The 'Shroom:Issue 208/PM:TTYD Casual Badge Tier List

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PM:TTYD Casual Badge Tier List

Written by: Ninelevendo (talk)

Badges are my favourite part of Paper Mario: The Thousand-Year Door. They allow for a lot of creativity in how to engage with the game's battle system and can be changed at any time, giving you the freedom to experiment and find what works for you in different situations. With the large variety of types of badges available in the game, from stat increases to different attacks, naturally some end up being a bit better than others. Or in some cases, a lot better.

So with the recent release of the TTYD remake I thought it would be fun to try and compile a tier list to help give new and returning players a better idea of what badges are useful and which ones aren't. Some are absolutely busted, some only work well when paired with other badges, and some just straight up suck. Let's sort out which is which!

As a general disclaimer, this list is purely subjective and is mostly based on my personal opinion. Also note that the criteria for this list is based on a casual playthrough of the game, rather than any kind of challenge run, which means that the rankings do not reflect the maximum potential of the badges when pushing the game to its limit. Badges are only looked at as a single badge without any more than one instance of stacking duplicate badges. For ease of reading I've placed any "P" variants next to their original counterpart as they have almost identical effects, even if a fair number of them have fairly different levels of usefulness.

Anyway that's enough waffling, onto the list! I've given a brief description on how each badge can be used, and with the fancy table taken from this very wiki you can sort the list by tier, number or name if you prefer. To keep the amount of text to read through down I'll assume that you're at least somewhat familiar with each badge. Don't worry if you're not, if you want any additional information of each badge, just check out our non-subjective badge list.

Sourced from tiermaker.com, credits to jdaster64 for setting it up.

The tiers are as follows:
S - Always worth equipping
A - Very useful
B - Useful but not necessary
C - Situational
D - Has some use
E - Very limited use
F - Not worth using
N/A - Gimmicky badges that are only worth using if you want to play the game in a certain way.

Badge BP/FP Description Type # Tier
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Power Bounce
3 BP
3 FP
Power Bounce is, without a doubt, the single best attack in the whole game. By itself it is a very good, high damaging move, but by combining any kind of power increase, whether it's from badges, items, boots, star powers or charging, the potential power of this move skyrockets, and it can shred even the highest HP bosses with ease. Honestly the only downside to the this move is that it can make the game too easy once you get the timing down, which is probably the only reason you would ever not want to equip this badge. The remake does have a weird quirk where the fourth jump only has a one frame window where the action command can be performed, but even if you have trouble with the timing the attack can still do tremendous damage. 7 S
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All or Nothing
4 BP Obtained very late into the game, All or Nothing effectively acts as a cheaper Power Plus badge, with its only downside being negated by the fact that you're most likely experienced enough to nail action commands 99% of the time during the final chapter. There's usually little reason not to equip this in the small amount of time that you have it. 24 S
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Jumpman
2 BP Getting even 1 extra power in this game is huge, and for only 2 BP Jumpman is very good. It scales especially well with Jump attacks since it gives them 1 extra damage per hit and can lead to some very good damage. Losing access to hammer attacks isn't a big deal in this game, as spike shield lets Mario jump on any enemy that he would need to hammer otherwise and jump attacks generally deal more damage anyway. Jumpman compliments hyper-offensive strategies very well for a very low cost making it objectively one of the best badges in the game, but looking at it for subjective "fun" you might want to skip it if you actually want to use Hammer attacks. 25 S
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Flower Saver
4 BP Flower Saver is on the more expensive side to equip, but the trade-off is huge. Since a fair number of badge attacks only cost 2 or 3 FP, you're decreasing the cost of the moves you're using by 50% or 33%, which increases the amount of times you can use them without running out of FP by quite a substantial amount. 4 BP might be slightly more than the 3 BP of one level up, but you'll most likely be able to use more FP attacks with this badge than a standard 5 FP level up upgrade would let you otherwise. There's not really a whole lot left to say about this one other than it's pretty good. 51 S
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Flower Saver P
4 BP Partner moves tend to be higher on BP cost compared to Mario, so the effectiveness of Flower Saver isn't quite as high as the original version. Considering that both Mario and partners share the same FP pool and using partner attacks a lot can drain your FP much faster than Mario's attacks would, this badge is effectively just worse. It does affect all partners which means that it's always relevant, so it's still a good way of keeping FP costs down, but it can hard to justify the BP cost over other badges. 52 S
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Last Stand
1 BP Anything that can consistently prevent you from dying when you otherwise would have is never a bad thing to have, and Last Stand is perhaps the most reliable of the danger-related badges. Being a straight half-damage reduction when in danger makes it possible to plan around and combines particularly well with Power Rush by letting you stay in Danger for longer. Not much else to say other than it can effectively increase how many hits you can take and save your life for a mere 1 BP. A no-brainer really. 38 S
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Last Stand P
1 BP Since partner deaths don't matter as much, this badge doesn't offer quite as much value as the Mario variant, but it can still increase the number of hits that all of your partners can take and isn't expensive, so it's never a bad option to have on either. 39 S
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Quick Change
7 BP Effectively combining all your partners into one with any attack option available at the same time isn't 100% necessary, but man is it nice to have. This badge will allow you to use the optimal partner attack for any situation without the downside of using a turn to switch, which is very strong and most of all, convenient, making it amazing for first playthroughs when you don't always know when it's the best time to have a specific partner out. The BP cost is the highest a badge can possibly be, but with the overall utility and convenience of Quick Change, you really get what you're paying for. 71 S
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Multibounce
1 BP
2 FP
Multibounce is cheap on both BP and FP costs and having a way to hit multiple enemies is always a useful option, so you can never really go wrong having this badge equipped. Its main weaknesses are its low initial damage and spiky enemies completely stopping the attack. The latter can be resolved with spike shield and makes this attack very useful for Jumpman setups. The former can never quite be resolved due to it only dealing a single hit and not scaling as well as other jump badges with power increases (outside of danger Mario setups), but that can be forgiven given its utility. 2 A
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Quake Hammer
2 BP
3 FP
Quake Hammer is a very useful multiple-enemy attack with a variety of extra perks. It's able to pierce defence, flip over certain enemies like Koopas or Clefts and hit enemies on the ceiling. With that being said it does have some downsides, like not being able to hit flying enemies, costing a bit more BP and FP than most attack badges and doing a flat 2 damage without any increase from the Super/Ultra Hammers, which is on the lower side. Still, it can be useful in a variety of situations if you're able to spare the resources. 13 A
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P-Up, D-Down
2 BP This one has the interesting caveat of increasing Mario's damage for what would otherwise be a no-brainer badge. Offensive strategies are much stronger than defensive strategies in this game so the trade off is generally worth it, but the extra damage that you take can make the game a fair bit harder if you're unfamiliar with enemy attack patterns. It might be a bit risky for new players, but this is otherwise a pretty good badge for the low BP cost. 27 A
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P-Up, D-Down P
2 BP Arguably better than the previous badge as partner's health is less important than Mario's, this badge is an easy and cheap way to increase your partner's attack power if needed. Almost always optimal for more partner damage, but again less experienced players may want to weigh the risk of the extra damage to see if this badge is worth it for them. 28 A
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Power Plus
6 BP Expensive but useful, Power Plus is a very straightforward badge to use. It increases Mario's attack by 1 which effectively increases the power of his jump attacks by 2, and that's pretty much it. There are other badges that can do the same thing for less BP with some kind of drawback, which are usually worth it, but you can't go wrong with this badge if you're able to afford the BP cost. 22 A
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Power Plus P
6 BP One of the only ways to increase partner attack power, Power Plus P can be very helpful to give that small increase in power that you need to defeat enemies one turn earlier or with less FP. As it affects every partner it has a variety of uses with different partner strategies and setups. The BP cost is high but you'll usually find a case where it's worth it. 23 A
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Power Rush
1 BP Perhaps the single most infamous badge among them all for creating the ridiculously powerful "Danger Mario" build by stacking multiple Power Rush badges together, even one Power Rush by itself is pretty powerful. Boosting Mario's power by 2 is huge and can help save you from situations where you might otherwise have died by allowing you to shred all enemies in front of you. While the obvious downside is that it only activates when you're near death, combining it with the other danger-related badges, Last Stand and Close Call, makes surviving while in danger much easier. Staying in danger can be hard to do considering that you are automatically healed every time that you level up or finish a chapter and new players probably don't want to be so close to dying all the time, but it's almost always worth having equipped to get yourself out of sticky situations.

P.S. I personally wouldn't recommend that anybody try the Danger Mario strategy on their first playthrough, it makes the game insanely easy and pretty boring. It's fun to try once though for the novelty of the big numbers it gets.

36 A
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Power Rush P
1 BP The largest risk with Power Rush is that you need to be close to death in order for it to work, but since a partner dying doesn't lead to a game over, that risk is mostly negated with the partner version of the badge. However as partners are designed to be switched out and are generally more limited in the utility of their attacks, so there may be times where having a partner in danger with a power increase isn't going to be very effective as they just can't hit the targets that you need. Most of the time you're better off switching partners and as a result won't get the most utility out of this badge, but you could get a still get lot of mileage out of it if you find yourself in the right circumstances. 37 A
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Close Call
1 BP While it's best not to rely on it, Close Call can be the difference between life and death in dire situations. The chances of dodging an attack while in danger are actually pretty good, and if combined with Last Stand can increase Mario's survivability by quite a bit. Overall a nice safety net to keep on. 42 A
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Close Call P
1 BP Can be useful for a chance to keep your partner alive, but unless you're running some kind of danger setup you're probably better off switching when your partner reaches danger. Not useless but generally unnecessary. 43 A
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Fire Drive
3 BP
5 FP
Infamous for being a fantastic challenge run badge that enables many Pre-Hooktail Pit runs, Fire Drive isn't quite as useful in a casual run. It's able to hit multiple enemies for relatively good damage, as well as piercing defence and applying the burn effect to them for even more damage in the upcoming turns, but the problem is that it also burns through your own FP. Without any sustainable way to constantly restore FP, you'll end up with less options once you run out and are more likely to end up in a bad situation. It can an okay last resort attack if you need to deal with multiple enemies fast, but the combined BP and FP cost means that you're generally better relying on other options. 14 B
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Damage Dodge
2 BP Damage Dodge is pretty nice for a casual run of the game. You're likely not going to be familiar enough with enemy attack patterns to pull off superguards during a first playthrough, so a cheap option to decrease damage is pretty handy. 31 B
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Damage Dodge P
2 BP Same as Damage Dodge, but partner HP isn't as important so it's not quite as useful. 32 B
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Mega Rush
1 BP Mega Rush is VERY powerful when you can get it to activate, 5 additional attack power is gargantuan, but the downside is that you'll literally die from a single hit while in peril. Unless you're consistently able to kill everything on screen in one hit, staying in peril will be hard to maintain without straight up dying. The only other thing that can save you is incredible reflexes with super guarding or getting lucky from the Close Call badge, but for most casual players you're probably better off healing. It can come in clutch for moments where you're otherwise about to die without the extra power, but since it only activates when you have exactly 1 HP, it isn't as reliable as Power Rush, and you might just end up dying before it ever activates. Situationally very useful, but by no means necessary. 40 B
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Mega Rush P
1 BP Keeping your partner in peril is actually a lot easier than it is with Mario since you can swap them between attacks and they don't automatically heal when Mario levels up if they aren't currently in the battle. The risk of dying also barely matters unless you have a Life Shroom that you don't want to waste. Combine this badge with Quick Change and you could cause some massive destruction with minimal risk, assuming you're able to keep your partner in peril. 41 B
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Spike Shield
3 BP By itself, Spike Shield is a bit expensive and is only situationally useful against spiked, shelled enemies like Koopatrols or Spike Tops, of which there aren't too many. Being able to easily flip them with FP can be pretty nice, however where Spike Shield truly shines is allowing other badges like Multibounce to work more effectively or to fix the main drawback from the Jumpman badge, making it a nice safety net for jump-centric builds. 61 B
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Piercing Blow
1 BP
2 FP
The main problem with piercing blow is that in a lot of cases, its usefulness overlaps with Power Smash and Quake Hammer. The only time you would use this move instead of Power Smash is for enemies that have more than 2 defence, which isn't too common and only really appear during the late game. Quake Hammer is also able to pierce defence and additionally flips over a lot of high defence enemies in the process, which further limits the use of this badge. With that being said, there are some enemies that only Piercing Blow can deal with effectively, such as Chain Chomps, so it can see some niche use and is nice to have on during the late game. 9 C
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Power Smash
1 BP
2 FP
Being given for free right at the start of the game, Power Smash is a great option for the early game. It gets outclassed by most jump attacks later on, especially Power Bounce, however it still remains useful for dealing with enemies that have some defence or spikes when you haven't got any other options available, and for its cheap cost it stays useful for the majority of the game. During the late game a few enemies have much higher defence so you're better off replacing it with Piercing Blow, but for a starting badge you can't go wrong keeping it equipped for much of the game. 8 C
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Power Jump
1 BP
2 FP
Power Jump isn't useless but it can hard to find any situation where it's worth buying in a casual playthrough. You're given Power Smash for free at the start of the game, and while Power Jump is technically more useful since it can hit an enemy from any position in the field, there's very little reason to spend coins on this when Power Smash functions pretty much identically for most of the early game. Additionally, later on in the game you have access to both the Spin Jump and Spring Jump, which usually deal more damage since they scale better with attack increases and don't cost any BP to access. As the only single-hit jump attack, its single niche is that it's the best attack to use on high-defence enemies when they aren't at the front of the enemy line or in a Jumpman setup, but there are usually better options to deal with those situations. 1 C
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Sleepy Stomp
1 BP
2 FP
The one status move badge that could actually be somewhat useful. Putting an enemy to sleep can completely remove any danger that they pose for essentially the rest of the battle, potentially saving you from dying in very specific situations, and as a jump attack it can be used on an enemy regardless of their position. Not bad. 4 C
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Pretty Lucky
2 BP Neither bad or useless, at best Pretty Lucky can be considered good filler. A 10% chance to dodge attacks probably isn't going to save you when you need it most, but even dodging one attack occasionally can save you more HP than most other HP or defence related badges are able to do over multiple battles. Nice to have, at the very least it's worth equipping to hear the "Lucky!" sound effect every so often. 44 C
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Pretty Lucky P
2 BP As with most partner badges, increasing your partner's defence is pretty unnecessary, but completely avoiding hits can at the very least be somewhat nice every now and then. 45 C
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Lucky Day
7 BP A 25% chance of an attack missing Mario is actually pretty nice, but you'd have to find a way to justify the high BP investment before this actually becomes worthwhile. If you're having trouble managing your HP this badge can certainly help, and if you have plenty of BP left over after equipping everything you need, this badge can never hurt. 46 C
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FP Drain
1 BP The attack drop does hurt, but the ability to regain one FP for every attack is pretty good when you consider that it affects ALL attacks, effectively making FP-using moves cost one less FP AND making basic attacks regain 1 FP. It might cost a bit of BP to regain the attack power lost, but if you're able to work around it you can make your FP very easy to manage. 56 C
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Heart Finder
3 BP Can be a pretty good way to regain some HP after battles, though there's not much else to say. 57 C
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Flower Finder
3 BP Probably the best badge for regaining FP, Flower Finder can be used in conjunction with other FP focused badges to make managing FP much easier. 58 C
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Ice Power
1 BP The definition of a situational badge, Ice Power is great to have on when fighting fire enemies but completely useless otherwise. Aside from the increase to attack and defence, the other biggest advantage of this badge is allowing you to jump on fire enemies without being hurt yourself. If you find yourself in an area with fiery enemies, it's a no brainer to equip, but once they're gone you should take it off or else you're just wasting BP. 60 C
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Zap Tap
3 BP I have a bit of a soft spot for the badge that grants you the power of electricity, and it's got some pretty nice uses for causal players. Dealing back 1 damage to enemies can be quite nice for putting them into kill range when you would have otherwise needed a stronger attack or to have waited a whole another turn. Superguarding does essentially do the same thing while also blocking all damage, but I imagine for most beginners you're not going to know the Superguard timing consistently enough to not get use out of this badge. It also makes Fuzzies and Swoops completely unable to attack you which is very nice, as well as the very niche ability to jump on electrified enemies. A bit on the expensive side, but is always nice to have. 62 D
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Defend Plus
5 BP Defensive strategies in general aren't that great in this game, and the high BP cost of this badge makes it hard to say it's worth using over other options. Can be pretty good if you're not very consistent with guarding and need help to stay alive, but with better planning and resource management this badge becomes one of the easiest to discard. 33 D
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Defend Plus P
5 BP There isn't really any reason to increase partner defence since you can just swap them out if they die, so the high BP cost required to equip this badge is only going to be detrimental. 34 D
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Charge
1 BP Taking up a turn to deal slightly more damage is hard to justify when you could just deal two attacks instead. Unless you're using a super specific strategy against bosses or setting up a hyper-aggressive Power Bounce, where it admittedly can be pretty good, this generally isn't worth using. 15 D
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Charge P
1 BP The same as above, only useful on super specific partner strategies, and if you can't do anything with your current partner you could always just switch instead. 16 D
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Lucky Start
4 BP None of the random effects that occur from equipping that badge are particularly useful for attacking, but it can essentially act as better Happy Heart/Flower or Pretty Lucky during short battles. 47 D
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Happy Heart
2 BP While similar to Happy Flower, occasionally getting 1 HP isn't quite as useful as FP, especially later in the game where enemies deal more damage while the value of FP remains the same. Still not an awful badge to equip as filler if you already have all of the essential badges on, but you could probably plan your BP usage around something better. 48 D
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Happy Heart P
2 BP A bit more versatile than the original badge as it can affect every partner, but again the effect isn't all that noticeable and there are better things that you could be spending your BP on. 49 D
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Happy Flower
2 BP The effect that Happy Flower gives isn't all too impactful for something that doesn't activate all that often, but occasional FP regeneration is always useful regardless. This badge is also one of the cheapest badges to help with FP management, so if you've got everything that you need equipped and have BP to spare, this isn't the worst option to spend it on. 50 D
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Feeling Fine
4 BP I've admittedly never used this one, and there's a few reasons for that. Firstly it's obtained really late in the game, so the number of situations where it's useful are fairly low. Secondly, most common statuses aren't that detrimental and can be easily avoided or cured from an item or Sweet Treat. I suppose this badge could be useful in preventing some item attacks that cause the Sleep or Immobilised status effects, though it doesn't prevent Frozen which is arguably a bigger threat since the stage can cause it. Not particularly useful in most situations, and when it is it's merely… fine. 64 E
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Feeling Fine P
4 BP Same as above, but even more unnecessary considering a partner's unfortunate death from a status element isn't going to be as detrimental as Mario's would be. 65 E
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Shrink Stomp
1 BP
2 FP
This one is more just a gimmick that doesn't have a ton of use. It can potentially decrease the attack power of some bosses, so if you're struggling with them this might be a good option but admittedly I'm not sure what bosses it works on or what the chance of actually shrinking them is, and I wouldn't count on it to be reliable anyway. 3 E
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Soft Stomp
1 BP
2 FP
Since there aren't any defence-piercing jump attacks in TTYD, lowering enemies' defence sounds like it might be good for Jumpman-related builds, but spending a turn to lower one enemy's defence tends to just be a waste of a turn when there are other ways to deal with high defence enemies, like partners or star powers. Technically not completely useless but I struggle to come up with any usecases where it would actually be optimal. 5 E
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Hammerman
2 BP Unlike jump attacks, Hammer attacks only gain 1 extra attack power rather than the two that Jump attacks get, making them worse for offensive builds. Add in the fact that all hammer attacks besides hammer throw can't hit flying enemies at all or are forced to target the enemy in front, and you probably realise that building Mario's attack strategy around hammer attacks is sub-optimal. Still, if you want to challenge yourself or just really like hammer attacks then this badge is here for you. 26 E
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P-Down, D-Up
2 BP "The best defence is a good offence" pretty much sums up the issues with this badge, as offensive strategies that kill enemies faster are basically always better than slower, defensive ones, which is what this badge would be setting you up for. It does notably decrease Mario's damage by one no matter the attack which effectively makes it better than a Defend Plus in that sense, but there's virtually no situation where that will matter in a casual run when you could run something else instead to prevent the damage loss. 29 E
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P-Down, D-Up P
2 BP Could make a partner live in a clutch situation but otherwise isn't worth using as the damage decrease is too great of a downside. 30 E
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HP Drain
1 BP The attack drop isn't really worth it, as killing an enemy to not be attacked by them on the next turn will pretty much always save you more HP than the one you regain with this badge, essentially making this a net negative. 54 E
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HP Drain P
1 BP You've probably read the same thing enough to get the idea here. Partner health not valuable. Partner attack power valuable. This badge does exactly what you don't want to be doing. 55 E
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Super Appeal
1 BP Appealing is something that you'll only ever do if you have literally no options to attack otherwise and need to use a Crystal Star power, at which point you probably need to rethink your strategy anyway. Super Appeal does allow you to build more star power than you could otherwise so it does have that use, but you could spend your BP or turns on literally anything else. 68 E
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Super Appeal P
1 BP As with Super Appeal, if you're appealing with your partner, you're effectively wasting a turn, and Super Appeal P just makes it slightly less of a waste of a turn. If you really like using Crystal Star powers you could equip it I guess but it's otherwise pretty worthless. 69 E
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Item Hog
3 BP Gives you an increased chance to spawn an item after battle, but the majority of the time it's only going to be something useless like a Dried Shroom. Not really worth it over other, more consistent options. 59 E
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HP Plus P
6 BP Quite a bit different to HP Plus since Partners have a hard cap on how high their HP can go, this badge affects all of your partners by giving them 5 extra HP. The thing is, partners are much more expendable than Mario since you don't get a Game Over if they die, and you can always switch them out for another partner once their HP is low, making this badge mostly unnecessary and not worth the BP cost. 20 E
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Return Postage
7 BP While technically better than Zap Tap in terms of sheer damage numbers, this badge is simply too expensive to bother using. It doesn't do enough damage back to enemies to justify getting hit over just killing them outright, but even regardless of how useful it potentially could be, you only obtain this badge after defeating the optional superboss at the end of the Pit of 100 Trials. Unless you've done the pit early, at that point in the game you don't have any difficult fights left to do aside from the new super bosses in the remake where the badge still isn't that useful. More of a completion trophy than an actual badge to use in battle. 63 F
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Pity Flower
3 BP The punching bag of useless badges, this one is never worth equipping. It's not that the effect is completely useless, having a chance to regain FP after being hit isn't reliable or even good but could still be somewhat useful. The issue is the massive BP cost for such a weak, unreliable effect. There are MUCH better ways to manage FP, including pretty much every other FP boosting badge which cost similar amounts of BP, leaving zero reason why you wouldn't equip those instead. 53 F
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Head Rattle
1 BP
2 FP
Head Rattle gives you the ability to confuse enemies, which means that they have a chance to attack one of their teammates rather than the player. It sounds funny (and is) but being a hammer attack this move can only hit the enemy in the front, and from then on you have to actively avoid hitting that front enemy to potentially see any use from the status affect, which severely limits its effectiveness. Still funny though, so why not equip it anyway? 11 F
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Ice Smash
1 BP
3 FP
Ice Smash is basically a normal hammer attack but you spend 3 FP to maybe immobilise an enemy for two turns. Not entirely useless but not worth the cost at all. 12 F
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Tornado Jump
2 BP
3 FP
This attack is in contention as one of the most useless badge attacks in the game. It essentially does one jump on a single enemy, then creates a tornado that does a flat, piercing 2 damage that only hits flying enemies, ignoring attack increases from Boots or badges. I guess on paper it's supposed to be like an aerial version of Quake Hammer, but in reality there are so many more grounded enemies than aerial ones that this badge's usefulness is virtually nonexistent. Even for the specific enemies where it could be effective like Spiky Parabuzzies, it doesn't do nearly enough damage to kill them, leaving other options like Earth Tremor as far better choices. 6 F
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Hammer Throw
1 BP
2 FP
Hammer Throw on paper gives you some options that you wouldn't have otherwise by letting you use a hammer attack on any enemy on screen, but in reality any problem that Hammerman can solve always has another, better, solution. Enemies on the ceiling can be hit by Quake Hammer and Spike Shield can better deal with most other situations that you might consider using this move for. The only reason I've ever used Hammer Throw is in Hammerman setups where jumping isn't an option, but even in the Switch remake this one specific niche is made even worse by lowering its damage to 2 with the trade-off being a rather unuseful defence piercing effect. In the original it wasn't completely worthless, but you were always better off using your BP and FP on something else. In the remake I can't even think of a single use for it. Don't bother. 10 F
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Double Dip
3 BP I'll admit, I've never used this badge because I don't like to rely on items for anything other than healing. If you like using items as part of your strategy for attacking then maybe this badge is for you, just keep in mind that using two items per turn will chew through your inventory very quickly. A bit less of an issue in the remake with the increased item limit, but something to still keep in mind. 17 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Double Dip P
3 BP Same as above, having partners use items instead of Mario might technically be better since they have less options but it'll essentially be the same thing. 18 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
HP Plus
3 BP Technically better than levelling up your HP as the BP cost is the same as level up and you have the option to change whenever you want but that's all that this badge really does. A gimmick if you want it but not necessary by any means. 19 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
FP Plus
3 BP Similar to HP Plus, technically a better option than an FP Level Up as you can use this badge to adjust your FP total on the fly. Useful if you want to plan around it, otherwise kind of just a gimmick. 21 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Double Pain
0 BP It's probably obvious that this badge was designed as a pseudo hard mode of sorts, as there's literally no upside to using this badge. (Unless you're using it with Return Postage but that's kinda irrelevant.) Technically speaking it only doubles the damage that Mario actually receives rather than doubling the attack power of enemies' attacks, so defence increasing badges become more useful by blocking two damage instead of one which makes it less challenging to deal with than you might initially think. Even if an actual hard mode would be better, it's cool that it's here as an optional handicap anyway. 35 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Refund
1 BP Use an item, get some coins back. Okay if you use a lot of items I guess? More of a time saver than something that has use in battle. 66 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Money Money
5 BP Can be good for pit runs or if you want to save time, but with the amount of effort it takes to get the badge and the huge amount of coins that you get for doing the Pit of 100 Trials in the remake, it's kinda unnecessary. 67 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Peekaboo
2 BP Peekaboo's value is something that can only be measured by how much you like seeing an enemy's HP without tattling them. You'll miss out on some valuable information on enemies without tattling them, such as how much defence an enemy has or if they have a specific weakness, but it isn't strictly necessary either and will save you switching to Goombella and spending a turn on Tattle. This one is purely for convenience and whether or not it's worth it depends on how you decide to play. 70 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Timing Tutor
1 BP Stylish commands are never telegraphed and are usually found with experimentation, but if you're ever having difficulty working out the timing of a stylish command on a certain attack this can help you learn it. Obviously not a necessity and more of a teaching tool to equip if you want it. 72 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Simplifier
1 BP Doing exactly what it says on the box, Simplifier makes action commands easier, which can be useful for new players who are having trouble with the action commands or block timings. It's not something that you would want to keep on though as it decreases the amount of star power that you earn from each action, so once you think you've got enough experience to fight without the training wheels, it's best to unequip it. 73 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Unsimplifier
1 BP Having both pros and cons actually makes Unsimplifier less valuable than you might want it to be, regardless of what you're looking to get out of it. You might think that this badge could act as a bit of a challenge badge that makes the game harder, but in reality the increased star power that you earn from having it equipped evens it out a bit more than you might like. On the flip side, potentially missing an action command or guard is never worth the extra star power, so this badge sits in a weird limbo of being neither good enough or bad enough to ever warrant equipping. 74 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Chill Out
1 BP Chill Out prevents you from getting hit by a first strike, which admittedly even I get hit by sometimes. It's still a pretty small benefit overall, especially when you could superguard the first strike attack, but if you find yourself getting hit by them over and over again it might be useful to have on. 75 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
First Attack
1 BP (GCN)
0 BP (NS)
This is more of a time saver for whenever you go back to an earlier area for one reason or another, such as for a sidequest or to grab an item you missed. Worth having it equipped in those instances but it generally won't do anything otherwise. 76 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Bump Attack
5 BP Considering how late you are likely to get this, this is more something that you'll have on when going for 100% completion as a time saver. Pretty useful in that regard, not something that'll impact gameplay otherwise. 77 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Attack FX Badges
0 BP I find these badges kind of annoying personally, but if there's one that you find funny then the value of these badges would be higher than even Power Bounce. 78-82 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
L Emblem
0 BP I mean, it makes Mario look like like Luigi. Easy S Tier. 83 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
W Emblem
0 BP By itself it only makes Mario have Wario's colours, which is pretty meh. But if you combine it with the L Emblem, it makes Mario look like Waluigi. Also S Tier. 84 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Slow Go
0 BP It had one specific use in the original Paper Mario, but in TTYD I honestly have no idea what the point of this badge is. S Tier if you're a masochist I guess. 85 N/A
Icon of an item from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Nostalgic Tunes
0 BP Changing the music to the old style is pretty cool for nostalgia or finding out what the original sounded like. Doesn't work for the new or changed music tracks so unfortunately it isn't a perfect way to hear the original music, but it's still nice that it's an option. 86 N/A
Icon of the Gold Medal badge from Paper Mario: The Thousand-Year Door (Nintendo Switch)
Gold Medal
0 BP As a 100% completion reward you'll have virtually nothing left to do in the game afterward obtaining it, but at least it's something that can actually be used. A fun little reward. 87 N/A

Hope this section has given you at least some insight into some of the badges of TTYD and helped you work out new strategies to use. This list is by no means objective, so don't take my word for it, go ahead and experiment to see which badges work best for you! Have fun!

The 'Shroom: Issue 208
Staff sections Staff NotesThe 'Shroom SpotlightPoochy's PicksCredits
Features Fake NewsFun StuffPalette SwapPipe PlazaCritic CornerStrategy Wing
Specials Cosmo In RogueportDe Millenniumpoort, or a Girl Talking about a LocalizationPM:TTYD Casual Badge Tier ListPaper 'Shroom: Choose-Your-Own-Adventure