Name of Badge
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Badge Points Needed
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Found In
|
Effect
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All or Nothing
|
4
|
Bought at Rowf's Badge Shop after Chapter 4 (100 Coins)
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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.
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Attack FX A
|
0
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Traded from Merlow for 1 Star Piece
|
Changes the sound effects from Mario's hammer and jump attacks.
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Attack FX B
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0
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Pleasant Path
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Changes the sound effects from Mario's hammer and jump attacks.
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Attack FX C
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0
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Dry Dry Desert
|
Changes the sound effects from Mario's hammer and jump attacks.
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Attack FX D
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0
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From Pop Diva in Toad Town after giving the Lyricist the Melody
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Changes the sound effects from Mario's hammer and jump attacks.
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Attack FX E
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0
|
Shiver City
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Changes the sound effects from Mario's hammer and jump attacks.
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Attack FX F
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0
|
-Dummied Out-
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Changes the sound effects from Mario's hammer and jump attacks.
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Bump Attack
|
5
|
Third purchase from Rip Cheato in Toad Town Tunnels
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Mario can defeat weak enemies (who no longer give Star Points) by walking into them.
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Chill Out
|
2
|
Traded from Merlow for 3 Star Pieces
|
Prevents enemies from making First Strikes.
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Close Call
|
1
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Goomba Road
|
When Mario has low HP and is in "danger", the enemies will occasionally miss when attacking.
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D-Down Jump
|
2
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Tubba Blubba's Castle
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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.
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Damage Dodge
|
3
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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.
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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.
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Dizzy Stomp
|
1
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Mt. Lavalava
|
For 2 FP, Mario can use the "Dizzy Stomp" attack, which attacks the enemy and can cause the enemy to get dizzy.
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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.
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Double Dip
|
1
|
Bought at Rowf's Badge Shop after Chapter 2 (100 Coins)
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For 3 FP, it lets you use 2 items in 1 round, if you want.
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Feeling Fine
|
3
|
Traded from Merlow for 5 Star Pieces
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Protects Mario from the "Poisoning" and "Dizziness" status ailments.
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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.
|
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.
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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.
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Group Focus
|
2
|
Bought at Rowf's Badge Shop after Chapter 3 (100 Coins)
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Allows Mario's partners to also use the "Focus" command.
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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.
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Happy Heart
|
3
|
Traded from Merlow for 8 Star Pieces; Jade Jungle
|
Mario slowly regains HP as he battles enemies.
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Heart Finder
|
3
|
Traded from Merlow for 12 Star Pieces
|
You win more hearts than usual after winning battles.
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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.
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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.
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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. Makes Mario damage proof when jumping on electrified enemies.
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