Super Mario RPG: Armageddon Wiki
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Jinx is available to battle in the upper level of Monstro Town once Jagger is defeated. First, he challenges Geno to a solo battle. After being defeated once, he challenges the active party, with the reward being 30 Frog Coins.

Note that Manifest Illusion does not work against Jinx. Instead, the player must manually block his attacks.


Jinx
Jinx
(Solo Fight)
HP 60,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 4 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item Bombs Away (100%)
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Monstro Town None None None None
Notes and Strategy
Notes
Strategy
  • Jinx always does the same pattern: Bombs Away -> Jinxed -> Jinxed -> Jinxed -> Silver Bullet -> Elixir. Take advantage of this to take a life before the next Elixir.
  • Use Life Shrooms to avoid dying to a missed block. A Hyper Shroom can be helpful in giving you an attack buff while restoring your HP.
  • Equip Geno with Star Gun and hammer away with Geno Beam until he surrenders.

Jinx
Jinx
(Solo Fight)
HP 60,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 249 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item Bombs Away (100%)
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Monstro Town None None None None
Notes and Strategy
Notes
Strategy
  • Jinx always does the same pattern: Bombs Away -> Jinxed -> Jinxed -> Jinxed -> Silver Bullet -> Elixir. Take advantage of this to take a life before the next Elixir.
  • Use Life Shrooms to avoid dying to a missed block. A Hyper Shroom can be helpful in giving you an attack buff while restoring your HP.
  • Equip Geno with Star Gun and hammer away with Geno Beam until he surrenders.


Jinx
Jinx
(Group Fight)
HP 150,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 4 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item None
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Monstro Town None None None None
Notes and Strategy
Notes
Strategy
  • Learn to block Jinx's attacks, because this is mainly a warm up for the encounter in Trial Mode.

Jinx
Jinx
(Group Fight)
HP 150,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 249 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item None
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Monstro Town None None None None
Notes and Strategy
Notes
Strategy
  • Learn to block Jinx's attacks, because this is mainly a warm up for the encounter in Trial Mode.


Jinx
Jinx
(Trial Mode)
HP 180,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 4 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item None
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Trial Mode None None None None
Notes and Strategy
Notes
Strategy
  • You really want to block Jinx's attacks here, or else you'll be spending too much time healing... or worse.
  • Any ultimate spell will deal 30,000 damage to him.

Jinx
Jinx
(Trial Mode)
HP 180,000 Weakness None Strong None Null/Absorb None
Attack 980 Defense 120 Speed 249 Evasion 0
Magic Attack 500 Magic Defense 100 Experience 0 Item None
Coins 0
Location Counters On Status Effects Used Debuffs Used Elements Used
Trial Mode None None None None
Notes and Strategy
Notes
Strategy
  • You really want to block Jinx's attacks here, or else you'll be spending too much time healing... or worse.
  • Any ultimate spell will deal 30,000 damage to him.

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