Bowser may only have four Special Moves, but he’s not messing around with them. Here’s a list of all of Bowser’s Special Moves and their effects in Super Mario RPG.
All Bowser Special Moves and Effects in Super Mario RPG
The following table includes all of Bowser’s Special Moves, their effects, and other important details such as their FP cost and power in Super Mario RPG:
Special Move | Level Learned | FP Cost | Power | Effect | Button Input | Notes |
Terrorize | Default | 6 FP | 10 Power | Neutral damage to all enemies with a 90% chance to inflict Fear | Rotate/spin the left stick | Successful button input increases damage but not the chance to inflict status |
Poison Gas | Level 12 | 10 FP | 20 Power | Neutral damage to all enemies with a 90% chance to inflict Poison | Rotate/spin the left stick | Successful button input increases damage but not the chance to inflict status |
Crusher | Level 15 | 12 FP | 60 Power | Neutral damage to one enemy | Press A right after the rock erupts from the ground | – |
Mechakoopa Stomp | Level 18 | 16 FP | 58 Power | Neutral damage to all enemies | Press A repeatedly | – |
All of Bowsers’s Special Moves have a 100% hit rate, although Terrorize and Poison Gas’s chance to inflict status ailments is 90%.
Differences From Bowser’s Special Moves in the Original Super Mario RPG
In the original Super Mario RPG: Legend of the Seven Stars, Mechakoopa Stomp was named Bowser Crush, even though it still summoned a Mechakoopa to fall on the enemies. His other Special Moves have remained the same.
If you’re interested in more information about your Super Mario RPG party, check out our guides to all of Mario’s Special Moves, Mallow’s Special Moves, Geno’s Special Moves, and Peach’s Special Moves.