User:Spencer PK/Super Sandbox
[Sandbox note: critical, invaluable citation here at the top for later referencing][1] [Sandbox note: sticking this citation here for easy referencing later. The badge charging and meter size info here is wrong, but the effect information seems right.][2]
Badges are items used in-battle by Mario and Luigi in Mario & Luigi: Dream Team. Like the previous game in the series, Mario & Luigi: Bowser's Inside Story, badges are tied to a meter that appears in-battle which 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, storing an effect in the bottom screen that can be used by tapping it with twice on the touch screen.
The first two badges, the Mush Badge and the Starter Badge, referred to at first as two round button-looking things, are found in the depths of Pi'illo Castle. When the petrified Prince Dreambert is found and picked up by Mario, the two badges fall out as well. As the game progresses, more badges get stocked at the Badge Shops around Pi'illo Island.
Badges in Mario & Luigi: Dream Team build off of the mechanics established by the similar badge system of Mario & Luigi: Bowser's Inside Story. The remake of Mario & Luigi: Bowser's Inside Story, Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey, incorporates some of the badges, effects, and mechanics of Mario & Luigi: Dream Team into its badge system.
Use
Mario and Luigi each must equip a badge, and each has six types they can use to change the type of effect and strength of the effect. Each brother having six badges to choose from results in 36 unique badge combo effects. Luigi's badges are the left side and determine the type of effect. Mario's badges are the right side and determine the strength of the effect. The equipped badge combo can be changed from the star menu, the menu before challenging a boss in the Battle Ring, or in battle with the button on the bottom-left of the bottom screen. Unlike Mario & Luigi: Bowser's Inside Story where changing badges mid-battle costs a turn, badges in Mario & Luigi: Dream Team can be freely swapped without costing a turn. Changing badges will reset the Badge Meter. In the Battle Ring, the badge meter always starts empty (except for the Battle Medley, where the meter's progress and stored effects are kept between the fights).
In-battle, the bottom screen primarily displays information of badges. The Badge Meter is displayed at the top, as well as the description of the badge effect. Under the Badge Meter is the effect stock,[3] two circles where badge effects get sent to and stored when the Badge Meter is filled. When Mario and Luigi rank up, one of the bonuses each can choose is Badge Stock +1, which increases the storage of the effect stock by one. Both brothers can choose this to increase the maximum of the effect stock from two to four.
Filling the Badge Meter stores the effect in the effect stock and drains the Badge Meter. Using a stored effect is done by tapping it twice with during Mario or Luigi's turn. The first tap displays the badge combo and description, and the second tap uses and consumes the effect. Using a badge effect does not cost a turn, and multiple can be used in a single turn. The Badge Meter can still fill while the effect stock is full. If the Badge Meter is filled with a full effect stock, then the leftmost effect is deleted as all other effects slide to the left by one, with the new stored effect appearing on the right.
Badge effects cannot be used during the battle against Thunder Sass.
Badge Meter fill calculation
The Badge Meter is filled by performing successful Action Commands in-battle. Mario's attacks fill the right side of the Badge Meter, while Luigi's attacks as well as Luiginary Attacks in the Dream World fill the left side. Unlike Mario & Luigi: Bowser's Inside Story where certain badge combos require getting a certain Action Command rating or better, any rating that is not a miss will fill the meter. Getting an Excellent rating fills the meter by the most. Different moves fill the meter by different amounts, with normal attacks filling the Badge Meter less than Bros. Attacks and Luiginary Attacks. The amount the Badge Meter fills is also affected by the rank of the attacker. In the Dream World, Mario is considered the attacker for Jump and Hammer attacks, while Luigi is considered the attacker for Luiginary Attacks.
Certain gear items can help with filling the Badge Meter. Charge Wear (Filler Wear in British English) fills the wearer's side of the Badge Meter by 20 units every time they get hit in-battle.[1] Energy Wear (Boost Wear in British English) fills the wearer's side of the Badge Meter by 30 units every time they get hit in-battle.[1] Charge Gloves (Filler Gloves in British English) makes the wearer's attacks worth 1.2× for filling the Badge Meter.[1] Charge Gloves DX (Filler Gloves DX in British English) makes the wearer's attacks worth 1.4× for filling the Badge Meter.[1]
If Mario or Luigi falls in battle, their side of the Badge Meter completely drains.
Here is the exact amount each attack fills the Badge Meter.[1] For almost every attack, the highest rating earned is what adds to the Badge Meter. Four attacks fill the Badge Meter differently: 3D Red Shell, 3D Green Shell, Luiginary Wall, and Luiginary Typhoon fill the Badge Meter for each rating earned rather than only by the highest rating. The values in the table below for these four attacks include the amount filled by the previous ratings.
List of badges
Name | Icon | Price (coins) | Location | In-game description | Notes |
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Starter Badge | ![]() |
— | Dropped by the petrified Prince Dreambert. | — | Badge effects created with this badge are a small primary effect with the smallest meter. |
Master Badge | ![]() |
600 | Bought from any Badge Shop after clearing the Pi'illo Castle depths. | Best for experienced adventurers. Delivers moderate effects. |
Badge effects created with this badge are a medium primary effect with a bigger meter. |
Expert Badge | ![]() |
2000 | Bought from any Badge Shop after meeting up with Princess Peach in Driftwood Shore. | Suited to real experts at adventuring. Delivers some astounding effects. |
Badge effects created with this badge are a high primary effect with the biggest meter. |
Bronze Badge | ![]() |
— | Given alongside the Guard Badge at the Dozing Sands Badge Shop. | A practical badge at a fair price. Delivers simple, useful effects.[a 1][4] |
Badge effects created with this badge are a small secondary effect with the smallest meter. |
Silver Badge | ![]() |
1500 | Bought from any Badge Shop after clearing the Pi'illo Castle depths. | The right badge for a discerning palate. Count on bright, refined effects. |
Badge effects created with this badge are a medium secondary effect with a bigger meter. |
Gold Badge | ![]() |
5000 | Bought from any Badge Shop after meeting up with Princess Peach in Driftwood Shore. | An expensive badge of great value. Delivers the most brilliant effects. |
Badge effects created with this badge are a high secondary effect with the biggest meter. |
Mush Badge | ![]() |
— | Dropped by the petrified Prince Dreambert. | — | The primary effects of this badge restore HP, while the secondary effects restore BP. |
Strike Badge | ![]() |
600 | Bought from any Badge Shop after clearing the Pi'illo Castle depths. | Damages enemies in a flash. Quite an electrifying badge, hmm? |
The primary effects of this badge damage a single enemy, while the secondary effects damage all enemies. |
Guard Badge | ![]() |
— | Given alongside the Bronze Badge at the Dozing Sands Badge Shop. | Grants protection from enemy attacks. Recommended for novice defenders.[a 1][4] |
The primary effects of this badge protect the brothers, while the secondary effects grant positive status effects. |
Virus Badge | ![]() |
400 | Bought from any Badge Shop after obtaining the Guard Badge and Bronze Badge. | Lowers the power of foes and makes them dizzy, much like a virus. |
The effects of this badge generally inflict negative status effects onto enemies. |
Risk Badge | ![]() |
600 | Bought from any Badge Shop after obtaining the Guard Badge and Bronze Badge. | Has a chance of affecting both bros and enemies. It's a real gamble! |
The primary effects of this badge have a chance of granting a positive or negative effect, while the secondary effects target everyone in the battle. |
Miracle Badge | ![]() |
2000 | Bought from any Badge Shop after meeting up with Princess Peach in Driftwood Shore. | Increases coin payouts, stops time, etc. Unpredictable and miraculous! |
The effects of this badge are completely different depending on what badge it is paired with. |
Combined effects
Here are all badge combos as well as the size of each combo's meter.[1]
Badge | Starter Badge![]() |
Master Badge![]() |
Expert Badge![]() |
Bronze Badge![]() |
Silver Badge![]() |
Gold Badge![]() |
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Mush Badge![]() |
Restores 30% of each bro's HP. Meter size: 180 units |
Restores 50% of each bro's HP. Meter size: 360 units |
Refills 80% of each bro's HP. Revives KO'd bros & cures bad status effects. Meter size: 720 units |
Restores 30% of each bro's BP. Meter size: 220 units |
Restores 50% of each bro's BP. Meter size: 440 units |
Restores 80% of each bro's BP. Meter size: 660 units |
Strike Badge![]() |
Hits one enemy for 30 damage. Meter size: 90 units |
Hits one enemy for 80 damage. Meter size: 270 units |
Hits one enemy for 160 damage. Meter size: 540 units |
Hits all enemies for 20 damage. Meter size: 120 units |
Hits all enemies for 50 damage. Meter size: 360 units |
Hits all enemies for 100 damage. Meter size: 720 units |
Guard Badge![]() |
Forms a barrier that reduces damage to zero for 3 attacks. Meter size: 200 units |
Forms a barrier that reduces damage to zero for 6 attacks. Meter size: 600 units |
For 3 turns, prevents HP from hitting zero, making the user impossible to KO. Meter size: 600 units |
Temporarily increases DEF and reduces damage dealt by enemies. Meter size: 150 units |
Increases how much your Badge Meter charges during battle. Meter size: 300 units |
Temporarily increases your POW, letting you deal more damage to foes. Meter size: 450 units |
Virus Badge![]() |
Temporarily decreases enemies' POW, making them deal less damage. Meter size: 90 units |
Temporarily decreases enemies' DEF, making them take more damage. Meter size: 180 units |
Makes all enemies dizzy. (Does not work on some foes.) Meter size: 240 units |
Removes all status effects from all enemies. Meter size: 90 units |
Might turn any foe into a Mushroom of a type dependent on their coin count. Meter size: 240 units |
Temporarily increases the power of Lucky Hits. Meter size: 450 units |
Risk Badge![]() |
Either fully recovers Mario's and Luigi's HP...or drops them to 1. Meter size: 120 units |
Either fully charges the Badge Meter...or resets it. Meter size: 150 units |
Gives everyone a 50% chance of taking enough damage to drop to 0 HP. Meter size: 240 units |
Gives everyone a random status effect. Meter size: 120 units |
Temporarily increases everyone's POW, upping damage dealt and received. Meter size: 240 units |
Damages everyone. Meter size: 300 units |
Miracle Badge![]() |
Produces more coins from enemies. (+30% coins) Meter size: 150 units |
Produces more EXP from enemies. (+30% EXP) Meter size: 240 units |
Randomly copies one of the effects of an item in your inventory.[b 1] Meter size: 240 units |
Temporarily increases the chances of Lucky Hits. Meter size: 450 units |
Reverts your status to the prior turn. Returns used items, cancelling effects.[b 2] Meter size: 240 units |
Stops time for a moment so that all enemies will be unable to move. Meter size: 900 units |
List of combined effects
Combo | Badge 1 | Badge 2 | Effect icon | In-game description | Meter size | Notes |
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Mush Badge+Starter Badge | ![]() |
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Restores 30% of each bro's HP. | 180 | Has no effect on Luigi if used in the Dream World. |
Mush Badge+Master Badge | ![]() |
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Restores 50% of each bro's HP. | 360 | Has no effect on Luigi if used in the Dream World. |
Mush Badge+Expert Badge | ![]() |
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Refills 80% of each bro's HP. Revives KO'd bros & cures bad status effects. |
720 | Has no effect on Luigi if used in the Dream World. If used to revive a downed brother, then 80% of their BP is also restored. |
Mush Badge+Bronze Badge | ![]() |
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Restores 30% of each bro's BP. | 220 | Has no effect on Luigi if used in the Dream World. |
Mush Badge+Silver Badge | ![]() |
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Restores 50% of each bro's BP. | 440 | Has no effect on Luigi if used in the Dream World. |
Mush Badge+Gold Badge | ![]() |
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Restores 80% of each bro's BP. | 660 | Has no effect on Luigi if used in the Dream World. |
Strike Badge+Starter Badge | ![]() |
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Hits one enemy for 30 damage. | 90 | Targets the enemy with the highest maximum HP.[2] |
Strike Badge+Master Badge | ![]() |
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Hits one enemy for 80 damage. | 270 | Targets the enemy with the highest maximum HP.[2] |
Strike Badge+Expert Badge | ![]() |
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Hits one enemy for 160 damage. | 540 | Targets the enemy with the highest maximum HP.[2] |
Strike Badge+Bronze Badge | ![]() |
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Hits all enemies for 20 damage. | 120 | — |
Strike Badge+Silver Badge | ![]() |
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Hits all enemies for 50 damage. | 360 | — |
Strike Badge+Gold Badge | ![]() |
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Hits all enemies for 100 damage. | 720 | — |
Guard Badge+Starter Badge | ![]() |
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Forms a barrier that reduces damage to zero for 3 attacks. |
200 | Blocks three individual hits per brother. Same effect as the Guard Shell accessory. If used with a barrier already active, the barrier's HP will be set to three, potentially lowering the HP of the barrier if the Guard Shell DX or Guard Badge+Master Badge combo is active. |
Guard Badge+Master Badge | ![]() |
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Forms a barrier that reduces damage to zero for 6 attacks. |
600 | Blocks six individual hits per brother. Same effect as the Guard Shell DX accessory. If used with a barrier already active, the barrier's HP will be set to six. |
Guard Badge+Expert Badge | ![]() |
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For 3 turns, prevents HP from hitting zero, making the user impossible to KO. |
600 | While the effect is active, the HP icon will have a yellow starburst behind it. The brothers can still take damage and have their HP go down, but it will not go below one. |
Guard Badge+Bronze Badge | ![]() |
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Temporarily increases DEF and reduces damage dealt by enemies. |
150 | The in-game description is misleading — the wording implies it gives a DEF-Up effect and a damage reduction effect. Gives the brothers a 1.4× DEF-Up status. This can last up to four turns.[2] |
Guard Badge+Silver Badge | ![]() |
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Increases how much your Badge Meter charges during battle. |
300 | Increases the rate the Badge Meter fills for the rest of the battle. Every use makes it fill +50% faster, with the bonus stacking additively. Effect maxes out at eight uses, or a 5× charge rate. Does not affect the Charge Wear or Energy Wear.[2] |
Guard Badge+Gold Badge | ![]() |
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Temporarily increases your POW, letting you deal more damage to foes. |
450 | Gives the brothers a 1.2× POW-Up status. This can last up to four turns.[2] |
Virus Badge+Starter Badge | ![]() |
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Temporarily decreases enemies' POW, making them deal less damage. |
90 | Gives enemies a 0.7× POW-Down status. This can last from two to four turns.[2] |
Virus Badge+Master Badge | ![]() |
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Temporarily decreases enemies' DEF, making them take more damage. |
180 | Gives enemies a 0.7× DEF-Down status. This can last up to four turns.[2] |
Virus Badge+Expert Badge | ![]() |
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Makes all enemies dizzy. (Does not work on some foes.) |
240 | The dizzy effect can last up to 3 turns.[2] |
Virus Badge+Bronze Badge | ![]() |
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Removes all status effects from all enemies. |
90 | The in-game description is accurate — the effect will remove all positive and negative status effects from enemies. |
Virus Badge+Silver Badge | ![]() |
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Might turn any foe into a Mushroom of a type dependent on their coin count. |
240 | Notes |
Virus Badge+Gold Badge | ![]() |
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Temporarily increases the power of Lucky Hits. |
450 | Displays the text "LUCKY CHANCE" while active. Lucky Hits normally deal 1.5× damage or 2× with the Big Lucky rank-up bonus. This badge effect adds 0.5 to the multiplier, making it 2× or 2.5× with Big Lucky. This lasts for four turns.[2] |
Risk Badge+Starter Badge | ![]() |
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Either fully recovers Mario's and Luigi's HP...or drops them to 1. |
150 | Mario and Luigi individually have an estimated 50% chance of either fully recovering HP or dropping to one.[2] It is possible for one brother to fully recover, while the other drops to one. The negative effect of this badge can be resisted with the Guard Shell or Guard Badge barrier effects. |
Risk Badge+Master Badge | ![]() |
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Either fully charges the Badge Meter...or resets it. |
240 | This effect has an estimated 33% chance of filling the Badge Meter.[2] If the effect resets the Badge Meter, only Mario's side of the meter will be reset; Luigi's side is unaffected. |
Risk Badge+Expert Badge | ![]() |
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Gives everyone a 50% chance of taking enough damage to drop to 0 HP. |
240 | Without protective effects, this badge effect has a 25% chance in the real world, or 50% chance in the Dream World of instantly giving a Game Over. This effect does not work on bosses or Viruses.[2] The negative effect of this badge can be resisted with the Guard Shell or Guard Badge barrier effects. Guard Badge+Master Badge will prevent getting KO'd, but will leave HP at one. |
Risk Badge+Bronze Badge | ![]() |
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Gives everyone a random status effect. | 120 | Everyone will receive one of the following: no status change, ≈1.575× POW-Up, ≈0.727× POW-Down, 1.8× DEF-Up, ≈0.67× DEF-Down, dizzy, burn, or char. Everyone will very likely end up with different status effects. The status effects can last up to three turns.[2] |
Risk Badge+Silver Badge | ![]() |
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Temporarily increases everyone's POW, upping damage dealt and received. |
240 | Gives everyone a 2× POW-Up status. This can last up to four turns.[2] |
Risk Badge+Gold Badge | ![]() |
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Damages everyone. | 300 | Everyone will take 100 to 300 damage.[2] Everyone will very likely end up taking different amounts of damage. This effect can easily give a Game Over if not prepared. The negative effect of this badge can be resisted with the Guard Shell or Guard Badge barrier effects. |
Miracle Badge+Starter Badge | ![]() |
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Produces more coins from enemies. | 150 | Enemies defeated after this badge effect is used drop 1.3× coins. Coin boosts from other sources like gear all stack multiplicatively with each other. |
Miracle Badge+Master Badge | ![]() |
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Produces more EXP from enemies. | 240 | Enemies defeated after this badge effect is used drop 1.3× EXP. EXP boosts from other sources like gear all stack multiplicatively with each other. |
Miracle Badge+Expert Badge | ![]() |
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Randomly copies one of the effects of an item in your inventory. |
240 | The in-game description is incorrect — it actually randomly copies an effect from the effect stock. When it copies an effect, it places the new copy in the effect stock instead of instantly using the effect. If it is the only effect in the stock when used, it reappears. Because this badge combo has a meter size of 240, this effect, when used alongside good effect stock management, can be used to stock up on or use more expensive effects more often. |
Miracle Badge+Bronze Badge | ![]() |
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Temporarily increases the chances of Lucky Hits. |
450 | Displays the text "LUCKY TIME" while active. This can last from nine to 11 turns.[2] |
Miracle Badge+Silver Badge | ![]() |
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Reverts your status to the prior turn. Returns used items, cancelling effects. |
240 | The in-game description is incorrect — the user's status is actually reset to how it was at the start of the battle. [Sandbox note: this effect and its scope will be explained in a notes section below this.] |
Miracle Badge+Gold Badge | ![]() |
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Stops time for a moment so that all enemies will be unable to move. |
900 | For two turns, all enemies will be unable to move. In that time, all damage dealt will total up and all be dealt at once when the effect ends. Because the damage is not actually dealt until the end of the effect, enemies cannot be defeated during the effect (except for a Monolift or Monolift R carrying four rocks that is attacked with a jump).[2] This effect can allow seeing that the "TOTAL" damage display's maximum is 99999. |
References
- ^ a b c d e f g Pixiuchu. MLDT Badge SP Values. Google Sheets (English). Retrieved March 18, 2025.
- ^ a b c d e f g h i j k l m n o p q r s Viro (January 7, 2014). Mario & Luigi: Dream Team – Badge Guide. GameFAQs (English). Retrieved March 20, 2025.
- ^ "Adds an additional effect stock for your badges." – Badge Stock +1 description. Mario & Luigi: Dream Team. Nintendo (English).
- ^ a b Mario & Luigi: Dream Team. The Cutting Room Floor (English). Retrieved March 17, 2025.
Sandbox notes
Visual effect when used
The Secret Box item uses a random badge effect without even saying what it is. It is up to the player to figure out what happened based on the visual effect. Notably, the Secret Box has a small chance of instantly giving a Game Over or greatly harming the brothers if Risk Badge+Starter Badge, Risk Badge+Expert Badge, or Risk Badge+Gold Badge effects happen.