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Leonidas23 — Wizzerd Guard, The Malfunctioned Clockwork Guard

Published: 2013-02-10 15:15:55 +0000 UTC; Views: 1872; Favourites: 12; Downloads: 3
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Description Getting to another optional boss, here we got the Wizzerd Guard, the exact same Wizzerd Guard that attacked Mario and his friends in Chapter 1. Only this time, it's malfunctioning. And a lot stronger because of it.

Going over how you'll fight it, after getting the Time Gear from the Frozen Tomb, there's some new Troubles at the Trouble Center, and one of them is from Father Clockwork! It seems he's having some trouble and requires some help at the Clockwork Ruins. Mario and his friends go there and find Father Clockwork in the very first room. He explains that the Wizzerd Guard that patrols the ruins has started acting strange, pointing out that it may be malfunctioning. It's also running amok in the ruins, attacking anything in sight. Mario agrees to stop the Wizzerd Guard from doing anymore damage. Once the heroes reach the room where they first fought the Wizzerd Guard, however, it wasn't there. All that remained was destruction. The heroes continued down even more, following the destruction, and eventually reached the room where they fought Father Clockwork. And guess what? The Wizzerd Guard is there. The Problem? It spotted Mario and proceeds to battle him.

Starting off, the Wizzerd Guard is covered in excess electricity, prohibiting physical contact. A lot of its attacks, even its arms, can pierce defense due to the excess electricity. It also has higher Defense, making it harder to hit without Defense Piercers. Mario's D-Down Pound and Wispy's Electro Shock are the way to go here, at least until it has 1/4 HP remaining, in which case it will expand its electric field, preventing anything, even hammers, from getting close and preventing even Wispy's Electro Shock from making contact. Definitely watch out for this thing.

Here is its Tattle:
"That's the Wizzerd Guard we fought before, only it's malfunctioning, attacking anything in the Clockwork Ruins. It has also gotten a lot stronger since our last encounter. Max HP this time is 120, its Attack is 12, and its Defense is 4. First off, it's covered in electricity, preventing physical contact from damaging it, save for those that uses electricity as well. It still got the arm attacks, laser beams, and ability to raise its Attack from before, but the laser beam and the arm attacks are charged with excess electricity, allowing them to pierce our defense. It can even expel its electricity at us, also piercing our Defense. Because of its attacks, guards are useless in this battle. Focus more on the offensive. Be careful, however, because when it has 30 HP remaining, it will expand its electricity, making it impossible to even get close to it, even with Wispy's Electro Shock. You better find another way to damage it."

Prepare for a tough battle against this Defense Piercing Optional Boss. The reward is well worth it, however, for the reward for beating it, and completing the Trouble, is the Clockwork Power Badge, a badge that, although only the partners can wear it, enables any partner to use any Temporal Abilities. Yea, really special badge there.

Tell me in the comments what you think. DON'T STEAL!
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Comments: 3

TheSpiderManager [2013-02-10 18:39:17 +0000 UTC]

This guy looks like he's going to be quite the hard boss ._.

👍: 0 ⏩: 1

Leonidas23 In reply to TheSpiderManager [2013-02-10 18:40:44 +0000 UTC]

I know. It's also a little crazy that this was once one of the mini-bosses in Chapter 1. The reward will be worth it, however.

👍: 0 ⏩: 1

TheSpiderManager In reply to Leonidas23 [2013-02-10 18:49:45 +0000 UTC]

Oooh owo

👍: 0 ⏩: 0