Lemmy Koopa, a rare Stage 2, is not one of my most favorite cards, but I feel compelled to write about him since it is the card that represents me. When you think about this card, you'd best be thinking defensive. If you want offense, look somewhere else.
Lemmy is good at keeping himself alive. His first attack only causes 20 damage, but it allows him to only take half damage. Thus, Lemmy can attack for a long time before he is finally defeated. Lemmy can also cause 40 damage, so when he gets the enemy down to its last 40 HP, Lemmy can finish the job in one turn instead of two.
That second attack can be especially useful, but only under certain conditions. Lemmy can prolong his life by sending away Minions that pose a threat to places where they can't reach him. So Lemmy can counter that dangerous Zombone I mentioned back on the page for Unchained Chomp by using Ball Trick, causing a good 40 damage and sending Zombone safely away. But your opponent might be able to move the Minion right back on their next turn, so you need to divide and conquer.
Let's say Lemmy is in Ice Land, and he is attacking a Zombone in Pipe Land. Lemmy can use Ball Trick and send Zombone to a far-away land. Maybe Lemmy sends Zombone to Underground Land, the only other land the opponent controls. But now, on the opponent's turn, Zombone gets moved back to Pipe Land. Uh oh, Lemmy just took 50 damage.
Therefore, you must work it with other Minions so that the opponent does not have consecutive lands. If the opponent only holds Pipe Land and Water Land, for example, Lemmy could send the Zombone to Water Land, and he wouldn't be able to return unless the opponent cheats. Now Lemmy can deal with the weaker Minions left in Pipe Land, or have another Minion take care of them for him.
If you want to use Lemmy, try to use Ice Shield most of the time to protect his life. You will want to have Mushrooms to prolong his life even further, and it would be great if you were in a land that has a Fortress or a Parapet built, since that will even further cut down the already diminished damage he takes. Be sure to stock a lot of Ice Energy in your deck. Also, when evolving from Super Koopa to Ice Koopa and then to Lemmy Koopa, try to keep the unevolved forms out of harm's way. Lemmy only has 80 HP, not so good for a Stage 2, so his life could be very short if he begins the game with damage already on him.
I don't expect to see too much of my card around since Lemmy is rare. When I get enough coins I will try to get one myself, but coins are so hard to find these days…
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