★ TTYD Switch Remake is now available!
┗ Remake Differences | New Gold Medal Badge!
★ Tips for Beginners | Secrets and Combat Tips
┗ How to Level Up Fast | How to Farm Coins
☆ Best Moves | Best Partners | Best Badges
★ All Walkthroughs | All Star Pieces | All Shine Sprites
This is a ranking of the best badges to use in Paper Mario: The Thousand-Year Door (TTYD). Read on to find out the best badges in the game, and learn the best badge combos to use.
Best Partners and Badges | |
---|---|
Best Partner Tier List | Best Badges Tier List |
List of Contents
Badge | Ratings |
---|---|
Power Rush | Rating: ★★★★★ ・Increases Mario's attack power by 2 when HP is 5 or less ・Multiple Power Rush effects can stack, which can easily defeat even the toughest enemies |
Power Bounce | Rating: ★★★★★ ・Can consistently one-shot enemies with skillful button presses. ・Becomes more powerful when used with offensive badges. |
Multibounce | Rating: ★★★★★ ・Consistently damages all enemies (except those on the ceiling) ・Effective against weak enemies ・Costs low FP so you can rely on it |
Quick Change | Rating: ★★★★☆ ・Makes turns more efficient by not requiring one to switch partners ・Allows you to effectively counterpick against certain enemies ・Requires 7 BP to equip, which can limit the badges you can equip if you have low BP |
Spike Shield | Rating: ★★★★☆ ・Allows you to jump on spiky enemies ・Essential for Jump-centric badges like Multibounce and Power Bounce |
Quake Hammer | Rating: ★★★★☆ ・Damages all grounded enemies ・Ignores defense stats of targets |
Power Plus | Rating: ★★★★☆ ・Increases Mario's attack power ・Effective for offense but requires 6 BP |
Feeling Fine | Rating: ★★★☆☆ ・Works well with Power Rush, protecting Mario from getting status effects while at low health ・Obtainable late in the game during Chapter 7, which is almost at the end of the story |
Last Stand | Rating: ★★★☆☆ ・Defensive version of Power Rush ・Decreases damage taken by half when Mario is in danger |
Badge | BP | Location and Effect |
---|---|---|
Power Rush | 1 | Location: Lovely Howz Effect: Increases attack power by 2 when Mario is in trouble. |
Power Rush increases Mario's power by 2 when he is at 5 HP or below, and is central to the Danger Mario build.
When multiple Power Rush badges are equipped, you can easily take out most enemies in a few turns.
Badge | BP | Location and Effect |
---|---|---|
Power Bounce | 3 | Location: Hooktail Castle Effect: Enables Power Bounce, which allows Mario to jump on an enemy until you miss an action. |
Power Bounce can continuously damage enemies, including some bosses, as long as you can keep hitting the action command.
You will also find this badge during Chapter 1, so you can use the move from the beginning until the end of the story.
Power Bounce Timing and Effects
Badge | BP | Location and Effect |
---|---|---|
Multibounce | 1 | Location: Pianta Parlor Effect: Enables Multibounce, which allows Mario to damage multiple enemies until you miss an action. Wearing more than one increases attack power. |
Multibounce can damage multiple enemies in a single attack, with the exception of those clinging on the ceiling.
The move also uses up low FP so you can use it while going through a chapter.
Multibounce Timing and Effects
Badge | BP | Location and Effect |
---|---|---|
Quick Change | 7 | Location: Dazzle Effect: Lets Mario's partner attack even when switching partners. |
Quick Change lets you change partners without giving up a turn. This is very convenient for counterpicking against enemies using partners, as you can switch to a partner that can deal a lot of damage against a target that has high HP.
Badge | BP | Location and Effect |
---|---|---|
Spike Shield | 3 | Location: Rogueport Sewers Effect: Renders Mario immune to damage when jumping on spiky enemies. |
Spike Shield lets you damage spiky enemies with jump attacks without taking damage. This badge is essential for builds that prioritize Jump Attacks.
Badge | BP | Location and Effect |
---|---|---|
Quake Hammer | 2 | Location: Pianta Parlor Effect: Enables Quake Hammer, which damages grounded enemies. Wearing two or more increases attack power. |
Quake Hammer allows you to use a move that ignores the defense stat of grounded enemies, making it an effective offensive option. The move can also hit enemies on the ceiling.
Badge | BP | Location and Effect |
---|---|---|
Power Plus | 6 | Location: Dazzle Effect: Increases Mario's jump and hammer attack by 1. |
Power Plus simply raises Mario's attack stat after equipping it. It's a good badge to include in your toolkit if you want to deal as much damage as possible, at the expense of using up a lot of Badge Points which may limit you from using more badges.
Badge | BP | Location and Effect |
---|---|---|
Feeling Fine | 4 | Location: X-Naut Fortress Effect: Gives Mario immunity to dizziness and poison. |
Feeling Fine protects Mario from being affected by status conditions, which is useful to avoid getting debilitated by these so you can keep attacking.
The only downside to this badge is that you will get it on Chapter 7, which is almost near the end of the game.
Badge | BP | Location and Effect |
---|---|---|
Last Stand | 1 | Location: Glitzville Effect: Decreases damage taken by half when Mario is in danger. |
Last Stand is like the defensive counterpart of Power Rush, in that any damage Mario takes when he is at 5 HP or lower is halved.
This badge is useful for the Danger Mario build, where the main strategy is Mario is always at 5 HP.
Power Rush
(As Many as Possible) |
Last Stand |
The Danger Mario build forces Mario to only have 5 HP, but the risk is backed up by the combination of Power Rush and Last Stand whose effects activate when Mario has 5 health or below.
Adding more Power Rush badges will make Mario even more powerful, to the point that he will be able to defeat enemies, even bosses, in one hit.
Spike Shield | Ice Power |
Multibounce | Power Bounce |
This build focuses on optimizing Mario's jump attacks and capabilities using badges that support these moves, and is effective for any enemy type except those that are on the ceiling.
Spike Shield will allow Mario to jump on spiky enemies, and Ice Power will do the same but for fiery enemies.
Power Bounce | Power Plus |
Power Bounce works well with Power Plus as the latter increases the jump move's damage output. This will let you easily defeat most enemies, especially ones with low defenses.
Pianta Parlor Game Guides | |
---|---|
Plane Game | Paper Game |
Tube Game | Boat Game |
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