Badge
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Paper Mario
Name of Badge | Badge Points Needed | Found In | Effect |
---|---|---|---|
All or Nothing | 4 | Bought at Rowf's Badge Shop after Chapter 4 (100 Coins) | Mario's attack power will go up by 1 if he successfully uses the action command. If not, his attack power goes down to 0. |
Attack FX A | 0 | Traded from Merlow for 1 Star Piece | Changes the sound effects from Mario's hammer and jump attacks. |
Attack FX B | 0 | Pleasant Path | Changes the sound effects from Mario's hammer and jump attacks. |
Attack FX C | 0 | Dry Dry Desert | Changes the sound effects from Mario's hammer and jump attacks. |
Attack FX D | 0 | From Pop Diva in Toad Town after giving the Lyricist the Melody | Changes the sound effects from Mario's hammer and jump attacks. |
Attack FX E | 0 | Shiver City | Changes the sound effects from Mario's hammer and jump attacks. |
Attack FX F | 0 | -Dummied Out- | Changes the sound effects from Mario's hammer and jump attacks. |
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. |
Chill Out | 2 | Traded from Merlow for 3 Star Pieces | Prevents enemies from making First Strikes. |
Close Call | 1 | Goomba Road | When Mario has low HP and is in "danger", the enemies will occasionally miss when attacking. |
D-Down Jump | 2 | Tubba Blubba's Castle | For 2 FP, you can use the "D-Down Jump" ability, which will cause damage and lower the enemy's defense. |
D-Down Pound | 2 | Bought at Rowf's Badge Shop after Chapter 1 (75 Coins)
For 2 FP, you can use the "D-Down Pound" ability, which will cause damage and lower the enemy's defense. | |
Damage Dodge | 3 | Mt. Rugged; Bought at Rowf's Badge Shop after Chapter 5 (150 Coins)
The amount of damage Mario takes when he performs the action command while being attacked decreases by 1. | |
Deep Focus | 1 | Princess Peach's Castle; Shy Guy's Toybox; Bowser's Castle | When using the "Focus" command, more Star Power is refilled than normal. |
Defend Plus | 6 | Shy Guy's Toybox | Reduces the damage Mario receives per attack by 1. |
Dizzy Attack | 2 | Pleasant Path | If you spin into an enemy before battle, that enemy will begin the battle dizzy and unable to move temporarily. |
Dizzy Stomp | 1 | Mt. Lavalava | For 2 FP, Mario can use the "Dizzy Stomp" attack, which attacks the enemy and can cause the enemy to get dizzy. |
Dodge Master | 2 | Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) | With this badge, the action command will work a little more frequently. |
Double Dip | 1 | Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) | For 3 FP, it lets you use 2 items in 1 round, if you want. |
Feeling Fine | 3 | Traded from Merlow for 5 Star Pieces | Protects Mario from the "Poisoning" and "Dizziness" status ailments. |
Fire Shield | 2 | Mt. Lavalava | Reduces the damage caused by fire attacks by 1. |
First Attack | 1 | Bought at Rowf's Badge Shop after Chapter 1 (100 Coins) | If you get a "First Strike" on a weak enemy (who no longer gives you Star Points), you'll defeat it without entering a battle. |
Flower Finder | 3 | Traded from Merlow for 12 Star Pieces | You win more flowers than usual after winning battles. |
Flower Saver | 6 | Flower Fields; Traded from Merlow for 25 Star Pieces | All abilities cost 1 FP less than they normally would. |
FP Plus | 3 | Pleasant Path; Forever Forest; Bought at Rowf's Badge Shop after Chapter 4 (150 Coins) | Causes your maximum FP to go up by 5, as long as it's equipped. |
Group Focus | 2 | Bought at Rowf's Badge Shop after Chapter 3 (100 Coins) | Allows Mario's partners to also use the "Focus" command. |
Hammer Throw | 2 | Goomba Road | For 2 FP, Mario can use the "Hammer Throw" ability to throw his hammer at any enemy. |
Happy Flower | 3 | Traded from Merlow for 8 Star Pieces; Flower Fields | Mario slowly regains FP as he battles enemies. |
Happy Heart | 3 | Traded from Merlow for 8 Star Pieces; Jade Jungle | Mario slowly regains HP as he battles enemies. |
Heart Finder | 3 | Traded from Merlow for 12 Star Pieces | You win more hearts than usual after winning battles. |
HP Drain | 3 | Traded from Merlow for 15 Star Pieces | Reduces Mario's attack power by 1, but he regains 1 HP per attack. |
HP Plus | 3 | Path behind Kooper's house; Forever Forest; Bought from Rowf's Badge Shop after Chapter 4 (150 Coins) | Causes your maximum HP to go up by 5, as long as it's equipped. |
I Spy | 1 | Given by Rowf after returning his Calculator | A noise and a Star Piece icon will alert you when you're in an area with a hidden Star Piece. |
Ice Power | 2 | Shy Guy's Toybox | Mario's attack power against fire enemies goes up by 2, and he is able to safely jump on fiery enemies. |
Jump Charge | 1 | Bought from Rowf's Badge Shop after Chapter 3 (50 Coins)
For 1 FP, it lets you use "Jump Charge", which takes a turn, but raises your next jump attack's power by 2. | |
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. | |
Lucky Day | 7 | Received from Goompapa after the letter trading sequence | Causes enemies' attacks against Mario miss more frequently. |
Mega Jump | 3 | Shiver Mountain | For 6 FP, it allows Mario to use "Mega Jump", an extremely powerful jump attack. |
Mega Quake | 3 | Bought from Rowf's Badge Shop after Chapter 5 (200 Coins) | For 7 FP, Mario can use "Mega Quake", an extremely powerful hammer attack that damages all enemies on the ceiling/floor. |
Mega Rush | 1 | Tubba Blubba's Castle | When Mario's HP drops really low and he's in "peril", his attack power goes up by 4. |
Mega Smash | 3 | Flower Fields | For 6 FP, it allows Mario to use "Mega Smash", an extremely powerful hammer attack. |
Money Money | 7 | Traded from Merlow for 20 Star Pieces | Mario wins twice the amount of coins from battle as he usually does. |
Multibounce | 1 | Bought from Rowf's Badge Shop after Chapter 1 (75 Coins) | For 2 FP, you'll be able to use "Multibounce", which lets you jump on all enemies in battle consecutively. |
P-Down, D-Up | 2 | Crystal Palace | Your attack power goes down by 1, but your defense power goes up by 1. |
P-Up, D-Down | 2 | Crystal Palace | Your attack power goes up by 1, but your defense power goes down by 1. |
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. |
Peekaboo | 3 | Traded by Merlow for 10 Star Pieces | Allows you to see the enemies' HP without using Goombario's "Tattle" ability. |
Power Bounce | 2 | Koopa Bros. Fortress | For 3 FP, Mario can use "Power Bounce", which lets him bounce on an enemy continuously until you miss an action command. |
Power Jump | 1 | Goomba Village | For 2 FP, Mario can use "Power Jump", a more powerful jump attack. |
Power Plus | 6 | Shy Guy's Toybox; Traded by Merlow for 25 Star Pieces | Mario's attack power for both his hammer and his jump go up by 1. |
Power Quake | 2 | Jade Jungle | For 4 FP, Mario can use "Power Quake", a powerful hammer attack that damages all enemies on the ceiling/floor. |
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. |
Power Smash | 1 | Toad Town Tunnels | For 2 FP, Mario can use "Power Smash", a more powerful hammer attack. |
Pretty Lucky | 3 | Traded from Merlow for 5 Star Pieces | Enemies will occasionally miss Mario when it's equipped. |
Quake Hammer | 1 | Mt. Rugged | For 2 FP, it lets you use "Quake Hammer", an attack that damages all enemies on the ceiling/floor. |
Quick Change | 4 | Toad Town (Merlon's place. Spin Jump twice to get badge) | Allows Mario to switch partners in the midst of battle without using up a turn. |
Refund | 1 | Koopa Bros. Fortress | If you use an item in battle, you'll be given some coins. |
Runaway Pay | 2 | Dry Dry Desert | If you run from a battle, you'll still receive Star Points from the enemies you defeated. |
S. Jump Chg. | 2 | Cloudy Climb | For 4 FP, it allows you to use "S. Jump Chg.", which uses up a turn, but raises your next jump attack's power by 3. |
S. Smash Chg. | 2 | Bought from Rowf's Badge Shop after Chapter 5 (100 Coins) | For 4 FP, it allows you to use "S. Smash Chg.", which uses up a turn, but raises your next hammer attack's power by 3. |
Shrink Stomp | 1 | Toad Town Tunnels | For 2 FP, Mario can use "Shrink Stomp", which, in addition to causing damage, can shrink an enemy, lowering its attack power. |
Sleep Stomp | 1 | Bought from Rowf's Badge Shop after Chapter 2 (75 Coins) | For 2 FP, Mario can use "Sleep Stomp", which, in addition to causing damage, can put an enemy to sleep. |
Slow Go | 0 | Dry Dry Ruins | Prevents Mario from running. |
Smash Charge | 1 | Koopa Bros. Fortress | For 1 FP, Mario can use "Smash Charge", which uses up a turn, but raises his next hammer attack's power by 2. |
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. |
Spike Shield | 2 | Dry Dry Ruins | Allows Mario to safely jump on spiky enemies without getting hurt. |
Spin Attack | 3 | Dry Dry Desert | Allows Mario to defeat weak enemies (who no longer give Star Points) using his Spin Dash. |
Spin Smash | 1 | Bought from Rowf's Badge Shop after Chapter 3 (75 Coins) | For 2 FP, Mario can use "Spin Smash", which attacks an enemy and knocks it backward, damaging the enemy behind it as well. |
Triple Dip | 3 | Crystal Palace | For 6 FP, Mario can use 3 items in 1 round of battle if he wants to. |
Zap Tap | 4 | Traded from Merlow for 10 Star Pieces | Electrifies Mario, causing most enemies to take damage when they physically touch him. Also allows Mario to jump on enemies with an electric chage without taking any damage. |