack the different strongholds of Hooktail and bosses from SMRPG and Mario & Luigi in order to recover the seven star spirits (from Paper Mario 64). The Gloomtail and Bonetail fights are also present, but optional, which give you really powerful spirits.



Phew~



I hope this is a good boss. I put a lot of passion for the original game into my entry, and I hope it came across.



If you haven’t played thousand year door you are absolutely missing out.

My original drawing was a little different. I always think Gloomtail's name is Blacktail so excuse my postit. And that I drew it on the back of next month's calendar from work. You'll notice that I always use the Paper Mario font "Hey Gorgeous" on it though so perhaps it is fortuitous. My coworkers seem to like it.

 
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TKOWL

Smash Apprentice
Joined
Oct 12, 2014
Messages
88
Location
Philadelphia, PA
#3
Taking a mockup I drew before, because now it's totally applicable:

ultranecrozmaboss3.png


Name of Boss:
Ultra Necrozma

Game of Origin:
Pokemon Ultra Sun and Ultra Moon

What does the Boss do:
Ultra Necrozma is a massive light dragon that takes up almost 1/3rd of the arena's space. This gives it a large hurtbox, but also makes its attacks huge and fearsome. Throughout the battle, it uses a large variety of attacks:

-Photon Geyser: a radiating circle appears on the ground as Necrozma shoots out a beam from its center to the sky, only to land in that circled spot, appearing like the image above. Minor knockback, but increases the number of Photon Geysers active as it takes more damage.
-Slash: If getting too close, Necrozma slashes with either one of its wings, depending upon wherever you are. This is indicated by it rearing back a bit with a little spark of light. Can do heavy knockback.
-Ally Switch: Teleports to the other side of the stage.
-Power Gem: Rocks float up to Necrozma, and it fires them off in a straight line targeting where you are.
-Iron Defense: Necrozma's body turns rigid, letting it take extremely minimal damage for a small amount of time. Usually likes to combo this off with another move like Slash, so be careful.
-Light That Burns The Sky: Used when below 50% of less HP, Necrozma will go into the background, and charge up a humongous orb of light. An indicator on a half of the stage will show where this laser will be heading, like with Bahamut Zero's laser attack on Midgar. It then unleashes this orb that floats downwards, and then explodes into a pillar of light, inflicting humongous damage.

Boss Battle Setting:
The battle begins with a fast panning shot on top of the Megalo Tower in Ultra Megaopolis, with a wormhole opening up, with either Dusk Mane or Dawn Wings Necrozma popping out, depending on the time of day playing the game. Its prism core then pops out of its head, and then an extreme flash of light happens, and Ultra Necrozma is formed. The arena you fight it in is similar to a stretched-out version of Warioware, with two thin platforms on each edge (however, the blast zones are nowhere near as small as on Warioware, for obvious reasons). When Ultra Necrozma is defeated, its light essence fades away, and its solid body parts fall to the ground, eventually reforming itself into regular Necrozma. Solgaleo/Lunala will warp out of there too.

For all the bosses I'm submitting for this. I'm imaging they'd be a part of a new arena-like mode from the Kirby games, where you fight both old and new bosses in succession. However, I would also add this boss retroactively into a new World of Light map, and replace Master Hand fights in some other character's routes with this, most notably:

-Ike (since Necrozma is pitch-black in its base form)
-Lucas (since Necrozma is Psychic-type)
-Lucario
-Greninja
-Corrin (since Necrozma turns from pitch black to blinding light)

As for music, in its normal fight, along with the classic mode routes for Lucario and Greninja, obviously a remix of Battle! Ultra Necrozma would play. On Ike's route, Against the Black Knight plays, for Lucas Unfounded Revenge/Smashing Song of Praise plays, and for Corrin Lost in Thoughts All Alone (3DS/Wii U) plays.
 

Kevandre

Ivy WAS Saurly missed
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1736-1095-5393
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Switch FC
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#4
And TKOWL already showing me up again before I even get a chance... Tsk tsk tsk

GIRATINA
DISTORTION WORLD

1561162016135.png

You start off in an eerie place where physics don't seem to make much sense... Though your fighter moves regularly for the most part... But where is anyone...?

1561162065580.png


Wh...What?

1561162116650.png


Ghost dragon centipede?!
Giratina appears out of... the crack in the sky? What?!

For the beginning of the battle, your character is standing on a regular platform with Giratina floating behind it. While he's close to the foreground, you can attack him! Though sometimes he'll fly away for a bit... where did he go...?

1561162220654.png

Sometimes when he disappears, he can use shadow sneak to rise out of the ground to attack you! Beware this move, because it has a lot of knockback!

1561162275169.png

Other times, he'll just attack you with a flurry of shadow balls coming from anywhere, which can rack up the damage!

Other times, the stage itself will start moving...

1561162401131.png


Trippy! what is this, Inception?

1561162431629.png

Now the stage has flip turned upside down! And now Robin needs to contest with small bits of water while fighting Giratina... Swimming can detract from your fighting so be strategic!

My thought process for how this boss fight would be included is that it'd be added to the World of Dark campaign as a whole extra area, the Distortion World! It could be a lot of fun to see how this would work with other-worldly type enemies. He'd also appear as the final boss for most Pokemon, as well as Dark Pit, Ness, Bayonetta, and Robin!

Music? Giratina's theme of course! https://www.youtube.com/watch?v=Amz5vENAigA

I hope I did this all right. Lololol
 

Attachments

Joined
Sep 17, 2017
Messages
958
#5
Ahh...seeing this is giving me good memories of the Stage Contest. Welp, time to stretch the ol’ creative muscles!

Deoxys_Boss.png


Boss:
Deoxys

Game of Origin:
Pokémon Ruby/Sapphire/Emerald

What Does The Boss Do?
Deoxys is a smaller boss than others (Standing a couple heads taller than Dracula Phase 1) that hovers around the stage. It’s smaller physique makes him harder to hit than most other bosses, but he has something unique that can even the odds.

- Form Change: Every four attacks, Deoxys will change forms. Its Base Form is balanced in terms of offense, defense and speed, similarly to Mario statwise. Its Attack Form focuses its efforts on dealing 2x the damage it normally does, but at the cost of taking 2x the damage, it’s speed unchanged. Its Defense Form is an inverted version of this, taking .25x the damage and dealing .25x the damage, while being about as fast as Ganondorf’s walk speed. Its Speed Form allows Deoxys to take 1.5x the damage while dealing .5x the damage, but giving it speed equivalent to Sonic.
- Pressure: Deoxys exerts its pressure, slowing down the opponent’s attacks by 0.5x for 10 seconds. This does not stack and cannot be used in consecutive order.
- Hyper Beam: Deoxys performs the Hyper Beam attack seen in its Assist Trophy incarnation, dealing 17.5% damage in Base Form with decent knockback.
- Cosmic Power: Deoxys temporarily decreases damage taken from the player’s attacks for 10 seconds by .75x. Each hit taken while Cosmic Power is in effect reduces the duration of the effect. This cannot be stacked or used in consecutive order. This is indicated by a star-like yellow glow it emanates.
- Recovery: Deoxys will charge with power for 8 seconds before releasing a pulse of energy that heals 10% of its total health. The player must deplete 8% of its max health to Deoxys within those 8 seconds to disrupt it. This cannot be used in consecutive order.
- Psycho Boost: When teaching 25% Health, Deoxys will break out its last resort: its signature move. Deoxys will charge with power before releasing an spherical projectile that deals 30% damage in Base Form in addition to immense knockback, but at the cost of reducing its damage output by .75x. The projectile is about as big as an Aura Sphere at max aura and is as fast as Captain Falcon's run speed.

Boss Battle Setting:
The battle starts with the player riding atop Mega Rayquaza, who uses Dragon Ascent on an incoming meteor in the ozone layer of a planet. The meteor shatters on impact and Deoxys’ core moves in the same pattern it did in the Delta Episode before its body forms. The battle takes place on fragments of the meteor, which serve as the stage’s platforms. Mega Rayquaza will fly in the background as the battle rages on. When Deoxys reaches 0% of its health, it will start uncontrollably twitching for a moment before Mega Rayquaza performs a final Dragon Ascent on the DNA Pokemon, destroying its body and sending its core flying into the depths of space.

Deoxys would be a Light Realm Boss Fight in World of Light, more specifically in the space portion of the game where you fly in the Great Fox. As for classic mode:
:ultfalco:: Space monster, similar in a sense to Andross
:ultcloud:: Reference to Jenova
:ultlucas:,:ultmewtwo:&:ultness:: Psychics, with Mewtwo being a Legendary
:ultdarksamus:: Space viruses given a physical form
:ultmetaknight:: Slight reference to Galacta Knight
:ultsamus:: References her battle with the Phazon

The boss music will be the Deoxys Battle Theme from Omega Ruby and Alpha Sapphire.

Might be a little rusty here, but hopefully I do good. The moves Hyper Beam, Recovery, Cosmic Power and Psycho Boost are based on its moveset when you battle it in ORAS.
 
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psb123

Smash Ace
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Messages
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psb123
#6
So now that we've got the first round up to a total of 3 submissions (Thank you all for that BTW) allow me to shed a little more details on the voting options for Round 2

Which BTW the Strawpoll for that is right here in case anyone needs a reminder.

Mario Platformer Bosses:

Yeah. We're separating Mario categories by genre again. What can I say? Mario just has too many games. Ok not "too many" but you get my point. Anyhow, Whether 2D or 3D any boss that comes from a Mario Platforming game is eligible here. Though there is one game that needs a specific spotlight in this info dump. Super Paper Mario. Is it a platformer because it has platforming gameplay? Or is it an RPG because it has RPG elements and is part of an RPG series. You'll find arguments for both points. But this contest is rolling with the latter opinion. Super Paper Mario will not count for this round.

The Legend of Zelda Bosses:

Honestly the only thing banned here is the cd-i games. Even Nintendo knows those don't count. But games that are actually Zelda games are of course in the running. Be it the main series, or spin-offs like Hyrule Warriors and Cadence of Hyrule.

Metroid Bosses:

I don't think much needs to be said here. Metroid's a pretty tough series to find games that don't meet the criteria.

Kirby Bosses:

Hmmmmm How can I make this explanation different from the Metroid one. Ummmmmm nothing exclusive to Kirby Right Back At Ya?

Square-Enix Bosses:

Now it's pretty clear that the rule of Smash not having anything that didn't originate from Video Games still is, and will probably always be, in effect. So licensed games are ineligible for the entire contest. Other than those, you can pick a boss from any Square-Enix game you want. Even ones that have never appeared on a Nintendo system like Final Fantasy 14. Kingdom Hearts is allowed too. But all Disney content is banned.


Super Nintendo Bosses:

Once again, licensed games aren't allowed. Video Game Originated stuff only an all that. Otherwise, any game that was on the Super Nintendo Entertainment System is eligible.
 
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#7
05145B81-33EF-4069-AC24-889E4A4983F5.png
Boss: Rayquaza

Game of Origin: Pokémon Ruby and Sapphire

What does the boss do?

In its current stage, it mostly does what it did in Brawl, being a boss in that game. However, when it reaches half health on 5.6 or higher...

A12262B1-C784-4D8F-BD69-E85CB9DDE38A.png
...it then becomes Mega Rayquaza and its attacks become way more fierce.

-Dragon Pulse: Rayquaza fires a multicolored draconic beam after wherever it can hit the player.
-Draco Meteor: Rayquaza summons several meteors that rain down on random places in the arena.
-Extreme Speed: Rayquaza flies around at frightening speeds and rams into the player, wherever an angle is telegraphed by the lightning.
-Twister: Rayquaza flies around in a circle and summons four twisters that go into four different places, each being briefly telegraphed by wind and leaves.
-Dragon Ascent: Rayquaza's signature move; it flies into the background and comes charging back at high speeds. However, it gets slightly tired upon use, leaving it open for attack.

Setting: Sky Pillar

Who fights this boss in Classic Mode?
:ultpikachu: (legendary Pokémon)
:ultfalco: (giant sky monster)
:ultlucina: (resemblance to Grima)
:ultmewtwo: (capable of Mega Evolution; plays Lorekeeper Zinnia)
:ultpit: (mythical being)
:ultpokemontrainer: (legendary Pokémon)
:ultrobin: (see Lucina)

Where would this boss be in World of Light?
Temple of Light
 
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psb123

Smash Ace
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Messages
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psb123
#8
So..........um.....................I just realized that I said Round 1 ended on Friday June 29th. Except, June 29th is a Saturday.

............Derp.


I fixed it in the main post, but to keep up to speed, Round 1 does end on Friday. Which is June 28th.

Also and update on the Strawpoll. Super Nintendo Bosses has no votes. The Legend of Zelda Bosses has 1 vote. And all of the other options are tied at 2 votes. Those who were there for the stage contest might remember how tie's are handled, but for those who don't know that, allow me to explain.

I never vote in the polls for the next round because in the event of a tie I make the decision of which round out of the ones that tied to become the next round. Essentially I'm casting the tiebreaker vote.
 

Mamboo07

The Poyo Boyo
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Mar 23, 2019
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#9
Mind if i have a go at this?
Guzzlord.png

Boss: Guzzlord

Game of Origin: Poke'mon Sun/Moon

What does the Boss do?:
The first half of the fight has you being chased by Guzzlord eating everything in it's path as the screen scrolls which is like the Porky statue that chased Lucas back in Subspace, after said chase the Ultra Beast jumps in the air crashing to the ground blocking your escape letting out a roar as you and Guzzy duke it out.

The second phase of the battle is both the fighter and Ultra Beast clashing with each other, if Guzzlord manages to eat the fighter. You must mash the button to escape otherwise you lose a stock insanity, at half health Nercozma appears and fuses with Guzzlord transforming the Ultra Beast into Glutton Eater Guzzlord causing the fight to more deadlier and dangerous than before.
After Glutton Eater Guzzlord's health is at 0% the two separate with Nercozma twitching then lets out a scream before exploding into bright light and Guzzlord lets out one final roar before crashing on the ground defeated. End of battle.


Guzzlord's Attacks
-Swallow: Guzzlord grabs the fighter with the large black claws and eats them promoting you to escape as seen above.

-Crunch: Guzzlord bites harder if you get eaten by it.

-Brutal Swing: Guzzlord swings it's tail trying to hit you.

-Dragon Tail: Guzzlord slams it's tail on the ground causing shock waves.

-Dragon Rush: Guzzlord charges at the fighter before going off-screen and back.

-Dragon Claw: Guzzlord swipes it's claw at you.

Also a attack where he goes in the back ground and throws rubble and junk at you.

Boss's Intro: The fighter you picked is standing in front of a building where two large black claws burst out causing said building to collapse revealing the Ultra Beast who lets out a furious roar as starts stomping towards you...

Setting: Ultra Ruin

Who fights it in Classic Mode?:
:ultkirby:
(Kirby has fought many eldritch abominations and Guzzlord looks like one)
:ultkingdedede: (Both are gluttonous)
:ultyoshi: (Cute V.S Scary)
:ultpichu: (David and Goliath, cause Pichu is small and Guzzlord is the biggest dragon/dark type)
:ultpokemontrainer: (Mistaken for a legendary Pokemon)
:ultincineroar:
:ultpikachu:
:ultgreninja:

:ultlucario:
:ultlucas:(Phase 1 is a reference to Ruined Zoo chase from Subspace)

Where it would be fought in the Dark Realm?: Ruinopolis (My idea for a sub-area which has said Ultra Beast as the boss, it's a destroyed city full of collapsed buildings and wrecked roads)

Boom! That's all of it. (Btw a fusion of Guzzlord and Nercozma would be awsome and terrifying)
 
Last edited:

LoZ00

Smash Apprentice
Joined
Dec 11, 2015
Messages
102
#10
Don't mind if I do?

Boss: Reshiram and Zekrom
Game of Origin:
Pokémon Black Version and Pokémon White Version
What do the bosses do: Reshiram and Zekrom are a unique case among the Smash bosses as they fight in pair but they will attack both the player and each other as well, much like Darkhon and Galeem. One of them may leave the battlefield and leave the player along with the other dragon, but for the most part, they will share the battlefield. Reshiram fights more while flying, while Zekrom stays more on the ground. Note that each dragon will have its own health bar but it will be considerably shorter than other bosses' health bars (slightly more than 1/2 of the average boss). Now let's talk about the attacks:
Reshiram's attacks
  • Fly: Reshiram often flies around the screen. Even though it is big, Reshiram is slightly smaller than Master Hand. The same applies to Zekrom.
  • Blue Flare: Reshiram breaths a stream of blue flames. It may perform this move both still and while moving, making it quite a useful tool. The attack deals decent damage but low to none knock-back. This attack is often aimed towards Zekrom.
  • Dragon Rush: Reshiram may dash to the other side of the screen: when doing so it often charges up and after two seconds it dashes forward. This attack is quite predictable but deals a ton of damage and knock-back.
  • Dragon Claw: a short-range attack, similar to Rathalos's claw swipe, albeit without poison damage. Reshiram attacks using his feet, so the move would resemble Rathalos's a lot. This move can also spike.
  • Fusion Flare: a powerful flaming orb is created by Reshiram and then it shoots it to the ground. This attack creates a moderately big explosion that may trap the player, dealing constant damage and dealing one final blow of medium knock-back. This attack is especially effective at damaging Zekrom and is often performed alongside its Fusion Bolt.

Zekrom's attacks
  • Bolt Strike: Zekrom dashes forward charged up with electricity. This move takes one and a half second to charge up but it's even stronger than Reshiram's Dragon Rush, being by far the strongest move in the Dragons' kit.
  • Stomp: Zekrom stomps if the player is too close to it. This stomp creates a small electric shockwave that paralyzes the player. Despite being fast, the move isn't that powerful.
  • Thunderbolt: Zekrom shoots a powerful stream of electricity. This move is kind of fast, but it's nonetheless still readable. However, it will often be aimed towards Reshiram, rarely even targetting the player. It deals decent damage and stuns the player if hit.
  • Fusion Bolt: a powerful electric orb is created by Zekrom and surrounds it, then it will jump and strike again to the ground. The attack creates a powerful electric shock-wave that deals moderate damage and stuns the player. This attack is especially effective at damaging Reshiram and is often performed alongside its Fusion Flare
Note that most of Reshiram or Zekrom deal less damage than usual bosses. This is because they are fought together and will often attack at the same time.

Boss Battle setting: I know I'm feeling quite lazy, but I think that Unova Pokémon League is the best possible setting.

Fought by:
:ultpit: (:ultdarkpit: is an ally; yin and yang)
:ultjoker: (heavy Japanese influence in his series, Persona is based on Jungian psychology while these two bosses are based on Japanese Taoist mythology)

:ultcorrin:(he's a dragon, he is torn between two families whose colors may be white and black)
:ultmewtwo: (legendary showdown)
:ultpokemontrainer: (wants to catch two legendaries)
:ultrobin: (uses fire and electric moves, like Reshiram and Zekrom)
:ultmarth: (fights against the dragons)
:ultincineroar: (:ultpikachu: is an ally; electricity and fire)

Where it would be in World of Light: Light Realm, the temple.

Music: Battle! (Reshiram/Zekrom). A new remix: it features heavy metal and orchestral elements alike, showing how different Reshiram and Zekrom really are.
 
Joined
Apr 8, 2018
Messages
557
Location
San Clemente, California
#11
Don't mind if I do?

Boss: Reshiram and Zekrom
Game of Origin:
Pokémon Black Version and Pokémon White Version
What do the bosses do: Reshiram and Zekrom are a unique case among the Smash bosses as they fight in pair but they will attack both the player and each other as well, much like Darkhon and Galeem. One of them may leave the battlefield and leave the player along with the other dragon, but for the most part, they will share the battlefield. Reshiram fights more while flying, while Zekrom stays more on the ground. Note that each dragon will have its own health bar but it will be considerably shorter than other bosses' health bars (slightly more than 1/2 of the average boss). Now let's talk about the attacks:
Reshiram's attacks
  • Fly: Reshiram often flies around the screen. Even though it is big, Reshiram is slightly smaller than Master Hand. The same applies to Zekrom.
  • Blue Flare: Reshiram breaths a stream of blue flames. It may perform this move both still and while moving, making it quite a useful tool. The attack deals decent damage but low to none knock-back. This attack is often aimed towards Zekrom.
  • Dragon Rush: Reshiram may dash to the other side of the screen: when doing so it often charges up and after two seconds it dashes forward. This attack is quite predictable but deals a ton of damage and knock-back.
  • Dragon Claw: a short-range attack, similar to Rathalos's claw swipe, albeit without poison damage. Reshiram attacks using his feet, so the move would resemble Rathalos's a lot. This move can also spike.
  • Fusion Flare: a powerful flaming orb is created by Reshiram and then it shoots it to the ground. This attack creates a moderately big explosion that may trap the player, dealing constant damage and dealing one final blow of medium knock-back. This attack is especially effective at damaging Zekrom and is often performed alongside its Fusion Bolt.

Zekrom's attacks
  • Bolt Strike: Zekrom dashes forward charged up with electricity. This move takes one and a half second to charge up but it's even stronger than Reshiram's Dragon Rush, being by far the strongest move in the Dragons' kit.
  • Stomp: Zekrom stomps if the player is too close to it. This stomp creates a small electric shockwave that paralyzes the player. Despite being fast, the move isn't that powerful.
  • Thunderbolt: Zekrom shoots a powerful stream of electricity. This move is kind of fast, but it's nonetheless still readable. However, it will often be aimed towards Reshiram, rarely even targetting the player. It deals decent damage and stuns the player if hit.
  • Fusion Bolt: a powerful electric orb is created by Zekrom and surrounds it, then it will jump and strike again to the ground. The attack creates a powerful electric shock-wave that deals moderate damage and stuns the player. This attack is especially effective at damaging Reshiram and is often performed alongside its Fusion Flare
Note that most of Reshiram or Zekrom deal less damage than usual bosses. This is because they are fought together and will often attack at the same time.

Boss Battle setting: I know I'm feeling quite lazy, but I think that Unova Pokémon League is the best possible setting.

Fought by:
:ultpit: (:ultdarkpit: is an ally; yin and yang)
:ultjoker: (heavy Japanese influence in his series, Persona is based on Jungian psychology while these two bosses are based on Japanese Taoist mythology)

:ultcorrin:(he's a dragon, he is torn between two families whose colors may be white and black)
:ultmewtwo: (legendary showdown)
:ultpokemontrainer: (wants to catch two legendaries)
:ultrobin: (uses fire and electric moves, like Reshiram and Zekrom)
:ultmarth: (fights against the dragons)
:ultincineroar: (:ultpikachu: is an ally; electricity and fire)

Where it would be in World of Light: Light Realm, the temple.

Music: Battle! (Reshiram/Zekrom). A new remix: it features heavy metal and orchestral elements alike, showing how different Reshiram and Zekrom really are.
What about Ice Climbers or Chrom for that battle? Also, maybe Dragonspiral Tower would make sense?
 
Last edited:

PeridotGX

Smash Champion
Joined
Jun 8, 2017
Messages
2,744
Location
That Distant Shore
NNID
Denoma5280
Switch FC
2036-9032-5151
#12
Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky
PRIMAL DIALGA

PrimalDialgafakeout.png

know what, I don't think i'm going to let these terrible MS paint mockups slide anymore. I'll be drawing them now!
primaldialga.PNG

this... isn't much better. Whatever, i'll do both.
Primal Dialga is the central antagonist of Pokemon Mystery Dungeon 2. With the collapse of Temporal Tower and time itself, Dialga too started going insane. In the collapsed future, it is a mindless yet unstoppable dictator. The only solution was to fight it in the present, where it wasn't completely corrupted.

Primal Dialga is one of the larger bosses in the Smash series, comparable to Ganon. It has no weakspot, but has a little more HP than most bosses. It's fought on a typical boss arena, with no platforms and walk offs. Dialga can walk around and such. The background has the time gear holder in the background.

Primal Dialga's Moveset consists of...

Stomp: A very basic move, where Dialga just slams one of it's front legs down. Average damage, low range, and mildly slow.
Metal Claw: Primal Dialga lifts one of it's claws and swings it forward. It deals good damage and has super armor, but is slow
Dragon Claw: Once again, Primal Dialga lifts one of his claws and swings it forward. It deals more damage and is faster than the metal counterpart, but he is not invulnerable (he actually takes 1.3x damage during this attack.
Ancient Power: The Gem on Dialga's chest starts glowing. Rocks float on screen, which are thrown one-by-one towards the player, basically a weaker version of Snake's final smash. The rocks can be pocketed or reflected.
Dragon Pulse: Dialga lowers it's head for about a second, then dramatically raises it, sending a shock-wave out. It's very powerful, but only damages grounded opponents.
Hyper Beam: Dialga fires a beam from it's mouth, very similar to one of Ganon's attacks.
Earth Power: Dialga hops in place, sending a grounding shock-wave out. This buries all grounded opponents for a while, but does nothing to opponents in the air.
Dragon Tail: Dialga uses it's tail as a club, simmilar to Mewtwo's forward tilt. This does fantastic horizontal damage, so to avoid it you must jump very high or get on the other side of Dialga (it's pretty slow, so you have time)

When Dialga gets to 40% of his HP, he roars and the sky turns red and thundery. his old attacks have their damage increased by 1.15%, and two new moves are added to the selection

Draco Meteor: Five meteors rain from the sky. The order is two at the far edges, two in the middle-ish, and one in the very center. The only way to survive the attack without taking massive damage is to get the pattern right.

Roar of Time: Primal Dialga roars very loudly. This attack is simmilar to Off Waves, where you must spotdodge to avoid being hit. This attack is far more generous than the Off Waves, however. If you are hit by the attack, you take huge damage and have the effects of the timer item for awhile.

When you defeat Primal Dialga, he crumbles to the ground, where it reverts to it's regular color scheme. The sky clears back up to what it was at the first phase.

How To Encounter:

World of Light: the Destroyed Future is a new sub-area in the Dark Realm. It acts like other realms, with plenty of spirits to battle. Games that have connections to time travel take up most of the spirit list, with spirits like Grima, Shroob, and Classic Sonic showing up. There are also PMD based spirits, like Dusknoir, Espur, and Wigglytuff.

Classic Mode: Like the other bosses, Primal Dialga is a boss in a few classic modes. The veterans that it replaces the bosses of are :ultpikachu:, :ultpichu:, :ultlucario: (as they either are or are related to PMD starters), :ultfalco: (his classic mode relates to fighting dark characters, which definitely applies to PD), :ultlucina: and :ultrobin: (in paralell to Grima). Some newcomers that could fight him are Grovyle (... do I need to explain this one?) and Sans (Primal Dialga was created by the corruption of time, something Sans tried to stop in the Genocide route). The default song is a new remix of Dialga's Fight to the Finish, but the Awakening characters use the new ID Purpose remix, and Sans uses Megalovania.
 

psb123

Smash Ace
Joined
Jan 26, 2018
Messages
913
NNID
psb123
#13
Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky
PRIMAL DIALGA

View attachment 229352
know what, I don't think i'm going to let these terrible MS paint mockups slide anymore. I'll be drawing them now!
View attachment 229354
this... isn't much better. Whatever, i'll do both.
Primal Dialga is the central antagonist of Pokemon Mystery Dungeon 2. With the collapse of Temporal Tower and time itself, Dialga too started going insane. In the collapsed future, it is a mindless yet unstoppable dictator. The only solution was to fight it in the present, where it wasn't completely corrupted.

Primal Dialga is one of the larger bosses in the Smash series, comparable to Ganon. It has no weakspot, but has a little more HP than most bosses. It's fought on a typical boss arena, with no platforms and walk offs. Dialga can walk around and such. The background has the time gear holder in the background.

Primal Dialga's Moveset consists of...

Stomp: A very basic move, where Dialga just slams one of it's front legs down. Average damage, low range, and mildly slow.
Metal Claw: Primal Dialga lifts one of it's claws and swings it forward. It deals good damage and has super armor, but is slow
Dragon Claw: Once again, Primal Dialga lifts one of his claws and swings it forward. It deals more damage and is faster than the metal counterpart, but he is not invulnerable (he actually takes 1.3x damage during this attack.
Ancient Power: The Gem on Dialga's chest starts glowing. Rocks float on screen, which are thrown one-by-one towards the player, basically a weaker version of Snake's final smash. The rocks can be pocketed or reflected.
Dragon Pulse: Dialga lowers it's head for about a second, then dramatically raises it, sending a shock-wave out. It's very powerful, but only damages grounded opponents.
Hyper Beam: Dialga fires a beam from it's mouth, very similar to one of Ganon's attacks.
Earth Power: Dialga hops in place, sending a grounding shock-wave out. This buries all grounded opponents for a while, but does nothing to opponents in the air.
Dragon Tail: Dialga uses it's tail as a club, simmilar to Mewtwo's forward tilt. This does fantastic horizontal damage, so to avoid it you must jump very high or get on the other side of Dialga (it's pretty slow, so you have time)

When Dialga gets to 40% of his HP, he roars and the sky turns red and thundery. his old attacks have their damage increased by 1.15%, and two new moves are added to the selection

Draco Meteor: Five meteors rain from the sky. The order is two at the far edges, two in the middle-ish, and one in the very center. The only way to survive the attack without taking massive damage is to get the pattern right.

Roar of Time: Primal Dialga roars very loudly. This attack is simmilar to Off Waves, where you must spotdodge to avoid being hit. This attack is far more generous than the Off Waves, however. If you are hit by the attack, you take huge damage and have the effects of the timer item for awhile.

When you defeat Primal Dialga, he crumbles to the ground, where it reverts to it's regular color scheme. The sky clears back up to what it was at the first phase.

How To Encounter:

World of Light: the Destroyed Future is a new sub-area in the Dark Realm. It acts like other realms, with plenty of spirits to battle. Games that have connections to time travel take up most of the spirit list, with spirits like Grima, Shroob, and Classic Sonic showing up. There are also PMD based spirits, like Dusknoir, Espur, and Wigglytuff.

Classic Mode: Like the other bosses, Primal Dialga is a boss in a few classic modes. The veterans that it replaces the bosses of are :ultpikachu:, :ultpichu:, :ultlucario: (as they either are or are related to PMD starters), :ultfalco: (his classic mode relates to fighting dark characters, which definitely applies to PD), :ultlucina: and :ultrobin: (in paralell to Grima). Some newcomers that could fight him are Grovyle (... do I need to explain this one?) and Sans (Primal Dialga was created by the corruption of time, something Sans tried to stop in the Genocide route). The default song is a new remix of Dialga's Fight to the Finish, but the Awakening characters use the new ID Purpose remix, and Sans uses Megalovania.
I was hoping someone would submit this idea. But allow me to ask, does the arena have walk-offs like those of the Ganon fight? The wording makes it hard to tell.
 

THE SLOTH

Smash Apprentice
Joined
Jan 22, 2019
Messages
128
Switch FC
SW-6683-7510-3712
#16
Might as well give this a try, been needing to get my creative gears working again, this might help.

Hoopa Unbound
Pokemon X/Y
720Hoopa-Unbound_XY_anime.png

The fight begins showing a long stretch of desert sands where the player character is standing. A couple of windswept dunes, and the ruins of an Arabic-looking city sit in the background. The focus zooms onto the tip of a dune, where a bottle is partially buried in the sand. Hoopa then appears from behind the dune, triumphantly grabbing the bottle and popping it's top off. Hoopa begins to laugh mischeviously as a puff of dark smoke comes from the bottle, engulfing Hoopa as their laugh and voice turns more and more malevolent, before Hoopa's Unbound form is revealed, ready to test their newfound powers on you!
The Stage
Similar to every other boss arena but Giga Bowser's, Hoopa Unbound's arena is a single, flat, walk-off arena set in the scorching desert ruins of a Arabic-like civilization. The player will be KO'd if they move too far to the left or right or are launched past the sideways blastzones, although this condition changes with one of Hoopa Unbound's attacks, as described below.

Properties and Attacks
Hoopa Unbound stands as tall as Ganon in his boss fight, rather menacingly to boot with an evil-looking grin. They have a smaller HP pool than most other bosses, but their tricky, hard-to-hit nature despite their large hurtbox makes them still a threatening, irritating foe. Hoopa Unbound does not walk or move traditionally, but stands battle-ready before standing upright and crossing their arms, and then dropping into a giant ring that appears beneath them. Another giant ring will then appear in the air in a different part of the stage, and Hoopa Unbound will then slam down fist-first as they re-enter the battle, their method of movement being an attack in itself that launches anyone underneath them with medium strength.

Hoopa Unbound's attacks for their first phase are as follows:
  • Hoopa Unbound slams down all three of their right arms in a hammer movement, which will bury anyone hit on the ground. Aerial opponents are launched straight down, and the following hitbox from Hoopa Unbound's fists hitting the ground will bury them before they can be launched away (unless they're at absurdly high damage, like 200+%, in which case the resulting knockback will kill them off the topic of the screen). They'll then pause, before following up with a three left-armed sweeping uppercut. This hits for major damage and knockback, and will likely knock a player out once at high percents. The pause before the uppercut however gives a player time to mash out of the bury, dodge the uppercut, and then retaliate with some of their own attacks for a brief couple moments. Hoopa Unbound will only use this move when a player gets too close in front of them, regardless of what phase of the fight it is.
  • Reeling back for a punch, Hoopa Unbound launches one of their arms separate from their body towards the player. The arm travels in a straight line where the player was last detected to be, before slinging right back to Hoopa Unbound. The move's range and knockback can make it very dangerous to try and camp by the edge of the screen. While being an active hitbox coming forward, on the way back they lose their hitbox and return to being part of Hoopa Unbound's hurtbox, and can be hit on the return if a player is fast enough. More reliably though, Hoopa Unbound's fists can get stuck in the sand for a brief moment if launched into the ground, giving most characters just enough time to hit them with an uncharged smash attack.
  • Putting all six of their hands together, they slowly draw away from hole on the center of Hoopa's body as a ball of malice and dark magic builds up, before Hoopa Unbound spins around and shoots off the powerful attack, the recoil pushing them off screen and off the playing field. The dark energy sphere is about half of Hoopa Unbound's size, and once loosed, will fire across the screen at breakneck speed. Think similar Marx's big laser attack. Hoopa Unbound will always follow up this move with the second half of their teleporting attack, with a golden ring appearing at the top of the screen and Hoopa Unbound crashing back into the fight.
Once 25% of their HP has been depleted, Hoopa Unbound will follow up their next attack (unless it's their dark magic attack from above) with a teleport and do the following attack, and then use any of the moves listed below:
  • After vanishing into the first ring, instead of just one more appearing, two will appear, one right below the other in the center of the stage. Hoopa Unbound will slam down from the first ring, vanish into the second ring, but reappear from the first, looping between the two over and over to a similar effect of falling through portals over and over again in Portal. The rings will start to slowly spin clockwise, soon occupying a large area of the middle of the stage with Hoopa Unbound's constantly falling attack, before both rings suddenly vanish. Another ring appears in the sky again, and the attack proceeds as it normally did in the first phase.
  • A variation of the flying fists attack from the first phase, Hoopa Unbound will reel back and throw one of their fists, and do so two more times after that, the next punch coming as soon as the previous arm starts to come back, or when it should've come back if the previous fist gets caught in the sand, making punishing this move harder.
  • A variation of the dark magic attack from the first phase, Hoopa Unbound unleashes the dark sphere the same way from before, but after flying across the screen, a large ring suddenly appears and catches it, before vanishing. The screen will then pan out, and a ring will appear in each corner of the screen, each ring aimed in the direction of the ring opposite to it (the bottom right ring will be aimed at the top left ring, vice-versa, so on and so forth). One of the rings will then have a dark aura a second before the dark magic sphere flies out of it and will be caught by the opposite ring. This repeats three more times, before all four rings vanish and Hoopa Unbound returns in the same way they do in the first phase variation of this attack.
  • Less of an attack and more of a passive, if hit with a couple projectiles and not performing any attacks, Hoopa Unbound will occasionally summon a ring portal to suddenly appear right from the hole in their chest, which will catch the projectile and then spit it right back at the opponent with boosted damage and knockback, similar to Dedede's inhale.
Past the 75% HP mark, Hoopa Unbound will continue to use the four moves listed above, along with a couple more:
  • Hoopa Unbound starts to float into the air with a powerful aura, and two massive golden rings appear on the left and right sides of the stage, obscuring even the blastzones! For the duration of this attack, the arena will loop horizontally, even when launched by a powerful attack, so you can only die off the top of the screen. Hoopa Unbound does a corkscrew attack, spinning their whole body like a drill as they lunge forward at a decent, avoidable, but still dangerous speed. They constantly drill towards one side of the screen, looping back to the other from the other side of the screen. They'll vertically home in on the player to try and catch up to and hit them, steadily increasing in speed but never getting too fast. Getting hit by Hoopa Unbound will launch the player straight ahead, likely making them loop through the ring portals covering the blastzones in the process, making this move unlikely to kill but rack up damage to dangerous levels. After a few seconds, Hoopa Unbound will suddenly vanish, and the rings will shrink, and then disappear. Hoopa Unbound will then follow up with the first attack in the list above.
  • With a menacing glare, all six of Hoopa Unbound's arms vanish and are replaced by six rings, three on each side of them. They lean forward and start to float intimidatingly towards the player to try and corner them as a flurry of punches fly out of the rings, JoJo-style. After a couple seconds of punches, Hoopa Unbound will finish with a three-armed Shroyuken-styled uppercut, uppercutting right into a suddenly appearing ring portal. This is immediately followed up with another ring portal and Hoopa Unbound landing out of it again, like how they did during the first phase of the fight before proceeding with one of its other attacks.
Once defeated, Hoopa Unbound will reel back, clutch their chest, and fall onto one knee, before collapsing onto the ground. After a pathetic puff of smoke, Hoopa is back in their Confined form, passed out as the bottle from before that's been lying on the ground since the fight started sucks Hoopa right up, trapping the genie inside their lamp for good. Supposedly. Don't count on it.

Utilization
In Classic Mode, Hoopa Unbound would be the boss of the following characters' routes:
:ultwario: - In reference to Wario's first playable outing, fighting Hoopa Unbound would serve as a reference to the final boss of Super Mario Land 3: Wario Land, where Wario fights Captain Syrup and a Genie.
:ultlucas: - Being Psychic/Ghost in its base form and Psychic/Dark in its Unbound form, Hoopa Unbound fits the bill as a powerful psychic opponent for Lucas to fight at the end of his route.
:ultlucario: - Both are Pokemon, and Hoopa Unbound has a counter against projectiles that it utilizes once 25% of it's HP has been lost, fitting Lucario's theme of opponents with counterattacks, if only loosely. Better than fighting the Hands again.
:ultgreninja: - Both are Pokemon that debuted in the sixth generation, and if Greninja's classic route mimics fighting different typed gym leaders to get to the league, Hoopa Unbound represents the legendaries near the end of the game that must be fought or caught to proceed.

When fighting Hoopa Unbound, outside of the boss rush with Galeem/Dharkon, Battle! (Xerneas / Yveltal / Zygarde) plays. During Lucario's Classic Route, Battle! (Champion) / Champion Cynthia plays.

In World of Light, the Badlands area with the train tracks has a new sub-area that is a vast desert, filled with ground, sand, or desert themed spirits. A couple oasises feature tropical themed spirits instead, but are few and far between. At the end of the area is the ruined Arabic city seen in the background of the battle, and is where Hoopa Unbound must be fought and defeated to weaken the shield protecting Galeem.

A mode that'll incorporate every boss I make from this point onward is a Boss Gauntlet mode that is unlocked after beating World of Light and getting the true ending. This gauntlet has the player choose from one of three random bosses to fight, and with each progressing fight won, the difficulty is increased (bosses get increased defenses, boosted attack power, etc.) The player has to hold out as long as they can, similar to Master Orders/Crazy Orders, and can occasionally fight bosses a level or two harder than the difficulty they are currently on for the reward of healing items. At the end of the mode, which is dictated by whenever the player thinks they can't handle any more, they'll fight Galeem, Dharkon, or Galeem/Dharkon as the final boss. How many bosses they beat before hand will affect their difficulty, but also increase the number of stocks the player gets to fall back on for getting so far, maxing out at 5 stocks.

Hoopa Unbound has a new intro that'll exclusively play when fought in the Boss Gauntlet mode. It starts mostly the same, but the bottle is still on the ground from where it was during the initial fight. The bottle rattles and rumbles ominously, before the top pops off on its own, and Hoopa Unbound breaks free. Told ya that thing wouldn't hold them for too long. They look at the player character, clench their fists, and glare with hatred, ready for revenge for locking them up in that cramped lamp! The defeat cutscene plays out the same though, so you can imagine how well their attempt at revenge went...

Hope I did this right, first time doing something like this, I came up with and wrote this all down over the course of an afternoon. Might need to tinker with how I organized information here, but for now I think it's good.
 
Last edited:

psb123

Smash Ace
Joined
Jan 26, 2018
Messages
913
NNID
psb123
#19
Speak for yourself. Now I've got even more work to do. :glare:

Just kidding. Nice to be back.
Extra work or not, I for one am very happy that we’ve gotten 8 submissions in just the 1st round. Okay technically one of them isn’t complete yet, but still. I am speechless.
 

psb123

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#23
Time for Round 1 Grades!

psb123's grades:

First of all, there is one thing that I want to address that applies to all of the submissions. I said in the opening statement of the contest that this does not just cover how the bosses would be in Ultimate. Most of you stuck only to World of Light and Classic Mode without really adding much in the realm of new modes or even a new adventure mode that the bosses could be in for future Smash games. A few of you did, but most of you didn’t.

I’ll let it slide in my grades this time. But as we get further in the contest, I will start to consider removing points for this.


Ultra Necrozma by TKOWL TKOWL

Utilization: 4/5

Pretty solid all in all. Despite you know, being a Pokemon based on Light. In any case, the term “new map” used when talking about World of Light makes me think of a new overworld for it as DLC. Something I am for. I also like the new boss rush mode you introduced in the form of something like the Arena mode from Kirby games. Fair warning though. I said that if a boss rush mode has too many bosses then it will become unbalanced. It’s fine for now but you did say that you intend to use this idea for every boss you submit. Currently there are over 30 rounds planned for this contest, so be careful with that.

The one point I am removing is for lack of classic mode runs where this character is fought. This interpretation has 5 fights in Classic Mode which for some boss ideas lower numbers like that work out. But I don’t think this is one of them. Jigglypuff aside, all of the other Pokemon characters you didn’t mention fight Master Hand at the end. Having them all fight Necrozma instead would have both doubled the amount of encounters and help to balance the number of master hand fights vs other boss fights pretty well.


Creativity: 10/10


Not only is that attack kit very faithful to Necrozma’s abilities it also provides a battle pattern quite different from any of the other bosses. I especially like the more strategic challenge in can offer by using Iron Defense.

I also like how the arena actually has some platforms in the air. Galeem and Dharkon aside, no boss in Smash Bros. has ever used those. I’m also a fan of the little touch of the boss entrance changing to involve either Solgaleo or Lunala depending on the time of day.


Balance: 8/10

My only concern here is that it sounds like Necrozma uses Slash EVERY time someone gets close. That seems like more of an advantage than can be considered fair. Not too terrible but it does sound like a pain to deal with. Especially if your character doesn’t have a projectile.


Overall Score: 22/25


Giratina by Kevandre Kevandre


Utilization: 5/5


I’m liking how Giratina can be found in a new Distortion world area of the Dark Realm. Nice touch. Pretty good selection of Classic Mode runs too. He’s the token Pokemon boss, and fits pretty well for characters like Ness and Bayonetta.


Creativity: 5/10


Faithful as the attack kit is for Giratina, only two attacks is too few. Ok I guess 3 depending on how you count the stage flipping. Which in of itself is another problem. It’s a new idea for a boss fight sure. But it’s not an overly great one. Mainly because of the problems involved with it being an enclosed box that the fighter is kept in. More on that in the balance score. Sadly I can’t claim to be a fan of Giratina only being able to be attacked when he decides to pop into the foreground. Makes it more of a waiting game than a Smash Boss needs to be.


Balance: 4/10

Most of the trouble here comes from the arena being an enclosed box. That means that there are limited ways a fighter can be thrown out of the stage. Wouldn’t that be a good thing? Well, no. This score is about balance. Giving the player too many unfair advantages is also a problem in this regard. And that’s when they actually are advantages. Based on that image it looks to me that there is still enough space to be thrown out of the arena more easily than you might think, as well as providing a noticeable obstacle for recovery. Combine that with the rotation of the stage increasing the severity of both of these problems, and it doesn’t seem like much of an advantage after all. Just an annoyance that makes this boss fight too much of a chore.


Overall Score: 14/25



Deoxys by G GolisoPower


Utilization: 4/5

Kind of disappointed that he didn’t get to be part of a new adventure mode overworld but I don’t think that’s worth too big a loss in points. At least the spot in World of Light where you can find him is a solid choice. As for the Classic Mode runs. I was ready to call it a shame that he’s not the token Pokemon boss by having more characters from that series fight him. In a way it still is, but having 8 total encounters helps to soften the blow.


Creativity: 10/10

The cutscenes that play when the boss battle begins and ends have a lot of charm to them which I appreciate. I also like the idea and implementation of the form changes. Adjusting how you approach the fight depending on the stats granted by specific forms.


Balance: 7/10

Despite that score this boss is actually balanced pretty impressively in terms of its attacks. Most of them are your standard affair and the ones that ran the risk of being too tricky have smart workarounds to them. Pressure and Cosmic Power can’t be spammed and Recover can be disrupted if the player is quick enough.

The entire reason those points were removed is because of the arena. The footing is just scattered all over the place too much for a comfortable boss fight.


Overall Score: 21/25



Rayquaza by Perkilator Perkilator


Utilization: 4/5

Pretty much the same reasons as GolisoPower. Fitting spot to find him in World of Light but a bit of a shame that there’s no new overworld to keep him in, and while having a good amount of classic runs there could stand to be a little more. Pokemon characters aside, this would have been a great boss for Corrin.


Creativity: 6/10

Bringing back a past boss and revamping it for another round is not a bad idea. But not actually revamping it and having it just do the same thing until it reaches a transformation that can only be obtained on certain difficulty levels is a bad idea.


Balance: 9/10

My main concern here is that some of the attacks used by Mega Rayquaza, Twister and Draco Meteor in particular, seem like they would be too hard to dodge in the setting of the Brawl Rayquaza fight. However you did say that this is not that same setting and that the new setting is Sky Pillar instead. But at the same time you did nothing to clarify what that setting is like. If it would end up being like the Brawl one than I might have taken off a couple more points. But because the chance that it would be a better layout for dealing with these attacks exists, I’ll cut you a bit of slack this time.


Overall Score: 19/25



Guzzlord by Mamboo07 Mamboo07


Utilization: 5/5

New area for World of Light, Token Pokemon Boss, solid amount of classic runs all in all. I’ve talked about these points a fair bit already in the previous grades so the reason for a 5 should be pretty clear.


Creativity: 3/10

I was ready to praise the choice in what Pokemon to use as a boss. It was nice to see a less obvious choice compared to Necrozma and Legendaries of past generations. But that point sadly decreases in value with the inclusion of Necrozma. And the fusing thing? Not a fan. Very specific exceptions aside, fusing Pokemon isn’t something they do in the actual series. It’s just a semi-popular fan made idea. Not to mention that the fusion here is purely cosmetic. It doesn’t do anything to change the properties of the battle.

The bigger offender though is the Porky statue styled chase at the beginning. It’s very clear that Guzzlord cannot be damaged during this but can he damage the player? If yes? Massively unbalanced handicap. If no? Then it’s literally nothing more than a waste of time.


Balance: 6/10

As it is unclear whether or not Guzzlord can attack during the chase, I’m not going to deduct as many points as I would have otherwise as there is a chance that he doesn’t. Either way though that insta-kill attack is a massive problem. It already seems like an easy attack to land and has an unclear frequency in how often he uses it. And if you get caught? Button mashing isn’t the most reliable escape method. Something the Boss Galaga and Beetle items have proven many a time.


Overall Score: 14/25


Reshiram and Zekrom by LoZ00 LoZ00


Utilization: 4/5

Once again another case of no new overworld and a small lack of Pokemon characters that fight it in Classic Mode. Man, If I keep using this explanation I'll be forced to use struggle before you know it.

Creativity: 10/10

While it remains true that Galeem and Dharkon used the concept of fighting both each other and the player at the same time those two still had an oddly specific focus on attacking the player. That works for them given how their boss fights are designed, but this boss actually designs itself around the concept and uses it much more effectively. Something that should be praised.

I also like the choice in stage to fight them on. Master Hand and Giga Bowser are fought on Final Destination already and sometimes Master Hand will be fought on Omega forms of other stages like Mementos and New Donk City Hall. I see no problem with fighting these two on Omega Pokemon League.

Balance: 9/10

Great job balancing the health bars and damage output of these two to make up for there being two of them. That was a good call. My only concern is Zekrom having an attack that he uses whenever a fighter gets too close like TKOWL's Ultra Necrozma idea did. Granted this one is less powerful and seems to cover less range so it's not as bad.

Overall Score: 23/25

Primal Dialga by PeridotGX PeridotGX

Utilization: 5/5

While it does use a new overworld for World of Light, there is still a lack of Pokemon characters that fight this boss. You'd think that would lead to a 4, but I'm actually sticking with a 5 as Primal Dialga is from Mystery Dungeon. Without being a part of the main series, the need for most Pokemon characters to fight him doesn't seem to be as high of a priority.

Creativity: 10/10

I'm not going to lie, I was a little worried at first that this seemed too similar to Ganon. But with things like extra damage openings when he uses dragon claw, attacks that need to be avoided in different ways like the ground only attacks, and the time stop effect from Roar of Time, I'd say there are just enough differences for it not to be a problem.

Balance: 8/10

Pretty good overall. But in the contests introductory statement I did say it would be wise to avoid Off Wave attacks. And, well, you didn't. You did say that Roar of Time is more merciful but it can still do huge damage so the problems of Off Waves still persist even if they're not as bad.

Overall Score: 23/25

Hoopa Unbound by THE SLOTH THE SLOTH

Utilization: 5/5

While the lack of a new overworld map and low amount of Pokemon characters that fight this boss in Classic Mode repeats itself here, that boss gauntlet mode makes up for it. While not as reliable as a regular boss battle mode where you can just pick a boss to fight, it does allow you to rematch the bosses with much more convenience then is currently possible in Ultimate. Not to mention the way this mode is structured makes it sound like an enjoyable mode that could be there alongside a regular boss battle mode. And while you did say you would use this mode for all your submissions to this contest, being able to stop when you're ready like in Crazy Orders negates the problem of too many bosses making the mode too long.

Creativity: 10/10

Charming opening, faithful to the source material, lots of unique attacks, and the boss progressing in difficulty as he gets closer to defeat. Really solid job here. And the unique but fitting setting as well as the more out there choice in what Pokemon to fight like I mentioned when grading Guzzlord only adds to the appeal.

Balance: 10/10

Now this boss sounds challenging. But despite it appearing to be harder than most, it's thankfully still not cheap. It has no unfair advantages so if someone is having trouble defeating it, that will only be because they need to practice and build their skill at fighting this boss.

Overall Score: 25/25

Way to go! You've received the first perfect score I've given in this contest ^_^


Cosmic77's grades:

"Ultra Necrozma" by TKOWL:

Utilization: 4/5

Would've liked to have seen a few more Pokémon characters fight this boss (I'm surprised Incineroar wasn't mentioned), and maybe a bit more detail on how it'd be implemented in World of Light. Still, the characters you chose to pit against Necrozma in Classic make sense. I appreciate the explanations to help clarify why you picked certain characters.

Creativity: 9/10

Not bad. I feel like the Pokémon moves were appropriate for Ultra Necrozma, and it's cool that you branched out into other types of moves aside from just Psychic and Dragon. You also designed the attacks to function very differently from any other boss we've seen, making your boss seem even more original and unique. The description of Necrozma entering the arena and being defeated was a nice touch as well. Small details like those add a little more flavor to the battle

Balance: 8/10

Seems mostly fair. You've given Necrozma a nice balance of attacks - some are weak and do little knockback, others are very powerful and could KO the fighter early. I might've given him a few more weaker attacks, but I'm content with what you presented. Wouldn't mind fighting against a boss like this at all.

Overall Score: 21/25

"Giratina" by Kevandre:

Utilization: 4/5

Making the Distortion World an extra area in World of Light sounds interesting. You also have a good selection of characters to face Giratina in Classic. My only bit of advice is for you to maybe go into a little more detail as to why you chose the characters that you did, regardless of how obvious they might seem.

Creativity: 7/10

Love the rotating stage. I'm surprised we haven't had anything like that in Smash before.

Moving on to Giratina and his attacks, they suit him well, especially the jumpscare attack that's directly taken from the games. I just wish you would've added a few more of them. Unless I missed something, Giratina only has two actual attacks. I feel like that's a bit on the lighter side. I know Petey only had two attacks, but since he was the first boss, I feel like that's a bit different.

Balance: 9/10

The rotating stage and the layout seem to be the hardest part of your stage. Giratina himself actually seems like a relatively simple boss, with one powerful attack and one weaker attack. Combine the two together and I feel like we've got a decent balance in difficulty.

Overall Score: 20/25

"Deoxys" by GolisoPower:

Utilization: 4/5

Well, you were certainly descriptive with the characters you chose. That's always a plus. I also think the area in World of Light that you chose to place your boss is fitting for obvious reasons. However, like I said with TKOWL, I would've liked to have seen a few more Pokémon. It's a little weird having a Pokémon boss with only one Pokémon who actually fights it.

Creativity: 9/10

The intro of riding on Mega Rayquaza was a neat reference. I really like how he flies around in the background during the fight.

As for Deoxys, I feel like you gave him a nice moveset. He's got a lot of attacks, but you also threw in a few moves that can increase defense and power, which is something bosses tend to lack. The layout was also unique. Certainly not the traditional stage for a boss fight.

Balance: 7/10

Deoxys is fine. The only thing I have a serious issue with is the layout. Boss fights typically require long flat surfaces so that the player can focus on the boss and less on where they need to land to avoid falling off the stage. If it were me, I would've added one or two more flat platforms, or maybe lengthened the size of one of the existing platforms.

Overall Score: 20/25

"Rayquaza" by Perkilator:

Utilization: 5/5

You weren't very detailed, but you got across what I wanted to see. The characters you chose for Classic make sense, and each have an explanation for why you chose them. You also told me exactly where you'd place the boss in WoL, so I really don't have anything to nitpick at.

Creativity: 8/10

I was considering deducting points for recycling a boss, but I decided against it. Seems like you were shooting for something like Master Core, where you build upon a boss fight everyone is already familiar with.

For the most part, Rayquaza's attacks feel original and unique to him. I also enjoy seeing people implement real Pokémon games into their bosses. It's always fun seeing how different people interpret how an attack would work in a game like Smash.

Balance: 5/10

I would've given you a higher score, but I need more information on the attacks. How much damage do they cause? How much knockback? How fast are the attacks?

Stuff like this is critical to me determining how balanced a boss fight is.

Overall Score: 18/25

"Guzzlord" by Poochy756:

Utilization: 5/5

Excellent job of utilizing Guzzlord. Lots of Pokémon fighting a Pokémon boss, explanations to go along with the characters you chose, and a quick summary of its role in Wol.

Can't think of a reason to complain.

Creativity: 7/10

Having a chase scene in a boss fight is a little unorthodox, but I like it regardless. I do wish you would've gotten a little more creative with Guzzlord's attacks though. Many of the attacks ivolve Guzzlord slashing his claws or swinging his tail. That feels a little generic when the theme of the round is Pokémon - a franchise that literally has hundreds of unusual attacks to choose from.

Balance: 5/10

Same thing I said in the entry before yours. I need more information on the attacks, such as the amount of damage they deal.

Overall Score: 17/25

"Reshiram and Zekrom" by Loz00:

Utilization: 5/5

I was torn between giving you a "4" or a "5". You gave me all the info I needed, but as I said with other entries, I'd really like to see more Pokémon characters fighting these bosses. Might as well utilize your boss and give it to as many characters from its franchise as you can.

Creativity: 10/10

This is probably my favorite concept out of all the bosses so far. Not only is it really unique (two enemies combined into one boss fight), but it's a perfect representation of Black and White. Reshiram and Zekrom are yin-and-yang rivals, so having them fight both the player and each other is very suiting. Good work!

The attacks for each Pokémon were also appropriate. Seems like you gave them a nice blend of fire/electric and dragon moves.

Balance: 8/10

You were on the right track. Just get a little more specific on those attacks next time, okay. Going into more detail about damage and knockback can only help your score.

Overall Score: 23/25

"Primal Dialga" by PeridotGX:

Utilization: 5/5

I feel like a broken record.

Nice implementation in WoL, and you gave explanations for the Classic characters. I guess technically you did have enough Pokémon characters fighting your boss since Grovyle was thrown in as a newcomer.

Creativity: 9/10

I'm glad you used the timer effect at least once in this fight. It'd be criminal not to do so.

Anywho, you did well. I like the transformation halfway through the fight. It's also interesting how you added two attacks to his arsenal instead of just giving him an entirely different set of attacks. I think most people wouldn't take that approach, even though it's a lot simpler and more likely to happen.

Balance: 7/10

I know I keep repeating this, but you gotta be more descriptive with those attacks. I need to know exactly how much damage they deal and how much knockback they'll cause.

Overall Score: 21/25

"Hoopa Unbound" by THE SLOTH:

Utilization: 5/5

Geez, you might have went a little overboard with your descriptions! More is always better, but I probably would've given you a perfect score if you just summarized everything and added a lot of Pokémon to face it in Classic (speaking of which, I would've liked a few more, but you had so much detail, I decided not to deduct any points.)

Keep it up though.

Creativity: 9/10

I'm not a fan of all of these attacks, but hoo boy, you sure did add a lot of them. There's so many phases and parts to this boss fight, and you can clearly see how much time and effort you put into this. This sort of dedication is always appreciated.

Now on to Hoopa. You did a fantastic job overall. The emphasis on teleportation and randomly appearing at different parts of the stage is a unique and fitting shtick for Hoopa. I'm rather impressed by the number of ways you were able to incorporate that into his attacks.

Balance: 8/10

Everything is good. Nice variety of strong and weak attacks, lengthy explanations on how attacks would work, good depiction of the knockback.

It's just that those damage percentages are missing. Gotta have those.

Overall Score: 22/25


Total Scores:

TKOWL: 43 points

Kevandre: 34 points

GolisoPower: 41 points

Perkilator: 37 points

Poochy756: 31 points

LoZ00: 46 points

PeridotGX: 44 points

THE SLOTH: 47 points

HOOPA UNBOUND
WINS



Nice Work THE SLOTH
 
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#24
Congrats to THE SLOTH THE SLOTH for Hoopa Unbound! You've one the Pokemon League in this contest!

Looking back, Deoxys would have totally been a great boss for Pokemon Trainer! And yeah, I guess the stage itself could've used a bit of tweaking.
 

Kevandre

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#25
GG to the winner

I was going for something more unique for mine, I feel like the Smash bosses we already have in the game are all pretty boring and same-y. So while it might lose me points for further rounds I'm kind of more trying to make unique experiences for them without going too hard on it
 
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#26
Congrats, Sloth! Guess I should take that into consideration whenever I'm able to come up with a boss for the contest, Round 2 or beyond.

That said, psb123 psb123 , the reason I don't have Corrin as a fighter in Classic Mode is because nothing about Rayquaza screams anything related to FE Fates. But if you saw something I didn't, that's fine.
 
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Mamboo07

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#27
Congratulations on winning this, shame i didn't win but I did good!:bee:
Also I will promise to explain my boss idea next time and attacks.
(Sorry about forgetting the damage thing)
 
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Cosmic77

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#28
If I could make a suggestion, maybe we should switch "Utilization" back to "Iconicness".

I get that it's important to know how you'd implement your boss in Smash, but I feel like every submission repeats the same thing.

(1) The characters who will fight my boss in Classic are...
(2) My boss will appear in WoL at...
(3) It could appear in a type of Boss Rush mode called...

I feel like this is more of a chore than it is a fun challenge. Regardless of what boss you choose, all you have to do is go down that checklist and you'll get a perfect score.

But that's just how I feel. Anyone agree or disagree?
 
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#29
If I could make a suggestion, maybe we should switch "Utilization" back to "Iconicness".

I get that it's important to know how you'd implement your boss in Smash, but I feel like every submission repeats the same thing.

(1) The characters who will fight my boss in Classic are...
(2) My boss will appear in WoL at...
(3) It could appear in a type of Boss Rush mode called...

I feel like this is more of a chore than it is a fun challenge. Regardless of what boss you choose, all you have to do is go down that checklist and you'll get a perfect score.

But that's just how I feel. Anyone agree or disagree?
I...kinda disagree? I get that this is a tiny bit repetitive, but at the same time I don't think we should rule out a section just for a checklist...? I'm not exactly sure how to word this.
 

THE SLOTH

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#30
Wow, I didn't expect Hoopa Unbound to win, I thought a couple of the entries here were dead-ringers were first place, but I'm flattered regardless! Great work to everyone that submitted, and let me address a couple points brought up by the judges:

psb123 psb123 To be honest, hadn't considered something as simple as a "Boss Smash" mode, that'd probably be useful. Just a simple Smash mode with a modified roster showing just the bosses to fight against, maybe with some extra bells and whistles too. Might include something like that in my next entry, although I'll probably put that along with details about Boss Gauntlet mode in a spoilers tab to not go too off topic from the boss itself. Thanks for the perfect score by the way! Honestly didn't expect it considering my competition. ^^

Cosmic77 Cosmic77 I have a tendency to get overly-verbose in some departments, I've noticed as well as you have, I'll try to trim it down for brevity's sake next round.

I personally didn't want to tie in any Pokemon to the boss unless it matched with their Classic Route theme to at least some extent, but I'll say in retrospect, I could've put Pikachu and Pokemon Trainer in there as well, they fit enough besides matching series of origin.

Under the Creativity section, you said you weren't a fan of all the attacks, and it really isn't a big deal, but which ones did you not like, if I may ask? Whatever the reason, whether it be balance, flavor, etc, I'd be interested to hear, just to sate my curiosity if nothing else.

Lastly, about damage percentages, would you prefer more specific damage values, like "this move does 21.5%" or just some ranges, like "this move does ~20%"? I suppose it's just a matter of preference, but I can work with either.

And double lastly, off topic but might as well give my stance. This is my first time here, so I'm not familiar with how Iconicness was structured over Utilization, but minus the boss rush part (since there's only so many ways you can structure a unique mode involving bosses that at some point it just gets repetitive), I don't mind the Classic Mode and WoL integration part, although maybe replacing the latter part with a different kind of adventure mode. That might be a bit too ambitious and beyond the scale of just a boss, but that's neither here nor there. I just think as long as you get scored on how you deal out Classic Mode routes or a bigger scale story integration rather than if you do at all, I think it's fine as is.
 
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psb123

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#31
If I could make a suggestion, maybe we should switch "Utilization" back to "Iconicness".

I get that it's important to know how you'd implement your boss in Smash, but I feel like every submission repeats the same thing.

(1) The characters who will fight my boss in Classic are...
(2) My boss will appear in WoL at...
(3) It could appear in a type of Boss Rush mode called...

I feel like this is more of a chore than it is a fun challenge. Regardless of what boss you choose, all you have to do is go down that checklist and you'll get a perfect score.

But that's just how I feel. Anyone agree or disagree?
I see your concerns, but I have concerns of my own regarding going back to Iconicness. I noticed this a lot during the stage contest, it just clashes too much with the creativity score. Grading bosses based on what's essentially popularity just doesn't have an appeal to me. I think the bosses having a presence in the game is much more important.

I can see how it would be annoying feeling like you're repeating the same things over and over again but if it helps, I did leave this reminder at the beginning of the grades.

"I said in the opening statement of the contest that this does not just cover how the bosses would be in Ultimate. Most of you stuck only to World of Light and Classic Mode without really adding much in the realm of new modes or even a new adventure mode that the bosses could be in for future Smash games. A few of you did, but most of you didn’t.

I’ll let it slide in my grades this time. But as we get further in the contest, I will start to consider removing points for this."

After the grades of round one I do feel like adding more overworlds to World of Light fills the "new adventure mode" criteria well enough. So at that point it's just a matter of choosing World of Light for Ultimate, a new Adventure for a new Smash game, or both.

But other than that I did say I will consider taking off points for not utilizing the bosses for anything else like more new modes, event matches, and spirit battles. And while I am still only in the mode of "considering", if you want to implement this to avoid the "repetitive statement" problem then that is one possible work around.
 

Cosmic77

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#32
I see your concerns, but I have concerns of my own regarding going back to Iconicness. I noticed this a lot during the stage contest, it just clashes too much with the creativity score. Grading bosses based on what's essentially popularity just doesn't have an appeal to me. I think the bosses having a presence in the game is much more important.

I can see how it would be annoying feeling like you're repeating the same things over and over again but if it helps, I did leave this reminder at the beginning of the grades.

"I said in the opening statement of the contest that this does not just cover how the bosses would be in Ultimate. Most of you stuck only to World of Light and Classic Mode without really adding much in the realm of new modes or even a new adventure mode that the bosses could be in for future Smash games. A few of you did, but most of you didn’t.

I’ll let it slide in my grades this time. But as we get further in the contest, I will start to consider removing points for this."

After the grades of round one I do feel like adding more overworlds to World of Light fills the "new adventure mode" criteria well enough. So at that point it's just a matter of choosing World of Light for Ultimate, a new Adventure for a new Smash game, or both.

But other than that I did say I will consider taking off points for not utilizing the bosses for anything else like more new modes, event matches, and spirit battles. And while I am still only in the mode of "considering", if you want to implement this to avoid the "repetitive statement" problem then that is one possible work around.
Maybe it's just me.

Personally, I thought the "Iconicness" score was a good thing, since it encouraged contestants to try thinking realistically. All of the bosses in this round were pretty even with one another, but I feel like that'll change in the next round. It'll feel weird grading Kamek and Tryclyde like they're on the same level with one another.

I'll just try adapting to "Utilization" for now. I feel like there's only so much you can do in terms of thinking of new modes or event matches, but maybe my opinion will change over time.
 

psb123

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#33
Time for Round 2!

Winning the Strawpoll at 5 votes, Round 2 is............

Mario Platformer Bosses


Mario has had many adventures but the most noteworthy are the platforming games that made him a legend in the gaming world. Be it the 2d outings like Super Mario World and Super Mario Land, or the 3d escapades like Mario Sunshine and Mario Odyssey. If it counts as a platformer, than it is fair game.

Super Paper Mario however does not count as a platformer. At least not for this contest. Opinions will vary on this depending on who you ask. But as it's part of a primarily RPG series we're not going to count Super Paper Mario as a platformer here.


And with that, on July 1st 2019, Round 2 has begun. You have until Friday July 5th, at about 11:00pm Pacific Time to submit entries.

The Round 3 Strawpoll is right here.

Good Luck!
 

Kevandre

Ivy WAS Saurly missed
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#34
Ayyy, the round's example is what I've got going too.

WART
Subcon

1561991305341.png

So I lost some points last round for not doing a regular kind of Smash Bros boss, and I'm expecting to do so this time as well... But like I said, I think the existing Smash Bros Bosses are all so same-y that it would be nice to have more unique bosses for this contest. If it loses me the rounds... so be it

Wart, having learned from his previous experiences with Mario & Friends, has constructed a protective cage where he can be safe from attack. When the cage is closed like above, nobody can get to him, even with moves that go through walls.

He's decided that a King of his station shouldn't need to deal with attacking foes head on, and he's happy to be backup for his forces. As such, there are a variety of foes that will come out of the four "pipes" at the top of the stage.

1561991513777.png

Wart is fighting a war of attrition! He will send waves of Super Mario 2 enemies at you and is completely protected while you're fighting them. After the current wave of enemies is defeated, however, Wart realizes that some things you need to do yourself...

1561991596178.png

He'll shoot his bubbles out of one of the sides of his cage! Players still can't get inside to attack him directly, but... what's this that's come out of the pipe up above?

1561991870220.png


YEET
Bam! a full third of Wart's health vanishes when he's hit with the veggies! Yes, attacking Wart in Smash Bros will be the same as attacking him in Super Mario 2, you gotta throw the vegetables at him to do any damage. Obviously throwing them when the bubbles are in the way won't work, but there's a brief moment when you have an opportunity...

Peach & Daisy also have an advantage in this fight, they don't need to use the vegetables from above since they can just pull them from the ground. Other projectiles will not work.

After hitting Wart the first time, the cage will close again and another wave of baddies will appear, to be taken out before you can attack again.

The bad guys waves are randomly chosen, and you can see any of these mixed with another enemy. you must take them out to attack Wart again.

1561992042152.png

1561992056282.png

These aren't all the enemy options but you get the gist. The likes of Birdo and Shy Guys will also appear. Wart's cage will open after every wave (And the side that opens isn't always the same order, and sometimes you might get the left side twice, etc). If you take too long to attack him, the cage will close as well, as the gate is only open for fifteen seconds at a time.

Hit him three times with the vegetable and he's done for!

Wart is the Classic Mode boss for these characters:

:ultbowser::ultbowserjr: (Trying to take out their Super Mario villain competition)
:ultkrool::ultyoshi: (Amphibians aint NOTHING compared to reptiles!)
:ultgreninja: (Good frog v bad frog)
:ultluigi::ultpeach: (Mario 2 characters)
:ultolimar: (Giant frog that you throw vegetation at? Who better)?
:ultvillager: (My neighbor Wart was never THIS rude!)
:ulttoonlink: (I remember that guy being nicer when I was asleep...)

I've got this whole subcon-themed plan for World of Light. Lots of dream-related stuff there between Super Mario 2 stuff, Link's Awakening stuff, a Pokemon dream world reference, Mario & Luigi Dream Team stuff too! Wart the leader of this subdivision.

Wart's Theme plays in the background.

(Here's my mockup I drew at work last week. I'm impressed with my Wart picture)

1561993700984.png
 
Last edited:
Joined
Sep 17, 2017
Messages
958
#35
Lord_of_Lightning_Boss.png




Boss:
Lord of Lightning

Game of Origin:
Super Mario Odyssey

What Does The Boss Do?:

The Lord of Lightning is an absolute unit, its head rivaling even Giga Bowser. You can deal damage to it like normal, but the pins that hold down the helmet have separate hitboxes, and can be grabbed and thrown off. When the helmet is thrown off, he will take 1.25x damage for 10 seconds until it respawns on his head, but there's a weakspot on top of its head that the player can hit 2x damage. While in battle, the Lord of Lightning will have the following moves:

Thunder Rings: The Lord of Lightning will breath lightning on the stage and shape it into 3 serrated rings that roll around the stage. These blades will deal 14% damage on hit and has some decent knockback. The breath itself deals a good 16% damage on hit. At 66% health, he will spawn 2 more blades. At 33% health, he will sweep the stage and spawn triple that from different position across the stage. Each blade will hurtle towards the player and fall off the stage.
Burrbos: When pulling a pin off the Lord of Lightning's head, a Burrbo will spawn from the position of the pin. These little guys deal a measly 5% damage on touch, but will constantly follow the player, hopping towards them. They are about as fast as Pikmin when it comes to speed, but they can be defeated after taking 20% damage.
Unavoidable Chin Move Head Slam: The Lord of Lightning will smash his head on top of the stage and generate lines of lightning on the ground. The initial slam deals a whopping 32% damage and some brutal knockback, and the lightning lines deal 12% damage per hit with very little knockback. When the attack is finished, he will rest for a bit, leaving himself open for the player. At 50%+ health, the lightning streams will only touch the floor while below 50% health will make the streams more blocky, prompting the opponent to crouch.
Odyssey's End: At 25% health, the Lord of Lightning will initiate a chargeable breath attack that deals a staggering 45% damage total. It takes a while for him to charge, so he can be interrupted if dealing enough damage, but the beam itself can be evaded.

Boss Setting:

The Lord of Lightning is fought on the top of the tower in Crumbleden, a flat surface with edges that is 1.5x as big as Final Destination. The stage itself is slippery, meaning the opponent will slide along it after they stop moving, but to half the degree as the ice blocks on Summit. At the start of the battle, there is a shot of the clouds above that flashes with purple light for a bit before the gargantuan dragon himself swoops down, stops in front of the player and lets out a massive roar before the battle begins. The battle theme that plays is the Ruined Dragon Battle theme from Mario Odyssey. Occasionally, the Lord of Lightning will fly around for repositioning. When the Lord of Lightning is defeated, he will let out a pained roar and rest his head atop the tower. As he's dying, a Multi-Moon will fly out of him. Collect that Multi-Moon to get a bonus for points in Classic Mode, or to increase your reward in World of Light.

Where Are They Found?:

In World of Light, Dharkon's Dimension houses the new Ruined Kingdom area accessed after you beat Dracula's Castle. This area is gloomy and is filled with Undead-based Spirits and Medieval Spirits such as Castlevania's Skele-Dragon and Dragalia Lost's Dyrenellian General. You fight the Lord of Lightning at the end.

In Classic Mode, the Lord of Lightning is a boss to the following characters:
:ultlucina:, :ultchrom: & :ultrobin:: A reference to the Fell Dragon Grima.
:ulthero:: Robin is fought beforehand. A reference to the Dragonlord from Dragon Quest I. A recreation of the Dragonlord boss theme is played here instead.
:ultridley:: Similarity in appearance.
:ultsamus: & :ultzss:: The Lord of Lightning holds a similar appearance to Ridley.
:ultbowserjr:: Partnered with :ultbowser:. The partner is a slight reference to how Bowser used the Lord of Lightning against Mario.
:ultmario:: Fights the Lord of Lightning before Giga Bowser. A reference to his fight against him in Mario Odyssey.
 
Last edited:

psb123

Smash Ace
Joined
Jan 26, 2018
Messages
913
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psb123
#36
Ayyy, the round's example is what I've got going too.

WART
Subcon

View attachment 229733
So I lost some points last round for not doing a regular kind of Smash Bros boss, and I'm expecting to do so this time as well... But like I said, I think the existing Smash Bros Bosses are all so same-y that it would be nice to have more unique bosses for this contest. If it loses me the rounds... so be it

Wart, having learned from his previous experiences with Mario & Friends, has constructed a protective cage where he can be safe from attack. When the cage is closed like above, nobody can get to him, even with moves that go through walls.

He's decided that a King of his station shouldn't need to deal with attacking foes head on, and he's happy to be backup for his forces. As such, there are a variety of foes that will come out of the four "pipes" at the top of the stage.

Wart is fighting a war of attrition! He will send waves of Super Mario 2 enemies at you and is completely protected while you're fighting them. After the current wave of enemies is defeated, however, Wart realizes that some things you need to do yourself...

He'll shoot his bubbles out of one of the sides of his cage! Players still can't get inside to attack him directly, but... what's this that's come out of the pipe up above?

Bam! a full third of Wart's health vanishes when he's hit with the veggies! Yes, attacking Wart in Smash Bros will be the same as attacking him in Super Mario 2, you gotta throw the vegetables at him to do any damage. Obviously throwing them when the bubbles are in the way won't work, but there's a brief moment when you have an opportunity...

Peach & Daisy also have an advantage in this fight, they don't need to use the vegetables from above since they can just pull them from the ground. Other projectiles will not work.

After hitting Wart the first time, the cage will close again and another wave of baddies will appear, to be taken out before you can attack again.

The bad guys waves are randomly chosen, and you can see any of these mixed with another enemy. you must take them out to attack Wart again.

These aren't all the enemy options but you get the gist. The likes of Birdo and Shy Guys will also appear. Wart's cage will open after every wave (And the side that opens isn't always the same order, and sometimes you might get the left side twice, etc). If you take too long to attack him, the cage will close as well, as the gate is only open for fifteen seconds at a time.

Hit him three times with the vegetable and he's done for!

Wart is the Classic Mode boss for these characters:

:ultbowser::ultbowserjr: (Trying to take out their Super Mario villain competition)
:ultkrool::ultyoshi: (Amphibians aint NOTHING compared to reptiles!)
:ultgreninja: (Good frog v bad frog)
:ultluigi::ultpeach: (Mario 2 characters)
:ultolimar: (Giant frog that you throw vegetation at? Who better)?
:ultvillager: (My neighbor Wart was never THIS rude!)
:ulttoonlink: (I remember that guy being nicer when I was asleep...)

I've got this whole subcon-themed plan for World of Light. Lots of dream-related stuff there between Super Mario 2 stuff, Link's Awakening stuff, a Pokemon dream world reference, Mario & Luigi Dream Team stuff too! Wart the leader of this subdivision.

Wart's Theme plays in the background.

(Here's my mockup I drew at work last week. I'm impressed with my Wart picture)

View attachment 229742
I fear this wasn’t communicated properly before. New ways of fighting bosses aren’t inherently bad. Giratina’s main problem was that the idea unfortunately led to more complicated hindrances to the battle without having enough unique factor to make it work in the bosses favor. My initial impressions of this one are noticeably more positive.

And not going to lie. Your drawing of Wart here makes him look more pompous than the official design =P

View attachment 229740



Boss:
Lord of Lightning

Game of Origin:
Super Mario Odyssey

What Does The Boss Do?:

The Lord of Lightning is an absolute unit, its head rivaling even Giga Bowser. You can deal damage to it like normal, but the pins that hold down the helmet have separate hitboxes, and can be grabbed and thrown off. When the helmet is thrown off, he will take 1.25x damage for 10 seconds until it respawns on his head, but there's a weakspot on top of its head that the player can hit 2x damage. While in battle, the Lord of Lightning will have the following moves:

Thunder Rings: The Lord of Lightning will breath lightning on the stage and shape it into 3 serrated rings that roll around the stage. These blades will deal 14% damage on hit and has some decent knockback. The breath itself deals a good 16% damage on hit. At 66% health, he will spawn 2 more blades. At 33% health, he will sweep the stage and spawn triple that from different position across the stage. Each blade will hurtle towards the player and fall off the stage.
Burrbos: When pulling a pin off the Lord of Lightning's head, a Burrbo will spawn from the position of the pin. These little guys deal a measly 5% damage on touch, but will constantly follow the player, hopping towards them. They are about as fast as Pikmin when it comes to speed, but they can be defeated after taking 20% damage.
Unavoidable Chin Move Head Slam: The Lord of Lightning will smash his head on top of the stage and generate lines of lightning on the ground. The initial slam deals a whopping 32% damage and some brutal knockback, and the lightning lines deal 12% damage per hit with very little knockback. When the attack is finished, he will rest for a bit, leaving himself open for the player. At 50%+ health, the lightning streams will only touch the floor while below 50% health will make the streams more blocky, prompting the opponent to crouch.
Odyssey's End: At 25% health, the Lord of Lightning will initiate a chargeable breath attack that deals a staggering 45% damage total. It takes a while for him to charge, so he can be interrupted if dealing enough damage, but the beam itself can be evaded.

Boss Setting:

The Lord of Lightning is fought on the top of the tower in Crumbleden, a flat surface with edges that is 1.5x as big as Final Destination. The stage itself is slippery, meaning the opponent will slide along it after they stop moving, but to half the degree as the ice blocks on Summit. At the start of the battle, there is a shot of the clouds above that flashes with purple light for a bit before the gargantuan dragon himself swoops down, stops in front of the player and lets out a massive roar before the battle begins. The battle theme that plays is the Ruined Dragon Battle theme from Mario Odyssey. Occasionally, the Lord of Lightning will fly around for repositioning. When the Lord of Lightning is defeated, he will let out a pained roar and rest his head atop the tower. As he's dying, a Multi-Moon will fly out of him. Collect that Multi-Moon to get a bonus for points in Classic Mode, or to increase your reward in World of Light.

Where Are They Found?:

In World of Light, Dharkon's Dimension houses the new Ruined Kingdom area accessed after you beat Dracula's Castle. This area is gloomy and is filled with Undead-based Spirits and Medieval Spirits such as Castlevania's Skele-Dragon and Dragalia Lost's Dyrenellian General. You fight the Lord of Lightning at the end.

In Classic Mode, the Lord of Lightning is a boss to the following characters:
:ultlucina:, :ultchrom: & :ultrobin:: A reference to the Fell Dragon Grima.
:ulthero:: Robin is fought beforehand. A reference to the Dragonlord from Dragon Quest I. A recreation of the Dragonlord boss theme is played here instead.
:ultridley:: Similarity in appearance.
:ultsamus: & :ultzss:: The Lord of Lightning holds a similar appearance to Ridley.
:ultbowserjr:: Partnered with :ultbowser:. The partner is a slight reference to how Bowser used the Lord of Lightning against Mario.
:ultmario:: Fights the Lord of Lightning before Giga Bowser. A reference to his fight against him in Mario Odyssey.
I’m still salty they didn’t call this boss Shocktail -_-
 
Last edited:

psb123

Smash Ace
Joined
Jan 26, 2018
Messages
913
NNID
psb123
#38
Hey, is it okay of I do a revamped Giga Bowser for this contest?
Revamping previous bosses to do new things is technically allowed. But this round is about Mario Platformer Bosses. Giga Bowser is a Smash original boss. He’s not eligible.
 
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