User:TheNuttyOne/SmashWiki Quest 2: The New Generation (RPG)

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Since AirConditioner's "SmashWiki RPG" hasn't been updated since early 2013 (besides PikaPlayer and DekZek adding themselves today), I figured- hey, why not recreate it for the newer users on SmashWiki? So this is SmashWiki Quest 2: The New Generation. Yay for sequels!

Basic Gameplay[edit]

Battle System[edit]

The battle system is identical to its prequel's, using a tactics RPG system like Advance Wars. As before, unless stated all attacks have a four block range.

Stats[edit]

The stats are mostly identical to the previous game, with some changes:

  • HP, Attack, and Defense: Well, duh.
  • SP: Special Points. Required to use most attacks.
  • Luck: Determines the probability of getting a critical hit when attacking, and getting critical defense when being attacked (which will minimize damage).
  • Activity: Replaces speed from the previous game, determining how likely a user is to move first. However, unlike speed, it also increases the chances of an enemy encounter.

For the sake of this article, we will list our stats as they would be at Lv. 50.

Status Ailments[edit]

  • Poison: Poisoned users and enemies take a small amount of damage each turn.
  • Burn: Burnt users and enemies take a slightly larger amount of damage each turn. Unlike poison, after three turns Burn starts having a 20% chance of fading away.
  • Entrancement, Shock, and Sleep: All three are functionally identical, keeping the afflicted user or enemy from moving. However, Sleep lasts longer than Shock, which lasts longer than Entrancement.
  • Confusion: Confused users and enemies have a 50% chance of damaging themselves on every turn.
  • Frozen: Frozen users and enemies cannot move, and also take poison-leveled amounts of damage every turn. Fire-based moves have a chance of thawing anyone frozen.
  • Irritation: Irritated users and enemies can land attacks six blocks away, but have an 80% chance of attacking an enemy or party member that was not selected as the target (unless none are within six blocks).
  • Hype: Hyped users and enemies can land attacks five blocks away, but they have a 25% chance of taking recoil damage (which is about 10% of the damage the attack used causes.)

Basic Attacks[edit]

All users can use the following attacks:

  • Improve: The user edits a page to improve it, causing damage. It costs 1 SP.
  • Trivia: The user adds an interesting trivia point, which has a 35% chance of causing entrancement. It costs 2 SP.
  • Special Attacks: Each user has four unique special attacks, which can be seen below.
  • Flee: Flees the battle.
  • Defend: Increases defense for the next turn. It costs 1 SP.
  • The RC: Using Special:Recentchanges, the user sees all attacks usable by the enemies. It costs 3 SP.
  • Undo: The last move used is undone. It costs 5 SP.
  • Log Out: The user skips their turn.

Rollback Powers[edit]

Only rollbacks, admins, and crats can use the following attacks:

  • Rollback: The last three moves used are undone. It has a chance 20% chance of causing entrancement to each person in battle, including party members. It costs 10 SP.

Admin Powers[edit]

Only admins and crats can use the following attacks:

  • Delete: All party members and enemies within two blocks of the user are instantly killed. It costs 15 SP.
  • Block: One enemy within two blocks of the user is instantly killed. It costs 10 SP.

Crat Powers[edit]

Only crats can use the following attacks:

  • Promote: For one turn, a selected party member can use any Rollback or Admin powers, depending on which is selected. Rollback powers cost 10 SP, while Admin powers cost 15 SP.
  • Restore: All killed enemies and party members within two blocks are revived. It costs 15 SP.

Skill Attacks[edit]

Skill attacks are unique attacks that can be learned by any user under special circumstances.

  • Assumption of Faith: The user remembers SW:AGF and treats everyone nicely. If used on a party member, their stats will be boosted. If used on most enemies, they will be confused. If used on a n00b, they will assist the party for the remainder of that battle. It can be learned by studying the Scroll of Good Faith in the SW Library, and takes 15 SP.
  • Unfair Trick: The user supplies a blind link to Special:Logout to the target, which they innocently click, causing them to miss their next turn. It can be learned by using Log Out three times in one battle, and takes 3 SP.
  • Random: The user goes to Special:Random and are teleported to a random place on the battlefield. It can be learned by reading the Sign of Navigation in Sidebar Village, and takes 1 SP.
  • Quiet Dealings: The user remembers SW:QDV and does not make a big deal out of a vandal appearing. If used on a party member, they will be come confused. If used on most enemies, they will become irritated. If used on a vandal, they have a 10% chance of falling asleep. It can be learned by studying the Scroll of Silence in the SW Library, and takes 5 SP.
  • Smash Direct!: The user makes the "Directly to you" pose and new Smash info appears behind them, which causes everyone within a four block radius to become hyped. It can be learned by visiting Search Central five times, and takes 3 SP.
  • Proposition: The user comes up with an idea for a new policy and tells everyone within a five block radius about it. All party members affected have a 50% chance of being confused, a 45% chance of being hyped, and a 5% chance of being irritated. All enemies affected will always be confused.

Items[edit]

The following items can be found and used in battle:

  • Orb: An orb is the most common type of item. They are generally throwing items (used as a ranged attack, which cannot hit anyone within two blocks but can hit anyone between three and five blocks), but some can be used to boost stats or cause status ailments. Most can be purchased at the Orb store on Todo Street, while certain others have special locations. The types of Orb are:
    • Proposal orb: The Proposal orb is a bluish green orb with a piece of paper and a feather pen design on it. When thrown at an ally, they have a 50% chance of becoming confused and a 50% chance of becoming hyped. When thrown at an enemy, it does a moderate amount of damage, but has a 25% chance of raising vandals' attack stat.
    • Merge orb: The Merge orb has a gradient from red to blue on it. When thrown at an ally, the user and the ally will be combined into one fighter standing in between the location of the two party members. This fighter can use all eight of either party member's moves, but has the stats and ability of the thrower of the orb, making certain attacks useless if they cost most SP than the thrower has.
    • Stub orb: The Stub orb does not have the typical smash design on the entire thing, instead being a dull green with a small, brighter green smash logo on the bottom. When thrown at a party member, their Improve attack will increase in power for two turns, while if thrown at an enemy their stats will fall.
    • Cleanup orb: The Cleanup orb is gray with a broom design on it. When thrown at an ally, they will be unable to attack for 3 turns, but on the fourth turn their Improve attack will be 75% stronger for the rest of the battle.
    • Incomplete orb: The Incomplete orb is the same color as the smash logo on the Stub orb, but is not a full orb, looking as though someone bit part of it off. When it is first used, the user will be distracted for two turns fixing it. After these two turns, they will throw the orb, doing massive damage to the target. However, the target was chosen on the first turn, so if they leave the radius, the move will fail.

Party Members[edit]

Feel free to add yourself.

DatNuttyKid[edit]

HP SP ATK DEF ACT LUCK
150 35 60 120 150 90

Ability: No Knowledge - Attacks have a 10% chance of having their damage halved due to Nutta not being knowledgeable enough to know they're supposed to do more.

Special Attacks[edit]

  • Transparency - Nutta takes a non-transparent image and makes it transparent, causing entrancement. It costs 2 SP.
  • Unsigned Signature - Nutta throws his signature at the target, which has a 75% chance of confusion due to its resemblance to the unsigned template. It costs 3 SP.
  • Underused - Nutta defeats the target in a Smash match using an underused character, which has a 25% chance of causing confusion and a 25% chance of causing entrancement. It costs 5 SP.
  • Grammar Nazi - Nutta gets angry at the target for using poor grammar and attacks them, which has a 25% chance of causing confusion and a 30% chance of causing irritation. It costs 7 SP.

Ganonmew[edit]

HP SP ATK DEF ACT LUCK
120 25 70 65 300 100

Ability: Large-Scaler - When there are more than 4 enemies on the battlefield, Ganonmew's activity and attack increase depending on how many enemies there are.

Special Attacks[edit]

  • Charisma - Ganonmew heals all allies below half their health by 20%. Costs 5 SP.
  • Red-Hot Fire - Ganonmew unleashes a powerful flame which does double the normal damage to n00bs. Costs 7 SP.
  • CSScissors - Ganonmew modifies the battlefield which does continuous damage to enemies for 5 turns. Costs 6 SP.
  • Mistake - Ganonmew flubs, dealing damage to all enemies except vandals and has a 50% chance of confusing them, but also slightly damages all teammates. Costs 4 SP.

Nyargleblargle[edit]

HP SP ATK DEF ACT LUCK
150 20 80 80 200 150

Ability: Missing - When attacked by a vandal-type enemy, Nyargleblargle has a 20% chance of disappearing.

Special Attacks[edit]

  • Smash 5 Idea - Nyargleblargle summons an item that has a random effect due to no one but them knowing what it's supposed to do. Costs 2 SP.
  • Consensus - Nyargleblargle spends one turn gathering consensus, then unleashes a powerful attack that is boosted by a higher amount of party members. Costs 7 SP.
  • H@x - Nyargleblargle modifies the game thanks to a really easy exploit, temporarily granting them stronger stats for a few turns. Costs 6 SP.
  • Protect - Nyargleblargle protects a page for three turns, making them and other party members within a two unit radius temporarily invulnerable. Costs 10 SP.

Aidanzapunk[edit]

HP SP ATK DEF ACT LUCK
150 40 90 70 250 130

Ability: Obscure Facts - When Aidanzapunk uses Trivia, it also has a 50% chance of confusing the opponent.

Special Attacks[edit]

  • Summon - Aidanzapunk summons a random Smash 4 character that uses their neutral special move to attack the opponent. Costs 8 SP.
  • Glitchfest - Aidanzapunk activates a glitch that makes the rest of the party invincible for the rest of the battle. Uses the rest of Aidanzapunk's SP.
  • Sonic Speed - Aidanzapunk gets to attack first for 5 turns. Costs 3 SP, and can't be used again during those 5 turns.
  • Final Smash - The next attack used by Aidanzapunk does 3x the normal amount of damage, however, if he is attacked, he loses the Final Smash. Costs 15 SP, and has a 3 turn cooldown period.

DekZek[edit]

HP SP ATK DEF ACT LUCK
150 25 130 100 125 100
  • Ability: Alias- This user cannot be targeted by vandals until they are attacked.

Special Attacks[edit]

  • Video Game Essay User writes a well written essay about video games for class. Causes entrancement due to being easily understood, yet of superb quality. User can deal 20 damage in the next turn while their opponent is distracted. Takes 1 SP.
  • Creative creates a randomly generated character who fights alongside DekZek. Takes 2 turns and 10 SP.
  • Cleanup undoes all ailments caused by spambots in the last turn, and tags debris on the field for speedy deletion. When Cleanup is used, any Recent Changes will fail. Takes 5 SP.
  • Researcher If a non-rank restricted special move is used five times while this move is being used, DekZek will be able to use that move for the rest of the battle. 0 SP.

INoMed[edit]

HP SP ATK DEF ACT LUCK
175 45 110 150 100 120
  • Ability: CSS Jargon - INoMed talks about CSS, with a 40% chance of confusing opponents whenever INoMed attacks.
    • Sub-ability: King-Of-The-Hill - Post-game, INoMed's moveset completely changes.

Special Attacks[edit]

  • Power rollback - INoMed rollbacks repeatedly, causing heavy damage in the process to enemies within a 3 square radius. Costs 10 SP to use, but only works against vandals.
    • King-Of-The-Hill: Power Rollback v2 - INoMed rollbacks repeatedly, causing moderate damage in the process to enemies eithin a 3 square radius. Vandals suffer 30% more damage. Costs 10 SP to use.
  • Heal - Produces healing waves that heal all allies witin a 3 square radius. Costs 15 SP to use.
    • King-Of-The-Hill: Summon - INoMed releases waves of energy, with a 40% chance of summoning Duke Nukem. This also allows Dots to become Dots Nukem. Costs 30 SP to use, can only be used once per battle, has a 33% chance of dealing 50HP recoil damage to both Dots AND INoMed, and has a recharge time of 2 battles.
  • INoMed's Trident - INoMed uses a Trident, Dealing damage to enemies within a 4 square radius, with a 10% chance of a random status ailment. Costs 8 SP to use.
    • King-Of-The-Hill: Stat switch - INoMed performs an offensive stance, switching his ATK/DEF, and ACT/LUCK. Also weakly damages enemies within a 4 square radius. Costs 5 SP to use.
  • Mega Evolve - INoMed Mega Evolves into Mega INoMed, doubling stats for 4 turns, and deals moderate damage during the first turn to enemies within a 5 square radius, with a 20% chance of a random status ailment. Costs 35 SP to use, but can only be used once per battle, and cannot be chosen by ThePikaPlayer's "Random Pick" attack.
    • King-Of-The-Hill: Mega Evolve v2 - INoMed Mega Evolves into Mega INomed, doubling stats for 4 turns, and lets Mega INoMed attack again for the first turn. Costs 35 SP to use, but can only be used once per battle, and cannot be chosen by ThePikaPlayer's "Random Pick" attack.

Mega INoMed[edit]

HP SP ATK DEF ACT LUCK
350 90 220 300 200 240
  • Ability: Power CSS Jargon - Mega INoMed talks about advanced CSS, with a 50% chance of confusing enemies whenever Mega INoMed attacks. This also has a 50% chance of ignoring protection from the Hackers' "Cheatz" attack whenever Mega INoMed attacks.
    • Sub-ability: King-Of-The-Hill - Post-game, Mega INoMed's moveset completely changes.
Special Attacks[edit]

Note: All of these Special Attacks cannot be chosen by ThePikaPlayer's "Random Pick" attack if INoMed has not Mega Evolved into Mega INoMed at any point during a battle.

  • Hyper rollback - Mega INoMed rollbacks repeatedly, dealing heavy damage to enemies within a 3 square radius. Costs 15 SP to use, and works against all enemies.
    • King-Of-The-Hill: Hyper Rollback v2 - Mega INoMed rollbacks repeatedly, cauding heavy damage to enemies within a 4 square radius. Costs 20 SP to use.
  • Heal - Mega INoMed releases healing waves, healing all allies within a 4 square radius. costs 25 SP to use.
    • King-Of-The-Hill: Summon - Mega INoMed releases waves of energy, with a 50% chance of summoning Duke Nukem. This also allows Dots to become Dots Nukem. Costs 40 SP to use, can only be used once per battle, has a recharge time of 2 battles, and has a 20% chance of dealing 50HP recoil damage to both Dots AND INoMed.
  • Mega INoMed's Trident - Mega INoMed uses a trident, causing moderate damage to enemies within a 4 square radius, With a 20% chance of 1-2 (70% chance of 1 status ailment, 30% chance of 2 status ailments) random status ailments. Costs 15 SP to use.
    • King-Of-The-Hill: Stat switch - Mega INoMed performs an offensivs stance, switching his ATK/DEF and ACT/LUCK. This also deals moderate damage to enemies within a 4 square radius. Costs 20 SP to use.
  • Insta KO - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 2 square radius. Costs 30 SP to use, and can only be used once.
    • King-Of-The-Hill: Insta KO v2 - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 40 SP to use, and can only be used once.

Disaster Flare[edit]

HP SP ATK DEF ACT LUCK
120 45 90 130 100 45
  • Ability: Conflict Resolver Disaster Flare resolves any dispute within the party, with a 30% chance of raising a random stat for every party member.

Special Attacks[edit]

  • Tough Guy Disaster Flare makes a heroic stance, which raises his stats by 20% at the cost of 7 SP.
  • Conjurer Disaster Flare heals a chosen party member by 100 points, at the cost of 12 SP.
  • Magic Repair Disaster Flare heals a chosen party member's SP by 50, at the cost of 12 SP.
  • Unoriginality Disaster Flare breaks his limits, using a random attack from Super Smash Bros. in the process.

ScoreCounter[edit]

HP SP ATK DEF ACT LUCK
90 27 127 150 30 30
  • Ability: Eleventh Hour Unleashes special versions of attacks at low HP (Below 25) and SP (Exclusivley Below 5). The use of an Eleventh Hour Attack forces an escape. All Eleventh Hour Attacks cost 0SP.

Special Attacks[edit]

  • Mouse Slide Accidentally reverts the last attack of another user, dealing slight damage to the target, before rectifying his mistake, both increasing the original attack's power, and healing more damage than was delt next turn. Costs 11 SP.
    • Eleventh Hour:Bare Bones Creates a shell of a useful page, creating a medium for all allied attacks to deal extra damage.
  • Dancing all Day Continously reverts a target's edits, focusing on nothing else until the target can no longer be targeted. Single-time cost of 12 SP. Only executable between 6AM and 11PM GMT/BST.
    • Eleventh Hour:Singing Into The Night Sings a rousing number to generate extra energy. Full heals everyone within an 8 square radius.
  • A Million Is A Statistic Tries to encourage a user he's taken a shine to. Costs 22 SP, has a chance of saving that unit from death by any cause other than blocking, forces an escape for both user and target.
    • Eleventh Hour:Great Revival Revives a user, keeping the target in the battle.
  • Amused Reads the comment someone has made about him, compares it to something else he's heard, laughs and moves on. Costs 5 SP, increases all damage done to the target slightly, decreases all damage taken from the target slightly. User becomes completley immune to any attack relating to shipping or sex jokes.
    • Eleventh Hour:Times 'a changing Looks down his contribs, looking at how things were a while back, then participates in more stuff like this because nostalgia. Boosts defence of all allies within a 7 square radius.

Dots[edit]

Dots returns to this game much stronger than the previous. While the first game had him appear in his Super Saiyan form, he appears in his Super Saiyan 2 form, the next ascending form obviously.

HP SP ATK DEF ACT LUCK
160 50 150 140 250 120
  • Ability: Super Saiyan 2 Dots starts off with the Second Armor, giving him an air dash in addition of already having a dash from the first game (Leg Upgrade), Able to spot hidden items in the overworld area (Head Upgrade), Can fire two third-level charged shots, both dealing heavy damage each (Buster Upgrade), and 50% damage reduction and giving him access to Giga Crush (Body Upgrade).
  • Additional Ability: Wall Climb Like the first game, Dots can also scale walls up to one elevation level. 5 SP.

Special Attacks[edit]

  • Air dash In addition to already having a dash, Dots can air dash. Like the regular dash, he can also do a dashed shot in the air for decent damage to the air-based enemy the shot hits. 5 SP.
  • Charged weapons With the Buster upgrade, Dots can charge special weapons. 10 SP.
  • Giga Crush Dots can unleash a massive explosion, dealing massive damage to all enemies in battle. It requires a full gauge to perform, as he needs to be hit 10 times in order for it to be full. The gauge does not reset to zero hits after any battle. Does not work on bosses. 30 SP.
  • Shouryuken Dots does a powerful uppercut that does 10000 hits of minor fire damage to the target. Melee attack that requires Dots to be right next to his target. No SP but needs full health.

Dots Nukem[edit]

Once Duke Nukem is recruited as a mercenary, Dots can combine with Duke Nukem (when he is summoned by the party) to become Dots Nukem. In terms of power level, Dots Nukem in comparison to Ultimate Super Saiyan Dots is about four times more powerful.

Although extremely powerful (and possibly broken), there are some limits to this. It requires Dots to use all of his Max SP to fuse (meaning once the battle's done, Dots will be left with 0 SP). Can only last until the end of the battle and can only fuse once; if Dots Nukem dies in battle, they split back in two and both faint. There is also a delay time of the next fifteen battles of when Dots and Duke Nukem can fuse again. Therefore, Dots has to be wise when it is a good time to fuse. Also, Duke Nukem can only be hired in the post-game. :/

HP SP ATK DEF ACT LUCK
5000 5000 5000 5000 5000 5000
  • Ability: Kick ass and chew bubble gum. And I'm all out of gum For every enemy Dots Nukem defeats, it increases his attack by 50%.
Special Attacks[edit]
  • Rocket Launcher Dots Nukem pulls out the Rocket Launcher from Quake and shoots a rocket at the enemy, dealing heavy explosive damage in a direct hit and has a two-square radius splash damage. 5 SP. It could also be used to Rocket Jump, allowing Dots Nukem to be airborne for a turn so he can land anywhere in a 15-square radius on the next turn but he does take some damage as well. 50 SP
  • Tau Cannon Dots Nukem charges for a turn to fire the Tau Cannon, dealing massive damage to enemies in a straight line. 100 SP
  • Fast Shot When this ability is activated, Dots Nukem can be able to attack with a firearm for three times per turn but this trades off with 30% less attack damage per shot. Lasts for 5 turns. 200 SP.
  • Sniper. When this ability is activated, every attack involving a firearm that Dots Nukem successfully hits becomes a critical hit. Lasts for 5 turns. 500 SP.

MeatBall104[edit]

HP SP ATK DEF ACT LUCK
100 (constantly refilling) 100 100 100 100 20
  • Ability: Metabolism Being a self-proclaimed food enthusiast, MeatBall104 is always snacking on the battlefield, causing his HP to constantly refill. When it is not his turn, he may even toss a food item at a random party member, healing them too. All of that food also provides him with a lot of energy, which is why his other stats are so high by default. To avoid being a game-breaker however, he does suffer from a low amount of luck, and extreme susceptibility to critical hits, which are among the few things that can kill him.

Special Attacks[edit]

  • Extreme Heartburn: (Costs 35 SP to use, and can only be used once per battle). MeatBall104 will ingest a Carolina Reaper, before letting out a massive, fiery belch. The burp will burn all enemies within a ten-block range, but will only hurt party members within a one-block range. Everyone who was burned will be covered in flames for three turns. These flames will cause irritation, lower their defense to 1, and slowly deplete their HP. The attack will also cost MB104 80 HP as recoil damage due to the intense spiciness.
  • Catering Service: (Costs 10 SP to use). MeatBall104 will chuck a large dish of lobster mac-and-cheese into the enemy party, causing 100% entrancement to all of them as they fight over it and start to chow down, which also causes them damage. This also boosts the luck of all party members by 40%.
  • Playing With Food: (Costs 5 SP to use). MeatBall104 will toss a random food item onto a random square on the battlefield, which will affect whomever steps on it. A bottle of hot sauce will triple the attack of a party member, but will burn an enemy. A honeycomb will simply immobilize anyone who touches it for five turns. A banana peel will cause whoever steps on it to slip and fall over, creating a shockwave that damages anyone within a six-block range, and leaves them irritated for five turns. A carton of expired milk will cause slipping as well, but will also poison its victims.
  • Forced Team-Up: (Costs 1 SP to use). MeatBall104 will grab a random party member from within a three-block range, and curl them into a ball. He will then toss them upwards and whack them back down with a leg of lamb, causing minor damage. Upon hitting the ground, the ball will roll across the field, damaging any enemies and party-members within its path. If the attack is timed correctly, then the thrown party member will return to the party carrying the entire inventory of the last enemy it hit, which it will keep for itself.

Drill Blaster Mark 2[edit]

HP SP ATK DEF ACT LUCK
300 30 110 110 300 300
  • Ability: Ice Burn - All attacks have a 70% chance of either burning or freezing anyone hit.

Special Attacks[edit]

  • Regeneration Wave - DBM2 heals all allies by 20% of their max HP. Costs 2 SP.
  • Hyper Offense - DBM2 assumes a defensive stance. For that turn, all allies' attacks get a random boost ranging from 10% to 50%. Costs 5 SP.
  • Hyper Defense - DBM2 assumes a defensive stance, enduring anything with at least 1 HP and forcing all enemies to target him. Allies cannot be damaged during that turn. Costs 5 SP.
  • Telekinesis - All enemies take heavy damage. Ignores any kind of defense. Costs 7 SP.

ThePikaPlayer[edit]

ThepikaPlayer returns with a few nerfs and less Pokemon-themed attacks, yet still packs a punch.

HP SP ATK DEF ACT LUCK
200 45 190 90 110 200
  • Ability: Probation Risk - At the start of a battle, ThePikaPlayer has a 20% chance of dealing 15 Damage to himself on each turn, but raising his stats by 5 in the process.
    • Sub-Ability: Pichu - Only used at the start of a battle. May spawn a Pichu at the start of the battle, lowering ThePikaPlayer's stats by half, and the Pichu taking the other half.

Special Attacks[edit]

  • Random Pick - ThePikaPlayer randomly uses one of the other party members' attacks, using his SP for the required amount.
  • Weegee! - ThePikaPlayer stands still, raising his defense by 25, but lowering his activity by 10. Requires 10 SP.
  • Power Switch - ThePikaPlayer gives half of one of his stats to another party member. Requires 5 SP.
  • Volt Tackle - ThePikaPlayer uses Pikachu's Final Smash, dealing heavy damage on all targets hit, including allies. Requires 30 SP.

Pichu's Stats[edit]

HP SP ATK DEF ACT LUCK
100 23 95 45 55 100
Pichu's Special Attacks[edit]
  • Jolt - Deals low damage, but will cause Entrancement. 5 SP.
  • Wanted for Smash - Pichu goes into a frenzy because he was wanted for smash, dealing high damage. Uses remaining SP. Damage is lower with lower SP.
  • Smazz!!! - Pichu does it's down smash from Melee. Deals damage around in 1 square. Uses 11 SP.
  • Join with Maker - Pichu joins with ThePikaPlayer, carrying over all stats and status conditions.

Enemies[edit]

Vandal[edit]

Vandals are mainly the attackers of the enemy groups and are the most common.

  • Vandalize - The vandal vandalizes a page, damaging all users within four blocks and having a 50% chance of causing confusion and a 10% chance of causing irritation.
  • Edit War - The vandal reverts a page to its vandalized state, undoing the last attack that hit it.

n00b[edit]

n00bs are mainly distractions and cannot do much damage, but nearly always cause status ailments, hindering party members.

  • Ignorance - The n00b ignores a policy or a warning, which has a 90% chance of causing irritation.
  • Rage - The n00b throws a fit, attacking all users within 2 blocks, which has a 20% chance of causing irritation and a 10% chance of causing confusion.

SpamBot[edit]

SpamBots cannot cause damage, but cause multiple status ailments.

  • Spam - The SpamBot posts a link or an image to a spam site, which has a 25% chance of causing confusion and a 30% chance of causing irritation to all users within six blocks.
  • Virus - The SpamBot gives the target a virus, freezing them. It also has a 10% of causing irritation to all users within six blocks.

Sockpuppet[edit]

Sockpuppets are not good at attacking, but can give other enemies stat boosts.

  • Support - The sockpuppet mimics the last attack used.
  • Self-Praise - The sockpuppet praises the target, which boosts the target's stats and has a 10% chance of causing entrancement to all users within three blocks.

Bosses[edit]

Hacker[edit]

HP SP ATK DEF ACT LUCK
600 65 110 130 250 130

Hacker is the boss of the Mount CSS plot. He manages to break through the protection guarding Mount CSS with his army of vandals and threatens to destroy the wiki.

  • Cheatz - Hacker inserts code that protects him for the next two turns. However, while he is protected his range is limited to one block.
  • Reset - Hacker resets his health and SP. However, this takes three turns, and is interrupted if he is damaged.
  • Hack Toss - Hacker tries to hack something, fails, and throws his computer at the target in rage. It has a 10% chance of causing irritation, and a 35% chance of causing confusion.

TailsDaisyGokuLulz[edit]

HP SP ATK DEF ACT LUCK
550 40 150 165 350 120

TailsDaisyGokuLulz is the boss of the NIWA Network plot. He takes over the NIWA Network HQ and uses it to pump out false news of Tails, Daisy, and Goku being added to Smash with his army of sockpuppets.

  • News? - TDGL tells the target false information, confusing them.
  • Y U NO AD - TDGL rants about how Tails, Daisy, or Goku should be added to Smash, which has a 50% chance of putting the target to sleep, a 25% chance of confusing them, and a 25% chance of irritating them.
  • Smash 4 DLC - TGDL throws Tails, Daisy, or Goku at the target.

Locations[edit]

SmashWiki.png

Unlike the previous game, The New Generation features a map based on different areas of SmashWiki.

Registry Center[edit]

A small building on an island just off the shore of the main SmashWiki, the Registry Center is the first area visited at the start of the game. It is where all new users come to create accounts, and are then sent to Main Page Square using the IRC train line.. During the course of the game, the Registry Center is overrun with vandals, n00bs, and SpamBots trying to get into the wiki, and the party must defeat them all.

Main Page Square[edit]

The Main Page Square is the hub of SmashWiki. It takes the appearance of a small city, and the houses of users can be found here. Its main attraction is Todo Street, which is home of the NIWA News Network, an electronic bulletin that lists the most recent news, and DYK Incorporated's headquarters. The square is visited multiple times throughout the game; the first is at the start, where it's used as an introduction to how everything works. Later, it's visited when false news is being sent out, and the party stops by the NIWA News Network to see if they can find out why. Lastly, it's visited as part of the revival of the IRC Express.

The Arceelands[edit]

The Arceelands are an expansive desert between Main Page Square and Sidebar Village. It is where most users can be found during the day, and some at night, but is also where vandal attacks are highest. It is the only way to get from Main Page Square to Sidebar Village, Mount CSS, and Watchlist, Inc. until the IRC Express is reopened.

Sidebar Village[edit]

Sidebar Village is another important part of SmashWiki, found along the left side. Despite being called a village, it is not home to any users (who all live in Main Page Square) and instead features several important businesses, such as Search Central (which is a repository of information on Super Smash Bros.), Noticeboard HQ (which is where vandals and other enemies are reported to the SmashWiki Staff), and the Special Library (which is filled with scrolls with information on the unique and unseen aspects of SmashWiki). Like the Main Page Square, it is visited multiple times throughout the game, the most notable of which is when Noticeboard HQ is taken over by vandals, rendering it useless, and the party is forced to exile them.

Sandbox[edit]

The sandbox is the beach at the edge of SmashWiki before the ocean where the Registry Center and Preference Island are located. The sandbox can be used to test out moves and other skills, which changes its appearance; however, it is irregularly reset. It is also a safe spot from enemies, as vandals are uninterested in vandalizing a place of mostly free editing.

Preference Island[edit]

Preference Island is a small island just off the shore of SmashWiki, which can only be accessed by rowboat. It can be used to personalize the appearance of SmashWiki and change information of party members. Besides that, it is rather unimportant to the plot.

Mount CSS[edit]

Mount CSS is one of the most important parts of SmashWiki, as it is what holds the wiki together. It is a large volcano, which, if handled improperly, will erupt and destroy the entire wiki. Because of this, it is well protected and can only be accessed by certain users. There are, however, small caves throughout Mount CSS (one for every user on the Wiki) which can only be accessed by their owners; these can be used to personally customize SmashWiki safely without harm. In the game, Mount CSS is attacked by Hacker and his group of vandals, which threatens to take out the entire wiki if the party doesn't stop them. This is the only time the mouth of Mount CSS is accessible.

Other Locations[edit]

Various other one-building locations that are relatively unimportant, but can be found throughout the wiki.

The NIWA Network HQ is the headquarters responsible for supplying news, which is found just outside of Main Page Square. It is visited when the NIWA News Network is attacked, and is where TailsDaisyGokuLulz is controlling the news. Once the plot is over, the HQ is protected and cannot be entered.

There are two IRC Express Stations; one is the Abandoned IRC Express Station, found outside of Sidebar Village, and the other is the normal IRC Express Station, found within Main Page Square. The Abandoned IRC Express Station was shut down when people stopped bothering to show up, which also stopped the IRC Express from running, and it is now overrun by n00bs. Once all of the n00bs are defeated, if a party member uses Improve the station will be repaired and will be opened back up, allowing the IRC Express to be used for easy access to various places on the map.

SW Janitorial Services is a small business that can be found on the border of the Arceelands. The party can join it and will be sent to various places throughout the map to use Improve on them. The more places that are improved, the larger and more popular the Janitorial Services will be.

The SWiSS Power Plant is the power plant found at the very bottom of the wiki. Once per day, the party can visit it and change the status of the wiki. However, they can only change it up one level (so Blue to Green, Green to Yellow, Yellow to Red, Red to Yellow, Yellow to Green, Green to Blue). Depending on what status the wiki is set to, different things may occur; for example, the User Libraries will be closed in Red status, but there will be less enemies to deal with in the Arceelands. In Blue status, more areas are opened but the Arceelands are overrun. It is also possible to find one n00b in the power plant that is significantly higher level than most; however, once defeated for the first time it will not return again.

The SW Library is similar to the Special Library, but its scrolls contain policies instead. It is also the only place users can learn the moves Assumption of Faith and Quiet Dealings.

The Requests Center is a small location where users can file requests for power. However, it is useless in game.

The User Library is a library where every user on the wiki and all of their contributions can be found. However, it is useless in game.

Watchlist, Inc. is a small business that keeps an eye on the entire wiki. By visiting it, the party will be made aware of locations with abnormally large amounts of enemies or, if they have not completed the plot, where they need to go next.

The River Egami is a river that flows through the northern part of SmashWiki. Strange images are known to appear in the water, which are often used as examples around the wiki. Rarely, an Orb will also be found floating in it. Its role in the plot in undetermined. It also has a stream flowing off of it known as the Stream Esu Riaf.

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