List of Badges in Paper Mario
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There are sixty-nine different Badges in Paper Mario, but some appear more than once, making a total of 80 Badges.
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. |
|
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. |
|
77 |
Attack FX C |
0 | Dry Dry Desert | Changes the sound effects from Mario's hammer and jump attacks. |
|
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. |
|
79 |
Attack FX E |
0 | Shiver City | Changes the sound effects from Mario's hammer and jump attacks. |
|
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. |
|
74 |
Chill Out |
2 | Traded from Merlow for 3 Star Pieces | Prevents enemies' First Strikes from counting. |
|
69 |
Close Call |
1 | Goomba Road | When Mario has low HP and is in Danger, enemies will occasionally miss when attacking. |
|
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. |
|
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. |
|
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. |
|
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. |
|
31, 32, 33 |
Defend Plus |
6 | Shy Guy's Toy Box | Increases Mario's defense by 1. |
|
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. |
|
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. |
|
8 |
Dodge Master |
2 | Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) | Slightly relaxes the timing requirements for action commands. |
|
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. |
|
21 |
Feeling Fine |
3 | Traded from Merlow for 5 Star Pieces | Protects Mario from various status effects such as poisoning and dizziness. |
|
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. |
|
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. |
|
73 |
Flower Finder |
3 | Traded from Merlow for 12 Star Pieces | The player will win more flowers than usual after winning battles. |
|
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. |
|
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. |
|
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. |
|
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. |
|
19 |
Happy Flower |
3 | Traded from Merlow for 8 Star Pieces; Flower Fields | Slowly and automatically regain FP in battle. |
|
29, 30 |
Happy Heart |
3 | Traded from Merlow for 8 Star Pieces; Jade Jungle | Slowly and automatically regain HP in battle. |
|
27, 28 |
Heart Finder |
3 | Traded from Merlow for 12 Star Pieces | The player will win more hearts than usual after winning battles. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
52 |
Lucky Day |
7 | Received from Goompapa after the letter trading sequence | Causes enemies' attacks against Mario to miss more frequently. |
|
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. |
|
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. |
|
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. |
|
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. |
|
12 |
Money Money |
7 | Traded from Merlow for 20 Star Pieces | Mario wins twice the amount of coins from battle as he usually does. |
|
67 |
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. |
|
3 |
P-Down, D-Up |
2 | Crystal Palace | Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. |
|
47 |
P-Up, D-Down |
2 | Crystal Palace | Raises the damage Mario deals by 1, but also raises the damage he takes by 1. |
|
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. |
|
66 |
Peekaboo |
3 | Traded by Merlow for 10 Star Pieces | Allows the player to see the enemies' HP without using Goombario's Tattle ability. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
11 |
Pretty Lucky |
3 | Traded from Merlow for 5 Star Pieces | Enemies will occasionally miss Mario when it's equipped. |
|
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. |
|
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. |
|
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). |
|
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. |
|
64 |
S. Jump Charge |
2 | Cloudy Climb | Allows Mario to use S. Jump Charge, which takes a turn to increase the damage of Mario's next jump attack by 3, for 4 FP. |
|
5 |
S. Smash Charge |
2 | Bought from Rowf's Badge Shop after Chapter 5 (100 Coins) | Allows Mario to use S. Smash Charge, which takes a turn to increase the damage of Mario's next hammer attack by 3, for 4 FP. |
|
14 |
Shrink Stomp |
1 | Toad Town Tunnels | Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy, for 2 FP. |
|
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. |
|
7 |
Slow Go |
0 | Dry Dry Ruins | Prevents Mario from running, making it easier to sneak past enemies such as Clubbas. |
|
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. |
|
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. |
|
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. |
|
59 |
Spin Attack |
3 | Dry Dry Desert | Allows Mario to defeat weak enemies (who no longer give Star Points) using his Spin Dash. |
|
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. |
|
15 |
Triple Dip |
3 | Crystal Palace | Allows Mario to use 3 items in one turn for 6 FP. |
|
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. |
|
61 |
Unobtainable Badges[edit]
Badge number | Japanese name | English name | Icon | BP needed | Effect/description |
---|---|---|---|---|---|
00F0 | ハンマチャージ0 Hamma Chāji Zero Hammer Charge 0 |
1 | Uses 1 FP. Increases Mario's hammer attack by 1. Name, appearance, and effect suggest this would be obtained before Smash Charge. | ||
00F6 | ジャンチャージ0 Jan Chāji Zero Jump-Charge 0 |
1 | Uses 1 FP. Increases Mario's jump attack by 1. Name, appearance, and effect suggest this would be obtained before Jump Charge. | ||
0101 | イカリノパワー Ikari no Pawā Anger's Power |
8 | Causes Mario to assume a dark red tinge and angry pose during battles. Mario's portion of each turn is controlled by the CPU. The partner is controlled by the player. Mario's attack increases by 2, but his AI is quite rudimentary (enough so that he will jump on spiked enemies). Effects are much like the "berserk" status from other RPGs. | ||
0102 | バッチリコマンド Batchiri Komando Perfect Command |
Right On! | 8 | Activates all action commands perfectly and automatically. Causes a Japanese sign (バッチリ batchiri, which means perfect or right on the mark) to appear over the description of the action command. Note that it works for Mario, but not his partner. | |
010E | ヒッサツフミイ Hissatsu Fumii Certain Kill Step |
1 | Uses two FP to execute a standard jump attack perfectly. | ||
010F | ヒッサツナグーリ Hissatsu Nagūri Certain Kill Strike |
1 | Uses two FP to execute a standard hammer attack perfectly. | ||
0110 | ハピハピーハート Hapi Hapī Hāto Happy Happy Heart |
10 | Like Happy Heart, but recovers three HP every turn instead of one. | ||
0115 | スーパーゲットー Sūpā Gettō Super Get |
10 | Recovers more HP per hit than HP Drain, exact amount unclear. Possibly two HP per hit, up to a max of 5. Reduces attack power by 2 | ||
0118 | オートツギツギー Ōto Tsugitsugī Auto Multibounce |
2 | Uses 5 FP, has the same effect as Multibounce, but no action command is required. | ||
0119 | トテモセツヤーク Totemo Setsuyāku Total Saving |
10 | Reduces the FP consumed by every move by 2. It won't make a move free. Note that it stacks on top of the 2 Flower Saver Badges. | ||
0122 | バゴーンジャンプ Bagōn Janpu Bagōn Jump |
2 | Uses 4 FP to do 4, 5, or 6 damage to 1 enemy, depending on which set of boots Mario has. The action command, which is the normal jump action command, increases damage by 1. Appearance suggests the Badge would "belong" between Power Jump and Mega Jump (having three spikes on the bottom, whereas the others have two and four). | ||
0125 | バゴーンナグーリ Bagōn Nagūri Bagōn Strike |
2 | Uses 4 FP to do 4, 5, or 6 damage to 1 enemy, depending on which hammer Mario has. The action command, which is the normal hammer action command, increases damage by 1. Appearance suggests the Badge would "belong" between Power Smash and Mega Smash (being the same name and color as the above jump badge). | ||
0127 | ガツーンナグーリ Gatsūn Nagūri Force Strike ドカーンハンマー dokān hanmā Bang Hammer |
Power Smash/Mega Smash | 3 | Called Power Smash in the field, Mega Smash in battle. Uses six FP to do Mega Smash. Its in-game description changes to match its name. Unused badge #128 is a duplicate of this badge. | |
012A | スーパーネガーウ Sūpā Negāu Super Deep Focus |
5 | Appears to be a different design for Deep Focus. It seems to function exactly like Deep Focus. For some reason, when the Deep Focus Badge is revealed from the red ? Block in front of Bowser's Castle, it uses this design. When collected, however, the design is reverted to normal. | ||
012B | ミニミニナグーリ Minimini Nagūri Minimini Strike |
Shrink Smash | 1 | Uses 2 FP to create a hammer-based Shrink Stomp. Its description, notably, says it uses only 1 FP. | |
012C | コウラワーリ Kōra Wāri Shell Crack |
3 | Uses 6 FP to execute a normal(?) hammer attack. | ||
012D | カイデーン Kaidēn Initiation |
0 | Effect unknown. Possibly not a Badge. | ||
0131 | ジシーンジャンプ Jishīn Janpu Earthquake Jump |
2 | Uses 2 FP. "(NOT USED ANY LONGER!)" appears at the bottom of the screen in place of an action command. Mario jumps up and down repeatedly in the center of the enemy side of the field. All ground enemies are hit for 1 damage each time he lands. The player must press A every time Mario hits the ground to keep him jumping and racking up damage. | ||
0149 | ピッキョローンF Pikkyorōn Efu Pikkyorōn F |
Attack FX F | 0 | Changes the sound effects from Mario's hammer and jump attacks. The sound effect is the laughter of flowers in Forever Forest. Unused badges #0151, #0152, #153, and #154 are duplicates of this badge. | |
0150 | ゲンキゲンキ Genki Genki Healthy Healthy |
1 | Prevents poison and dizziness. Appearance and effect suggest this is a lesser variant of Feeling Fine. |