• Topic Archived
You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.

User Info: The Admiral

The Admiral
7 years ago#1
I've figured out the HP and damage for all the bosses and figured I'd share, as it's helpful info for planning a strategy and calculating exactly how many hits are needed to win those fights. I'll first go into some info on the Turtles and their damage, then post a table with the boss stats. These values come from the game's memory, so they're the exact ones.

Turtle Health
Here are the basics of how health works for the Turtles

- Turtles have a maximum of 128 health points (HP)
- Each on-screen bar represents 8 HP (so 16 bars at full health)
- Despite the on-screen display, health is stored exactly out of 128


Turtle Damage
The normal attacks of all the Turtles do the same damage to enemies and bosses:

- Normal attack = 3 damage
- Jump attack = 2 damage
- Upward Attack (Down+B) = 3 damage


The Upward Attack is unique in that it will kill Foot Soldiers and Mousers even though they may have more then 3 HP. This is specially coded into the game for those enemies. For all other enemies and bosses, it does 3 damage.

Turtle Special Attacks
The Turtle's special attacks (A+B) each do different damage depending on the Turtle. For all Turtles, however, the move drains 8 HP each time it's used. The move will not kill the Turtle, so you can use it repeatedly without penalty when your life is almost entirely depleted.

- Raph special = 7 damage
- Leo special = 8 damage
- Don special = 9 damage
- Mike special = 11 damage


Boss HP and Damage
Here are the boss stats and the table key

# = Stage #
HP = Boss HP
Atk1, etc. = Bosses have different attacks; the potential damage for each is listed here.
FL = Bosses will begin to flash when their HP is below this amount.
Attacks = Names for specific attacks, matching the Atk1, Atk2, etc. damage columns.

#..Name.............HP...Atk1..Atk2..Atk3..FL..Attacks
1..Rocksteady.......64....8.....3.....-....32..1=Charge/Kick, 2=Spear Gun
2..Groundchuck.....128...12.....8.....-....32..1=Charge, 2=Pipe
3..Slash............64....4.....3.....-....32..1=Slash, 2=Shell Attack
3..Bebop...........160....8.....6.....-....56..1=Kick, 2=Head Chain
4..Dirtbag.........160....8.....3.....-....32..1=Pick Axe, 2=Head Laser
5..Mother Mouser....80....3.....-.....-....32..1=Fireball
5..Leatherhead.....192...16.....8.....3....56..1=Grab, 2=Tail, 3=Gun
6..Rahzer..........192....8.....4.....-....56..1=Freeze, 2=Claw
6..Shredder........256....8.....4.....-....56..1=Kick/Throw, 2=Slash
7..Tokka...........208...16.....8.....6....56..1=Bite, 2=Punch, 3=Uppercut/Charge
8..Mother Mouser...112....3.....-.....-....32..1=Fireball
8..Krang*..........384....8.....6.....-....56..1=Kick/Hammer/Fry, 2=Missile/Laser
8..Super Shredder..448...32.....8.....6....56..1=Fireball, 2=Kick/Punch, 3=Beam


*Krang has three phases during his fight: his initial state, split into two parts, and rejoined into one part with faster attacks. His HP determines when he transforms. The HP for those three phases are 128/160/96.
- The Admiral
  • Topic Archived

GameFAQs Answers