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User:DatOneWeeb/Mario WIP

From The Codex

*Coins: Coins have two main abilities. They can either be used to heal Mario, or be used to create a variety of power-ups, Battle Cards, or status effects.

  • Super Mushroom: Increases Mario's size or heals himself.
  • Fire Flower: Makes Mario become Fire Mario to shoot larger fire balls. Or can be used when planted to shoot a large amount.
  • Starman: Increases Mario speed and makes him become invulnerable for 30 seconds max. It also vastly increases his strength.
  • 1-Up Mushroom: Grants Mario an extra life.
  • Poison Mushroom: When consumed, it can harm Mario. However if used against others, it can poison them instead.
  • Lucky Star: Defeats all enemies on screen.
  • Stop Watch: Lets Mario freeze time.
  • POW Block: Shakes up the screen and harms all enemies on screen.
  • Super Leaf: Becomes Raccoon Mario. He can use his tail to either hit others with it, reflect projectiles, or fly in the air.
  • Tanooki Suit/Statue Leaf: Same as Racoon Mario, but allows Mario to become a statue, which can crush others and make him a stonewall.
  • Frog Suit: Becomes Frog Mario, which makes his swim faster.
  • Hammer Mario: Becomes Hammer Mario, which he can use to throw several hammers. His shell on the back blocks fire.
  • Goomba Shoe: Lets Mario use the shoe to jump on enemies he normally couldn't.
  • Music Box: When played, enemies are put into a deep sleep.
  • Flute: Mario plays a tune and summons a tornado that flies him to the Warp Zone.
  • Cloud: Lets Mario fly past large portions of a level.
  • P-Switch: When hit, it can stop technology, create coins, turn enemies into coins, or create lightning.
  • P-Wing: Same as the Racoon Leaf, but can fly without a running start. Also flies him to the end of a level.
  • Superball Flower: Becomes Ball Mario and throw bouncy balls to damage enemies.
  • Cape Feather: Becomes Cape Mario. His cape can be used to damage enemies, fly, shake the ground, or block projectiles.
  • P-Balloon: Becomes Balloon Mario. Lets him float around like a balloon.
  • 3-Up Moon: Gives Mario three extra lives.
  • Carrot: Becomes Rabbit Mario. Lets him float down slowly with his ears.
  • Flying Cap: Becomes Wing Mario. Lets him fly after preforming a triple jump.
  • Metal Cap: Becomes Metal Mario. Makes Mario heavier and makes him invulnerable.
  • Vanish Cap: Becomes Invisible Mario. Makes Mario both invisible and intangible, allowing him to phase through enemies and objects.
  • Invisible Metal Cap: Combines both the Metal Cap and Invisible Cap.
  • Power Flower: Becomes Balloon Mario again, and works similar to the P-Balloon.
  • Luigi/Wario Cap: Once worn, Mario transforms into Luigi or Wario.
  • Power of the Stars: Greatly increases Mario's own power and strength, along with granting him many abilities.
  • Mega Mushroom: Becomes Mega Mario. Makes Mario giant, stronger, and invulnerable. He can create 1-Up Mushrooms with enough destruction.
  • Mini-Mushroom: Becomes Mini Mario. Shrinks Mario and decreases his strength, but allow him to fit into smaller spaces.
  • Blue Shell: Becomes Shell Mario. He can use his shell to ram into others, or use it to defend himself from attacks.
  • Ice Flower: Becomes Ice Mario. Lets Mario freeze water and lava upon a touch. It can also be used to decrease defense and freeze opponents.
  • Life Mushroom: Doubles Mario's health.
  • Bee Mushroom: Becomes Bee Mario. Lets Mario fly for a small amount and climb on honey.
  • Boo Mushroom: Becomes Boo Mario. Turns Mario into a Boo, granting him their natural abilities. Mainly flight and invisibility.
  • Spring Mushroom: Becomes Spring Mario. Makes Mario jump higher.
  • Rainbow Star: Becomes Rainbow Mario. Works exactly like the Starman.
  • Red Star: Becomes Flying Mario. Allows Mario to fly once using a spin jump.
  • Propeller Mushroom: Becomes Propeller Mario. Allows Mario to shortly fly and blow away clouds.
  • Penguin Suit: Becomes Penguin Mario. Lets him shoot ice balls, slide on his belly, and not slip on ice.
  • Cloud Flower: Becomes Cloud Mario. Lets Mario create clouds as extra platforms.
  • Rock Mushroom: Becomes Rock Mario. Mario transforms into a giant rock, crushing enemies.
  • Spin Drill: Mario can use it to drill down objects.
  • Boomerang Flower: Becomes Boomerang Mario. Can throw boomerangs as a projectile to either harm enemies or grab items.
  • Coin Box: Mario puts on a coin block and grabs coins as he moves.
  • Invincibility Leaf: Transforms Mario into White Raccoon/Tanooki Mario. It works as a mixture of the Super Leaf and Starman, however it has no time limit.
  • Propeller Box: Works exactly like the Propeller Mushroom.
  • Gold Block: Works exactly like the Coin Box.
  • Gold Flower: Transforms Mario into Gold Mario. He can shoot gold fire balls, which turns enemies and objects into gold coins.
  • Boost Star: Once used, Mario can harm and defeat enemies without making contact.
  • Super Acorn: Becomes Squirrel Mario. He cab use it to glide and grab onto walls.
  • P-Acorn: Works like the prior power-up, however can he constantly use mid-air jumps.
  • Super Bell: Becomes Cat Mario. This lets Mario climb on walls, scratch his opponents, and can dive down.
  • Cannon Box: When worn, Mario can shoot cannon balls.
  • Double Cherry: Duplicates Mario up to 5 clones.
  • Goomba Mask: Mario disguises himself as a Goomba to trick others.
  • Ice Skate: Mario can use the shoe to skate on ice and run into enemies.
  • Light Box: Mario shines a bright light, usually used for dark places or to stop Boos.
  • Lucky Bell: Becomes Lucky Cat Mario. Much like Tanooki Mario, he can also turn into a statue. Additionally, he can create coins.
  • White Cat Bell: Becomes White Cat Mario. He becomes invincible with the addition of the cat suit without a time limit.
  • Big Mushroom: Similar to the Mega Mushroom, Mario's size increases. However, it does not have a time limit.
  • Bullet Bill Mask: Can be used to allow Mario fly until the fuel run out.
  • Buzzy Shell: Mario uses a Buzzy Beetle shell to wear on his head like armor.
  • Spiny Shell: Works like the Buzzy Beetle shell, but has spikes to double as a weapon.
  • Dry Bones Shell: Mario wears a Dry Bones shell to swim in lava and poison. He can also use it to become a broken Dry Bones to stop damage.
  • Super Hammer: Becomes Builder Mario. Uses the hammer as a weapon, and create boxes to stand on.
  • Weird Mushroom: Makes Mario become tall and lanky, increasing his jumping.
  • Coin Rush Star: Doubles the amount of coins Mario collects.
  • Giga Bell: Becomes Giga Cat Mario. Turns into a giant cat Mario, making him far stronger. Can be stacked with three more bells, making him even more giant and powerful.

Inventory Items

Item Location and Price Description

Able Juice
Various shops for 4 coins. Heals status problems during battle.

Bad Mushroom
Seaside Town for 30 coins before defeating Yaridovich. Poisons an enemy.

Bracer
The "Frog Coin" emporium at Tadpole Pond for 2 Frog Coins. Raises ally's def. in battle.

Bright Card
Gained from Knife Guy after winning his game twelve consecutive times. A member's card for the casino.

Carbo Cookie
The little mole girl in the Moleville item shop after giving her a Shiny Stone. Kid's love 'em
Can be given to the mole girl on a bucket in exchange for a Frog Coin or a shortcut to Midas Waterfall

Crystalline
The "Frog Coin" emporium at Tadpole Pond for 5 Frog Coins Raises party's Defense in battle.

Earlier Times
Frogfucius' Student for 15 Frog Coins. Use it to start a battle over.

Elixir
The Juice Bar in Tadpole Pond. Price varies on the membership card. Party recovers 80 HP.

Energizer
The "Frog Coin" emporium at Tadpole Pond for 2 Frog Coins. Raises ally's battle power during battle.

Fertilizer
Talk to a Shy Away in a hidden area of Nimbus Land (it can be found by hugging the main area's eastern border). Nutrients!
Can be given to the gardener along with the Seed to get to the Lazy Shells

Fire Bomb
Seaside Town for 200 coins before defeating Yaridovich, or Moleville for 100 points. Hit all enemies w/ fire.

Fireworks
Bought from a mole for 500 coins. A gorgeous firework.
Changes the fireworks display at the end of the game depending on how many have been bought, and can be traded for a Shiny Stone

Flower Box
Various Raises Flower Pts. by 5.

Flower Jar
Various Raises Flower Pts. by 3.

Flower Tab
Various Raises Flower Pts. by 1.

Freshen Up
Various shops later on in the game. Party is refreshed during battle.
Cures status ailments

Fright Bomb
Seaside Town for 100 coins before defeating Yaridovich, or Moleville for 100 points. Fear Attack on all enemies.
Actually only effects one enemy

Froggie Drink
The Juice Bar in Tadpole Pond (price varies on the membership card), or Toad at the Factory. Party Recovers 30 HP.

Goodie Bag
From a hidden treasure box in Booster Tower It's packed full of coins.
Increases the amount of coins gained at the end of battle

Honey Syrup
Various shops for 10 coins. Recovers 10 Flower Pts.

Ice Bomb
Seaside Town for 250 coins before defeating Yaridovich, or Moleville for 100 points. Hit all enemies w/ ice.

Kerokero Cola
The Juice Bar at Tadpole Pond for 200 coins by means of the Soprano Card. All members recover fully.
Fully restores HP and FP

Lamb's Lure
Get Toadstool to use the Mystery Egg 10 times while equipped with a B'tub Ring. Baa, baa...
Transforms one enemy into a sheep that runs away. No coins or EXP will be won this way.

Lucky Jewel
From the treasure-hunting Toad at the Moleville item shop for 100 coins. Summons Luck at will
Using it in battle will make the player play the Lucky minigame at the end. This item can only be used 10 times.

Maple Syrup
Various shops for 30 coins. Recovers 40 Flower Pts.

Max Mushroom
Various treasure boxes and Toad at the Factory for 39 coins. Recovers all HP.

Megalixir
The Juice Bar in Tadpole Pond. Price varies on the membership card. Party recovers 150 HP.

Mid Mushroom
Various shops for 20 coins. Recovers 80 HP.

Moldy Mush
Won from Knife Guy or Grate Guy. Gross! There's mold growing on it.
(Restores 1 HP for one ally. It cannot be used in battle.)

Muku Cookie
Seaside Town for 69 coins before defeating Yaridovich. Muku! Muku-muku! Muka?
Party recovers 69 HP and cures all status changes.

Mushroom
Various Stores for 4 coins. Recovers 30 HP.

Mushroom (2)
The Triplets in Monstro Town. Recovers 30 HP, but...
Turns the character into a mushroom

Mystery Egg
From the treasure-hunting Toad at the Moleville item shop for 200 coins. A product of pure love...
Get Toadstool to use it 10 times while equipped with the B'tub Ring to get the Lamb's Lure.

Pick Me Up
Various shops for 5 coins. Revives downed allies.

Power Blast
The "Frog Coin" emporium at Tadpole Pond for 5 Frog Coins. Raises party's Attack Power in battle.

Pure Water
Defeating ghost-type enemies. Defeats ghosts in a wink.

Red Essence
Some treasure boxes, Toad after using the Dream Cushion, or the Baby Yoshi at Yo'ster Isle. You won't be attacked for 3 turns during battle.

Rock Candy
Treasure boxes, Dr. Topper, or from the Mushroom Boy in Seaside Town in exchange for rare Mushrooms from the Forest Maze. Attack all enemies.

Rotten Mush
Won from Knife Guy or Grate Guy. Eeew, it's rotten!
Recovers 5 HP for one ally. Cannot be used in battle.

Royal Syrup
Occasionally in treasure boxes. Recovers all Flower Pts.

See Ya
Frogfucius' Student for 10 Frog Coins. Allows you to run away from battles.
Does not work in all battles

Seed
Defeat Smilax in Bean Valley. A fast-growing seed.
Can be given to the gardener along with the Fertilizer to get to the Lazy Shells

Sheep Attack
Use Lamb's Lure 48 times, and it will become this item. Baah, baah...
Transforms all enemies into sheep that run away. No coins or EXP will be won this way.

Shiny Stone
From the little mole girl running the “Pur-tend” store in Moleville after giving her fireworks. A pretty stone!
Can be traded to a mole girl for a Carbo Cookie, or can open Culex's door

Sleepy Bomb
The "Frog Coin" emporium at Tadpole Pond for 1 Frog Coin, or Moleville for 100 points. Puts enemies to sleep.

Star Egg
Win Grate Guy’s game 100 times. Reusable battle item.
Deals 100 points of damage to all enemies

Wallet
After defeating Croco in Bandit's Way. A fat wallet.
Return it to the owner for a Flower Tab

Wilt Shroom
Won from Knife Guy or Grate Guy. It's wilted...
Recovers 10 HP for one ally. Cannot be used in battle.

Yoshi-Ade
The Baby Yoshi at Yo'ster Isle. Power raised during battle.
Raises both attack and defense

Yoshi Candy
From Yoshi during battle when he fails to turn an enemy into an item. Recovers 100 HP.

Yoshi Cookie
The Red Yoshi at Yo'ster Isle after winning a race, or if the player has none in the inventory. Summons Yoshi during battle.
Yoshi turns an enemy into an item

Accessories

Accessory User Buy Price Sell Price Stat Increase Description

Amulet
All 100 Coins ATK +7
MATK +7
DEF +7
MDEF +7
SPD -5
Great item, bad smell
Halves elemental damage

Antidote Pin
All 28 Coins 14 Coins DEF +2
MDEF +2
Prevents poison damage

Attack Scarf
Mario 750 Coins ATK +30
MATK +30
DEF +30
MDEF +30
SPD +30
So comfy it'll make you jump
Prevents instant death

B'tub Ring
Toadstool 145 Coins 72 Coins You'll win her heart with one!
Needed to hatch the Mystery Egg. Halves elemental damage.

Coin Trick
Mario 36 Frog Coins 18 Coins Doubles the coins you win in battle

Exp. Booster
All 22 Frog Coins 11 Coins Doubles experience earned in battle
The character equipped with this does not have to participate in battle

Fearless Pin
All 130 Coins 65 Coins DEF +5
MDEF +5
Prevents Fear attacks

Feather
All 333 Coins DEF +5
MDEF +5
SPD +20
Speed up by 20

Ghost Medal
All 800 Coins Raises defense while attacking
Take 50% less damage

Jinx Belt
All 800 Coins ATK +27
DEF +27
SPD +12
Jinx's emblem of power!
Prevents instant death

Jump Shoes
Mario 30 Coins 15 Coins MATK +5
DEF +1
MDEF +1
SPD +2
Use jump attacks against any foe
Enemies normally immune or resistant to Jump attacks take normal damage

Quartz Charm
All 3 Coins Shining source of power
Deal 50% more damage and take 50% less damage. Prevents instant death.

Rare Scarf
All 75 Coins DEF +15
MDEF +15
Raises defense power

Safety Badge
All 250 Coins DEF +5
MDEF +5
Prevents Mute & Poison attacks
Prevents all status ailments. Does not prevent instant death.

Safety Ring
All 400 Coins DEF +5
MDEF +5
SPD +5
Guards against mortal blows
Receive 0 damage from elemental attacks. Prevents every status ailment and instant death.

Scrooge Ring
All 50 Frog Coins 25 Coins Cuts FP use in half during battle

Signal Ring
All 300 Coins SPD +10 Noise indicates hidden chest
This must be equipped to one character in the party

Troopa Pin
All 500 Coins SPD +20 Grants "Troopa" confidence!
Deal 50% more damage

Trueform Pin
All 60 Coins 30 Coins DEF +4
MDEF +4
You won't be turned into mushrooms or scarecrows!

Wake Up Pin
All 42 Coins 21 Coins DEF +3
MDEF +3
Prevents Mute and Sleep attacks

Zoom Shoes
All 100 Coins 50 Coins SPD +10
DEF +5
MDEF +5
Speed up by 10!

Armor

Armor User Buy Price Sell Price Stat Increase Description

Shirt
Mario 7 Coins 3 Coins DEF +6
MDEF +6
It's a shirt!

Thick Shirt
Mario 14 Coins 7 Coins DEF +12
MDEF +8
A padded shirt.

Mega Shirt
Mario 22 Coins 11 Coins DEF +18
MDEF +10
Durable stay-pressed shirt.

Happy Shirt
Mario 38 Coins 19 Coins DEF +24
MDEF +12
A lucky shirt.

Sailor Shirt
Mario 50 Coins 25 Coins DEF +30
MDEF +15
A sailor's suit.

Fuzzy Shirt
Mario 70 Coins 35 Coins DEF +36
MDEF +18
A fuzzy shirt.

Fire Shirt
Mario 90 Coins 45 Coins DEF +42
MDEF +21
Determined person's shirt.

Hero Shirt
Mario 100 Coins 50 Coins DEF +48
MDEF +24
A legendary shirt.

Work Pants
All 22 Coins 11 Coins ATK +10
MATK +10
DEF +15
MDEF +5
SPD +5
Sweaty work pants!

Lazy Shell
All 111 Coins ATK -50
MATK -50
DEF +127
MDEF +127
SPD -50
A stout and durable shell.
Note: Prevents every status ailment, 0 damage from elemental attacks.

Super Suit
All 350 Coins ATK +50
MATK +50
DEF +50
MDEF +50
SPD +30
A truly fine suit.
Note: Prevents every status ailment, 0 damage from elemental attacks.

Weapons

Weapon User Buy Price Sell Price Stat Increase
(and RNG deviation)
Description

Hammer
Mario 35 Coins ATK +10 (+/- 1) Pounds enemies

NokNok Shell
Mario 20 Coins 10 Coins ATK +20 (+/- 2) Kick to attack

Punch Glove
Mario 36 coins 18 Coins ATK +30 (+/- 3) Knock out power!

Super Hammer
Mario 70 Coins 35 Coins ATK +40 (+/- 4) The standard for hammers!

Masher
Mario 80 Coins ATK +50 (+/- 30) Makes monster mash!

Troopa Shell
Mario 90 Coins 45 Coins ATK +50 (+/- 5) Kick with it!

Hammer (Seaside Town)
Mario 123 Coins 61 Coins ATK +0 (+/- 0) A lucky hammer!
Extra Effect: If a Timed Attack is performed with it, a LUCKY! Bonus will be awarded.

Mega Glove
Mario 102 Coins 51 Coins ATK +60 (+/- 6) Punch enemies with these great, powerful gloves

Ultra Hammer
Mario 57 Coins ATK +70 (+/- 7) The ultimate hammer!

Lazy Shell
Mario 90 Coins ATK +90 (+/- 40) Toss a shell at an enemy!

Items (Paper Mario)

Item Effect

Apple
Restores 5 HP.

Apple Pie
Restores 5 HP and 15 FP.

Big Cookie
Restores 20 FP.

Bland Meal
Restores 10 HP and FP.

Blue Berry
Restores 5 FP and is necessary to pass through the blue flower gate in Flower Fields.

Boiled Egg
Restores 8 HP and FP.

Bubble Berry
Restores 5 FP and is necessary to use the Bubble Plant in Flower Fields.

Cake
Restores 15 FP and is necessary to get past Gourmet Guy in Shy Guy's Toy Box.

Cake Mix
Restores 1 FP. Synergizes well with other cooking ingredients.

Coconut
Deals 3 HP of damage to a single enemy.

Coco Pop
Restores 3 HP and 15 FP.

Deluxe Feast
Restores 40 HP and FP.

Dizzy Dial
May inflict dizziness on all enemies.

Dried Fruit
Restores 15 HP.

Dried Pasta
Restores 3 HP and 2 FP.

Dried Shroom
Restores 1 HP.

Dusty Hammer
Deals 1 HP of damage to a single enemy.

Egg
Restores 5 HP.

Egg Missile
Deals 6 HP of explosion damage to a single enemy.

Electro Pop
Restores 15 HP and electrifies Mario if used in battle.

Fire Flower
Deals 3 HP of fire damage to all enemies.

Fire Pop
Restores 20 FP, but deals 1 HP of damage to Mario when used.

Fried Egg
Restores 10 HP.

Fried Shroom
Restores 6 HP and 2 FP.

Fright Jar
Targets all enemies and may make them flee.

Frozen Fries
Restores 15 HP.

Goomnut
Restores 3 FP.

Healthy Juice
Restores 40 FP.

Honey Candy
Restores 20 FP.

Honey Shroom
Restores 5 HP and 5 FP.

Honey Super
Restores 10 HP and 5 FP.

Honey Syrup
Restores 5 FP.

Honey Ultra
Restores 50 HP and 5 FP.

Hot Shroom
Restores 15 HP and 5 FP.

Iced Potato
Restores 5 HP.

Jammin' Jelly
Restores 50 FP.

Jelly Pop
Restores 64 FP.

Jelly Shroom
Restores 5 HP and 50 FP.

Jelly Super
Restores 10 HP and 50 FP.

Jelly Ultra
Restores 50 HP and FP.

Kooky Cookie
Restores 15 HP.

Koopa Leaf
Restores 3 FP.

Koopasta
Restores 7 HP and FP.

Koopa Tea
Restores 7 FP.
Item Effect

Lemon
Restores 1 HP and 2 FP and is necessary to get past Sheek in Dry Dry Outpost.

Lemon Candy
Restores 5 HP and 15 FP. It can be used to bribe Anti Guy and get access to his Power Plus badge without a fight.

Life Shroom
Restores 10 HP. When Mario runs out of HP with a Life Shroom in his inventory, it gets used automatically.

Lime
Restores 3 FP.

Lime Candy
Restores 20 FP.

Maple Shroom
Restores 5 HP and 10 FP.

Maple Super
Restores 10 HP and FP.

Maple Syrup
Restores 10 FP.

Maple Ultra
Restores 50 HP and 10 FP.

Melon
Restores 15 HP.

Mistake
Restores 1 HP and FP. Mistakes result from Tayce T. cooking with invalid or incompatible ingredients.

Mushroom
Restores 5 HP.

Mystery?
When used in battle, it takes on the effects of one of several items or cause 1 HP of damage to Mario.

Nutty Cake
Restores 10 FP.

Pebble
Deals 1 HP of damage to a single enemy.

Potato Salad
Restores 10 HP.

POW Block
Deals 2HP of damage to all enemies. It also causes enemies with shells to flip over.

Red Berry
Restores 5 HP and is necessary to pass through the red flower gate in Flower Fields.

Repel Gel
Makes Mario invisible for three turns.

Shooting Star
Deals 6 HP of damage to all enemies.

Shroom Cake
Restores 10 HP and FP.

Shroom Steak
Restores 30 HP and 10 FP.

Sleepy Sheep
Targets all enemies and may cause them to fall asleep.

Snowman Doll
Deals 4 HP of ice damage to all enemies.

Spaghetti
Restores 6 HP and 4 FP.

Special Shake
Restores 20 HP.

Spicy Soup
Restores 4 HP and FP.

Stinky Herb
Restores 5 HP.

Stone Cap
Inflicts Stone status on Mario for three turns.

Stop Watch
Immobilizes all enemies.

Strange Cake
Makes Mario either Electrified, Invisible, or Sleepy.

Strange Leaf
Restores 5 HP.

Super Shroom
Restores 10 HP.

Super Soda
Restores 5 FP.

Sweet Shroom
Restores 30 HP and 20 FP.

Tasty Tonic
Removes all negative status effects from Mario.

Thunder Bolt
Deals 5 HP of electric damage to one enemy.

Thunder Rage
Deals 5 HP of electric damage to all enemies.

Ultra Shroom
Restores 50 HP.

Volt Shroom
Electrifies Mario for four turns.

Whacka Bump
Restores 25 HP and FP.

Yellow Berry
Restores 3 HP and FP and is necessary to pass through the yellow flower gate in Flower Fields.

Yoshi Cookie
Restores 15 HP and FP.

Yummy Meal
Restores 20 HP and FP.

Badges (Paper Mario)

Badge BP Needed Found In Effect Merluvlee's prediction Type #

All or Nothing
4 Bought at Rowf's Badge Shop after Chapter 4 (100 Coins) Raises Mario's attack power by 1 if he successfully uses the action command. If not, the attack does 0 damage.
  • I see...an All or Nothing Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
50

Attack FX A
0 Traded from Merlow for 1 Star Piece Changes the sound effects from Mario's hammer and jump attacks. 76

Attack FX B
0 Pleasant Path Changes the sound effects from Mario's hammer and jump attacks.
  • I see...an Attack FX B Badge. Halfway along Pleasant Path you see three Candy Canes. You go down the path to the three brick blocks near the fence. You smash the left, then the right and then the middle, making a red Block appear. You smash the block and claim your prize.
77

Attack FX C
0 Dry Dry Desert Changes the sound effects from Mario's hammer and jump attacks.
  • I see...an Attack FX C Badge. It is hidden in the desert... From the stone cactus by the path, you move three south and two west. You find a rock and jump on top of it. The Badge appears out of a hidden block.
78

Attack FX D
0 From Pop Diva in Toad Town after giving the Master Poet the Melody Changes the sound effects from Mario's hammer and jump attacks.
  • I see...an Attack FX D Badge. You pay a visit to Club 64 at the Toad Town port. The Pop Diva there can sing no longer. You take her a new song that restores her ability. You are rewarded with the Badge.
79

Attack FX E
0 Shiver City Changes the sound effects from Mario's hammer and jump attacks.
  • I see...an Attack FX E Badge. It rests in the house with no door, near Mayor Penguin's home in Shiver City. To enter the house, you jump from the eaves of the house next door.
80

Bump Attack
5 Third purchase from Rip Cheato in Toad Town Tunnels Mario can defeat weak enemies (who no longer give Star Points) by walking into them.
  • I see...a Bump Attack Badge. I can see a shady man living in the tunnels under Toad Town. He sells many things, but you don't know what you will get until you give him the money. The price is always the same, whatever you buy. Sooner or later, he sells you the Badge you seek.
74

Chill Out
2 Traded from Merlow for 3 Star Pieces Prevents enemies' First Strikes from counting.
  • I see...a Chill Out Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
69

Close Call
1 Goomba Road When Mario has low HP and is in Danger, enemies will occasionally miss when attacking.
  • I see...a Close Call Badge. Near the signboard located on the path from Goomba Village to Toad Town, you see a red Block. When you smash it from below, the Badge appears.
54

D-Down Jump
2 Tubba Blubba's Castle Allows Mario to use D-Down Jump, a jump attack that ignores enemies' Defense, for 2 FP.
  • I see...a D-Down Jump Badge. In Tubba Blubba's Castle in Gusty Gulch, you enter the left door in the foyer and go in the next door you see. The Badge lies on a big table in the small room. You can't reach it with the jump pad! Instead, you blast into the room above. Inside the hidden room, you smash through the floor and a Paratroopa flies you over the table.
9

D-Down Pound
2 Bought at Rowf's Badge Shop after Chapter 1 (75 Coins) Allows Mario to use D-Down Pound, a hammer attack that ignores enemies' Defense, for 2 FP.
  • I see...a D-Down Pound Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
20

Damage Dodge
3 Mt. Rugged; Bought at Rowf's Badge Shop after Chapter 5 (150 Coins) Increases the amount of damage blocked by Mario's Guard by 1.
  • I see...a Damage Dodge Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
  • I see...a Damage Dodge Badge. It's on Mt. Rugged, in the direction opposite the desert. You can see the treasure chest but don't know how to reach it. You enter the small cave and walk to the left up a hidden, sloped path. At the top of the slope is the treasure chest you seek.
45, 46

Deep Focus
1 Peach's Castle; Shy Guy's Toy Box; Bowser's Castle When using the "Focus" command, more Star Power is refilled than normal.
  • I see...a Deep Focus Badge. It is in the Toy Box, in a room with a Ferris wheel and many platforms that move up and down. You smash an invisible block between the two Blocks in front of the 3 and 4 toy blocks to find it.
  • I see...a Deep Focus Badge. It is outside Bowser's Castle, near the outer wall. There is a cliff you normally cannot reach, but... You somehow cool off the lava stream so you can walk there. The Badge is in the red block.
  • I see...a Deep Focus Badge. It's near a big, beautiful treasure chest in Peach's Castle, way up in the sky. The Badge is lying in front of a fallen chair near the chest.
31, 32, 33

Defend Plus
6 Shy Guy's Toy Box Increases Mario's defense by 1.
  • I see...a Defend Plus Badge. It's in the Toy Box. You go to the right at the pink station and jump on the first jack-in-the-box. You go all the way to the left and find it tucked away inside a treasure chest.
44

Dizzy Attack
2 Pleasant Path If player spins into an enemy before battle, that enemy (which will be the front-most enemy) will begin the battle dizzy for one turn.
  • I see...a Dizzy Attack Badge. On the path from Toad Town to Koopa Village, before you cross the first bridge, you see a red Block floating in the air. You jump and hit it, and the Badge falls from above.
71

Dizzy Stomp
1 Mt. Lavalava Allows Mario to use Dizzy Stomp, a jump attack that can cause the enemy to get dizzy, for 2 FP.
  • I see...a Dizzy Stomp Badge. Inside a volcano, close to where a strong Hammer hides, the lava flow has been slowed. From there, you descend the stairs to find a metal block in your way. You smash the block with your new Hammer and enter the room beyond. There lies the Badge.
8

Dodge Master
2 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) Slightly relaxes the timing requirements for action commands.
  • I see...a Dodge Master Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
26

Double Dip
1 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) Allows Mario to use 2 items in one turn for 3 FP.
  • I see...a Double Dip Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
21

Feeling Fine
3 Traded from Merlow for 5 Star Pieces Protects Mario from various status effects such as poisoning and dizziness.
  • I see...a Feeling Fine Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
60

Fire Shield
2 Mt. Lavalava Reduces the damage caused by fire attacks by 1. Also allows Mario to jump on fire enemies without taking any damage.
  • I see...a Fire Shield Badge. As you ride the trapeze down inside of the volcano, you let go halfway down and jump onto a rock shelf. The Badge is yours!
58

First Attack
1 Bought at Rowf's Badge Shop after Chapter 1 (100 Coins) If the player gets a "First Strike" on a weak enemy (who no longer gives Mario Star Points), the player will defeat it without entering a battle.
  • I see...a First Attack Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
73

Flower Finder
3 Traded from Merlow for 12 Star Pieces The player will win more flowers than usual after winning battles.
  • I see...a Flower Finder Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
63

Flower Saver
6 Flower Fields; Traded from Merlow for 25 Star Pieces All abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP.
  • I see...a Flower Saver Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
  • I see...a Flower Saver Badge. You throw a blue-colored berry into the deserted well in Flower Fields, and something throws the Badge to you.
40, 41

FP Plus
3 Pleasant Path; Forever Forest; Bought at Rowf's Badge Shop after Chapter 4 (150 Coins) Increases Mario's maximum FP by 5 as long as it's equipped.
  • I see...an FP Plus Badge. Deep within Forever Forest, you take the path in front of a laughing rock. A red Block is waiting in the forest clearing.
  • I see...an FP Plus Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
  • I see...an FP Plus Badge. It is outside the Koopa Bros. Fortress... ...on a high tower that's connected to another. The Badge is in a treasure chest that cannot be seen from the ground below. You reach it by blowing up a wall near the castle entrance and entering the pipe. Once you are up top, you cross the platform for the Badge.
37, 38, 39

Group Focus
2 Bought at Rowf's Badge Shop after Chapter 3 (100 Coins) Allows Mario's partners to also use the "Focus" command.
  • I see...a Group Focus Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
23

Hammer Throw
2 Inside a Treasure Chest on the Toad Town gate from the Goomba Road side. Allows Mario to use Hammer Throw, a hammer attack that can hit any enemy without approaching, for 2 FP.
  • I see...a Hammer Throw Badge. It lies in a treasure chest atop the gate you pass under when entering Toad Town from Goomba Village. You notice a jump pad hidden in the tree near the gate. You knock it down and leap on it.
19

Happy Flower
3 Traded from Merlow for 8 Star Pieces; Flower Fields Slowly and automatically regain FP in battle.
  • I see...a Happy Flower Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
  • I see...a Happy Flower Badge. You hit the three pink trees that are standing together in Flower Fields. You first hit the middle, then the right and then the left. The Badge falls like a leaf.
29, 30

Happy Heart
3 Traded from Merlow for 8 Star Pieces; Jade Jungle Slowly and automatically regain HP in battle.
  • I see...a Happy Heart Badge. In the depths of the jungle, there is a tree atop which Raphael the Raven is said to make his home. A huge vine winds around it, and when you walk to its end, you'll find the Badge.
  • I see...a Happy Heart Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
27, 28

Heart Finder
3 Traded from Merlow for 12 Star Pieces The player will win more hearts than usual after winning battles.
  • I see...a Heart Finder Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
62

HP Drain
3 Traded from Merlow for 15 Star Pieces Reduces Mario's attack power by 1, but he regains 1 HP every time he hits an enemy.
  • I see...an HP Drain Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
49

HP Plus
3 Path behind Kooper's house; Forever Forest; Bought from Rowf's Badge Shop after Chapter 4 (150 Coins) Increases Mario's maximum HP by 5 as long as it's equipped.
  • I see...an HP Plus Badge. In Forever Forest, you take the path opposite the one where the most toadstools are glowing spookily. You know you're in the right place because you see a big honeycomb. You head for a clearing in the center. A red Block is waiting for you in the darkness.
  • I see...an HP Plus Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
  • I see...an HP Plus Badge. On the path to the Fuzzies' forest from Koopa Village, you see a few stumps. The Badge lies atop one of them. You reach it by using a Koopa Troopa's skills.
34, 35, 36

I Spy
1 Given by Rowf after returning his Calculator A noise and a Star Piece icon will alert the player when Mario enters an area with a hidden Star Piece.
  • I see...an I Spy Badge. I see you handing something to a merchant who cannot open his shop without the tools of his trade. You find what was stolen from him and he gives you the Badge.
68

Ice Power
2 Shy Guy's Toy Box Mario's attack power against fire enemies goes up by 2, and he is able to safely jump on fiery enemies.
  • I see...an Ice Power Badge. After heading to the right from the pink station in the Toy Box, you come to an impasse. You can see the treasure chest but a glass barricade prevents you from reaching it. You keep your patience and the Shy Guys show you the way.
57

Jump Charge
1 Bought from Rowf's Badge Shop after Chapter 3 (50 Coins) Allows Mario to use Jump Charge, which takes a turn to increase the damage of Mario's next jump attack by 2, for 1 FP.
  • I see...a Jump Charge Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
4

Last Stand
1 Princess Peach's Castle When Mario's HP gets low and he's in Danger, he will only receive half as much damage as normal.
  • I see...a Last Stand Badge. In Peach's Castle, way up in the sky, there's a room with a wardrobe. Inside it is the treasure chest with the Badge.
52

Lucky Day
7 Received from Goompapa after the letter trading sequence Causes enemies' attacks against Mario to miss more frequently.
  • I see...a Lucky Day Badge. You are asked to deliver letters by many people and you receive the Badge when you complete your last delivery.
56

Mega Jump
3 Shiver Mountain Allows Mario to use Mega Jump, a very powerful one-hit jump attack, for 6 FP. Attack power increases by 4.
  • I see...a Mega Jump Badge. You are ascending a frozen mountainside, climbing icy stairs to the Crystal Palace. At a flat platform, you continue forward and find a red Block floating in air. You smash it and the Badge becomes yours.
2

Mega Quake
3 Bought from Rowf's Badge Shop after Chapter 5 (200 Coins) Allows Mario to use Mega Quake, a hammer attack that deals 6 damage to all grounded and ceiling enemies, for 7 FP.
  • I see...a Mega Quake Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
18

Mega Rush
1 Tubba Blubba's Castle When Mario's HP drops to 1 and he's in Peril, his attack power goes up by 4.
  • I see...a Mega Rush Badge. It's inside a hidden room on the second floor of Tubba Blubba's Castle. You push aside a large clock and go in the hole. Inside, you pull out a drawer on the right dresser. You climb up and a Paratroopa carries you to the bed. You then climb up to the top shelf. From there you find your way into the hidden room.
51

Mega Smash
3 Flower Fields Allows Mario to use Mega Smash, a very powerful hammer attack, for 6 FP. Attack power increases by 4.
  • I see...a Mega Smash Badge. You see it on the road to the Sun Tower in Flower Fields. You ascend the stairs then use a friend to blast the rock. The way to the Badge opens.
12

Money Money
7 Traded from Merlow for 20 Star Pieces Mario wins twice the amount of coins from battle as he usually does.
  • I see...a Money Money Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
66

Multibounce
1 Bought from Rowf's Badge Shop after Chapter 1 (75 Coins) Allows Mario to use Multibounce, a jump attack that hits each available enemy consecutively, for 2 FP.
  • I see...a Multibounce Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
3

P-Down, D-Up
2 Crystal Palace Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1.
  • I see...a P-down, D-up Badge. In the Crystal Palace lobby, you can see a similar room on the other side of the glass. You go in the door in that room and break the floor. You then follow the path to the right to find the treasure chest. The Badge, of course, is inside.
47

P-Up, D-Down
2 Crystal Palace Raises the damage Mario deals by 1, but also raises the damage he takes by 1.
  • I see...a P-up, D-down Badge. You move a small Albino Dino statue in Crystal Palace. Underneath it you find a path leading to the right. You follow that to the back room where you find a treasure chest with the Badge inside it.
48

Pay-Off
2 Traded by Merlow for 1 Star Piece The more damage Mario receives, the more coins he will receive if he wins the battle.
  • I see...a Pay-Off Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
67

Peekaboo
3 Traded by Merlow for 10 Star Pieces Allows the player to see the enemies' HP without using Goombario's Tattle ability.
  • I see...a Peekaboo Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
25

Power Bounce
2 Koopa Bros. Fortress Allows Mario to use Power Bounce, a jump attack that continues bouncing on a single enemy until the action command is missed, for 3 FP. The required timing to continue the move becomes stricter as it progresses.
  • I see...a Power Bounce Badge. It lies inside a cage in the Koopa Bros. Fortress. You sneak through an opening in the back to reach it.
10

Power Jump
1 Goomba Village Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP. Attack power increases by 2. N/A 1

Power Plus
6 Shy Guy's Toy Box; Traded by Merlow for 25 Star Pieces Mario's attack power for both his hammer and his jump go up by 1.
  • I see...a Power Plus Badge. It is in the treasure chest protected by the Anti Guy in the Toy Box. He may be too strong for you to fight. He loves Lemon Candy. When you give it to him, he disappears.
  • I see...a Power Plus Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
42, 43

Power Quake
2 Jade Jungle Allows Mario to use Power Quake, a hammer attack that deals 4 damage to all grounded and ceiling enemies, for 4 FP.
  • I see...a Power Quake Badge. You enter the jungle from Yoshi's Village and sail to the nearby island. A spear-toting enemy awaits you beneath a red Block. You defeat him. The Badge hides in the Block.
17

Power Rush
1 Princess Peach's Castle When Mario's HP is low, and he's in Danger, his attack power will go up by 2. No effect if the Mega Rush badge is active.
  • I see...a Power Rush Badge. In Peach's Castle, way up in the sky, there's a room with bookshelves. The Badge is on the floor between the shelves.
53

Power Smash
1 Toad Town Tunnels Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP. Attack power increases by 2.
  • I see...a Power Smash Badge. You enter the Private pipe in Toad Town and head left, smashing blocks as you go. You enter a pipe and continue left once you emerge. After breaking a block to make a jump pad fall, you leap up to the Badge's resting place.
11

Pretty Lucky
3 Traded from Merlow for 5 Star Pieces Enemies will occasionally miss Mario when it's equipped.
  • I see...a Pretty Lucky Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
55

Quake Hammer
1 Mt. Rugged Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 2 FP.
  • I see...a Quake Hammer Badge. You spot it on a ledge above a cliff road on Mt. Rugged. A Paratroopa gives you a lift from the ledge where you retrieved one of his letters.
16

Quick Change
4 Toad Town (Merlon's place. Spin Jump three times to get badge) Allows Mario or his partner to switch partners in the midst of battle without using up a turn.
  • I see...a Quick Change Badge. It is on a house with a spinning roof, near the Palace in Toad Town. I cannot quite see how to get it down... Oh, that's my grandpa's house! If he is outside, talk to him and he'll help you further.
24

Refund
1 Koopa Bros. Fortress If the player uses an item in battle, the player will be given coins equal to 75% of the standard sale value of the item, rounded up. Maxes out at a sale value of 150 coins, so any item worth more only gives 113 coins back (practically, this only affects Jelly Ultras, which sell for 200 coins).
  • I see...a Refund Badge. It's on the far side of the Koopa Bros. Fortress. Use a Bomb to blow a hole in a wall, then go outside to find a part of the castle that juts out into the water. The treasure chest rests there, and the Badge lies within it.
65

Runaway Pay
2 Dry Dry Desert If the player runs from a battle, the player will still receive Star Points from the enemies Mario defeated.
  • I see...a Runaway Pay Badge. Somewhere around the center of the desert, which is to the north of the path, you see three palm trees. You jump in the middle of the trio to make a hidden block give up the Badge.
64

S. Jump Chg.
2 Cloudy Climb Allows Mario to use S. Jump Chg., which takes a turn to increase the damage of Mario's next jump attack by 3, for 4 FP.
  • I see...an S. Jump Charge Badge. You climb up the Beanstalk into the Flower Fields sky and ride on a small cloud floating at the top. You jump across to a bigger cloud and find your prize.
5

S. Smash Chg.
2 Bought from Rowf's Badge Shop after Chapter 5 (100 Coins) Allows Mario to use S. Smash Chg., which takes a turn to increase the damage of Mario's next hammer attack by 3, for 4 FP.
  • I see...an S. Smash Charge Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
14

Shrink Stomp
1 Toad Town Tunnels Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy, for 2 FP.
  • I see...a Shrink Stomp Badge. You descend into the Private pipe in Toad Town, then head right on the underground path. You break a block and continue. You find a treasure chest containing the Badge. But beware! For I see a nasty enemy protecting the chest. You must defeat this dreaded creature to reach the Badge.
6

Sleep Stomp
1 Bought from Rowf's Badge Shop after Chapter 2 (75 Coins) Allows Mario to use Sleep Stomp, a jump attack that can put the enemy to sleep, for 2 FP.
  • I see...a Sleep Stomp Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
7

Slow Go
0 Dry Dry Ruins Prevents Mario from running, making it easier to sneak past enemies such as Clubbas.
  • I see...a Slow Go Badge. In the far depths of the ruins, there's a hidden room beyond where the Hammer lies. You climb up high, then land on the upper edge of the Hammer room. You walk carefully around to find the hidden chest.
75

Smash Charge
1 Koopa Bros. Fortress Allows Mario to use Smash Charge, which takes a turn to increase the damage of Mario's next hammer attack by 2, for 1 FP.
  • I see...a Smash Charge Badge. It's high up in the fortress of the Koopa Bros. You climb the stairs that rise from the water and continue up the ramp. A Bob-omb will try to keep you from taking it.
13

Speedy Spin
1 Bought from Rowf's Badge Shop after Chapter 1 (50 Coins) When Mario uses his Spin Dash, he will go further (and faster) than normal.
  • I see...a Speedy Spin Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
70

Spike Shield
2 Dry Dry Ruins Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer front-pointing Spear Guys.
  • I see...a Spike Shield Badge. Right after you enter the ruin, you see three coffins aligned in a room. The Badge is in the middle coffin.
59

Spin Attack
3 Dry Dry Desert Allows Mario to defeat weak enemies (who no longer give Star Points) using his Spin Dash.
  • I see...a Spin Attack Badge. In the lonely desert, you are blown by a whirlwind and land on a rock platform. The whirlwind by the blue cactus will take you there. The Badge awaits.
72

Spin Smash
1 Bought from Rowf's Badge Shop after Chapter 3 (75 Coins) Allows Mario to use Spin Smash, a hammer attack that knocks the target backward into the enemy behind them and causing damage to both, for 2 FP.
  • I see...a Spin Smash Badge. It is for sale at the open-air shop in the plaza outside the castle gate.
15

Triple Dip
3 Crystal Palace Allows Mario to use 3 items in one turn for 6 FP.
  • I see...a Triple Dip Badge. It lies inside Crystal Palace, beyond a puzzling blockade of White Clubba statues. You spy a treasure chest through a transparent wall. The Badge lies inside it. To reach it, you break a wall in the room that has a transparent revolving door. Blast the wall with a Bob-omb.
22

Zap Tap
4 Traded from Merlow for 10 Star Pieces Electrifies Mario, causing most enemies to take 1 damage when they physically touch him. Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt.
  • I see...a Zap Tap Badge. There is a child upstairs in the fortune-teller's house on Shooting Star Summit. Hey! I'm that fortune-teller! Anyway, the child is my brother, Merlow. He will trade Star Pieces for Badges. Head upstairs to see him!
61

Badges (TTYD)

Badge BP Needed Found In Effect Type #

All or Nothing
4 Palace of Shadow; drops from Dark Craw, Arantula Mario's jump and hammer attack power will go up by 1 if he successfully executes the Action Command. If not, the attack will do nothing. 24

Attack FX B
0 Hidden chest in Hooktail's room (use Flurrie) after selecting ???/Elusive Badge trouble. Not treated as a badge until it is taken to Ms. Mowz Changes the sound effects of Mario's attacks to a mouse squeak. 80

Attack FX G
0 Charlieton (120 coins) Changes the sound effects of Mario's attacks to a giggle. 81

Attack FX P
0 Lovely Howz of Badges (100 coins after Chapter 6) Changes the sound effects of Mario's attacks to Bowser roaring. 82

Attack FX R
0 Hooktail Castle Changes the sound effects of Mario's attacks to crickets. Used against Hooktail, it lowers her attack and defense by 1 each per cricket sound made (max 4 times). 78

Attack FX Y
0 Dazzle (1 Star Piece) Changes the sound effects of Mario's attacks to a dull bell. 79

Bump Attack
5 Pit of 100 Trials (Lvl 80) Mario can defeat weak enemies (who no longer give Star Points) by walking into them. Does not work in the Glitz Pit and the Pit of 100 Trials. 77

Charge
1 The Great Tree; drops from Hyper Goomba, Hyper Paragoomba, Hyper Cleft Allows Mario to use Charge, which takes a turn to increase the damage of Mario's next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. 15

Charge P
1 Glitz Pit storage room; drops from Hyper Spiky Goomba, Hyper Cleft Allows Mario's partner to use Charge, which takes a turn to increase the damage of their next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. 16

Chill Out
1 Dazzle (2 Star Pieces) Prevents enemies from making First Strikes. 75

Close Call
1 Petal Meadows, Lovely Howz of Badges (100 coins after Chapter 1), steal3 from all Goomba types and Koopatrols When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking. 42

Close Call P
1 Riverside Station, Lovely Howz of Badges (100 coins after Chapter 1)); can be stolen from all Goomba types and Koopatrols When Mario's partner has low HP and is in Danger, enemies will occasionally miss when attacking. 43

Damage Dodge
2 Rogueport Sewers, Lovely Howz of Badges (150 coins after Chapter 4); can be stolen from Red Chomps; drops from Bob-omb, Bulky Bob-omb Increases the amount of damage blocked by Mario's Guard by 1. 31

Damage Dodge P
2 The Great Tree (in room between Jabbi rooms, use Koops to reveal a block to jump on to reveal badge), Lovely Howz of Badges (150 coins after Chapter 5), Pirate's Grotto (sail behind waterfall)*; can be stolen from Red Chomps; drops from Bob-omb, Bulky Bob-omb Increases the amount of damage blocked by the Guard of Mario's partner by 1. 32

Defend Plus
5 Twilight Town, Rogueport Sewers; can be stolen from Chain Chomps, Bob-ulks. Increases Mario's defense by 1. 33

Defend Plus P
5 Rogueport Sewers, Pirate's Grotto (sail behind waterfall)*; can be stolen from Chain Chomps, Bob-ulks. Increases the defense of Mario's partner by 1. 34

Double Dip
3 Rogueport (use boat panel behind Trouble Center), Pit of 100 Trials (Lvl 60) Allows Mario to use Double Dip for 4 FP to use two items in one turn.
Note: Wearing both Double Dip badges allows Mario to use Triple Dip for 8 FP.
17

Double Dip P
3 Fahr Outpost (invisible block in first area), Pit of 100 Trials (Lvl 70) Allows Mario's partner to use 2 items in one turn for 4 FP. 18

Double Pain
0 Charlieton (36 coins) Doubles the damage Mario takes. 35

Feeling Fine
4 X-Naut Fortress (find Cog and use crane) Protects Mario from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 64

Feeling Fine P
4 X-Naut Fortress (find Cog and use crane) Protects Mario's partner from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 65

Fire Drive
3 Pit of 100 Trials (Lvl 20), Lovely Howz of Badges (100 coins after Chapter 5); drops from Koopatrol and all Embers/Bubbles Allows Mario to use Fire Drive, a hammer attack that damages and burns all ground and low-hovering enemies, for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage. As a fire attack, it will heal fiery enemies. 14

First Attack
1 Lovely Howz of Badges (100 coins after Chapter 2) If Mario gets a "First Strike" on a weak enemy (who no longer gives the player Star Points), he will defeat it without entering a battle. Does not work in the Glitz Pit and the Pit of 100 Trials. 76

Flower Finder
3 Dazzle (6 Star Pieces); drops from X-Naut PhD The player will win more flowers than usual after winning battles. 58

Flower Saver
4 Creepy Steeple (Under Star Statue in the main room, use Flurrie to uncover the area behind the spring.), Dazzle (10 Star Pieces); drops from Crazee Dayzee, Amazy Dayzee All abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. 51

Flower Saver P
4 Rogueport Sewers, Dazzle (10 Star Pieces); drops from Crazee Dayzee, Amazy Dayzee All of Mario's partners' abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. 52

FP Drain
1 Lovely Howz of Badges (100 coins); drops from Flower Fuzzy, Dark Puff Reduces Mario's attack power by 1, but he regains 1 FP every time he hits an enemy. 56

FP Plus
3 Outside Great Tree, Rogueport Sewers, Pianta Parlor (100 Piantas after getting Special Card); drops from Poison Pokey, Pale Piranha, Putrid Piranha, X-Naut Increases Mario's maximum FP by 5 as long as it's equipped. 21

Hammer Throw
1 Twilight Trail, Pianta Parlor (50 Piantas after getting Gold Card); drops from Hammer Bro, all Swoopers Allows Mario to use Hammer Throw, a hammer attack that can hit any enemy without approaching, for 2 FP. 10

Hammerman
2 Charlieton (180 coins); drops from Dark Bristle, Wizzerd Boosts the power of all Mario's hammer attacks by 1, but disables Mario's ability to jump in battle. 26

Happy Flower
2 Lovely Howz of Badges (150 coins), Dazzle (4 Star Pieces); drops from Koopa Troopa, Paratroopa, all Dayzees Slowly and automatically regain FP in battle. 50

Happy Heart
2 Petal Meadows, Dazzle (4 Star Pieces); can be stolen from Koopa Troopa, Shady Koopa, Dark Koopa Slowly and automatically regains Mario's HP in battle. 48

Happy Heart P
2 Rogueport Sewers, Dazzle (4 star pieces); can be stolen from Paratroopa, Shady Paratroopa Slowly and automatically regains Mario's partner's HP in battle. 49

Head Rattle
1 Keelhaul Key, Lovely Howz of Badges (100 coins after Chapter 4); drops from Fuzzy, Ruff Puff, Bob-omb Allows Mario to use Head Rattle, a hammer attack that confuses the target, for 2 FP. 11

Heart Finder
3 Dazzle (6 Star Pieces); drops from Shady Koopa, Elite X-Naut The player will win more hearts than usual after winning battles. 57

HP Drain
1 Rogueport (use boat panel in harbor); drops from Fuzzy, Green Fuzzy, Swooper Reduces Mario's attack power by 1, but he regains 1 HP every time he hits an enemy. 54

HP Drain P
1 Poshley Heights (in Goldbob's house in secret area accessed using Paper mode.); drops from Swooper, Swoopula Reduces Mario's partner's attack power by 1, but they regain 1 HP every time they hit an enemy. 55

HP Plus
3 Hooktail Castle (use Koops under bridge), Riverside Station (use tube mode to roll under first step outside), Pianta Parlor (100 Piantas after getting Special Card); can be stolen from all Gloombas, Dark Paratroopa, X-Naut; drops from Dull Bones, Dry Bones Increases Mario's maximum HP by 5 as long as it's equipped. 19

HP Plus P
6 Glitz Pit storage room, Fahr Outpost, Pianta Parlor (200 Piantas after getting Silver Card); can be stolen from all Gloombas, Dark Paratroopa, Magikoopa Increases the maximum HP of all Mario's partners by 5 as long as it's equipped. 20

Ice Power
1 Keelhaul Key (use Paper Mode on bridge) Allows Mario to safely jump on fire enemies. Also increases Mario's attack and defense versus fire enemies and fire attacks respectively by 1. 60

Ice Smash
1 Creepy Steeple (in secret room, use Tube Mode near the opening door), Lovely Howz of Badges (75 coins after Chapter 3); drops from Parabuzzy, Frost Piranha, Ice Puff, Poison Puff Allows Mario to use Ice Smash, a hammer attack that freezes the target, for 3 FP. 12

Item Hog
3 Dazzle (5 star pieces); drops from Dark Koopatrol, Dull Bones, Dry Bones Makes it more likely to make items appear after battle. Also increases chances of Ms. Mowz stealing an item from an enemy that has had an item, be it used by them or stolen previously. 59

Jumpman
2 Charlieton (180 coins); drops from Poison Puff, Wizzerd Boosts the power of all Mario's jump attacks by 1, but disables Mario's ability to hammer in battle. 25

L Emblem
0 Poshley Sanctum (left of Garnet Star, use Spring Jump) Changes Mario's clothes into Luigi's clothes. If combined with the W Emblem, it will change Mario's clothes to Waluigi's clothes. 83

Last Stand
1 Glitz Pit hallway, Lovely Howz of Badges (50 coins); can be stolen from all Hyper Goombas, Green Fuzzy When Mario's HP gets low and he's in Danger, he will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. 38

Last Stand P
1 Hooktail Castle, Lovely Howz of Badges (50 coins); can be stolen from all Hyper Goombas, Flower Fuzzy When Mario's partner's HP gets low and he/she's in Danger, they will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. 39

Lucky Day
7 Pit of 100 Trials (Lvl 90); drops from Swampire, third prize in Happy Lucky Lottery Causes enemies' attacks against Mario to miss more frequently than Pretty Lucky. 46

Lucky Start
4 Creepy Steeple (defeat Atomic Boo) Every time a battle begins, Mario will be given a random beneficial status effect for 3 turns: dodginess, electrification, HP recovery (+2 per turn), or FP recovery (+2 per turn). 47

Mega Rush
1 Charlieton (60 coins); can be stolen from Hammer Bros., Red Magikoopa When Mario's HP drops to 1 and he's in Peril, his attack power goes up by 5. 40

Mega Rush P
1 Petalburg (use Paper Mode to reach Mayor Kroop's sideyard); can be stolen from Hammer Bros., Red Magikoopa When Mario's partner's HP drops to 1 and they're in Peril, their attack power goes up by 5. 41

Money Money
5 Pianta Parlor (234 Piantas after getting Platinum Card); drops from Dark Boos, all Bill Blasters Mario wins many more coins from battle than he usually does. Can be stacked, but there is a limit as to how many coins can be in the field at once (based on the presence of other items and pickups). 67

Multibounce
1 Shhwonk Fortress, Pianta Parlor (50 Piantas after getting Silver Card); drops from Paragoomba, Paragloomba, Dark Paratroopa, Parabuzzy, Swoopula, Swampire Allows Mario to use Multibounce, a jump attack that hits each available enemy consecutively, for 2 FP. 2

P-Down, D-Up
2 Pirate's Grotto (behind Black Chest); can be stolen from Dark Craws and X-Naut PhDs Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. The effect is not a boost to Defense, and so overrides piercing attacks. 29

P-Down, D-Up P
2 Boggly Woods (invisible block in plane panel area); can be stolen from Dark Craws and X-Naut PhDs Lowers the damage Mario's partners take by 1, but also lowers the damage they deal by 1. The effect is not a boost to Defense, and so overrides piercing attacks. 30

P-Up, D-Down
2 Riverside Station; can be stolen from Dark Koopatrols, Elite X-Nauts Raises the damage Mario deals by 1, but also raises the damage he takes by 1. 27

P-Up, D-Down P
2 Palace of Shadow; can be stolen from Dark Koopatrols, Elite X-Nauts Raises the damage Mario's partners deal by 1, but also raises the damage they take by 1. 28

Peekaboo
2 Dazzle (7 Star Pieces) Allows Mario to see enemies' HP without using Goombella's Tattle ability. It is also capable of showing the HP of some things which cannot be Tattled (such as the HP of a Shell Shield). 70

Piercing Blow
1 Lovely Howz of Badges (75 coins); drops from Spiky Parabuzzy (but is not stackable!) Allows Mario to use Piercing Blow, a hammer attack that ignores enemies' defense, for 2 FP.1 9

Pity Flower
3 Pit of 100 Trials (Lvl 40); drops from Piranha Plant, Arantula When Mario takes damage, he occasionally recovers 1 FP. The probability is approximately 33% and is determined for each hit of an attack. 53

Power Bounce
3 Hooktail Castle Allows Mario to use Power Bounce, a jump attack that continues bouncing on a single enemy until the Action Command is missed, for 3 FP. The required timing to continue the move becomes stricter as it progresses. 7

Power Jump
1 Lovely Howz of Badges (50 coins), Pianta Parlor (34 piantas after getting Special Card); drops from Goomba, Gloomba, Buzzy Beetle, Spike Top Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP. 1

Power Plus
6 Creepy Steeple (in box in room with parrot), Dazzle (15 star pieces), prize for matching 4 numbers in Happy Lucky Lottery; can be stolen from Dark Wizzerds, Elite Wizzerds Increases Mario's attack power by 1. 22

Power Plus P
6 Glitzville (on top of juice bar in chest), Dazzle (15 star pieces); can be stolen from Dark Wizzerds, Elite Wizzerds Increases Mario's partner's attack power by 1. 23

Power Rush
1 Lovely Howz of Badges (50 coins after Chapter 2), Pianta Parlor (34 Piantas after getting Gold Card); can be stolen from Paratroopa, Shady Koopa When Mario's HP is low, and he's in Danger, his attack power will go up by 2. A popular strategy involving this badge involves buying and equipping a very large amount of them (e.g. more than 20) and using Chet Rippo to decrease Mario's maximum HP to 5, therefore giving him a permanent attack boost of huge proportions. Wearing 50 of this badge at once will cap Mario's attack power at 99. 36

Power Rush P
1 Lovely Howz of Badges (50 coins after Chapter 3) Pianta Parlor (34 Piantas after getting Gold Card); can be stolen from Koopa Troopa, Shady Paratroopa When Mario's partner's HP is low, and they're in Danger, their attack power will go up by 2. 37

Power Smash
1 Given by Professor Frankly, Pianta Parlor (34 piantas after getting Silver Card); drops from Buzzy Beetle, Spike Top, all Spinias Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP. 8

Pretty Lucky
2 Rogueport Sewers (hidden block against south wall opposite Puni hole), Dazzle (3 Star Pieces); can be stolen from all Spinias, all Bandits Enemies will occasionally miss Mario when it's equipped. 44

Pretty Lucky P
2 Lovely Howz of Badges (150 coins after Chapter 2); can be stolen from all Spinias, all Bandits Enemies will occasionally miss Mario's Partner when it's equipped. 45

Quake Hammer
2 Boggly Woods, Pianta Parlor (67 piantas after getting Platinum Card; drops from Parabuzzy, Spiky Parabuzzy, Cleft, Moon Cleft Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 3 FP. 13

Quick Change
7 Dazzle (8 Star Pieces) Allows Mario or his partner to switch partners in the midst of battle without using up a turn. 71

Refund
1 Pianta Parlor (34 Piantas); drops from all Bandits If the player uses an item in battle, Mario will be given some coins back. 75% of standard sale price with the first badge, and an extra 5% with each subsequent badge equipped. 66

Return Postage
7 Pit of 100 Trials (Lvl 100, obtained by defeating Bonetail) Permanently gives Mario the counterattack status, forcing contact attackers to take 1/2 the damage they do to Mario (rounded down). 63

Shrink Stomp
1 Lovely Howz of Badges, (75 coins after Chapter 3), Great Tree; drops from Buzzy Beetle, Spike Top, X-Naut Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy, for 2 FP. 3

Simplifier
1 Lovely Howz of Badges (50 coins, one available at start, one available after Chapter 6) Makes Action Commands easier, but reduces the star power gained from them. Also loosens the timing required to guard or superguard. Downgrades the rank of each successful command (e.g. a "Great" becomes a "Good") once per each badge equipped; "Nice"s become smaller in size. 73

Sleepy Stomp
1 Lovely Howz of Badges (75 coins after Chapter 1), Pit of 100 Trials (Lvl 10); drops from Fuzzy, Dark Puff, Boo Allows Mario to use Sleepy Stomp, a jump attack that can put the enemy to sleep, for 2 FP. 4

Slow Go
0 Charlieton (12 coins) Prevents Mario from moving quickly. 85

Soft Stomp
1 Rogueport Sewers, Lovely Howz of Badges (75 coins after Chapter 4); drops from Spiky Goomba, Spiky Gloomba, Ice Puff Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3, for 2 FP. 5

Spike Shield
3 Rogueport Sewers (need Vivian to hide when spikes jump out in the room) Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer Bristles. 61

Super Appeal
1 Lovely Howz of Badges (50 coins), Pianta Parlor (34 Piantas); drops from all Lakitus, Magikoopa, all Boos Gets more star power from the audience when Mario appeals. 68

Super Appeal P
1 Lovely Howz of Badges (50 coins after Chapter 5), Flurrie's bedroom; drops from all Lakitus, Magikoopa, all Boos Gets more star power from the audience when Mario's partner appeals. 69

Timing Tutor
1 Charlieton (120 coins) Teaches the timing for Stylish moves. An exclamation mark will appear over the character's head when the player should press the a button. 72

Tornado Jump
2 Creepy Steeple, Pianta Parlor (67 Piantas after getting Gold Card); drops from all Lakitus, Ruff Puff Allows Mario to use Tornado Jump, a jump attack that jumps on one enemy and then damages all midair enemies, for 3 FP. 6

Unsimplifier
1 Lovely Howz of Badges (50 coins, one available at start, one available after Chapter 6) Makes Action Commands harder, but increases the star power gained from them. Also restricts the timing required to guard or superguard. Upgrades the rank of each successful command (e.g. a "Great" becomes a "Wonderful") once per each badge equipped; "Excellent"s become larger in size (maybe). 74

W Emblem
0 Charlieton (360 coins) Changes Mario's clothes into Wario's clothes. If combined with the L emblem, it will change Mario's clothes to Waluigi's clothes. 84

Zap Tap
3 Pit of 100 Trials (Lvl 30) Electrifies Mario, causing most enemies to take 1 damage when they physically touch him. Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt. Bandits cannot swipe Mario's belongings if Mario wears this badge. 62

Crystal Stars

Crystal Star Location Guarded By Power & SP needed Description
Magical Map

Rogueport in a small chest, with a merchant No one, but locked in a magic box only the pure of heart could open. Sweet Treat, 1 Replenishes up to 7 HP for both party members and 8 FP, as well as curing all status ailments.
Diamond Star

Hooktail Castle Hooktail Earth Tremor, 2 If successful, this power creates an earthquake that can do up to 6 damage against all grounded and low-hovering enemies. This special move pierces Defense Power and ignores enemies' invisibility. If done perfectly, this move will damage all enemies, no matter their positions at the battle stage.
Emerald Star

The Great Tree Originally no one, Magnus von Grapple Clock Out, 2 If successful, immobilizes all enemies temporarily.
Gold Star

Glitz Pit Macho Grubba Power Lift, 3 Boosts Mario and his partner's Attack and Defense Power for a short period of time.
Ruby Star

Creepy Steeple Doopliss Art Attack, 4 Any amount of damage can be dealt, depending on how many times the player circles around the enemies using the control stick. This special move ignores enemies' invisibility.
Sapphire Star

Pirate's Grotto Cortez Sweet Feast, 5 Much like Sweet Treat, the player can replenish up to 24 HP and 24 FP for each party member.
Garnet Star

Poshley Sanctum Although Pennington guards the Poshley Sanctum, Smorg must be battled to get it. Showstopper, 2 If successful, defeats all enemies in a single blow. Does not work on enemies with more than 12 HP, mini-bosses, and bosses.
Crystal Star

X-Naut Fortress, originally in Rogueport Possibly originally no one, Magnus von Grapple 2.0 Supernova, 6 Does up to 15 damage to all enemies. The damage increases by 3 each time the player fills the gauge. This special move ignores enemies' invisibility.

Stickers

# Image Name In-game Description Sticking Points Attack Power Attack Range Where to Buy/Dropped By
01 Worn-Out Jump Stomps foes with a weak jump. A jump-and-stomp attack so weak that reputable shops are too ashamed to stock it. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
02 Jump Stomps a single foe but will take damage from spiked foes. Can stomp multiple times if you're good. A jump-and-stomp attack. A word to the wise: do NOT use this attack on spiked enemies or you'll regret it. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
03 Shiny Jump Stomps foes with a fairly strong jump. A pretty strong and pretty jump-and-stomp attack. Shininess aside, it's still a bad choice for spiked foes. ★★☆☆☆ Ground/Low Altitude/Air Shaved-Ice Cave, Rumble Volcano
04 Flashy Jump Stomps foes with a pretty strong jump. A fairly strong and fairly fair jump-and-stomp attack. No amount of flash will make it good against spiky baddies. ★★★☆☆ Ground/Low Altitude/Air Hither Thither Hill, Rumble Volcano
05 Big Shiny Jump Stomps foes with a very strong jump. A bit bigger and shinier than the standard model, this jump attack also boasts some crumpling power. ★★★★☆ Ground/Low Altitude/Air Outlook Point, Decalburg (after World 3), Rumble Volcano
06 Megaflash Jump Stomps foes with a superstrong jump. A big, strong, shiny attack blessed with great power and solid crumpling ability. Tell me this thing doesn't look cool. ★★★★★ Ground/Low Altitude/Air Bowser Jr.'s Flotilla
07 Iron Jump Stomps even spiked foes effortlessly. As the name implies, a battle sticker that laughs in the face of spiked foes. Feel free to laugh along with it. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
08 Shiny Iron Jump Stomps even spiked foes effortlessly with a fairly strong jump. An attack that delivers a slightly stronger stomp on spiked enemies. Though made of iron, it's quite light! ★★☆☆☆ Ground/Low Altitude/Air Shaved-Ice Cave, Rumble Volcano
09 Flashy Iron Jump Stomps even spiked foes effortlessly with a pretty strong jump. A compact and pretty powerful stomp that doesn't mind spiked landings. Who knew iron could be so pretty? ★★★☆☆ Ground/Low Altitude/Air Rugged Road
10 Big Shiny Iron Jump Stomps even spiked foes effortlessly with a very strong jump. A strong stomp attack designed for spiked enemies. You really would think such a big iron sticker would be heavy. ★★★★☆ Ground/Low Altitude/Air Decalburg (after World 3), Rumble Volcano
11 Megaflash Iron Jump Stomps even spiked foes effortlessly with a superstrong jump. An extreme stomp attack that crushes any spiked enemy. This thing is almost not fair in battle. ★★★★★ Ground/Low Altitude/Air Rugged Road
12 Hopslipper If you're good, stomps a single foe many times. The slightly weak attack befitting a slipper, but capable of up to ten jumps if your timing is on. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
13 Shiny Hopslipper If you're good, stomps a single foe many times with a fairly strong jump. A less-than-powerful attack that can stomp up to ten times using wonderful spring technology. ★★☆☆☆ Ground/Low Altitude/Air Shaved-Ice Cave
14 Flashy Hopslipper If you're good, stomps a single foe many times with a pretty strong jump. A flashy sticker that doesn't exactly look cool, seeing as it's a slipper with a spring on it. But it can stomp ten times! ★★★☆☆ Ground/Low Altitude/Air Yoshi Sphinx, Whitecap Beach
15 Big Shiny Hopslipper If you're good, stomps a single foe many times with a very strong jump. An attack whose size hides weak power. But ten jumps does mean ten attacks, so it's got that going for it. ★★★★☆ Ground/Low Altitude/Air Decalburg (after World 3), Rumble Volcano
16 Megaflash Hopslipper If you're good, stomps a single foe many times with a superstrong jump. A big, shiny...slipper. Still, if you can land ten jumps, it's a MEAN slipper. So just lay off with the slipper hate. ★★★★★ Ground/Low Altitude/Air Chomp Ruins
17 Line Jump Stomps all foes in a line. Gets progressively weaker and faster with each jump. An attack that lets you stomp foe after foe with decreasing power, but only if you have good jump timing. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
18 Shiny Line Jump Stomps all foes in a line with a fairly strong jump. A Line Jump with a bit more oomph. Try to stomp each enemy three times, since three is better than two or one. ★★☆☆☆ Ground/Low Altitude/Air Shaved-Ice Cave
19 Flashy Line Jump Stomps all foes in a line with a pretty strong jump. A flashy-looking Line Jump with flashy-feeling attack power. It's got the max power of the small Line Jump line. ★★★☆☆ Ground/Low Altitude/Air Ice Flow
20 Big Shiny Line Jump Stomps all foes in a line with a very strong jump. A sticker whose jump in size mirrors a jump in jumping-attack power. Foes will line up to take their whupping! ★★★★☆ Ground/Low Altitude/Air Decalburg (after World 3)
21 Megaflash Line Jump Stomps all foes in a line with a superstrong jump. The strongest sticker in the Line Jump line. Enjoy the megapower as you stomp each enemy up to three times! ★★★★★ Ground/Low Altitude/Air Bowser's Snow Fort
22 Flashy Clone Jump Cloned Marios stomp a single foe. An attack that sends four Marios leaping in succession. This attack can sometimes crumple foes too. ★★★☆☆ Ground/Low Altitude/Air Shaved-Ice Cave
23 Big Shiny Clone Jump Cloned Marios stomp a single foe with a very strong jump. A sparkling clone attack with power befitting the sticker's size and raw, untamed sparklability. ★★★★☆ Ground/Low Altitude/Air Shaved-Ice Cave, Chomp Ruins
24 Megaflash Clone Jump Cloned Marios stomp a single foe with a superstrong jump. An attack that unleashes the four strongest Marios and delivers a strong crumpling effect. Wow. ★★★★★ Ground/Low Altitude/Air Rumble Volcano
25 Flashy Infinijump If you're good, stomps a single foe many times. This sticker is really strong if you can keep stomping. An attack with weak power but unreal stamina. Go for the maximum 100 jumps. Yes, you read that right. ★★★☆☆ Ground/Low Altitude/Air The Enigmansion, Chomp Ruins
26 Big Shiny Infinijump If you're good, stomps a single foe many times. This sticker is very strong if you can keep stomping. A slightly bigger sticker that still has weak power. But c'mon, 100 stomps! 100 stomps is pretty solid. ★★★★☆ Ground/Low Altitude/Air Long Fall Falls
27 Megaflash Infinijump If you're good, stomps a single foe many times. This sticker is megastrong if you can keep stomping. An attack said to bring enlightenment if you make your mind blank and become one with your jump. ★★★★★ Ground/Low Altitude/Air Long Fall Falls
28 Worn-Out Hammer Strikes foes with a weak whack. A battle sticker that doesn't look so hot. To be completely honest, it doesn't work so hot, either. ★☆☆☆☆ Ground/Low Altitude Warm Fuzzy Plains
29 Hammer Strikes foes with a swung hammer. Can damage multiple foes but won't hit flying ones. A hammer that can pound enemies flat but it is useless against flying enemies. Use it wisely. ★☆☆☆☆ Ground/Low Altitude Decalburg
30 Shiny Hammer Strikes foes with a fairly strong whack. A stronger hammer attack. It will build power as you hold your windup, but don't overdo it or the head will pop off! ★★☆☆☆ Ground/Low Altitude Drybake Desert, Shaved-Ice Cave, Rumble Volcano
31 Flashy Hammer Strikes foes with a pretty strong whack. Like many others, a hammer that can damage enemies near its main target. Plan for collateral damage! ★★★☆☆ Ground/Low Altitude Drybake Desert, Rumble Volcano
32 Big Shiny Hammer Strikes foes with a very strong whack. A big, shiny hammer boasting big, shiny damage. Definitely do not miss your swing, or you'll be really bummed out. ★★★★☆ Ground/Low Altitude Outlook Point, Decalburg (after World 3), Shaved-Ice Cave
33 Megaflash Hammer Strikes foes with a superstrong whack. A hammer with ultimate attack power. The main target and its neighbors get seriously BONKED. ★★★★★ Ground/Low Altitude Yoshi Sphinx
34 Slaphammer Strikes a single foe from the side. An attack that strikes from the side. If swung with good timing, it sends the enemies flying. ★☆☆☆☆ Ground/Low Altitude Decalburg
35 Shiny Slaphammer Strikes a single foe from the side with a fairly strong whack. A side-striking hammer attack that has a chance of making an enemy dizzy, which could make its attacks miss. ★★☆☆☆ Ground/Low Altitude Shaved-Ice Cave
36 Flashy Slaphammer Strikes a single foe from the side with a pretty strong whack. An attack that only hits a single target, but hits it really hard and might make it dizzy. ★★★☆☆ Ground/Low Altitude Drybake Desert, Ice Flow, Shy Guy Jungle
37 Big Shiny Slaphammer Strikes a single foe from the side with a very strong whack. A big hammer attack with big damage, but like all attacks, it's totally dependent on good timing. ★★★★☆ Ground/Low Altitude Decalburg (after World 3)
38 Megaflash Slaphammer Strikes a single foe from the side with a superstrong whack. An attack whose mighty swing punishes foes, launching them dramatically and often making them dizzy. ★★★★★ Ground/Low Altitude Rugged Road
39 Eekhammer If you're good, strikes a single foe many times. A hammer that really looks like a toy. Land up to five strikes for five times the annoyance. Squeaksqueaksqueak! ★☆☆☆☆ Ground/Low Altitude Decalburg
40 Shiny Eekhammer If you're good, strikes a single foe many times with fairly strong whacks. A shiny attack that is regrettably still toylike. Still, delivering five strikes should ease the shame of using it. ★★☆☆☆ Ground/Low Altitude Dropped by Snifits, Shaved-Ice Cave
41 Flashy Eekhammer If you're good, strikes a single foe many times with pretty strong whacks. A pretty flashy hammer attack. Get in five hits so you can hear the squeaksqueaksqueaksqueaksqueak! ★★★☆☆ Ground/Low Altitude Upgrading a Shiny Eekhammer through Paperization, Drybake Stadium
42 Big Shiny Eekhammer If you're good, strikes a single foe many times with very strong whacks. Like other Eekhammers, its power gets stronger with each swing for a max of five strikes. This one's bigger, though. ★★★★☆ Ground/Low Altitude Decalburg (after World 3)
43 Megaflash Eekhammer If you're good, strikes a single foe many times with superstrong whacks. A megasized attack that packs a serious wallop for a toy. Get in five strikes for perfection. ★★★★★ Ground/Low Altitude Chomp Ruins
44 Hurlhammer Hurls a huge hammer into the air that plunges down on unwitting foes and strikes them all. Also hits flying foes. A hurlable hammer that, with good timing, can damage all foes--even flying ones. Bad timing just ain't gonna cut it. ★☆☆☆☆ Ground/Low Altitude/Air Decalburg
45 Shiny Hurlhammer Hurls a huge hammer into the air that plunges down and strikes all foes with fairly strong force. Also hits flying foes. An attack that, like other hammers, fails if held too long. If you throw it too fast, it'll hit only one foe. ★★☆☆☆ Ground/Low Altitude/Air Whammino Mountain, Shaved-Ice Cave
46 Flashy Hurlhammer Hurls a huge hammer into the air that plunges down and strikes all foes with pretty strong force. Also hits flying foes. A hurlable hammer that, like others, damages enemies in front the most but can also hit subsequent targets. ★★★☆☆ Ground/Low Altitude/Air Upgrading a Shiny Hurlhammer through Paperization, Drybake Stadium
47 Big Shiny Hurlhammer Hurls a huge hammer into the air that plunges down and strikes all foes with very strong force. Also hits flying foes. A decent-sized shiny hammer that falls from above as its targets gaze in awe, helplessly watching doom approach. ★★★★☆ Ground/Low Altitude/Air Decalburg (after World 3)
48 Megaflash Hurlhammer Hurls a huge hammer into the air that plunges down and strikes all foes with superstrong force. Also hits flying foes. A big, pretty, very hurlable hammer. In fact, it's almost too pretty to hurl. Good thing you put it in here. ★★★★★ Ground/Low Altitude/Air Shy Guy Jungle, Chomp Ruins
49 Baahammer Makes all foes kind of sleepy. A hammer that, with good timing, puts enemies to sleep. The fact that it deals damage is a bonus. ★☆☆☆☆ Ground/Low Altitude Decalburg
50 Big Shiny Baahammer Makes all foes very sleepy. A hammer that can knock even the most sleep-resistant enemy out. Of course, you've got to time it well. ★★★★☆ Ground/Low Altitude Decalburg (after World 3), Shaved-Ice Cave, Chomp Ruins, Rumble Volcano
51 Megaflash Baahammer Makes all foes extremely sleepy with significant damage. A hammer attack with good power that also puts foes to bed. If you mess up the timing, though, that's baaaaaaaad. ★★★★★ Ground/Low Altitude Chomp Ruins
52 Burnhammer Looses a giant flame on impact, burning most foes. Does not hit or affect all foes. A hammer whose tepid flames can fry small fry. If your timing's off, though, you won't produce any flames. ★☆☆☆☆ Ground/Low Altitude Decalburg
53 Big Shiny Burnhammer Looses a giant flame on impact, scorching foes to a medium rare. Does not hit or affect all foes. A hot, flaming hammer attack that's nonetheless ineffective against the Buzzy Beetle family. ★★★★☆ Ground/Low Altitude Decalburg (after World 3), Shaved-Ice Cave, Rumble Volcano
54 Megaflash Burnhammer Looses a giant flame on impact, charbroiling most foes well done. Does not hit or affect all foes. A flaming hammer attack that damages all foes that it strikes equally. We just want to see you succeed, y'know? ★★★★★ Ground/Low Altitude Rugged Road
55 Chillhammer Releases a frigid blast, freezing most foes. Does not hit or affect all foes. A hammer that, if timed well, sends a freezing arctic blast howling into faces of all enemies. ★☆☆☆☆ Ground/Low Altitude Decalburg
56 Big Shiny Chillhammer Releases a frigid blast, freezing most foes with a powerful chill. Does not hit or affect all foes. A hammer attack that cold haters hate, but cold lovers love not hating. You know what I mean? ★★★★☆ Ground/Low Altitude Decalburg (after World 3), Shaved-Ice Cave, Rumble Volcano
57 Megaflash Chillhammer Releases a frigid blast, freezing most foes with an arctic chill. Does not hit or affect all foes. An attack that launches a really nasty cold wave boasting megaflash damage. Miss, and you hit zip. ★★★★★ Ground/Low Altitude Bowser's Snow Fort
58 Super Boot Avoids enemy attacks with a jump. As a bonus, slightly increases attack power of subsequent jump-type stickers. Attack-dodging boots. If you use them, the attack power of any subsequent jump-type stickers will go up. N/A N/A Outlook Point
59 Shiny Super Boot Avoids enemy attacks with a jump. As a bonus, increases attack power of subsequent jump-type stickers a fair bit. A defensive sticker that hugely boosts the attack power of subsequent jump stickers. Definitely stick this one first! N/A N/A Outlook Point
60 Tail Counters enemy attacks with a swipe of the tail. Has no effect against attacks from above. A tail that repels attacks that come flying right at you. You've got to swing that tail with good timing, though! N/A N/A Outlook Point, Bowser Jr.'s Flotilla
61 Shiny Tail Strongly counters enemy attacks with a tail swipe. Has no effect against attacks from above. A shiny tail that smacks onrushing enemies and straight-flying projectiles. When you connect, it feels gooood. N/A N/A Outlook Point
62 Frog Suit Dodges enemy attacks by jumping over them. As a bonus, slightly increases attack power of subsequent stickers. A froggy dodge maneuver that ups the attack power on subsequent stickers, too. Not bad for a frog. N/A N/A Outlook Point
63 Shiny Frog Suit Dodges enemy attacks by jumping over them. As a bonus, increases attack power of subsequent stickers a fair bit. A shiny, froggy dodge that drastically boosts the attack power of subsequent stickers. Well done, frog. N/A N/A Outlook Point
64 Spike Helmet Protects against and counters attacks from above with the helmet's spike. An attack that provides a spiky surprise for attackers from above when you crouch and hold it over your head. N/A N/A Decalburg
65 Shiny Spike Helmet Protects against and strongly counters attacks from above with the helmet's spike. A stronger spiked-helmet attack, this one hurts even more if you time your poke with the foe's landing. N/A N/A Shaved-Ice Cave
66 Flashy Spike Helmet Protects against and powerfully counters attacks from above with the helmet's spike. A flashy spike attack that counters attacks from above with authority. Time it right, and OW! N/A N/A Drybake Stadium
67 Fire Flower Throws fireballs at multiple foes. Does not hit or affect some foes. An attack that launches one fireball per enemy but doesn't reach flying foes. Fireballs can't bounce that high. ★★☆☆☆ Ground/Low Altitude Whammino Mountain
68 Shiny Fire Flower Throws fairly hot fireballs at multiple foes. Does not hit or affect some foes. An attack that fires one shiny fireball per foe. Like others, this attack is a bit stronger if timed well. ★★★☆☆ Ground/Low Altitude Whammino Mountain
69 Flashy Fire Flower Throws very hot fireballs at multiple foes. Does not hit or affect some foes. An attack that greets each grounded and low altitude foes with a strong, made-to-order fireball. ★★★★☆ Ground/Low Altitude Whammino Mountain
70 Ice Flower Throw balls of ice at multiple foes. Does not hit or affect some foes. A chilly attack that serves an ice ball to each nonflying enemy. These ice balls are the opposite of refreshing. ★★☆☆☆ Ground/Low Altitude Whammino Mountain
71 Shiny Ice Flower Throws fairly strong balls of ice at multiple foes. Does not hit or affect some foes. A stronger ice-ball attack that strikes ground-bound and low-altitude foes with shiny chill damage. ★★★☆☆ Ground/Low Altitude Whammino Mountain
72 Flashy Ice Flower Throws pretty strong balls of ice at multiple foes. Does not hit or affect some foes. A flashy ice-ball attack that boasts boosted wintry power if you time your throws correctly. ★★★★☆ Ground/Low Altitude Whammino Mountain
73 POW Block Deals damage to all foes when hit. Can also crumple foes. Does not damage flying enemies. An attack that can crumple grounded foes. You get two chances at it so time it well. ★★☆☆☆ Ground Decalburg
74 Shiny POW Block Deals fairly serious damage to all foes when hit. Can also crumple foes. Does not damage flying enemies. An attack that offers higher damage and an elevated crumple rate if you time it well. ★★★☆☆ Ground Shaved-Ice Cave, Rumble Volcano
75 Flashy POW Block Deals pretty serious damage to all foes when hit. Can also crumple foes. Does not damage flying enemies. A two-shot crumpler. As expected, its attack power is also higher due to extreme flashiness. ★★★★☆ Ground Upgrading a Shiny POW Block through Paperization, Bouquet Gardens
76 Shell Hits ground-bound foes with a sliding shell. A shell that knocks around foes when stomped and kicked. Time it well for more power. ★★☆☆☆ Ground Decalburg
77 Shiny Shell Hits ground-bound foes with a fairly strong sliding shell. A powerful shell that should remind you to pre-stomp Koopas on the field. Then you can use them to scatter other foes. ★★★☆☆ Ground Decalburg (after World 3), Snow Rise, Rugged Road
78 Flashy Shell Hits ground-bound foes with a pretty strong sliding shell. A flashy shell that delivers big damage. The damage on this attack nearly doubles with good timing. ★★★★☆ Ground Chomp Ruins, The Bafflewood
79 Mushroom Makes you feel better. Just the thing when you're tired. An all-important HP-restoring sticker that can only be used during battle. Always, ALWAYS carry one with you! N/A N/A Decalburg, Whammino Mountain
80 Shiny Mushroom Makes you feel quite a bit better. Unknown if it tastes good or not. An item that increases HP more than a regular mushroom. Wait until you're really flagging to use it! N/A N/A Decalburg, Whammino Mountain, Outlook Point, Shaved-Ice Cave, Rumble Volcano
81 Flashy Mushroom Makes you feel great. Useful when you're REALLY tired. A flashy Mushroom that greatly restores HP with flashy mushroom goodness. You get bonus HP for good timing. N/A N/A Decalburg (after World 4)
82 Big 1UP (American English)
Big 1-Up (British English)
Become a little heartier for a short time. Useful in tiring fights. A sticker that should teach you that big mushrooms are great for you. This one slowly restores HP over ten turns. N/A N/A Drybake Desert, Ice Flow
83 Big Shiny 1UP (American English)
Big Shiny 1-Up (British English)
Become fairly heartier for a short time. Useful in tiring fights. A shiny HP restorer effective over ten turns. Time it with Mario's hands in the air for extra restorative power! N/A N/A Ice Flow, Rumble Volcano
84 Poison Mushroom Scary and poisonous, even to you. Oh no! An item that poisons you! But hang on... What if you touch an enemy while poisoned... N/A N/A Whammino Mountain
85 Leaf Automatically makes every attack and block successful. And, if you take it to the shop, maybe something good will happen. A helpful sticker that automatically makes every attack Excellent and every block successful. N/A N/A Strike Lake
86 Shiny Leaf Automatically makes every attack or block successful. And, if you take it to the shop, maybe something fairly good will happen. A sticker with the exact same effects of an ordinary leaf sticker. But look! It's shiny! So it sells for more. N/A N/A Rumble Volcano
87 Secret Door A portable emergency exit that can help you escape most battles, or to find secret areas in most levels. A door that opens the way to a secret place. This sticker can also be used to flee a battle. N/A N/A Outlook Point, Ice Flow
88 Snowball Sometimes dropped by Snow Spikes. Launches a giant snowball that snares all ground-bound foes. Doesn't reach high-flying foes. An icy snowball yacked up by a Snow Spike that hits all grounded foes with a cold-blooded attack. ★★★☆☆ N/A Drop by Snow Spikes.
89 Spike Ball Sometimes dropped by Spikes. Provides a spiked ball that can be thrown at a single foe. Doesn't reach high-flying foes. A spiky steel ball horked up by a Spike. This bad boy deals bonus damage for a well-timed throw. ★★★☆☆ N/A Drop by Spikes.
90 Barrel Sometimes dropped by Broozers. Provides a barrel that can be hurled at a single foe. A wooden barrel thrown by a Broozer. This thing is heavy, so be careful when tossing it. ★★★☆☆ N/A Drop by Broozers.
91 Wrench (American English)
Spanner (British English)
Sometimes dropped by Rocky Wrenches. Provides a wrench that can be chucked at a single foe. A repair wrench tossed by Rocky Wrenches. Time your toss well, because it'll affect the power of the spin! ★★★☆☆ N/A Drop by Rocky Wrenches.
92 Bone Sometimes dropped by Dry Bones. Provides some kind of throwable bone that can hit a single foe. Part of a Dry Bones? Some kind of bone, anyway. It hits with a satisfying BONK if thrown with enough force. ★★★☆☆ N/A Drop by Dry Bones.
93 Boomerang Sometimes dropped by Boomerang Bros. Provides a boomerang that hits all foes in its flight path. A boomerang beloved by the Boomerang Bros. Put your elbow into it to get some force into your throw! ★★★☆☆ N/A Drop by Boomerang Bro.
94 Bomb Sometimes dropped by Bob-ombs. Calls forth a tossable bomb that can explode and hit multiple grounded foes. An unused bomb dropped by a Bob-omb. This explosive has a dramatic effect if tossed properly. ★★★☆☆ N/A Drop by Bob-ombs.
95 Sombrero Sometimes dropped by Sombrero Guys. Provides a throwable hat that can hit a single foe. A sombrero worn by Sombrero Guys. The angle of the throw affects how cool the attack turns out! ★★★☆☆ N/A Drop by Sombrero Guys.
96 Throwing Star Sometimes dropped by Ninjis. Provides a throwing star that can hit a single foe. A Throwing star favored by Ninjis. It's easy to time this attack if you concentrate. ★★★☆☆ N/A Drop by Ninjis.

Things: The Things are random objects Mario finds all over. He can turn them into stickers to use as special attacks.

  • Sewing Scissors/Hair Shears/Scissors/Tailor Shears: Mario uses a giant pair of scissors to cut his enemies into pieces.
  • Bellows: Mario damages all enemies with wind blown.
  • Paper Fan: Mario gets two giant fans and causes a whirlwind.
  • Fan: Mario uses a giant electric fan to blow away all of his enemies.
  • Mini Vacuum/Upright Vacuum/Vacuum: Sucks up all enemies and spits them out, each one dealing more damage.
  • Watering Can/Faucet: Floods the whole screen with water.
  • Teapot: Floods the whole screen with hot water.
  • Trumpet/Violin/Guitar: Plays music that damages all enemies with its sound.
  • Newspaper/Toy Bat/Bat: Mario swings an object and hits an enemy, each on being stronger.
  • Square Can/Basin/Drum: Mario throws one of each object onto his opponent, each one being stronger due to the size and weight.
  • Lightbulb/Flashlight/Searchlight: Shines a bright light at each enemy, harming them and likely blinding them.
  • Watch Battery/D-Cell Battery/Car Battery: Shocks everyone with electricity, each one dealing more damage.
  • Billiard Ball/Curling Stone/Bowling Ball: Mario gets a big object and rolls them onto enemies, crushing them. Each one being stronger.
  • Trophy: The top ball at the trophy launches itself onto the enemy and explodes.
  • Cell Phone/Jackhammer: Vibrates violently, damaging all enemies caught in it.
  • Radiator/Hair Dryer/Oven: Heats up the enemies enough to become ashes.
  • Magnifying Glass/Matches/Lighter: Burns all enemies, each one being stronger.
  • Shaved Ice/Air Conditioner/Refrigerator: Attacks the enemy with cold icy air, freezing them.
  • Soda/Squirt Gun: Shoots a liquid at an opponent.
  • Rubber Ducky: Fills the screen with water as four small ducks attack.
  • Powder Puff/Sponge/Car Sponge: Absorbs damage from attacks and bounces back projectiles.
  • Pillow/Bed/Luxurious Bed: Puts all enemies to sleep and inflicts damage.
  • Tape/Thumbtack/Stapler: Sticks an enemy down.
  • Fishhook: Fishes out a random item.
  • Balloon: It inflates and pops, causing damage.
  • Pocket Watch: Stops time.
  • Cat-o-Luck: Crushes enemies with a giant cat statue.
  • High Heel: Two high heels walk on their and own and steps on the enemies.
  • Goat: A giant goat appears and eats the enemies.
  • Turkey: A cooked turkey appears and kicks all enemies off the stage.
  • Cake: Heals Mario.
  • Boom Box: Doubles Mario's strength.

Royal Sticker: The Royal Stickers are special stickers that are meant to grant the wishes from all over the world. It also gives off many abilities.

  • Red Sticker: Worn by the Megasparkle Goomba, this sticker was used to fuse him with a group of Goombas, making him stronger and increasing his size.
  • Orange Sticker: Worn by the Tower Pokey, this allows him to summon other enemies.
  • Purple Sticker: Worn by the Gooper Blooper, this sticker increases its range, being able to poison the sea.
  • Blue Sticker: Worn by Mizzter Blizzard, this allows him to create a giant statue made of snow to fight.
  • Green Sticker: Worn by Petey Piranha. No notable abilities are added, but much like the others, it does amplify the users strength, health, speed, and durability.
  • Sticker Crown: Worn by Bowser, this sticker was stated to be infinitely stronger than the rest. It gives its user the ability to heal and increase its size drastically.
  • Wish: When all six are collected, the user can wish for anything they want, all they have to do is think, and it will happen.

Kersti: Kersti is a sticker that gives Mario several abilities when used. Along with claiming to make Mario 1000x stronger, Kersti's most notable ability is Paperize.

  • Paperize: Kersti will freeze time and allow Mario to view his world as just paper. Using this, Mario can rip people/objects from reality, allowing Mario to seal them within a book or leave them be. The person or object in mind cannot be interacted with, and is left like a purple void shaped like them.

|-|Battle Cards=

  • Jump: Mario's basic jump attack used to stomp his enemies. Can use stronger versions with bigger cards.
  • Iron Jump: Same as Mario's jump, but this protects him from spikes. Can use stronger versions with bigger cards.
  • Hop Slipper: Jumps on an enemy ten times in a row. Can use stronger versions with bigger cards.
  • Line Jumps: Jumps on all enemies in a line. Can use stronger versions with bigger cards.
  • Spin Jump: Mario spins and jumps on an enemy with a spiked boot. Can use stronger versions with bigger cards.
  • Hammer: Mario's basic hammer attack used to hit his enemies. Can use stronger versions with bigger cards.
  • KO Hammer: Mario whacks an enemy from the side, hitting several behind him. Can use stronger versions with bigger cards.
  • Eekhammer: Mario hits his enemies with his hammer up to five times. Can use stronger versions with bigger cards.
  • Hurlhammer: Mario throws his hammer in the air, coming back as a big hammer to hit all enemies. Can use stronger versions with bigger cards.
  • Burnhammer: Shoots fire everywhere once Mario hits an enemy with his hammer.
  • Fire Flower: Mario shoots several fire balls. Can use stronger versions with bigger cards.
  • Ice Flower: Mario shoots several ice balls. Can use stronger versions with bigger cards.
  • POW Block: Mario hits the block and shakes the ground, damaging all enemies on the ground.
  • Mushroom: Heals Mario upon use.
  • 1-Up Mushroom: Fully restores Mario's paint.
  • Tail: Allows Mario to hit enemies with it or hit away projectiles.
  • Frog Suit: Allows Mario to hop over attacks.
  • Spike Helmet: Mario wears a helmet with a spike to block if an enemy tries to attack from above.

Enemy Cards: Enemy Cards are Battle Cards that Mario can use to summon enemies to help fight.

  • Shy Guy: A Shy Guy will run and punch the enemy several times.
  • Slurp Guy: A Slurp Guy will run and drain the opponent's paint, healing itself.
  • Spike Guy: A Spike Guy will run and headbutt, piercing them with its helmet.
  • Roller Guy: A Roller Guy will run over the enemy with the ring its on.
  • Sombrero Guy: A Sombrero Guy will throw its hat as a projectile.
  • Shy Bandit: Works like a Slurp Guy, but can also turn the defeated enemy into a Battle Card.
  • Goomba: A Goomba will run and preform a headbutt.
  • Paragoomba: A Paragoomba will fly and hurl itself on an enemy.
  • Bone Goomba: A Bone Goomba will headbutt with the skull its wearing.
  • Koopa Troopa: A Koopa will go in its shell and hit an enemy.
  • Koopa Paratroopa: A Paratroopa will go in its shell and fly to an enemy.
  • Swoop: Swoop will fly and hurl itself on an enemy.
  • Cheep Cheep: A Cheep Cheep will shoot water at an enemy.
  • Blooper: A Blooper will shoot water at an enemy.
  • Spike: Spike will hurl a spike ball at an enemy.
  • Dry Bones: Dry Bones will throw a bone at an enemy.
  • Boo: A Boo will slap the enemy.
  • Scaredy Rat: It will hurl itself at an enemy.
  • Ninji: Strikes a single enemy with an ancient ninja jump attack.
  • Fuzzy: Jumps on an enemy.
  • Snifit: A Snifit will spit a bullet on an enemy.
  • Slurp Snifit: Slurps paint from an enemy and regains its help.
  • Spike Snifit: Shoots three bullets at a time.
  • Spiny: A Spiny will hurl itself at an enemy with its shell.
  • Buzzy Beetle: A Buzzy Beetle will hurl itself at an enemy with its shell.
  • Spike Top: A Spike Top will hurl itself at an enemy with its shell.
  • Pokey: A Pokey will throw a piece of itself at an enemy.
  • Green Pokey: A Green Pokey will throw a piece of itself at an enemy.
  • Bob-omb: A Bob-omb will run at an enemy and explode.
  • Lava Bubble: A Lava Bubble will throw itself at an enemy.
  • Fire Piranha Plant: Spits fire at an enemy.
  • Ptooie: Spits a spike ball at an enemy.
  • Dino Rhino: Charges towards an enemy.
  • Hammer Bro: Throws a hammer at an enemy.
  • Boomerang Bro: Throws a boomerang at all enemies.
  • Fire Bro: Shoots a fire ball at an enemy.
  • Ice Bro: Shoots an ice ball at an enemy.
  • Juggler Bro: Throws a hammer at an enemy.
  • Circus Bro: Throws a boomerang at all enemies.
  • Sledge Bro: Shakes the ground and all enemies.
  • Kamek: Uses magic to attack enemies.
  • Koopalings: Morton, Iggy, Ludwig, Wendy, Larry, Lemmy, and Roy can scare off the enemies.
  • Black Bowser's Castle: Bowser's castle will fall from the sky and crush everyone.

Thing Cards: Much like Thing stickers, Thing cards are stronger Battle Cards.

  • Fire Extinguisher: Sprays CO2 all over a burning city.
  • Fan: Summons a fan larger than Earth to blow away all enemies.
  • Plunger: Plunges an enemy.
  • Lemon: Sprays lemon juice all over the enemy, harming them and blinding them from the juice.
  • Cat-o-Luck: A giant cat statue flies and crushes an enemy many times.
  • Piggy Bank: A Piggy Bank starts to dance around and explodes on enemies, giving Mario extra coins.
  • Bone: Mario throws a large bone, summoning a large Chain Chomp called Princess to roll and crush all enemies.
  • Bottle Opener: Uses a bottle cap opener on an enemy head.
  • Ice Pick: Uses a giant ice pick to stab enemies.
  • Balloons: Makes an enemy float away with big balloons.
  • Teapot: Pours hot tea on all enemies.
  • Turnip: Cuts a turnip into pieces and uses those pieces as blades.
  • Instant Camera: Takes a photo of Mario and uses it to trick enemies, make it as a shield.
  • Basin: Drops a basin on an enemies head.
  • Battery: Causes a thunderstorm to shock enemies.
  • Compass: Directs Mario away from the battle.
  • Cork: Shoots a barrage of corks at all enemies.
  • Washing Machine: Mario rips the screen and washes it inside of a washing machine, washing away the paint from all enemies.
  • Lightbulb: Flashes a bright light to harm all enemies.
  • Salt and Pepper: Seasons all enemies, harming them and blinding them.
  • Charcoal Grill: Burns all enemies with fire on a grill.
  • Megaphone: Uses a loud sounds to harm all enemies.
  • Hair Dryer: Blows hot air.
  • Magnifying Glass: Makes Mario giant to crush all enemies.
  • Claw Hammer: Mario swings a giant hammer to hit enemies with.
  • Recorder: Plays the jingle from SMB3 to make a tornado that swirls up enemies.
  • Disco Ball: Forces all enemies to keep dancing during battle.

Huey: Huey is a can of paint that can turn himself into a battle card. He can also provide paint for Mario. His most notable move is Cutout.

  • Cutout: Huey transcends Mario's dimension to use Cutout. This move allows Mario to cut things from existence. He can either erase things, move Mario to another location, or paint things.
}}

*Chuckle Blend: Adds +4 speed.

  • Chuckoccino: Adds +4 defense.
  • Golden Mushroom: Fully restores HP and BP.
  • Green Pepper: Raises defense.
  • Hoohoo Blend: Adds +4 Bros. Points.
  • Hoolumbian: Adds +4 attack power.
  • Max Mushroom: Restores all HP.
  • Max Nut: Restores all HP to two members.
  • Max Syrup: Restores all BP.
  • Mushroom: Restores 25 HP.
  • Nut: Recovers 20 HP to two members.
  • Red Pepper: Raises attack power.
  • Refreshing Herb: Cures all status effects.
  • Super Mushroom: Restores 50 HP.
  • Super Nut: Restores 40 HP to two members.
  • Super Syrup: Restores 40 BP.
  • Syrup: Restores 20 BP.
  • Teehee Blend: Adds +4 'stache (luck).
  • Teeheespresso: Adds a +6 boost to a random stat.
  • Ultra Mushroom: Restores 120 HP.
  • Ultra Nut: Restores 100 HP.
  • Ultra Syrup: Restores 100 BP.
  • Woohoo Blend: Adds +4 HP.
  • Mushroom Drop: Restores 15 HP to four people.
  • Super Drop: Restores 30 HP to four people.
  • Ultra Drop: Restores 60 HP to four people.

Bros. Items

  • Green/Red Shell: Mario and Luigi will repeatedly kick a Koopa shell at an enemy.
  • Bro Flower: Mario and Luigi will use a Fire Flower to spam fire balls.
  • Ice Flower: Mario and Luigi will use an Ice Flower to spam ice balls. They can lower defense, power, and speed.
  • Smash Egg: Mario and Luigi will kick an egg at an enemy, giving them an item once broken.
  • Pocket Chomp: Mario and Luigi will take out a Chain Chomp to attack with the Chomp and then hammer the enemy right afterwards.
  • Cannonballer: Mario and Luigi will shoot themselves out of a cannon to preform a powerful jump.
  • Trampoline: Mario and Luigi will jump on a trampoline, preforming a powerful jump on an enemy.
  • Copy Flower: Creates an endless amount of clones to attack with.
  • Mix Flower: Allows the user to shoot both fire and ice balls to create a giant ball of fire.

  • Note: Due to Mario being able to take the form of Luigi with the Luigi Cap or Mystery Mushroom, he can use his gear by extension.

    • #1 Trousers Wear these to always move first! Allows the wearer to attack first always. Adds +10 BP and +52 Speed.
    • Ancient Pants: Slightly moldy pants. Enemies will always drop Mushrooms. Pants that make a barrier to block multiple attacks. Adds +58 DEF.
    • Anuboo Jeans: Swift, fashionable desert jeans. Allows the wearer to attack first always. Adds +10 HP and +42 DEF.
    • B. Brand Jeans: Brand names make everyone happy! Automatically heals HP overtime. Adds +74 DEF.
    • Bean Pants: Cheap and durable...but not cool! Adds +18 DEF.
    • Beanstar Pants: Beanstar patterns help you walk fast. Allows the wearer to attack first always. Temporarily increases DEF at the start of battle. Adds +15 HP and +41 DEF.
    • Bean Trousers: Trendy pants popular in Hoohoo Village. Adds +4 BP and +15 DEF.
    • Blue Jeans: Thick jeans perfect for dangerous work. Thick jeans that automatically restore HP. Adds +14 DEF.
    • Bubbles's Gear: Pants from the chateau owner. Chateau-owner pants that guard against POISON. Adds +21 DEF.
    • Casual Coral: An outfit designed with a coral motif. Has a 60% chance to avoid being poisoned. Strengthens your critical and lucky hits! Adds +22 DEF.
    • Casual Slacks: Great-looking, business casual slacks! Business-casual pants that lessen damage received. Adds +10 BP and +79 DEF. Adds +7 DEF.
    • Cosmic Pants: Lessens damage after failed defensive actions. Adds +7 DEF.
    • Hard Pants: Starchy pants stiffened with bean juice. Auto guards any attacks the wearer fails to counter. Adds +6 BP and +24 DEF.
    • Harhall's Pants: Eccentric pants of the famous designer. Randomizes the wearer's gravity to either be normal, light weight, or heavy weight. Adds +62 DEF.
    • Heart Jeans: Jeans with a lovely heart-shaped patch. These cause Mushrooms to cure status ailments. Adds +26 DEF.
    • Heart Slacks: Durable slacks worn by Beanbean troops. Raises the wearer's defense. Slacks that immediately heal status ailments. Adds +80 HP and +60 DEF.
    • Hermetic Pants: Sealed pants that are tough to change. Has a 60% chance to avoid being poisoned. Ups DEF when affected by a status ailment. Adds +59 DEF.
    • Iron Pants: Heavy jeans plated with a titanium alloy. Makes the wearer have heavy gravity. Adds +99 DEF.
    • Mushluck Pants: Your luck equals your Mushroom count. Allows the wearer to deal more lucky hits when having more Mushrooms. Adds +10 HP and +88 DEF.
    • Mushwin Pants: Get Mushrooms after every battle! Enemies will always drop Mushrooms. The wearer's luck equals their Mushroom count. Coins earned in battle may turn into Mushrooms. Adds +30 HP and +30 BP.
    • Oho Gear: Pants with a raging wave print. Increases your DEF against slower enemies. Adds +61 DEF and +12 Speed.
    • Oho Jee Wear: Made from molted Oho Jee skins. Increases your DEF against slower enemies. Adds +25 DEF and +8 Speed.
    • Parasol Pants: These boost DEF during battles. Raises the wearer's defense by 50%. Adds +20 DEF.
    • Peachy Jeans: Wear these to move right after Mario. Luigi will always move after Mario. Adds +52 DEF.
    • Peasley Slacks: Slo-mo gear signed by the prince! Makes the wearer have light gravity. Princely pants that immediately heal status ailments. Adds +59 DEF, +10 Speed, and +10 Stache.
    • Piranha Suit: A suit made out of Piranha Plant petals. Automatically heals HP overtime. Strengthens your critical and lucky hits! Adds +65 HP and +20 BP.
    • Plaid Trousers: Super-cool trousers for the super-cool. Supercool trousers that lessen damage received. Adds +31 DEF.
    • Queen B. Jeans: Elastic pants that even fit Queen Bean. Brand-name jeans that automatically restore HP. Adds +10 HP, +10 BP, +55 DEF.
    • Random Slacks: Good on defense, but hard to walk in. Randomizes the wearer's gravity to either be normal, light weight, or heavy weight. Adds +87 DEF.
    • Safety Slacks: Sturdy pants that block status effects. Has a 60% chance to avoid being poisoned. Adds +15 HP and +38 DEF.
    • Scandal Jeans: These let you move before Mario! Allows Luigi to always attacks before Mario. Adds +15 BP and +86 DEF.
    • School Slacks: The emblem of the Hooniversity. Luigi will always move after Mario. Coins earned in battle may turn into Mushrooms. Adds +57 DEF.
    • Shroom Bells: Made back home from Koopa shells. Strengthens your Emergency Guard. Adds +40 DEF.
    • Shroom Pants: These help you win Mushrooms in battle. Enemies will always drop Mushrooms. These cause Mushrooms to cure status ailments. Adds +12 BP and +52 DEF.
    • Shroom Slacks: More Mushrooms make these luckier! Allows the wearer to deal more lucky hits when having more Mushrooms. Adds +40 HP.
    • Smart Pants: Pants made for the Hooniversity staff. Ups DEF when affected by a status ailment. Adds +29 DEF.
    • Street Jeans: All the rage among fashion's elite! Jeans that power up the last Bro. standing! Makes the wearer stronger if an ally is defeated. Adds +41 DEF.
    • Tropic Slacks: Sunny slacks made from tropical beans. Adds +50 DEF.
    • Wool Trousers: A pair of comfy and sensible trousers. Sensible trousers that automatically restore HP. Adds +30 DEF.
    • Work Jeans: Thick, durable, practical jeans. Adds +6 DEF.
    • Work Pants: Light, comfy, and easy to walk in. Adds +4 DEF.
    • Hoohooros Slacks: Slacks that cause you to automatically guard! Adds +8 DEF.
    • Muddy Jeans: Blocks attacks from foes slower than you. Adds +10 DEF and +6 Speed.
    • Flower Pants: Wear these to move right after Mario. Adds +18 DEF.
    • Bat Wear: Gear that makes a barrier to block multiple attacks. Adds +10 HP and +27 DEF.
    • Stealth Suit: Strengthens critical hits and lucky hits. Adds +14 DEF and +15 Speed.
    • Stone Slacks: Pants that make a barrier to block multiple attacks. Adds +32 DEF.
    • Defense Pants: Wear these to temporarily raise DEF in battle. Adds +8 HP, +9 BP, +4 POW, +36 DEF, and +4 Speed.
    • Wellness Wear: Immediately recover from any status effect! Adds +54 DEF.
    • Guard Slacks: These make your emergency guard even stronger! Adds +50 DEF.
    • Revenge Jeans: Jeans that strengthen the last Bro standing. Makes the wearer stronger when an ally is defeated. Adds +25 HP and +63 DEF.
    • Daredevil Pants: Pants that up your SPEED when you're badgeless. Adds +88 DEF.
    • Rescue Suit: Cuts your HP in half and boosts your stats. Adds +79 DEF.
    • Space Suit: A flashy suit that smacks of outer space. Makes the wearer have light gravity. Adds +18 HP, 18 BP, and +90 DEF.
    • Adult Trousers: Adds +50 DEF, +10 Speed, and +5 Stache.
    • Block Trousers: Adds +70 DEF.
    • Branded Slacks: Adds +35 DEF.
    • Muscle Slacks: Adds +20 POW.
    • Para Slacks: Adds +130 DEF and +80 Speed.
    • Patched Slacks: Adds +20 DEF.
    • Puffy Trousers: Adds +10 HP and +40 DEF.
    • Shell Slacks: Adds +60 DEF.
    • Space Trousers: Adds +30 POW, +150 DEF, and +20 Stache.
    • Star Trousers: Adds +15 POW and +95 DEF.
    • Supreme Slacks: Adds +170 DEF, and +30 to all other stats.
    • Svelte Slacks: Adds +20 HP, +20 Speed, and +10 Stache.
    • Wafer Slacks: Adds +10 DEF.
    • Wild Trousers: Adds +5 POW.

    *Bean Badge: Increases POW and BROS. Points. Adds +8 POW and +6 BP.

  • Bean B. Badge: The most popular badge in the kingdom. Adds +10 POW and +6 BP.
  • Beauty Badge: A sparkling, beautiful badge. Adds +30 POW.
  • Bowser Fang: Releases Bowser-like counterattacks. Adds +50 POW and +50 BP. Increases damage done by counterattacks.
  • Bowser Fist: Releases powerful, Bowser-like attacks. Adds +30 POW. Adds a POW-Up status effect.
  • Brilliant Badge: A shiny badge dug up behind the shop. Adds +45 POW.
  • Bros. Badge: Owner's choice! Raises BROS. points! Adds +25 POW and +8 BP.
  • Bros. Rock: Hugely boosts POW and BROS. points. Adds +20 POW and +20 BP.
  • Castle Badge: A badge for tourists. Adds +10 POW.
  • Charity Badge: Manager's special! What a bargain! Adds +16 POW.
  • Chuckola Badge: Designed to look like a Chuckola Fruit. Adds +32 POW.:
  • Counter Badge: Increases counterattack damage. Adds +12 POW.
  • General Badge: Significantly increases BROS. points. Adds +55 POW and +12 BP.
  • Grab Badge: Makes monsters drop more items. Adds +45 POW.
  • Hand Aura: Thunderhand's and Firebrand's might! Adds +30 POW. Recovers HP when damaging enemies with hand attacks (Fire Hand and Thunder Hand).
  • High-End Badge: Auto-boosts Power once during battle. Adds +12 BP. Adds a POW-Up status effect.
  • Lucky Bros.: Increases frequency of Lucky hits. Adds +24 POW.
  • Lucky Ribbon: Increases frequency of Lucky hits. Adds +45 POW and +22 BP.
  • Mari-Lui Badge: A must-have for all Bros. fans! Adds +20 POW. Automatically restores BP overtime.
  • Miracle Badge: Recovers HP with solo Jump attacks! Adds +22 POW. Recovers HP when damaging enemies with jumps.
  • Muscle Badge: Increases counterattack power. Adds +25 POW.
  • Mush Badge: More Mushrooms mean more damage! Adds +20 POW and +8 BP.
  • Mush Badge A: A must-have for Mushroom fanatics! Adds +40 POW and +15 BP. Holding onto more Mushrooms allows the wearer to deal more damage.
  • Mush Badge AA: A badge loved by all Mushroom maniacs! Adds +45 POW and +25 BP. Holding onto more Mushrooms allows the wearer to deal more damage.
  • Oh-Pah Badge: A mystic badge from Guffawha Ruins. Adds +35 POW. Increases damage done by counterattacks.
  • Oho Jee Symbol: Recovers HP with solo hand attacks! Adds +30 POW.
  • Ohoracle Badge: Recovers HP with solo hand attacks! Adds +22 POW.
  • Pea Badge: Recommended for beginners. Adds +15 POW and +2 BP.
  • Piranha Swing: Recovers HP with solo hammer attacks! Adds +25 POW.
  • Power Badge: Unleashes counterattacks on monsters. Adds +25 POW. Increases damage done by counterattacks.
  • Salvage Badge: Attracts monsters that have items. Adds +40 POW. Enemies are more likely to drop items.
  • Sarge Badge: Briefly boosts POW points. Adds +30 POW. Adds a POW-Up status effect.
  • School Emblem: A symbol of the Hooniversity. Adds +20 POW.
  • Sledge Heart: Recovers HP with solo hammer attacks! Adds +50 POw.
  • Soulful Bros: Augments Bros. Attacks. Adds +35 BP. Automatically restores BP overtime.
  • Spike Badge: Jump for 2x damage on spiked creatures. Adds +8 POW.
  • Spiny Badge A: Does double damage to spiny creatures! Adds +22 POW.
  • Spiny Badge AA: Immensely damages spiny creatures. Adds +50 POW. Deals twice as much damage on spiked enemies with jump attacks.
  • Steady Badge: A Badge given to Hooniversity graduates. Adds +20 POW and 10 BP.
  • Tank Badge: Sturdy gear worn by Beanbean soldiers. Adds +45 POW. Recovers HP when damaging enemies with jumps.
  • Wonder Badge: Increases frequency of lucky hits. Adds +20 POW.
  • Bwaha Badge: Increases strength in battle as you defeat foes. Adds +6 POW.
  • Queen's Token: Quite refined! Solo Jump attacks restore HP. Adds +9 POW.

  • *Greed Wallet: Double the coins you get from monsters!

  • Bonus Ring: Win without being hit for an EXP bonus!
  • Excite Spring: Hold the button to float on defense! Allows the wearer to float while jumping.
  • Great Force: Double the damage you give AND take!
  • Power Grip: Never drop the Hammerhead on defense! Allows the wearer to never drop their hammer when holding it up.
  • Secret Specs: Gain the ability to see hidden blocks!
  • Cobalt Necktie: Double your Stache points! Makes the wearer twice as lucky.
  • Game Boy Horror SP: Defeat foes and always get rare items!
  • Quick Collector: Earn more items for winning battles quickly.
  • Gravity Shield: Lowers the damage you receive in HEAVY G and LIGHT G.
  • Risky Excellence: Gain strength but receive damage for any rating other than EXCELLENT!
  • Jumping Boots: Jump normally even when affected by HEAVY G, LIGHT G, or when a Bro is on your shoulders.
  • Master Glove: Makes fire attacks cause burn and thunder attacks cause dizzy.
  • Critical Bat: Land critical hits on foes with the dizzy, burn or char status!
  • Super Switch: Swaps your POW and SPEED attributes!

  • Badges cannot be used by Mario alone. However, since Mario has methods to summon Luigi with items such as the Ally Phone, he should be able to use them. In theory however, Mario can keep Luigi's badges and fill the badge meter on his own.
  • Mushroom Badge: Recovers all HP and cures all status effects, including death.
  • Powerful Attack: Increases attack power by 6x.
  • Bonus Badge: EXP is raised by 1.5x, coins are doubled.
  • Bro Badge: Recover all SP.
  • Miracle Badge: Deals damage to all enemies and adds a random status effect. Copies and stores a random badge effect. Return used items. Stops time.
  • Shield Badge: Prevents a KO from happening, regardless of damage.
  • Guard Badge: Prevents a KO from happening, regardless of damage for three turns.
  • Virus Badge: Decreases power, defense, remove any status effect from enemies, make enemies dizzy, turn an enemy into a mushroom, or increase the chance of lucky hits.
  • Risk Badge: Fully recovers Mario's HP or makes it 1. Fully charge the badge meter or reset it. A 50% chance to KO everyone. Give everyone a random status effect. Damage everyone.
  • Battle Cards are cards that can give Mario a random effect, depending on the card itself and require Star Points.
  • HP Card: Restores 50% of HP.
  • BP Card: Restores 50% of BP.
  • 1-Up Card: Resurrects an ally.
  • POW Card: Increases power by 35%.
  • DEF Card: Increases defense by 40%.
  • SPEED Card: Increases speed by 35%.
  • POW Decrease Card: Lowers an enemy's power by 30%.
  • DEF Decrease Card: Lowers an enemy's defense by 30%.
  • SPEED Decrease Card: Lowers an enemy's speed by 30%.
  • Goomba Card: Can turn enemies into a Goomba.
  • Mushroom Card: Can turn enemies into a Mushroom.
  • Healing Card: Slowly regain HP overtime.
  • Piranha Plant Card: Lowers Pirahna Plant levels by 5.
  • Koopalings Card: Lowers the Koopalings' levels by 5.
  • Bowser Card: Lowers Bowser's and Bowser Jr's levels by 5.
  • Star Point Card: Gain Star Points.
  • Damage Card: Deals 90 damage to all enemies.
  • Spiky Damage Card: Deals 100 damage to all spiky enemies.
  • Flying Damage Card: Deals 100 damage to all flying enemies.
  • Shell Damage Card: Deals 100 damage to all enemies with a shell.
  • Level Card: One-shots enemies that are equal to Mario.
  • Goomba Defeat Card: Defeats all Goombas.
  • Block Card: Nullifies all damage.
  • Hammer Mario: Increases hammer damage by 40%.
  • Group Card: Prevents enemies from taking any actions.
  • Princess Card: Fully restores HP and BP.
  • Bowser and Antasma Card: Forces an enemy to drop an item.
  • *Banana Peel: Causes others to slip off if stepped on. Can also block projectiles.

  • Mushroom: Gives the user a temporary speed boost.
  • Green Shell: Can be thrown to hit an enemy.
  • Red Shell: Works like a Green Shell, but it can home on someone.
  • Feather: Allows the character to jump high in the air.
  • Boo: Makes Mario invisible and invulnerable, as well as steal an item.
  • Lightning: Shrinks an enemy, as well as slowing them down.
  • Golden Mushroom: Boosts Mario's speed several times.
  • Fake Item: Creates a fake item box to trick someone, touching it harms them.
  • Spiny Shell: Targets an enemy at first.
  • Fire Balls: Throws a large fire ball that splits into smaller ones.
  • Chain Chomp: Summons a giant Chain Chomp that chomps anyone in front.
  • Blooper: A Blooper sprays ink all over enemies, blinding them.
  • Bullet Bill: Turns into a Bullet Bill, hitting enemies in front.
  • Thunder Cloud: Shoots a lightning bolt and shrinks an enemy.
  • Lucky Seven: Gives Mario a Mushroom, Banana, Green Shell, Red Shell, Blooper, Bob-omb, and a Starman to use.
  • Piranha Plant: Bites enemies and other nearby objects.
  • Super Horn: Makes a vibration with sound, harming all nearby enemies.
  • Crazy Eight: Gives Mario a Mushroom, a Blooper, a Coin, a Banana Peel, a Green Shell, a Red Shell, a Bob-omb, and a Starman.
  • Giant Banana: Throws a larger banana peel.
  • Coin Box: Makes coins appear in front of Mario.
  • Dash Ring: Creates five rings that boost Mario's speed.
  • Bob-omb Cannon: Shoots out several Bob-ombs in front of an enemy.
  • Hammer: Mario throws several hammers.
  • Basin: When used, they lock-on to an opponent and whack them on the head.
  • Needle Bomb: When fired, it travels to its opponent when it is homed correctly. It latches onto the opponent and pops two of the opponent's tires on the right side of the kart. The initial strike causes the kart to stop for a brief moment, and, once the tires are popped, the opponent loses both control and speed.
  • Square Tire: As the name implies, it makes an opponent's tires square making the wheel harder to control.
  • Big & Small Tire: When shot while the aiming is correct, it travels to opponents and hits them, thus briefly slowing them down for a moment. After the hit, opponents experience their tires shrinking and growing continuously, which makes them lose control and speed.
  • Time Bomb: Upon hitting a racer, the Time Bomb hovers above them and initiates a countdown starting at fifteen seconds. The racer with the Time Bomb may pass it to another racer by bumping into them. When the countdown reaches zero, the Time Bomb explodes on the racer it is currently hovering above, bringing the racer to a complete stop and blasting them high into the air.
  • Tornado: Mario fires a tornado at an enemy.
  • Tacks: They are gold nails. If used, Mario scatters the Tacks behind their kart. If rivals run over them, the Tacks can pop their tires, making it more difficult to control their Kart.
  • Sticky Oil: If the player gets a successful hit, the hit player's traction will decrease significantly; even if the player throws the item without hitting the opponent, the Sticky Oil will stay in the spot it was thrown, serving as a stage hazard.
  • Pie: Mario throws a pie at an enemy, covering their face in cream.
  • Thunder Stick: Upon using the Thunder Stick, the racer will begin to repeatedly swing it for approximately 5 seconds. If a rival gets too close to the attacking racer, the rival will get zapped, spin out, and be brought to a complete stop.
  • Rain Cloud: When used, a cloud will appear above the opponent's head and make the kart harder to control.
  • Snow Cloud: The Snow Cloud locks onto another racer and freezes their kart's tires while snowing upon them. This makes the racer lose traction on the track and slows them down, making this item a slightly more severe version of the Rain Cloud.
  • The Off-Key Speaker: Upon hitting a racer, the Off-Key Speaker will cause them to lose speed and then proceed to hover around the racer while blasting obnoxious music and producing colorful waves and musical notes.
  • Bin: Here, the item is inanimate and consists of three small red, green and blue fruit cans strung together. They perform lock on shots onto another racer, and serve to slow down the competition.
  • Laughter Bag: Upon hitting a racer, the Laughter Bag will slow the racer down slightly and then proceed to hover over the racer's head for approximately 7 seconds.
  • Mustache Pen: Upon being hit by a Mustache Pen, a racer will lose speed, and their portrait will be obscured by silly graffiti such as a mustache or lips. A variant of the Mustache Pen known as the Triple Pen exists - this item allows the player to shoot three Mustache Pens in succession, though these do not lock on and can only be fired in a straight line.
  • Banana Shot: The Banana Shot is a lock-on item which takes the form of a metal bazooka loaded with a Banana. When fired, the Banana Shot will launch its ammunition toward the racer it is locked on to, causing them to spin out upon a successful hit. If the Banana Shot is fired at a wall, the Banana will drop to the ground and be left on the track for racers to run over.
  • Tox-Banana Shot: The Banana Shot is a lock-on item which takes the form of a metal bazooka loaded with a special Banana known as a Poison Banana. When fired, the Tox-Banana Shot will launch its ammunition toward the racer it is locked on to, causing them to spin out upon a successful hit. The racer that got hit will also be poisoned, causing their steering wheel to shake for a short period of time. If the Tox-Banana Shot is fired at a wall, the Poison Banana will drop to the ground and be left on the track for racers to run over.
  • Dash Bazooka: The Dash Bazooka is a lock-on item which takes the form of a metal bazooka loaded with a Mushroom. When fired, the Dash Bazooka will launch its ammunition toward the racer it is locked on to, causing them to receive a speed boost upon a successful hit. If the racer does not maintain control over their kart, the sudden speed boost may cause them to crash into a wall.
  • Jump Seal: Upon hitting a racer, the Jump Seal will latch on to their kart, weighing them down and will prevent jumping for a short time.
  • Item Seal: Upon being hit by the Item Seal, a racer will be unable to use items for a short period of time.
  • Black Shell: They explode upon impact of a wall, obstacle, or other racer, sending those caught in the blast flipping for a second.
  • Fire Cracker: When used, the Fire Cracker will drop behind the racer's kart, much like a Banana. Upon running into the dropped Fire Cracker, a rival kart will lose speed. As each Fire Cracker consists of five balls, a single Fire Cracker can hit up to five times.
  • Smoke Screen: If the player uses it, the player will throw this item backwards as the item starts to make smoke around the lane of the course. If a player gets in the smoke that came from the item, the player temporary gets blind.
  • Shield: If the player chooses to use it, they will be protected from the other players' items for a limited time.
  • Reflect Shield: Upon being used, the Reflect Shield will surround the racer's kart with a silver shield. Any items that hit this shield will be reflected back at the racer who used them. If a Reflect Shield user is attacked with a battering item such as a Thunder Stick, the racer who used the battering item will take damage.
  • Absorbing Mushroom: When a racer uses the Absorbing Mushroom, a vortex appears around the racer for a short period of time. While this vortex is active, any projectile items that hit the racer will be stolen and placed in the racer's hand.
  • Giant Mushroom: When players use this item, their player character and kart temporarily grow bigger.
  • Invisible Mushroom: Upon being used, the Invisible Mushroom will cause the user to become invisible to all opponents for approximately 7 seconds.
  • Slimy Mushroom: Upon being used, the Slimy Mushroom will cause the racer's kart to turn into yellow slime. In this state, the racer can pass through rivals as if they weren't there.
  • Heavy Mushroom: Upon being used, the Heavy Mushroom will turn the driver metallic, resembling the effect of a Metal Box, as well as turn the kart monochromatic. In this state, the user is so heavy that they will knock over any rival kart they touch, bringing the rival to a stop.
  • Car Horn: The player can use the Car Horn to emit one or two shockwaves from their kart, briefly spinning out racers within the radius.
  • High Beam: Upon being used, the High Beam attaches itself to the front of the user's kart and projects a blinding light for a short time. Any rivals who get caught in the light will lose speed and become blinded briefly as their view turns completely white.
  • Magic Hand: Upon being used, the Magic Hand will hover in front of the user's kart. If the user comes close to a rival who is holding an item, the Magic Hand will reach out and steal that item.
  • Dizziness Virus: Upon a successful hit, the Dizziness Virus will cause the affected racer's view to blur and leave behind afterimages. This makes it very difficult for the racer to see where they are going and take turns properly.
  • Wheel Virus: The Wheel Virus shoots straight forward, and upon a successful hit, the Wheel Virus will float above the targeted racer's head and periodically turn the racer's steering wheel back and forth, messing up the racer's path.
  • Special Coin: The coin will cure any bad status effect dealt.

  • *Tennis Racket: Mario's tennis racket can be used to bounce back projectiles, shoot energy, or be turned into a giant hammer to strike with. He has several rackets that are stronger than the last. These being the Wooden Racket, Mirror Racket, Ice Racket, Shell Racket, and Flame Racket.

  • Golf Club: A normal golf club Mario can use to swing at enemies.
  • Baseball Bat: Mario's own baseball bat he can hit enemies with. Additionally, he can also set them on fire upon hit.
  • Soccer Ball: Mario can preform a Mega Strike with a soccer ball to kick at others, knocking them back due to the force.

  • F.L.U.D.D. is a Flash Liquidizer Ultra Dousing Device created by E. Gadd and worn by Mario to use water in a various ways.
  • Squirt Nozzle: The main nozzle. It is used to shoot and spray water with great force.
  • Hover Nozzle: With it, Mario can hover on the air for a few seconds from the force the water pushing him upwards.
  • Rocket Nozzle: This blasts a large amount of water below, sending Mario above great heights.
  • Turbo Nozzle: This nozzle allows Mario to run more quickly from the water pushing him away.
  • Scan: F.L.U.D.D. can also be used to scan others, learning about their information.
  • Luma is a companion of Mario that helps him travel through space. His main addition is that of a special Spin Jump.
  • Star Spin: The Star Spin is used to stun opponents when hit by it, reflect projectiles, grab nearby items, and can be used as an extra jump.
  • Spin Pound: When using the spin and preforming a ground pound, Mario will use a homing attack on his enemy.
  • Cappy is a resident from Cap Kingdom who becomes Mario's hat. He can mainly use it to capture people and objects, possessing them. Mario can also use Cappy as an extra jump and help with his acrobatics.
  • Capture: Cappy can be used to possess others when thrown on your head. Because Cappy has a mind of his own, he can easily move on his own to ensure the capture.
  • The Mini Marios are toys Mario made that have been used to fight against Donkey Kong. There also includes different toys of different characters.

  • Mini Mario: They can preform simple actions to navigate and fight, their special ability is the wall jump.
  • Fire Mini Mario: When using a fire flower, Mini Mario will rapidly shoot fire balls at an enemy.
  • Hammers: Mini Mario will grab two hammers and swing them around at an enemy.
  • Gold Mini Mario: They work exactly like a normal Mini Mario, but are made of gold.
  • Mini Luigi: Works like Mini Mario, but can preform a higher jump.
  • Mini Peach: Her special ability is to float, much like her real counterpart.
  • Mini Toad: Due to his smaller size, he can crawl through hard to reach places.
  • Mini Donkey Kong: Can climb up on steep slopes.
  • Mini Pauline: Works like a normal mini toy.
  • Mini Bowser: If Mini Bowser falls from a cliff, he stomps the ground, destroying objects in the way.
  • Mini Bowser Jr.: Due to being on the Clown Car, he can fly over hazards.
  • Mini Diddy Kong: Instead of falling off a clip, he will pull himself back up.
  • Mini Yoshi: Mini Yoshi will eat any small enemies in the way.
  • Mini Rosalina: Mini Rosalina will jump farther than Mini Luigi.
  • Mini Spek: Works like a normal mini toy and has no special moves.

  • Pixls are Mario's companion that were created long ago from the Tribe of the Ancients. They were awaiting the four heroes of light in order to assist them.
    • Tippi/Tiptron: Timpani is Mario's first Pixl. Her main ability is tattle, letting Mario gain information on enemies, attacks, or the environment. She can also reveal anything invisible to the eye.
    • Thoreau: Thoreau dashes forward and traps opponents, coming to Mario from him to lift.
    • Boomer: As Boomer's name suggests, he is a bomb that used to blow up enemies.
    • Slim: When using Slim, Mario becomes one dimensional if standing still, as well as invisible. This allows Mario to bypass any omnidirectional attack.
    • Thudley: Thudley allows for Mario to do a stronger ground pound.
    • Carrie: Carrie turns into a floating platform, letting Mario move on hazardous floors.
    • Barry: Barry allows Mario to create a forcefield, reflecting any projectile or harming any enemy who comes in contact.
    • Dottie: Shrinks Mario's size, letting him go into smaller spaces.
    • Fleep: Fleep is used to reveal objects or enemies that are hidden.
    • Cudge: Creates a hammer for Mario to use.
    • Dashell: Dashell is used to increase Mario's speed, allowing him to run faster.
    • Piccolo: By playing a song, any status effect is removed to Mario.