Iggy and Lemmy Koopa Description: Bowser's twin sons and the pranksters of the Koopalings. Though they're more interested in joking around than fighting, their energetic style and acrobatic moves make them extremely tricky, formidable opponents. Inside Information: Iggy and Lemmy are capable of fighting on the same level as the Questers--and then some, as they employ their own special tricks with the Rollin' Rocker and acrobatic exchanges. Even with a relatively low move speed they can run circles around the Questers. HP: 600 | 600 Health Threshold: 120% SP: 11 Attributes: POW 4 END 4 AGI 4 SMP 6 LCK: 0 Abilities: Melee: 4 Ranged: 3 Jump: 3 Dodge: 3 Guard: 3 Move: 3 Abilities: Power Thrower (Badge) Power Jumper (Badge) Extra Jumper (Badge) Doubler - Iggy and Lemmy both take turns simultaneously and always mirror one another's actions. They have identical stats. Rollin' Rocker - Iggy and Lemmy both fight from on top of rolling balls that elevate them to such a height that they can only be hit by aerial and ranged attacks. Their speed is halved when they go up slopes and doubled when they go down slopes. Rapid Fury (Smash Power) Skills: Punch Offensive - Attack Damage Level: 4 Damage: 2% Accuracy: 8 Speed: 5 Rate: 3 Smash Attack Offensive - Attack Damage Level: 6 Damage: 4% Accuracy: 8 Speed: 6 Rate: 2 Other: High-Powered Grab Attack - Grab Damage Level: None Accuracy: 8 Speed: 5 Rate: 2 Other: Holds target. While held opponent has no defense to speak of. Attacks automatically hit them. They can try to struggle by rolling an ATK test versus the grabber. If it fails they're held until their next turn or until the grabber throws them or is forced to release them by being hit. The victim can repeat the strength test their next turn. You can attack a grabbed opponent with normal attacks only. Throw Attack Accuracy: Always hits grabbed opponent Damage Level: 4 + opponent's current Recovery Damage: 3% Speed: 5 Rate: 3 Other: High-Powered Super Smash Attack Modifier - Smash Attack Description: Koopalings may devote any amount of SP to charging up a smash attack. Add +1 to the Damage Dice for every SP spent in this way, as well as 1 tick of charge time. Bubble Shield Defense Description: Put your guard up to create a protective force field. Spend any amount of SP to fuel the bubble shield. For every SP spent in this way the shield gains 10% damage absorption. You can sustain the shield for as long as the absorption holds out; sustaining the shield is an action with a speed of 3 and a rate of 2. You can't fuel the shield with more SP until you've let it down for a round, and every time you drop the shield its absorption drops straight to 0. If it runs out as a result of being sustained for too long or by having its absorption reduced to 0 by attacks the shield will shatter and you will be left stunned. Power Wand - Attack, Ranged Description: The Koopalings fire bolts of energy from their magic wands. Power: 4 Damage: 3% Accuracy: 7 Speed: 4 Rate: 3 Roller Koopa - Attack, Melee Description: The Koopalings try to literally bowl their opponent over by rolling into them. They can attack any opponents arranged in a straight line within their move speed. Power: 4 Damage: 5% Accuracy: 8 Speed: 5 Rate: 3 Switch Places - Smash Power (3 SP) Description: The Koopalings leap into the air, exchange high-fives, and land on each other's Rollin' Rockers, effectively switching positions. Rate: 3 Speed: 3 Stomp (4 SP) Description: The Koopalings hop off their Rollin' Rockers and bounce off their targets' heads, then land on each other's Rollin' Rockers, effectively switching positions. Acts as a Punch attack. Ball Buster Description: The Koopalings hop off their Rollin' Rockers and slam them towards their opponents. They behave like Koopa Shells for the next 20 ticks, and the Koopalings lose the Rollin' Rocker ability. They can re-summon them fo 5 SP. Lemmy - Rockin' Juggler Description: Lemmy smacks a Quester--or two--up into the air with his ball and juggles it with his feet. Uses rapid fury rules, but reduces opponent's evasion by 2 as well and can target multiple opponents. Iggy - For Science! Description: Iggy launches a rocket that homes in on a random opponent. Power: 4 Damage: 5% Accuracy: 9 Speed: 3 Rate: 1 WITH BOWSER'S AMULET Both the Koopalings eventually obtain copies of Bowser's amulet, an item that bestows the ability to use all of the melee fighters' moves as long as you're only carrying four. IGGY: Firebreath (B), Falco's Deflector (DOWN+B), Missile (FORWARD+B), Belay (UP+B) LEMMY: Firebreath (B), Roy's Counter (DOWN+B), Falcon Claw (FORWARD+B), Belay (UP+B) Perfect Defense Description: The Koopalings simultaneously use Roy's Counter and Falco's Deflector, having them each set to Down+B. When close together, the two of them can use their counters simultaneously to guard each other from any attack, melee or ranged, and deal double the damage of any attack used against them back at their attacker. Belay Description: An old Ice Climbers classic that works best with two people. Provides a triple-jump that adds the two users' Jump abilities together.