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Shrooom!

From The Codex
Revision as of 23:41, 24 September 2024 by GiverOfThePeace (talk | contribs) (→‎References: clean up and re-categorisation per CFD)
This mutant mushroom is the muscle of this area. It is joined in battle by the regular Walking Mushrooms that you have already come to fear. The first two mushrooms often get help from their sporlings.
~ Shrooom!’s EarthBound Player's Guide description


Background

Shrooom! is the fourth Sanctuary Boss in EarthBound. It guards the Rainy Circle, the fourth Your Sanctuary. Shrooom! does not have many damaging attacks, so it mostly relies on causing status conditions, such as the dangerous Mushroomization. Once Shrooom! is defeated, Ness and his friends may enter the Rainy Circle and record the fourth piece of the melody on the Sound Stone.

Jeff passes through Shrooom!'s cave on his way to join up with Ness and Paula in Threed, but he is unable to use the power of the Your Sanctuaries and therefore cannot fight Shrooom!.

The EarthBound Player's Guide erroneously states that Shrooom! is accompanied in battle by "Walking Mushrooms" when in fact it is fought alone.

General Information

Name: Shrooom!

Origin: MOTHER 2

Sex: Male

Age: Unknown

Classification: Boss

Species: Mushroom

State of Being: Regular

Occupation: Sanctuary Guardian

Affiliations: Giygas

Enemies: Ness

Status: Alive

Alignment: Lawful Evil (Sanctuary Guardians are under the influence of Giygas and have stole Ness' sanctuary locations)

Threat Level: Metropolitan Threat (Sanctuary Guardians pose threats over entire towns they're near and are the boss of the entire dungeon area, which are normally multi-leveled cave systems)

Codex Statistics

Tier: At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: At least Room level (Potency) (Absorbed all the energy from a sanctuary location which is a powerful spot that allows the user to perform “wondrous feats” according to Franky, can fight Ness, who has surpassed the Territorial Oak, who is around 4.5 to 5 meters making its self-destruction which would be around this levels of energy)

Durability: At least Room level

Striking Strength: At least Room Class (Potency)

Lifting Strength: Unknown

Travel Speed: Unknown

Attack Speed: Superhuman (Can tag Ness)

Reaction Speed: Superhuman

Stamina: Unknown

Range: Standard Melee, possibly Higher with PSI

Intelligence: Genius Intelligence (As the Shrooom! has drained the energy from the your sanctuary location and has shown to use PSI from it, they should naturally be this intelligent)


Powers and Techniques

Superhuman Physical Characteristics, Power Absorption (All “Your Sanctuary” bosses suck all of the energy out of each sanctuary spot), Status Effect Inducement & Mind Manipulation (Can scatter spores, mushroomizing the opponent, making them attack themselves or allies), Power Nullification (Can disrupt one's senses making them unable to concentrate and use their abilities).


Resistance to Ice Manipulation, Light Manipulation, Paralysis Inducement, Mind Manipulation, and Sleep Manipulation (Has a 50% resistance to PSI Freeze, Flash, & Hypnosis. Has a high resistance to brainshock, and an immunity to paralysis)


Other

Standard Tactics: Will scatter spores and disrupt one’s concentration while bashing them and using PSI to heal itself.

Weaknesses: Weak to PSI Fire. PSI users need to concentrate in order to use their PSI[2].

Battle Records

None.

None.

None.

References

  1. "PSI is a mysterious and useful power that can replenish your energy or even assist in your transportation needs. Using PSI will deplete your PP." MOTHER 3 Memo Description
  2. A miraculous stone that enables you to "concentrate" without using your own brain. This is accomplished just by your keeping this item. This is great because if you can't concentrate, you can't use PSI.