User:Spencer PK/Sandbox: Difference between revisions

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[[File:MLBIS_Lucky_effect_battle.png|thumb|right|256px|An attack hitting multiple enemies at once. Note the extra damage and visual effect of the lucky hit.]]{{quote|OK, so sometimes you attack a monster, and all of a sudden you see {{color|blue|Lucky!}} appear... That shows that your attack power was stronger than usual!|[[Toadbert]]|[[Mario & Luigi: Bowser's Inside Story]]}}
[[File:MLBIS first badges obtained.png|thumb|right|Mario and Luigi obtaining the Mushroom Badge and Good Badge]]
'''LUCKY''', originally known as '''lucky hit''', also formatted as '''Lucky Hit''', is a recurring game mechanic in the [[Mario & Luigi (series)|''Mario & Luigi'']] series. When a playable character deals damage, there is a chance that an attack will be LUCKY, causing it to deal more damage while being marked by a unique visual effect and sound. The bonus damage multiplier of a LUCKY hit, as well as what attacks can be LUCKY depends on the game. The chance of getting a LUCKY is based on the attacker's [[Stache|STACHE]] stat, or in the case of [[Bowser]], his HORN stat.
'''Badges''' are items used in-battle by [[Mario]] and [[Luigi]] in ''[[Mario & Luigi: Bowser's Inside Story]]''. Unlike the previous games in the series, where badges are a type of equipment, badges are instead tied to a meter that appears in-battle and fills when Mario or Luigi perform successful [[Action Command]]s. When the meter fills, the respective attacker's badge in the meter moves closer to the other badge. When the meter fills enough, both badges will combine, allowing an effect to be released by tapping it with {{button|ds|Stylus}} on the touch screen.


The mechanics of LUCKY attacks is similar to other role-playing games having random critical hits. Despite other games calling them critical hits, and the ''Mario & Luigi'' series calling them LUCKY, the ''Mario & Luigi'' series has its own critical hit mechanics that are not to be confused with the LUCKY system.
The first two badges, the Good Badge and the Mushroom Badge, are the "treasure of e'erlasting wonder" given by [[Princess Lipid]] in the [[Flab Zone]]. Later in the game, when Mario and Luigi escape from [[Bowser's body]] and arrive at [[Toad Town (Mario & Luigi: Bowser's Inside Story)|Toad Town]], they can shop at the [[Badge Shop]] there to buy all other badges except for one. Finally, when Mario and Luigi both reach [[Rank|Rainbow Rank]] by reaching Level 40, the Excellent!! Badge is awarded.


==History==
''[[Mario & Luigi: Dream Team]]'' has a similar badge system that is expanded upon. The remake of ''Mario & Luigi: Bowser's Inside Story'', ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', has a similar badge system, but introduces new badges, effects, and mechanics inspired by ''Mario & Luigi: Dream Team''.  
===''Mario & Luigi: Superstar Saga''===
'''Lucky hits'''<ref name=SuperstarSagaName>{{cite
|author=Book in [[Beanbean Castle]]
|quote=The higher your Stache points are, the easier it is to get lucky hits in battle.
|title=''Mario & Luigi: Superstar Saga''
|publisher=Nintendo
|language=en}}</ref> are introduced in ''[[Mario & Luigi: Superstar Saga]]'', and are used by [[Mario]] and [[Luigi]]. Lucky hits can only happen when performing a solo [[Jump]], [[Hammer]], or [[Hand Power|Hand]] attack. Lucky hits cannot occur in [[Bros. Attack]]s, [[counterattack]]s, or [[First Strike|first strike]]s.


The bonus damage multiplier for a lucky hit is different if it is a Mario Jump, Luigi Jump, Mario Hammer, or Luigi Hammer attack. Hand attacks use the same multiplier.<ref name=SuperstarSaga>{{cite
==Use==
[[File:MLBIS change badges menu.png|thumb|right|The menu to change badges]][[File:BattleML3.png|thumb|right|Screenshot of a battle. Note the badge meter in the bottom-right.]]
Mario and Luigi each must equip a badge, and each has four types they can use to change the type of effect and strength of the effect. Mario's badges are the right side and determine the effect. Luigi's badges are the left side and determine the strength of the effect, what rating of Action Command is needed to fill the meter, and the size of the meter.<ref name=SuperMarioFiles>{{cite
|author=Jdaster64
|author=Jdaster64
|language=en
|language=en
|date=May 10, 2017
|date=February 18, 2013
|url=supermariofiles.wordpress.com/2017/05/10/superstar-saga-us-jp-stats/
|url=supermariofiles.wordpress.com/2013/02/18/bowsers-inside-story-equipment-details/
|title=Superstar Saga’s Stateside and Overseas Stats – A Side-by-Side Size-up
|title=Bowser’s Inside Story Equipment details…
|publisher=Wordpress.com
|publisher=The Super Mario Files
|accessdate=January 27, 2025}}</ref>
|accessdate=March 11, 2025}}</ref> The equipped badge combo can be changed from the [[star menu]], the menu before challenging a boss in [[the Gauntlet]], or in battle with the Change Badges [[Command Block]]. Changing badges will reset the badge meter, and doing so in-battle costs Mario or Luigi's turn. In the Gauntlet, the badge meter always starts empty (except for Class 7, where the meter's progress is kept between the fights).


====Damage calculation====
When the meter is full, the effect will be stored there until it is tapped with {{button|ds|stylus}} during Mario or Luigi's turn, allowing it to be used whenever needed. Using the effect does not cost Mario or Luigi's turn. Only one effect can be stored at a time.
The formula for the damage of a solo attack and lucky hit is calculated as follows:
 
:<math>0.4 \times ( AttackerPOW - 1/2 \times DefenderDEF ) \times ( AttackConstant )</math><ref name=SuperstarSaga></ref>
When Luigi battles alone while separated from Mario in [[Dimble Wood]], badges cannot be used.
where:
 
* ''AttackConstant'' is the final value in the calculation that depends on if Mario or Luigi attacked, what type of solo attack they did, and if the attack was a lucky hit. All attack constants used for solo attacks can be found in the table below. The solo Hammer attacks have multiple attack constants which causes some damage variance. The [[Super Hammer]] and [[Ultra Hammer]] each have their own set of attack constants that causes greater damage variance. If the attack is a lucky hit, then the attack constants in the lucky column are used instead.<ref name=SuperstarSaga></ref>
===Badge meter fill calculation===
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:500px;"
The amount the badge meter fills by depends on the attack.<ref name=SuperMarioFiles></ref> Normal attacks fill the least, [[Bros. Attack|Special Attack]]s fill more, and the harder or more expensive Special Attacks fill the most.
!colspan=5|Attack constant values
{|class=wikitable style="text-align: center"
!colspan="2" | Attack
!Amount Filled
|-
|[[File:M&LBIS Jump Command Block.png]]
|[[Jump]]
|rowspan="2" | 20 units
|-
|-
!Attack
|[[File:M&LBIS Hammer Command Block.png]]
!Normal (Mario)
|[[Hammer]]
!Lucky (Mario)
!Normal (Luigi)
!Lucky (Luigi)
|-
|-
!Jump
|[[File:MLBIS Attack Green Shell icon.png]]
|1.20
|[[Green Shell#Mario & Luigi series|Green Shell]]
|2.30
|rowspan="2" | 25 units
|1.00
|2.00
|-
|-
!Normal Hammer
|[[File:MLBIS Attack Fire Flower icon.png]]
|0.90/1.00/1.10
|[[Fire Flower#Mario & Luigi series|Fire Flower]]
|rowspan="3" |2.10
|1.00/1.15/1.30
|rowspan="3" |2.50
|-
|-
!Super Hammer
|[[File:MLBIS Attack Yoo Who Cannon icon.png]]
|0.80/1.00/1.20
|[[Yoo Who Cannon]]
|0.90/1.13/1.36
|rowspan="3" | 35 units
|-
|-
!Ultra Hammer
|[[File:MLBIS Attack Snack Basket icon.png]]
|0.80/1.05/1.30
|[[Snack Basket]]
|0.80/1.10/1.40
|-
|-
!Hand
|[[File:MLBIS Attack Magic Window icon.png]]
|1.15
|[[Magic Window]]
|2.20
|1.15
|2.20
|}
 
Using the knowledge of the attack constants and the attack constants for lucky hits, the approximate bonus damage multiplier for lucky hits can be obtained:
{| class="wikitable" style="text-align: center;"
|+Approximate bonus damage multipliers
!Attack
!Mario
!Luigi
|-
|-
!Jump
|[[File:MLBIS Attack Jump Helmet icon.png]]
|≈1.916×
|[[Jump Helmet]]
|
|rowspan="5" | 45 units
|-
|-
!Normal Hammer
|[[File:MLBIS Attack Super Bouncer icon.png]]
|2.1×{{footnote|main|*}}
|[[Super Bouncer]]
|≈2.174×{{footnote|main|*}}
|-
|-
!Super Hammer
||[[File:MLBIS Attack Mighty Meteor icon.png]]
|2.1×{{footnote|main|*}}
|[[Mighty Meteor]]
|≈2.21239×{{footnote|main|*}}
|-
|-
!Ultra Hammer
|[[File:MLBIS Attack Spin Pipe icon.png]]
|2×{{footnote|main|*}}
|[[Spin Pipe]]
|≈2.27×{{footnote|main|*}}
|-
|-
!Hand
|[[File:MLBIS Attack Falling Star icon.png]]
|colspan="2" |≈1.913×
|[[Falling Star]]
|}
|}
{{footnote|note|*|Approximate value obtained using middle attack constant value.}}


====Lucky hit chance calculation====
The amount the badge meter needs to be filled before filling completely depends on the badge combo.<ref name=SuperMarioFiles></ref> Luigi's weaker badges take longer to fill, but are easier because lower Action Command ratings can fill the meter. Luigi's stronger badges are faster to fill, but are harder because higher, perfect, or successive perfect Action Command ratings are required to fill the meter.
The formula for determining the chance of a hit being a lucky hit is calculated as follows:
 
:<math>LuckyChance = clamp(LuckyBase + LuckyMult \times PlayerSTACHE / EnemySTACHE, MinChance, MaxChance)</math><ref name=SuperstarSaga></ref>
==List of badges==
where:
{|style="text-align: center; width:100%" class=wikitable
* ''LuckyChance'' is the '''percent chance''' of a lucky hit, clamped to ''MinChance'' and ''MaxChance'' explained below. Three [[List of Mario & Luigi: Superstar Saga gear#Badges|badges]] can modify this chance; the Lucky Attack special effect from Lucky Bros., Lucky Ribbon, or Wonder Badge will increase ''LuckyChance'' by 15%. This allows a max ''LuckyChance'' of 25% in the international versions, and 40% in the Japanese version.<ref name=SuperstarSaga></ref>
!width="8%"|Name
* ''PlayerSTACHE'' is the STACHE stat of the attacking brother. Three pieces of [[List of Mario & Luigi: Superstar Saga gear|gear]] can modify this value.
!width="1%"|Icon
** The [[Cobalt Necktie]] accessory doubles the wearer's STACHE stat.
!width="3%"|Price (coins)
** The Mushluck Pants and Shroom Slacks clothing have the Lucky Mushroom special effect, which increases the wearer's STACHE in-battle depending on the number of [[Mushroom]]s Mario and Luigi have.<ref name=LuckyMushroom>{{cite
!width="20%"|Location
|author=Jdaster64
!width="20%"|In-game description
|language=en
!width="30%"|Notes
|url=docs.google.com/spreadsheets/d/1A5X2oZkiMMmTe9Uqckab2q34hNhM74uXADkjCyQhA8c
|-
|title=M&L Superstar Saga - Various Stats (Simplified)
|Mushroom Badge{{anchor|Mushroom Badge}}
|publisher=docs.google.com
|[[File:MushroomBadge.png]]
|accessdate=February 18, 2025}}</ref>
|
{| class="wikitable"
|Obtained from Princess Lipid
|
|Restores HP. Stronger versions also cure negative status effects.
|-
|Powerful Badge{{anchor|Powerful Badge}}
|[[File:PowerFuryBadge.png]]
|2000
|Bought from Toad Town's [[Badge Shop]]
|''Harnesses the meter's power to make your attack power go up.''
|Badge combos involving this badge grants the [[KO|Super Strike]] status effect to both brothers, which multiplies the damage the bros' ''next singular hit'' does.
|-
|-
!Lucky Mushroom bonus STACHE formula
|Bonus Badge{{anchor|Bonus Badge}}
|[[File:BonusBadge.png]]
|500
|Bought from Toad Town's Badge Shop
|''Harnesses the meter's power to earn you extra bonus coins.''
|Stronger versions of this badge's effect also boost EXP gained.
|-
|-
|(Mushrooms × 51 + Super × 51 + Ultra × 64 + Max × 76) / 256
|Bro Badge{{anchor|Bro Badge}}
|}
|[[File:BrotherBadge.png]]
* ''EnemySTACHE'' is calculated by taking the enemy's internal level statistic, then averaging the STACHE stat Mario and Luigi would have at that level assuming no bonus points from the bonus roulette during a [[Level up]]. Because the Japanese version changed Mario and Luigi's stat increases per level up as well as some enemy level statistics, ''EnemySTACHE'' is different in the Japanese version compared to the international versions.
|1000
** See [[Mario & Luigi: Superstar Saga bestiary|''Mario & Luigi: Superstar Saga'' bestiary]] for a list of all enemy statistics.
|Bought from Toad Town's Badge Shop
** See [[Mario & Luigi: Superstar Saga level up progressions|''Mario & Luigi: Superstar Saga'' level up progressions]] for a list of Mario and Luigi's stat increases for each level up.
|''Harnesses the meter's power to restore your SP.''
* ''LuckyBase'', ''LuckyMult'', ''MinChance'', and ''MaxChance'' are constants that are different depending on how close the attacking brother's level is to the enemy's level. Three sets of constants exist for if the level difference is within 10%, 10% to 25% apart, or over 25% apart.
|
 
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:450px;"
!colspan=5|International version constants
|-
|-
!Level Difference
|Good Badge{{anchor|Good Badge}}
!''LuckyBase''
|[[File:GoodBadge.png]]
!''LuckyMult''
| —
!''MinChance''
|Obtained from Princess Lipid
!''MaxChance''
| —
|Mario or Luigi must achieve at least a Good rating to fill the meter.<br>This badge's meter is the largest, making it fill the slowest.
|-
|-
!Within 10%
|Great Badge{{anchor|Great Badge}}
|0%
|[[File:GreatBadge.png]]
|10%
|500
|6%
|Bought from Toad Town's Badge Shop
|15%
|''Great to Excellent strikes boost meter. Meter effect is medium.''
|Mario or Luigi must achieve at least a Great rating to fill the meter.<br>Makes the meter's size smaller, allowing it to be filled faster.
|-
|-
!10% to 25% Apart
|Excellent! Badge{{anchor|Excellent! Badge}}
|0%
|[[File:ExcellentBadge1.png]]
|12%
|1000
|10%
|Bought from Toad Town's Badge Shop
|20%
|''Excellent strikes boost meter. Meter effect is high.''
|Mario or Luigi must achieve an Excellent rating to fill the meter.<br>Makes the meter's size the smallest, allowing it to be filled the fastest.
|-
|-
!Over 25% Apart
|Excellent!! Badge{{anchor|Excellent!! Badge}}
|0%
|[[File:ExcellentBadge2.png]]
|6%
|
|4%
|Obtained after Mario and Luigi both reach [[Rank|Rainbow Rank]] (Level 40)
|10%
|''Successive Excellent strikes make the meter's effects unrivaled.''<ref group="a">This description is impossible to see in-game, but does exist within the game's data.</ref><ref>{{cite
|language=en
|url=tcrf.net/Mario_&_Luigi:_Bowser's_Inside_Story
|title=Mario & Luigi: Bowser's Inside Story
|publisher=The Cutting Room Floor
|accessdate=March 11, 2025}}</ref>
|Mario or Luigi must achieve an Excellent rating to fill the meter.<br>If the attacker gets lower than that, their side of the bar shatters and is drained completely.<br>If an Excellent is not possible at the time, the meter does not break.<br>The size of the meter with the Excellent!! Badge is the same as the Excellent! Badge.<ref name=SuperMarioFiles></ref>
|}
|}
<references group="a"/>


{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:450px;"
==Combined effects==
!colspan=5|Japanese version constants
Here are all badge combos as well as the size of each combo's meter.<ref name=SuperMarioFiles></ref>
{|style="text-align:center;width:100%" class=wikitable
!width="8%"|Badge
!width="23%"|Mushroom Badge<br>[[File:MushroomBadge.png]]
!width="23%"|Powerful Badge<br>[[File:PowerFuryBadge.png]]
!width="23%"|Bonus Badge<br>[[File:BonusBadge.png]]
!width="23%"|Bro Badge<br>[[File:BrotherBadge.png]]
|-
|-
!Level Difference
!Good Badge<br>[[File:GoodBadge.png]]
!''LuckyBase''
|''Good-Excellent strikes boost meter.<br>Restores 20% of both bros' HP.''<br>Meter size: 240 units
!''LuckyMult''
|''Good-Excellent strikes boost meter.<br>Next attack does 1.2x damage.''<ref group="b">The in-game description is incorrect — the next hit is actually 3/16 or 1.1875× stronger.</ref><ref name=SuperMarioFiles></ref><br>Meter size: 220 units
!''MinChance''
|''Good-Excellent strikes boost meter.<br>Multiplies received coins by 1.2.''<br>Meter size: 220 units
!''MaxChance''
|''Good-Excellent strikes boost meter.<br>Restores 20% of both bros' SP.''<br>Meter size: 260 units
|-
|-
!Within 10%
!Great Badge<br>[[File:GreatBadge.png]]
| -0.83%
|''Great-Excellent strikes boost meter.<br>Restores 30% of both bros' HP.''<br>Meter size: 180 units
|9.17%
|''Great-Excellent strikes boost meter.<br>Next attack does 1.5x damage.''<br>Meter size: 160 units
|6%
|''Great-Excellent strikes boost meter.<br>Multiplies received coins by 1.4.''<br>Meter size: 160 units
|22%
|''Great-Excellent strikes boost meter.<br>Restores 30% of both bros' SP.''<br>Meter size: 200 units
|-
|-
!10% to 25% Apart
!Excellent! Badge<br>[[File:ExcellentBadge1.png]]
| -1.54%
|''Excellent strikes boost meter.<br>Restores 50% of both bros' HP and cures status effects.''<br>Meter size: 160 units
|8.46%
|''Excellent strikes boost meter.<br>Next attack does 2x damage.''<br>Meter size: 140 units
|10%
|''Excellent strikes boost meter.<br>Multiplies received coins by 1.6 and gained EXP by 1.2.''<br>Meter size: 140 units
|30%
|''Excellent strikes boost meter.<br>Restores 50% of both bros' SP.''<br>Meter size: 180 units
|-
|-
!Over 25% Apart
!Excellent<nowiki>!!</nowiki> Badge<br>[[File:ExcellentBadge2.png]]
| -1.54%
|''Excellent strikes boost meter.<br>Fully restores both bros' HP and cures status effects.''<br>Meter size: 160 units
|8.46%
|''Excellent strikes boost meter.<br>Next attack does 4x damage.''<br>Meter size: 140 units
|4%
|''Excellent strikes boost meter.<br>Multiplies received coins by 2 and gained EXP by 1.5.''<br>Meter size: 140 units
|15%
|''Excellent strikes boost meter.<br>Fully restores both bros' SP.''<br>Meter size: 180 units
|}
|}
<references group="b"/>


===''Mario & Luigi: Partners in Time''===
==Notes==
'''Lucky hits'''<ref name=PartnersInTimeName>{{cite
* Attacks can end before the highest Action Command rating is received if the enemy is defeated during the attack. This can prevent the badge meter from charging if Mario and Luigi are too powerful and use a multi-hit move against an enemy. Single hit moves (Hammer, Jump Helmet, Falling Star), or moves that give the desired Action Command rating before hitting the enemy (Snack Basket) can always charge the badge meter.
|author=Lucky Badge decription
* The effects of the Powerful Badge and Super Strike, because it multiplies the damage of the ''next singular hit'', is best used for the strongest single-hitting Special Attacks. Jump Helmet and Falling Star benefit the most, while multi-hit attacks like Yoo Who Cannon and Magic Window hardly benefit.
|quote=Make lucky hits easier to land.
* If the Bonus Badge with an EXP bonus is used in a battle where Mario, Luigi, and [[Bowser]] all get EXP, Bowser's EXP gain will be unaffected by the Bonus Badge.
|title=''Mario & Luigi: Partners in Time''
* Coin and EXP multipliers from the Bonus Badge stack additively with [[List of Mario & Luigi: Bowser's Inside Story gear|gear items]] that also boost the amount gained.
|publisher=Nintendo
** For an example with coins, having Excellent!!+Bonus active (+100%), Coin Socks active (+50%), and the Challenge Medal equipped (+50%) all at once will sum to a +200% bonus, or coins earned.
|language=en}}</ref> return in ''[[Mario & Luigi: Partners in Time]]'', and are used by Mario, Luigi, [[Baby Mario]], and [[Baby Luigi]]. Lucky hits can happen in normal Jump or Hammer attacks, as well as [[Bros. Item]] attacks. Lucky hits cannot occur in counterattacks or first strikes.
** For an example with EXP, having Excellent!+Bonus active (+20%) and EXP Socks active (+30%) all at once will sum to a +50% bonus, or 1.5× EXP earned.
 
The bonus damage multiplier for a lucky hit is the original damage.<ref name=PartnersInTime>{{cite
|author=Migu
|date=April 25, 2017
|title=Submission #5481: Migu's DS Mario & Luigi: Partners in Time in 3:21:09.92
|url=tasvideos.org/5481S
|publisher=tasvideos.org
|language=en
|accessdate=January 27, 2025}}</ref> It is possible for a lucky hit to apply to a critical hit; if this happens, the hit will say "Lucky!" instead of "Critical!". The bonus damage multipliers from the lucky hit (+100%) and critical hit (+100%) are added together, causing the hit to deal 3× (+200%) the original damage.<ref name=PartnersInTime></ref>
 
====Lucky hit chance calculation====
The formula for determining the chance of a hit being a lucky hit is calculated as follows:
:<math>LuckyChance = \lfloor((AttackerSTACHE / 4) - (EnemyLevel / 8))\rfloor</math><ref name=PartnersInTimeFormula>{{cite
|author=Jdaster64
|date=February 19, 2016
|title=Forum/Nintendo DS Games/Mario & Luigi: Partners in Time
|url=tasvideos.org/Forum/Posts/429030
|publisher=tasvideos.org
|language=en
|accessdate=February 6, 2025
}}</ref>
 
where:
* ''LuckyChance'' is the '''percent chance''' of a lucky hit, clamped to [1, 99]. This means that a lucky hit always has at least a 1% chance, and at most a 99% chance. Two [[List of Mario & Luigi: Partners in Time gear|gear]] items can modify this chance; equipping the Lucky Badge will double the chance, while the Lucky Badge A will quadruple the chance.<ref name=PartnersInTimeFormula></ref>
* ''AttackerSTACHE'' is the STACHE stat of the attacker in the hit.
* ''EnemyLevel'' is the enemy's internal level statistic.
** See [[Mario & Luigi: Partners in Time bestiary|''Mario & Luigi: Partners in Time'' bestiary]] for a list of all enemy statistics, including level.
 
===''Mario & Luigi: Bowser's Inside Story''===
Lucky hits return in ''[[Mario & Luigi: Bowser's Inside Story]]'' now formatted as both '''lucky hit'''<ref name=Bowser'sInsideStoryLowerName>{{cite
|author=STACHE description in [[Star menu]]
|quote=The bigger this number is, the easier it is to land lucky hits and get winning scratch tickets.
|title=''Mario & Luigi: Bowser's Inside Story''
|publisher=Nintendo
|language=en}}</ref> and '''Lucky Hit''',<ref name=Bowser'sInsideStoryUpperName>{{cite
|author=STACHE description in [[Level up]] screen
|quote=The higher the number, the more likely you are to get a Lucky Hit or a Scratch Card.
|title=''Mario & Luigi: Bowser's Inside Story''
|publisher=Nintendo
|language=en}}</ref>  and are used by Mario, Luigi, and [[Bowser]]. Mario and Luigi can get lucky hits in their solo Jump or Hammer attacks, as well as [[Bros._Attack|Special Attack]]s. Bowser can get lucky hits in his [[Punch]] and [[Fire Breath|Flame]] attacks, as well as his own [[Brawl Attack|Special Attack]]s. Lucky hits cannot occur in counterattacks or first strikes.
 
The bonus damage multiplier for a lucky hit is 1.5× the original damage.<ref name=Bowser'sInsideStory>{{cite
|author=Jdaster64
|language=en
|date=February 17, 2013
|url=supermariofiles.wordpress.com/2013/02/17/the-inside-story-on-ml-3s-enemy-stats-damage-calculation/
|title=The Inside Story on M+L 3’s enemy stats + damage calculation.
|publisher=Wordpress.com
|accessdate=January 27, 2025}}</ref> It is possible for a lucky hit to apply to a critical hit; if this happens, the hit will say "LUCKY" and "CRITICAL!". The bonus damage multipliers from the lucky hit (1.5×) and critical hit (1.5×) will stack multiplicatively, causing the hit to deal 2.25× the original damage.
 
In the beginning of the game, after Bowser is sent to [[Dimble Wood]] after crashing the meeting at [[Peach's Castle]], he encounters a [[Fawful|cloaked figure]]. This figure claims that Bowser has won a Lucky Mushroom, and that it will give Bowser the luck to defeat Mario. The figure describes this by saying ''"Scoff this down and your luck will power up to super luck!"'', and ''"With every attack, lucky hits will shower in a happy waterfall!"''. This Lucky(?) Mushroom is then revealed to be a [[Vacuum Shroom]], which causes Bowser to mindlessly [[Vacuum Block|inhale]] everything he sees.
 
====Lucky hit chance calculation====
The formula for determining the chance of a hit being a lucky hit is [[#Lucky hit chance calculation 2|the same as ''Mario & Luigi: Partners in Time'']].<ref name=Bowser'sInsideStoryFormula>{{cite
|author=Jdaster64
|date=February 20, 2016
|title=Forum/Nintendo DS Games/Mario & Luigi: Bowser's Inside Story
|url=tasvideos.org/Forum/Posts/429074
|publisher=tasvideos.org
|language=en
|accessdate=February 6, 2025
}}</ref> See [[Mario & Luigi: Bowser's Inside Story bestiary|''Mario & Luigi: Bowser's Inside Story'' bestiary]] for a list of all enemy statistics, including level. Some pieces of [[List of Mario & Luigi: Bowser's Inside Story gear|gear]] can modify the lucky chance. The Happy Charm accessory used by Mario and Luigi increases the chance of a lucky hit by 1.5×. The Lucky Charm accessory used by Mario and Luigi and the Lucky Band used by Bowser double the chance of a lucky hit.
 
===''Mario & Luigi: Dream Team''===
Lucky hits return in ''[[Mario & Luigi: Dream Team]]'' now formatted as '''Lucky Hit''',<ref name=DreamTeamBonus>{{cite
|author=Big Lucky description
|quote=Boosts the power of Lucky Hits so you deliver '''200'''% of normal damage.
|title=''Mario & Luigi: Dream Team''
|publisher=Nintendo
|language=en}}</ref> and are used by Mario, Luigi, and [[Dreamy Luigi]]. Unlike previous games where only certain types of attacks can be a Lucky Hit, all attacks can be a Lucky Hit. This includes solo attacks, Bros. Attacks, [[Luiginary Attack]]s, counterattacks, and first strikes.
 
The bonus damage multiplier for a Lucky Hit is 1.5× the original damage; choosing the [[Rank|Rank-Up Bonus]] Big Lucky will increase this to 2.0×.<ref name=DreamTeamBonus></ref> It is possible for a Lucky Hit to apply to a critical hit; if this happens, the hit will say "Lucky" instead of "Critical". The bonus damage multipliers from the Lucky Hit (1.5× normally, 2× with Big Lucky) and critical hit (1.5×) will stack multiplicatively, causing the hit to deal 2.25× (3× with Big Lucky) the original damage.
 
Some pieces of [[List of Mario & Luigi: Dream Team gear|gear]] interact with the Lucky Hit system. The Mini Boots and Mini Hammer give the user guaranteed Lucky Hits only if they have the [[Tiny (status effect)|Mini]] status effect. The Lucky Gloves and Lucky Gloves DX increase the chance of a Lucky Hit. The Birthday Ring increases the user's Lucky Hit chance only if it is the player's birthday as set in the [[Nintendo 3DS]] system settings.
 
Some [[badge#Mario & Luigi: Dream Team|badge]] effects interact with the Lucky Hit system. The Virus Badge + Gold Badge combo when used activates the Lucky Chance effect, which temporarily adds 0.5 to the bonus damage multiplier for Lucky Hits. This causes a Lucky Hit to deal 2.0× the normal damage, and a Lucky Hit with the Big Lucky Rank-Up Bonus to deal 2.5× the normal damage. If a Lucky Hit applies to a critical hit with this 2.5× bonus damage multiplier, then the hit will deal 3.75× the original damage. The Miracle Badge + Bronze Badge combo when used activates the Lucky Time effect, which temporarily increases the chances for Lucky Hits.
 
===''Mario & Luigi: Paper Jam''===
'''Lucky Hits'''<ref name=PaperJamBonus>{{cite
|author=Big Lucky description
|quote=Increases the damage of Lucky Hits to '''200'''%.
|title=''Mario & Luigi: Paper Jam''
|publisher=Nintendo
|language=en}}</ref> return in ''[[Mario & Luigi: Paper Jam]]'', and are used by Mario, Luigi, and [[Paper Mario (Mario & Luigi: Paper Jam)|Paper Mario]]. Like ''Mario & Luigi: Dream Team'', all attacks can be a Lucky Hit. This includes solo attacks, Bros. Attacks, [[Trio Attack]]s, counterattacks, and first strikes.
 
The bonus damage multiplier for a Lucky Hit is 1.5x the original damage; choosing the Rank-Up Bonus Big Lucky will increase this to 2.0×.<ref name=PaperJamBonus></ref> It is possible for a Lucky Hit to apply to a critical hit; if this happens, the hit will say "LUCKY" instead of "CRITICAL". The bonus damage multipliers from the Lucky Hit (1.5× normally, 2× with Big Lucky) and critical hit (1.) will stack multiplicatively, causing the hit to deal 1.95× (2.6× with Big Lucky) the original damage.
 
Some pieces of [[List of Mario & Luigi: Paper Jam gear|gear]], namely some accessories interact with the Lucky Hit system. Mario and Luigi can use the Star Brooch and Star Brooch DX to receive [[Star Point]]s upon getting a Lucky Hit. Paper Mario can equip paper versions of the Star Brooch and Star Brooch DX to get the same effect.
 
Some [[Battle Card (Mario & Luigi: Paper Jam)|Battle Card]]s, namely [[amiibo]] Character Cards interact with the Lucky Hit system. The amiibo for Mario, Luigi, Peach, and Yoshi have LV 1 Cards that doubles the chances of Lucky Hits. The amiibo for Yoshi has a LV 2 Card that quadruples the chances of Lucky Hits. The amiibo for Mario, Luigi, Peach, Yoshi, and Toad have LV 2 Duo Cards that triggers a Lucky Attack, which guarantees a Lucky Hit.
 
===''Mario & Luigi: Superstar Saga + Bowser's Minions''===
Lucky Hits return in ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' now formatted as '''lucky hit''',<ref name=SuperstarSagaDXName>{{cite
|author=[[Pea]] in Beanbean Castle
|quote=The higher your STACHE points are, the easier it is to get lucky hits in battle.
|title=''Mario & Luigi: Superstar Saga + Bowser's Minions''
|publisher=Nintendo
|language=en}}</ref> and are used by Mario and Luigi. Unlike the original Game Boy Advance version, and like ''Mario & Luigi: Dream Team'' and ''Mario & Luigi: Paper Jam'', all attacks can be a lucky hit. This includes solo attacks, Bros. Attacks, counterattacks, and first strikes.
 
The bonus damage multiplier for a lucky hit is 1.3× the original damage.


Some pieces of [[List of Mario & Luigi: Superstar Saga + Bowser's Minions gear|gear]] interact with the lucky hit system. The Mushluck Pants has the Lucky Mushroom special effect, which increases the chance of a lucky hit based on the number of Mushrooms Mario and Luigi have. The Casual Coral and Piranha Suit have the Lucky Critical special effect, which increases the power of lucky and critical hits by 50% of the user's base POW stat. This allows lucky and critical hits to get a bonus damage multiplier of up to 1.95× if the user has no POW bonuses; having a POW bonus from something else like a badge would lower the 1.95× multiplier, but a big enough bonus would not lower it past the normal 1.3× bonus damage multiplier. The General Badge has the Lucky Speedster special effect, which increases the rate of lucky hits based on the user's SPEED stat. The Lucky Bros. and Lucky Ribbon badges have the Lucky Attack special effect, which increases the chance of a lucky hit. The Ohoracle Badge, Bowser Fist, and Popple Badge AA all have the First Striker special effect, which gives +100% base POW and a 100% lucky hit rate to the user only if they have the first turn in a battle and only in their first attack.
==Gallery==
<gallery class="rawsize x4" heights=64 widths=64>
MLBIS Badge Good small.png|Small Good Badge icon
MLBIS Badge Great small.png|Small Great Badge icon
MLBIS Badge Excellent 1 small.png|Small Excellent! Badge icon
MLBIS Badge Excellent 2 small.png|Small Excellent!! Badge icon
MLBIS Badge Mushroom small.png|Small Mushroom Badge icon
MLBIS Badge Powerful small.png|Small Powerful Badge icon
MLBIS Badge Bonus small.png|Small Bonus Badge icon
MLBIS Badge Bro small.png|Small Bro Badge icon
</gallery>


===''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''===
==See also==
Lucky hits return in ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'' now formatted as both '''lucky hit'''<ref name=Bowser'sInsideStoryDXLowerName>{{cite
* {{fake link|Badge (''Mario & Luigi: Dream Team'')}}
|author=Fawful
* [[Battle Card (Mario & Luigi: Paper Jam)|Battle Card (''Mario & Luigi: Paper Jam'')]]
|quote=With every attack, lucky hits will shower in a happy waterfall!
* {{fake link|Badge (''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'')}}
|title=''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''
* [[Battle Plug]]
|publisher=Nintendo
|language=en}}</ref> and '''Lucky Hit''',<ref name=Bowser'sInsideStoryDXUpperName>{{cite
|author=Lucky and Good and King's Blessing descriptions
|quote=Increases the power of your Lucky Hits.
|title=''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''
|publisher=Nintendo
|language=en}}</ref> and are used by Mario, Luigi, and Bowser. Unlike the original Nintendo DS version, and like ''Mario & Luigi: Dream Team'' and ''Mario & Luigi: Paper Jam'', all attacks can be a Lucky Hit. This includes solo attacks, Bowser's Punch and Flame attacks, Bros. Attacks, [[Brawl Attack]]s, counterattacks, and first strikes.
 
The bonus damage multiplier for a Lucky Hit is 1.3× the original damage. The Rank-Up Bonuses Lucky and Good and King's Blessing for the Mario Bros. and Bowser respectively will increase the damage of their Lucky Hits to 1.5× the original damage.
 
Some pieces of [[List of Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey gear|gear]] interact with the Lucky Hit system. Mario and Luigi can use the Brawny Wear, Master Wear, and Muscle Wear, while Bowser can use the Ironclad Shell to increase the power of their Lucky and Critical Hits. Mario and Luigi can use the Mushroom Stone accessory, which increases the user's chance of a Lucky Hit based on the number of Mushrooms they have. Bowser can use the Lucky Ring and Lucky Ring DX, which increases the power of Lucky and Critical Hits by "a small amount" and "a good amount", respectively.
 
===''Mario & Luigi: Brothership''===
Lucky Hits return in ''[[Mario & Luigi: Brothership]]'' now stylized as '''LUCKY''',<ref name=Brothership>{{cite
|author=Big Lucky description
|quote=Damage dealt by LUCKY attacks increases from 1.3× to '''1.5×'''.
|title=''Mario & Luigi: Brothership''
|publisher=Nintendo
|language=en}}</ref> and are used by Mario and Luigi. Almost every type of attack can be LUCKY. This includes solo attacks, combo attacks, Bros. Attacks, counterattacks, most first strikes, and most [[Luigi Logic]] damage. While Jump, Hammer, and [[Bro Bomb]] first strikes can be LUCKY, crashing into the enemy with [[Ball Blitz]] cannot be LUCKY. Despite that a Bro Bomb first strike can be LUCKY, the Bro Bombs used while chasing down [[Reclusa]] in part of the final battle cannot be LUCKY. Luigi Logic damage against [[Sharpcask]] and [[Glohm Bowser]] can be LUCKY, but the damage caused to [[Pipegunk]] by switching the arena to the opposite temperature area cannot be LUCKY.
 
The bonus damage multiplier for a LUCKY is 1.3× the original damage;<ref name=Brothership></ref> choosing the Rank-Up Bonus Big Lucky will increase this to 1.5×.<ref name=Brothership></ref> Unlike previous games where a LUCKY can apply to a critical hit, a hit being critical prevents a LUCKY from also occurring.
 
Some pieces of [[List of Mario & Luigi: Brothership gear|gear]], namely some accessories interact with the LUCKY system. The Lucky HP Bangle heals the user by 10% of their max HP if their attack has a LUCKY hit. The Luck Charm and Luck Charm DX increase the chance of getting a LUCKY by 1.5× and 2×, respectively.
 
''Mario & Luigi: Brothership'' introduces the [[STACHE-Up]] status effect to the series, which increases STACHE during battle. Because STACHE's only use is for the chance of a LUCKY, this status effect effectively improves the chance of a LUCKY.


==References==
==References==
<references/>
<references/>
<nowiki>{{M&LSS}}
{{M&LPIT}}
{{M&LBIS}}
{{M&LDT}}
{{M&LPJ}}
{{M&LB}}
[[Category:Game mechanics]]
[[Category:Mario & Luigi: Bowser's Inside Story]]
[[Category:Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]
[[Category:Mario & Luigi: Brothership]]
[[Category:Mario & Luigi: Dream Team]]
[[Category:Mario & Luigi: Paper Jam]]
[[Category:Mario & Luigi: Partners in Time]]
[[Category:Mario & Luigi: Superstar Saga]]
[[Category:Mario & Luigi: Superstar Saga + Bowser's Minions]]</nowiki>


==Sandbox notes==
==Sandbox notes==
===Author's notes===
* There's a lot of repeating in this sandbox. Every game section is basically repeating the same format. This is intentional, as this makes it very clear how it works per-game.
* Not having the remakes means I can't test gear effects or see if Lucky+Critical can happen at once. The Lucky+Critical is the one thing I really want to confirm.
* [[Lucky]], the manager of the Happy Lucky Lottery in ''Paper Mario: The Thousand-Year Door'' will likely need to be moved to '''Lucky (character)''', while this article would be at '''LUCKY (game mechanic)'''. '''Lucky Hit''' and '''lucky hit''' would be good redirects for the mainspace article.
* Where would LUCKY/Lucky Hit/lucky hit be placed in the navbox for each game? In the miscellaneous section?


===Name sources===
===To do===
The formatting/stylizing of LUCKY has changed a few times across the series. This section will include examples from each game '''that I am aware of'''. At the beginning of looking into this it seemed that there was some difference with every sequential game, but that was actually from encountering misinformation caused purely from the wrong capitalization being used in the descriptions(!!!) of gear on this wiki.
* The small badge icons would work better in [[List of shops in Mario & Luigi: Bowser's Inside Story]] instead of the high-res badge images.
* ''Superstar Saga''
* Are badges items, game mechanics, or both?
** "Increases frequency of lucky hits." - Lucky Bros., Lucky Ribbon, and Wonder Badge descriptions.
** "The higher your Stache points are, the easier it is to get lucky hits in battle." - Book in Beanbean Castle.
* ''Partners in Time''
** "Make lucky hits easier to land." - Lucky Badge description.
** "Make lucky hits much easier to land!" - Lucky Badge A description.
* ''Bowser's Inside Story''
** "About {{color|blue|lucky hits}}" - Something you can ask Toadbert in Toad Square.
** "1.5x Luck Booster [line break] Increases rate of lucky hits." - Happy Charm description.
** "The bigger this number is, the easier it is to land lucky hits and get winning scratch tickets." STACHE/HORN description in pause menu.
** "The higher the number, the more likely you are to get a Lucky Hit or a Scratch Card." - STACHE/HORN description in level up screen. WHY IS IT DIFFERENT HERE. This line makes this game use two stylizations.
* ''Dream Team''
** "Boosts the power of Lucky Hits so you deliver 200% of normal damage." – Big Lucky description.
** "Temporarily increases the power of Lucky Hits." - Virus Badge + Gold Badge combo description.
* ''Paper Jam''
** "Increases the damage of Lucky Hits to 200%." – Big Lucky description.
** "Grants Star Points whenever you land a Lucky Hit" - Star Brooch (DX) description.
* ''Superstar Saga DX''
** "Strengthens critical hits and lucky hits." - Stealth Suit description.
* ''Bowser's Inside Story DX''
** "With every attack, lucky hits will shower in a happy waterfall!" - Fawful before Bowser gets the Vacuum Shroom. This line being unchanged from the original makes this game use two stylizations. WAHOO!
** "Increases the power of your Lucky Hits." - Lucky and Good and King's Blessing descriptions.
* ''Brothership'' ("LUCKY hit" is never said)
** "If you up your STACHE stat, you'll get more LUCKY results in battle." - Snoutlet School loading screen tip.
** "Get 250 LUCKY ratings." - Lucky Star challenge description.
** "Restores 10% of your max HP when you get a LUCKY." - Lucky HP Bangle description.


===Critical hit information===
===Critical hit information===
Notes for an eventual Mario & Luigi series critical hit article.
* ''Superstar Saga'': 2×. Tested by using fire attacks on Pestnuts and Gold Beanies, which have the same DEFENCE value. I needed to use the Scandal Jeans so the Gold Beanie would not run away.
* ''Superstar Saga'': 2×. Tested by using fire attacks on Pestnuts and Gold Beanies, which have the same DEFENCE value. I needed to use the Scandal Jeans so the Gold Beanie would not run away.
* ''Partners in Time'': 2×. Tested by using Bro Flowers and Ice Flowers on a Red Coconutter, which are weak to ice. Bro/Ice Flowers have the same attack power.
* ''Partners in Time'': <s>2×. Tested by using Bro Flowers and Ice Flowers on a Red Coconutter, which are weak to ice. Bro/Ice Flowers have the same attack power.</s> Nvm it's actually 1.6×. Damage rounding can make flower crits look like double.
* ''Bowser's Inside Story'': 1.5×. Tested by throwing 3 fireballs with Mario at a Stonk. Calculating the damage, then multiplying by 1.5× gave the displayed number in-game. 194*24/99*(0.066*3)=9.312, 9.312*1.5=13.968, rounds up to 14 which is the final damage.
* ''Bowser's Inside Story'': 1.5×. Tested by throwing 3 fireballs with Mario at a Stonk. Calculating the damage, then multiplying by 1.5× gave the displayed number in-game. 194*24/99*(0.066*3)=9.312, 9.312*1.5=13.968, rounds up to 14 which is the final damage.
* ''Dream Team'': 1.5×. Dreamy Bowser and his arms are different targets who are statistically identical, but Dreamy Bowser takes critical damage from jump-type moves.
* ''Dream Team'': 1.5×. Dreamy Bowser and his arms are different targets who are statistically identical, but Dreamy Bowser takes critical damage from jump-type moves.
* ''Paper Jam'': 1.3×. In my testing, a single Luigi fireball vs. a Spiny and a Paper Spiny dealt 35 and 46 damage respectively. 35 × 1.3 = 45.5, rounds up to 46. Spinies and Paper Spinies are statistically identical.
* ''Paper Jam'': 1.3×. In my testing, a single Luigi fireball vs. a Spiny and a Paper Spiny dealt 35 and 46 damage respectively. 35 × 1.3 = 45.5, rounds up to 46. Spinies and Paper Spinies are statistically identical.
* Remakes: can't test from not owning them, but I assume it is 1.3× in both. No idea if Critical+Lucky is possible there.
* Remakes: can't test from not owning them, but I assume it is 1.3× in both. No idea if Critical+Lucky is possible there.
* ''Brothership'': This game introduces random damage variance to the series, which really sucks for an investigation like this. I have no idea how strong a critical, buster critical, or buster critical with 2 or 3 specialist Battle Plugs are. In all my play, I never got a LUCKY in a (buster) critical hit, which makes me believe they cannot happen together.
* ''Brothership'': This game introduces random damage variance to all attacks, which really sucks for an investigation like this. I have no idea how strong a critical, buster critical, or buster critical with 2 or 3 specialist Battle Plugs are. In all my play, I never got a LUCKY in a (buster) critical hit, which makes me believe they cannot happen together.

Revision as of 19:38, March 13, 2025

Mario and Luigi obtaining their first badges in Mario & Luigi: Bowser's Inside Story.
Mario and Luigi obtaining the Mushroom Badge and Good Badge

Badges are items used in-battle by Mario and Luigi in Mario & Luigi: Bowser's Inside Story. Unlike the previous games in the series, where badges are a type of equipment, badges are instead tied to a meter that appears in-battle and fills when Mario or Luigi perform successful Action Commands. When the meter fills, the respective attacker's badge in the meter moves closer to the other badge. When the meter fills enough, both badges will combine, allowing an effect to be released by tapping it with Stylus on the touch screen.

The first two badges, the Good Badge and the Mushroom Badge, are the "treasure of e'erlasting wonder" given by Princess Lipid in the Flab Zone. Later in the game, when Mario and Luigi escape from Bowser's body and arrive at Toad Town, they can shop at the Badge Shop there to buy all other badges except for one. Finally, when Mario and Luigi both reach Rainbow Rank by reaching Level 40, the Excellent!! Badge is awarded.

Mario & Luigi: Dream Team has a similar badge system that is expanded upon. The remake of Mario & Luigi: Bowser's Inside Story, Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey, has a similar badge system, but introduces new badges, effects, and mechanics inspired by Mario & Luigi: Dream Team.

Use

The menu to change badges in Mario & Luigi: Bowser's Inside Story.
The menu to change badges
Mario and Luigi battling a Mawful Mole and a Fawflopper.
Screenshot of a battle. Note the badge meter in the bottom-right.

Mario and Luigi each must equip a badge, and each has four types they can use to change the type of effect and strength of the effect. Mario's badges are the right side and determine the effect. Luigi's badges are the left side and determine the strength of the effect, what rating of Action Command is needed to fill the meter, and the size of the meter.[1] The equipped badge combo can be changed from the star menu, the menu before challenging a boss in the Gauntlet, or in battle with the Change Badges Command Block. Changing badges will reset the badge meter, and doing so in-battle costs Mario or Luigi's turn. In the Gauntlet, the badge meter always starts empty (except for Class 7, where the meter's progress is kept between the fights).

When the meter is full, the effect will be stored there until it is tapped with Stylus during Mario or Luigi's turn, allowing it to be used whenever needed. Using the effect does not cost Mario or Luigi's turn. Only one effect can be stored at a time.

When Luigi battles alone while separated from Mario in Dimble Wood, badges cannot be used.

Badge meter fill calculation

The amount the badge meter fills by depends on the attack.[1] Normal attacks fill the least, Special Attacks fill more, and the harder or more expensive Special Attacks fill the most.

Attack Amount Filled
The Jump Command Block in Mario & Luigi: Bowser's Inside Story Jump 20 units
The Hammer Command Block in Mario & Luigi: Bowser's Inside Story Hammer
Icon of the Green Shell Special Attack from Mario & Luigi: Bowser's Inside Story. Green Shell 25 units
Icon of the Fire Flower Special Attack from Mario & Luigi: Bowser's Inside Story. Fire Flower
Icon of the Yoo Who Cannon Special Attack from Mario & Luigi: Bowser's Inside Story. Yoo Who Cannon 35 units
Icon of the Snack Basket Special Attack from Mario & Luigi: Bowser's Inside Story. Snack Basket
Icon of the Magic Window Special Attack from Mario & Luigi: Bowser's Inside Story. Magic Window
Icon of the Jump Helmet Special Attack from Mario & Luigi: Bowser's Inside Story. Jump Helmet 45 units
Icon of the Super Bouncer Special Attack from Mario & Luigi: Bowser's Inside Story. Super Bouncer
Icon of the Mighty Meteor Special Attack from Mario & Luigi: Bowser's Inside Story. Mighty Meteor
Icon of the Spin Pipe Special Attack from Mario & Luigi: Bowser's Inside Story. Spin Pipe
Icon of the Falling Star Special Attack from Mario & Luigi: Bowser's Inside Story. Falling Star

The amount the badge meter needs to be filled before filling completely depends on the badge combo.[1] Luigi's weaker badges take longer to fill, but are easier because lower Action Command ratings can fill the meter. Luigi's stronger badges are faster to fill, but are harder because higher, perfect, or successive perfect Action Command ratings are required to fill the meter.

List of badges

Name Icon Price (coins) Location In-game description Notes
Mushroom Badge One of Mario's Badges, the Mushroom Badge, from Mario & Luigi: Bowser's Inside Story. Obtained from Princess Lipid Restores HP. Stronger versions also cure negative status effects.
Powerful Badge One of Mario's Badges, the Powerful Badge, from Mario & Luigi: Bowser's Inside Story. 2000 Bought from Toad Town's Badge Shop Harnesses the meter's power to make your attack power go up. Badge combos involving this badge grants the Super Strike status effect to both brothers, which multiplies the damage the bros' next singular hit does.
Bonus Badge One of Mario's Badges, the Bonus Badge, from Mario & Luigi: Bowser's Inside Story. 500 Bought from Toad Town's Badge Shop Harnesses the meter's power to earn you extra bonus coins. Stronger versions of this badge's effect also boost EXP gained.
Bro Badge One of Mario's Badges, the Bro Badge, from Mario & Luigi: Bowser's Inside Story. 1000 Bought from Toad Town's Badge Shop Harnesses the meter's power to restore your SP.
Good Badge One of Luigi's Badges, the Good Badge, from Mario & Luigi: Bowser's Inside Story. Obtained from Princess Lipid Mario or Luigi must achieve at least a Good rating to fill the meter.
This badge's meter is the largest, making it fill the slowest.
Great Badge One of Luigi's Badges, the Great Badge, from Mario & Luigi: Bowser's Inside Story. 500 Bought from Toad Town's Badge Shop Great to Excellent strikes boost meter. Meter effect is medium. Mario or Luigi must achieve at least a Great rating to fill the meter.
Makes the meter's size smaller, allowing it to be filled faster.
Excellent! Badge One of Luigi's Badges, the Excellent! Badge, from Mario & Luigi: Bowser's Inside Story. 1000 Bought from Toad Town's Badge Shop Excellent strikes boost meter. Meter effect is high. Mario or Luigi must achieve an Excellent rating to fill the meter.
Makes the meter's size the smallest, allowing it to be filled the fastest.
Excellent!! Badge One of Luigi's Badges, the Excellent!! Badge, from Mario & Luigi: Bowser's Inside Story. Obtained after Mario and Luigi both reach Rainbow Rank (Level 40) Successive Excellent strikes make the meter's effects unrivaled.[a 1][2] Mario or Luigi must achieve an Excellent rating to fill the meter.
If the attacker gets lower than that, their side of the bar shatters and is drained completely.
If an Excellent is not possible at the time, the meter does not break.
The size of the meter with the Excellent!! Badge is the same as the Excellent! Badge.[1]
  1. ^ This description is impossible to see in-game, but does exist within the game's data.

Combined effects

Here are all badge combos as well as the size of each combo's meter.[1]

Badge Mushroom Badge
One of Mario's Badges, the Mushroom Badge, from Mario & Luigi: Bowser's Inside Story.
Powerful Badge
One of Mario's Badges, the Powerful Badge, from Mario & Luigi: Bowser's Inside Story.
Bonus Badge
One of Mario's Badges, the Bonus Badge, from Mario & Luigi: Bowser's Inside Story.
Bro Badge
One of Mario's Badges, the Bro Badge, from Mario & Luigi: Bowser's Inside Story.
Good Badge
One of Luigi's Badges, the Good Badge, from Mario & Luigi: Bowser's Inside Story.
Good-Excellent strikes boost meter.
Restores 20% of both bros' HP.

Meter size: 240 units
Good-Excellent strikes boost meter.
Next attack does 1.2x damage.
[b 1][1]
Meter size: 220 units
Good-Excellent strikes boost meter.
Multiplies received coins by 1.2.

Meter size: 220 units
Good-Excellent strikes boost meter.
Restores 20% of both bros' SP.

Meter size: 260 units
Great Badge
One of Luigi's Badges, the Great Badge, from Mario & Luigi: Bowser's Inside Story.
Great-Excellent strikes boost meter.
Restores 30% of both bros' HP.

Meter size: 180 units
Great-Excellent strikes boost meter.
Next attack does 1.5x damage.

Meter size: 160 units
Great-Excellent strikes boost meter.
Multiplies received coins by 1.4.

Meter size: 160 units
Great-Excellent strikes boost meter.
Restores 30% of both bros' SP.

Meter size: 200 units
Excellent! Badge
One of Luigi's Badges, the Excellent! Badge, from Mario & Luigi: Bowser's Inside Story.
Excellent strikes boost meter.
Restores 50% of both bros' HP and cures status effects.

Meter size: 160 units
Excellent strikes boost meter.
Next attack does 2x damage.

Meter size: 140 units
Excellent strikes boost meter.
Multiplies received coins by 1.6 and gained EXP by 1.2.

Meter size: 140 units
Excellent strikes boost meter.
Restores 50% of both bros' SP.

Meter size: 180 units
Excellent!! Badge
One of Luigi's Badges, the Excellent!! Badge, from Mario & Luigi: Bowser's Inside Story.
Excellent strikes boost meter.
Fully restores both bros' HP and cures status effects.

Meter size: 160 units
Excellent strikes boost meter.
Next attack does 4x damage.

Meter size: 140 units
Excellent strikes boost meter.
Multiplies received coins by 2 and gained EXP by 1.5.

Meter size: 140 units
Excellent strikes boost meter.
Fully restores both bros' SP.

Meter size: 180 units
  1. ^ The in-game description is incorrect — the next hit is actually 3/16 or 1.1875× stronger.

Notes

  • Attacks can end before the highest Action Command rating is received if the enemy is defeated during the attack. This can prevent the badge meter from charging if Mario and Luigi are too powerful and use a multi-hit move against an enemy. Single hit moves (Hammer, Jump Helmet, Falling Star), or moves that give the desired Action Command rating before hitting the enemy (Snack Basket) can always charge the badge meter.
  • The effects of the Powerful Badge and Super Strike, because it multiplies the damage of the next singular hit, is best used for the strongest single-hitting Special Attacks. Jump Helmet and Falling Star benefit the most, while multi-hit attacks like Yoo Who Cannon and Magic Window hardly benefit.
  • If the Bonus Badge with an EXP bonus is used in a battle where Mario, Luigi, and Bowser all get EXP, Bowser's EXP gain will be unaffected by the Bonus Badge.
  • Coin and EXP multipliers from the Bonus Badge stack additively with gear items that also boost the amount gained.
    • For an example with coins, having Excellent!!+Bonus active (+100%), Coin Socks active (+50%), and the Challenge Medal equipped (+50%) all at once will sum to a +200% bonus, or 3× coins earned.
    • For an example with EXP, having Excellent!+Bonus active (+20%) and EXP Socks active (+30%) all at once will sum to a +50% bonus, or 1.5× EXP earned.

Gallery

See also

  • Badge (Mario & Luigi: Dream Team)
  • Battle Card (Mario & Luigi: Paper Jam)
  • Badge (Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey)
  • Battle Plug

References

  1. ^ Jump up to: a b c d e f Jdaster64 (February 18, 2013). Bowser’s Inside Story Equipment details…. The Super Mario Files (English). Retrieved March 11, 2025.
  2. ^ Mario & Luigi: Bowser's Inside Story. The Cutting Room Floor (English). Retrieved March 11, 2025.

Sandbox notes

To do

Critical hit information

Notes for an eventual Mario & Luigi series critical hit article.

  • Superstar Saga: 2×. Tested by using fire attacks on Pestnuts and Gold Beanies, which have the same DEFENCE value. I needed to use the Scandal Jeans so the Gold Beanie would not run away.
  • Partners in Time: 2×. Tested by using Bro Flowers and Ice Flowers on a Red Coconutter, which are weak to ice. Bro/Ice Flowers have the same attack power. Nvm it's actually 1.6×. Damage rounding can make flower crits look like double.
  • Bowser's Inside Story: 1.5×. Tested by throwing 3 fireballs with Mario at a Stonk. Calculating the damage, then multiplying by 1.5× gave the displayed number in-game. 194*24/99*(0.066*3)=9.312, 9.312*1.5=13.968, rounds up to 14 which is the final damage.
  • Dream Team: 1.5×. Dreamy Bowser and his arms are different targets who are statistically identical, but Dreamy Bowser takes critical damage from jump-type moves.
  • Paper Jam: 1.3×. In my testing, a single Luigi fireball vs. a Spiny and a Paper Spiny dealt 35 and 46 damage respectively. 35 × 1.3 = 45.5, rounds up to 46. Spinies and Paper Spinies are statistically identical.
  • Remakes: can't test from not owning them, but I assume it is 1.3× in both. No idea if Critical+Lucky is possible there.
  • Brothership: This game introduces random damage variance to all attacks, which really sucks for an investigation like this. I have no idea how strong a critical, buster critical, or buster critical with 2 or 3 specialist Battle Plugs are. In all my play, I never got a LUCKY in a (buster) critical hit, which makes me believe they cannot happen together.