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    Badge Set-Up FAQ by JPKilla

    Version: 1.62 | Updated: 12/29/12 | Search Guide | Bookmark Guide

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    Next time I decide to do one of these things...stop me. Please?
    Paper Mario: The Thousand-Year Door
    Badge Set-Up FAQ V 1.62
    At the popular request of several of my peers, I have transformed a few basic
    badge set-ups into this set-up FAQ for the benefit of everyone to view at their
    leisure. I have encouraged many others to come up with their own ideas, and
    they have done so successfully. The following is the fruits of their labor...
    Current Events:
    Reading through this guide so many years later, I see so many things I'd like to
    change, fix, update and tweak. Alas, it's much too late for that now.  Of course
    this game is still near and dear to my heart, and I will continue to add most
    reader contributions as they come in.
    Though I haven't played The Thousand-Year Door in several years, I still work
    with badges and badge set-ups on the side.  I still get the occasional e-mail,
    and as of this update, still frequent The Thousand-Year Door message board here
    on GameFAQs.  That said, be sure to compare today's date with my last update.
    Hard to say where I'll be in a year or two.
    I wish you all a Happy *insert nearest holiday* and a good travels through your
    Mario Universe.
    Table of Contents:
    If you would like to jump to a particular set-up, press ctrl+f, and type out
    the set-up you would like to go to. I could give it little keywords, but that's
    no fun...
    I    - Version History
    II   - The Basics
    III  - Standard Set-Ups
              ~Tank Mario
              ~Reckless Mario
              ~Partner Power
              ~Destruction Mario
              ~Stylish Mario
              ~Time-Bomb/Charger Mario
              ~Elemental Mario (created by the_peace_guy)
              ~Item Frenzy
              ~Stars' Might
              ~Spare Tire
              ~Danger Mario
              ~Pure Stats (created by Toad 004)
              ~Power Bouncer (created by jamescom1)
              ~Survivor (created by SoulAvenger69)
              ~Very Lucky (created by kirby_64)
              ~Poison Barb Mario (created by Squeakerson)
              ~Revenge Spike Mario (created by TheShiningNorth)
    IV   - Special Purpose Set-ups
              ~The 30 BPer
              ~The 99 BPer
              ~Amayzee Hunter
              ~The Ultimate Pit Strategy (created by kirby_64)
              ~The Amazing Pit Set-up (created by Callee)
    V    - Individual Boss Set-ups
    VI   - Badges from Enemies
    VII  - Mix and Match Set-ups
    VIII - Badge Listing and Advice
    IX   - The REAL Fun Stuff: Contact, Legal, and Special Thanks
    I - Version History:
    V 1.00 : 9/4/05
             Finished composing and editing all invented and submitted set-ups.
             ~Danger Mario
             ~Tank Mario
             ~Reckless Mario
             ~Partner Power
             ~Destruction Mario
             ~Stylish Mario
             ~Time-Bomb/Charger Mario
             ~Pure Stats (created by Toad 004)
             ~Power Bouncer (created by jamescom1)
             ~Survivor (created by SoulAvenger69)
             ~Very Lucky (created by kirby_64)
             ~The 30 BPer
             ~Amayzee Hunter
             ~The Ultimate Pit Strategy (created by kirby_64)
    V 1.11 : 9/11/05
             Fixed a very bad error in Tank Mario (thank you SoulAvenger69)
             Added "Badges from enemies" Section (Many thanks to jamescom1 for
               saving the list, which I had never heard of)
             Fixed exactly one minor typo
    V 1.16 : 9/12/05
             Added list of Mix and Match set-ups. Specifics to come later
             Added a variation to the Special Notes of Tank Mario
             Fixed an odd error that prevented a phrase from showing up
             Fixed a technical error in Danger Mario involving Last Stand
             Proofread entire FAQ and corrected many things that confused me
    V 1.21 : 9/19/05
             Finished off the basis for the Mix and Matches      
    V 1.25 : 9/23/05
             Added the Badge Listings and Advice
             Added a Status Effect... >_>
    V 1.30 : 10/4/05
             Added the following set-ups:
             ~Jumpman set-up
             ~Hammerman set-up
             ~Item Frenzy set-up
    V 1.35 : 10/13/05
             Fiddled with my ASCII "Art"
             Added an unnecessary, but hopefully helpful explanation to Danger
             Credit to a Tank modification duly noted and fixed
             Added the following set-ups:
             ~Spare Tire set-up
             ~Stars' Might set-up
    V 1.36 : 10/14/05
             Oops, fixed a problem in, where else, the Version History
             Proofread it again, and fixed various errors from typos to technical
               difficulties to set-up modifications
             Trashed plans for 99 BP versions of existing set-ups, but you can
               expect to see various set-ups built for those that have 99 BP
    V 1.37 : 10/28/05
             Finally found time to add permission for neoseeker.com to host my FAQ
             Added the Current Event section right below the Introduction.
             Removed a no-longer necessary bit in the Version History, and added
               date to the above section... :P
    V 1.38 : 11/3/05
             Added a rather unnecessary bit to the Special Thanks
    V 1.40 : 11/21/05
             Pieced together a 99 BP set-up
    V 1.41 : 3/6/06
             Some content and rhetorical revisions
    V 1.42 : 4/4/06
             Fixed some minor error that screwed up a few words. It happens :P
             Updated contact information. I should be easier to reach, now
             Added my current set-up
    V 1.43 : 5/13/06
             Fixed a rather bad error in Item Frenzy
             Few spellings re-spelled
             Got a name for Dual Shooting Star. Yay
    V 1.44 : 6/14/06
             Added some more badges and enemies to the Badges from Enemies list
             Fixed a detail in the Item Frenzy set-up
             Omitted a rather unnecessary sentence from First Strike description
    V 1.45 : 8/31/06
             Added Elemental Mario
    V 1.46 : 1/14/07
             Removed Under Construction sign
             Fixed a really strange grammar error
             Added to the Badge Drop list
    V 1.50 : 7/9/07
             Minor update to Badges from Enemies list
             Un-noted some notes I thought were arrogant of me to make. Sorry, guys
    V 1.51 : 5/22/08
             Addition to Badges from Enemies list
    V 1.52 : 8/25/08
             Additions to Badges from Enemies list
             Interesting strategy involving damage return/Thorns added (check
    V 1.55 : 9/15/08
             Added the Poison Barb Mario set-up
             Modifications to Mix-and-Match, inspired by above
             Added more Badges from Enemies (without credits)
             Touched up a few notes on existing set-ups
    V 1.56 : 4/12/09
             Fixed a math error that somehow survived since 1.00
             Updated Badges from Enemies list
    V 1.60 : 5/11/10
             Added The Amazing Pit Strategy
    V 1.61 : 8/1/10
             Minor revisions to badge numbers and comments
             Moved and heavily modified Danger Mario
             Removed my personal set-up
    V 1.62 : 12/29/12
             Added the Revenge Spike Mario set-up
    Coming up soon:
             ~More contributions as readers see fit
    II - The Basics
    Hopefully you know enough about the basics before looking through this guide
    so I'll just go over the generalities of certain things that I find pertinent
    to badges.
    HP - Heart Points - The life force of Mario and your partner. If your HP drops
    to zero, and you are not in posession of a Life Shroom, it's game over. If your
    partner's HP drops to zero, he/she is incapable of continuing fighting until
    he/she is healed. Certain badges can raise maximum HP of you or your partner,
    occasionally recover it, or drain (leech) it from an enemy.
    FP - Flower Points - FP allows you to use special moves (not special attacks,
    there's a difference), which have a variety of effects, such as freezing an
    enemy or damaging all airborne targets. Many of the partner moves also require
    FP. Like HP, there are badges that can raise maximum FP, occasionally recover
    it, or drain (leech) it from an enemy. Other badges can reduce FP costs of
    special moves and recover it when Mario is damaged.
    BP - Badge Points - BP allows you to use badges (duh :P). The range of effects
    that badges grant are too vast to mention here, but you can be assured it is
    vast. Yes, indeed. Each badge costs an amount of BP ranging from 0-7. The 7BP
    badges generally being the most useful, while the 0BP typically have little to
    no purpose. These are, however, generalizations, and it is not necessarily true,
    that Return Postage, a 7BP badge, is better than an All or Nothing, a 4BP
    badge, in all situations. And it is because there are so many ways to mix and
    match badges, that there is no such thing as a "most powerful badge". Even
    Quick Change can be used in tandem with a number of badges that would make it
    Attack Power - This is Mario's basic attack strength. For mathematics' sake, we
    will look at Mario's basic basic attack power as zero. The normal boots gives
    him an attack power of one, and the normal hammer wields an attack power of
    two. The Super Boots have an attack power of two, whereas the Super Hammer has
    an attack of four. Ultra Boots boast an attack of three, and the Ultra Hammer
    packs an attack power of six. Various badges can add to and take away from his
    attack power, and the different strategies look at this stat with a varying
    degree of attention.
    Defense Power - This is Mario's basic defensive power. Mario's basic defense is
    zero, and it can only be improved or degraded by badges. That's right, there
    are no such things as Super and Ultra Overalls. Different strategies could care
    more or less about this factor.
    Status Effects - There are a number of Status Effects in this game, and the list
    I used to have here was far from comprehensive.  Most of the Effects are pretty
    self-explanatory, but I will try to refer to the effects of any Status as they
    come up in this guide.
    III - Standard Set-ups
    The following badge set-ups all follow a certain format, that goes as follows:
    Set-Up name:
    My stupid little catch-phrase
    Suggested stats by level 30 : HP/FP/BP
    Targeted HP/FP/BP values by the time you reach level 30 to best complement the
    set-up. Exclamation points (!) indicate stats to focus leveling up on after
    level 30 is reached.
    Key Badges:
    The badges that this set-up revolves around. Without these, the set-up is
    considered broken and un-directional.
    Optional Badges:
    The badges that fall under this category are meant to complement the key badges
    as long as the player has enough BP to use them. They aren't really vital, but
    they help a lot.
    Special Notes:
    These are just my little notes that give you reasons for my decisions or add on
    extra little strategies or badges I haven't yet mentioned in the Key/Optional
    Tank Mario:
    Can't touch this, Na-na-na-n...OK I'll stop...
    Suggested stats by level 30: 75!/10/51
    Key Badges:
    Defend Plus     2
    P-Down D-Up     1
    Damage Dodge    2
    Total BP        16
    Optional Badges:
    Power Plus P    2
    HP Drain        1
    P-Up D-Down P   1
    Power Plus      2
    Hammerman       1
    Total BP        34
    Grand Total     50
    Special Notes:
    ~This Mario can be tough to use early in the game.  Defend Pluses aren't
    exactly abundant, but this will keep Mario safe for a good while.  Though it's
    certainly better in tandem with another strategy, such as Partner Power or
    Stars' Might, Tank Mario can be a solid stand-alone strategy for anyone who
    likes to play it safe.
    ~Following this set-up, you will have lost a bit of Attack Power. You'll need
    to come up with ways to counter-act this flaw. The best way is to beef up your
    bombardier so to speak. Since you're going to be sitting up front tanking, you
    might as well have someone arming the big guns. Give your partner some Power
    boosting badges and have him/her hammer on the enemy from the backfield.
    ~You'll find yourself using Power Lift frequently since it offers three main
    benefits to this set-up. It gives Mario an extra defensive boost, it gives him
    a leveling attack boost, and makes your partner stronger in the backfield.
    Keep your Star Gauge high while fighting.
    ~Unlike many of my set-ups, I actually recommend a healthy supply of HP.  Mario
    will be taking a lot of hits, and though much of the damage will be deflected,
    he's still going to take some.
    ~Another variation of this strategy provided by Rayquaza418 focuses more on
    Partner defense. By boosting your partner's defense as much as you can, and
    equpping them with all available Damage Dodge Ps, you can set Bobbery up front
    and have him use Hold Fast. As long as you Guard, not Superguard, Bobbery should
    be able to retaliate two damage while taking none himself.
    Reckless Mario:
    "Let's go sky-diving!" ^_^'  "Mama Mi-AUGH-HA-HA-HA"  >_<'  Where's his
    Suggested stats by level 30: 100!/10/36
    Key Badges:
    Power Plus      2
    All or Nothing  1
    Jumpman         1
    Spike Shield    1
    P-Up D-Down     1
    Charge          1
    Total BP        23
    Optional Badges:
    Multibounce     1
    Power Bounce    1
    Return Postage  1
    Zap Tap         1
    Total BP        11
    Grand Total     34
    Special Notes:
    ~This Mario needs to be HP heavy, especially if you use Return Postage since
    you'll just be asking for loads of damage. If you're not using Return Postage,
    you may want Koops or Flurrie up front for most of the game. If you are going
    to use it, keep Ms. Mowz in the backfield ready to use Smooch and have a few
    Ultra Shrooms in supply.
    ~The idea of this set-up is to not rely on FP moves, but instead focus on using
    his normal moves with greatly boosted attack power.  Though you shouldn't need
    much FP, once you have a good supply of HP, FP might be the next thing to level
    up.  Power Smash, Power Stomp, and Multibounce could definitely help with the
    attack boost.
    ~This is one of the best set-up for returning counter damage.  Zap Tap and
    Return Postage can be used together to give direct attackers a huge chunk of
    damage back.  Mario will be taking a bit more damage than normal, so direct
    attackers will also be taking a bit more damage from the counter damage.  Use
    this wisely and carefully.
    ~Thanks to a conversation I "overheard", cool540 pointed out that Double Pain,
    a 0BP badge is good for, in essence, doubling the damage Return Postage does,
    at the sacrifice of taking twice the damage.  Be careful with this strategy.
    HP goes down much faster than you might think.
    ~wholigans87 also provides a nifty technique with my favorite concept:
    stacking.  Using a Spite Pouch along with Return Postage will allow any direct
    attack to return a full 100% back to the damage dealer.  Combined with Double
    Pain, there are few enemies in the game that won't simply destroy themselves
    by attacking.
    ~Some enemies are capable of rendering themselves invincible for a short while.
    Take advantage of their non-attack and turn it into a little extra power on your
    next move with a Charge.
    Partner Power:
    Looks like Mario is sitting this battle out...again >_>
    Suggested stats by level 30: 10/70!/45!
    Key Badges:
    Power Plus P    2
    Defend Plus P   2
    Quick Change    1
    Total BP        29
    Optional Badges:
    Super Appeal    1
    Unsimplifier    1
    Flower Saver P  2
    FP Drain        1
    Hammerman       1
    HP Plus P       1
    Total BP        20
    Grand Total     49
    Special Notes:
    ~Mario has three jobs in this set-up, Star Powers, items, and holding the
    partners. Don't neglect either need and always keep your partner up front.
    ~It's generally a good idea to trade Mario's attack power for FP Drain and give
    him Hammerman so he can supply his partner with ammo as it were. Hammer will
    work better than Jump since Mario will end up with very little attack and the
    hammer is affected less by loss of power and enemy defense.
    ~The only good partner badges are the ones that modify stats and Quick Change.
    Quick Change, as stuyle31 points out, is basically turning all of your partners
    into one partner with 28 different moves. This is a critical badge and is
    almost guaranteed to land you in a good situation offensively and defensively.
    ~babooze812 points out that letting your partner attack first, then bringing out
    another one can provide a good offensive move followed up by defense. This
    also helps to spread around damage amongst your partners. Also keep in mind
    that a HP Plus P badge will boost your partners' overall Hit Points by 35.
    Well worth it if you have BP to spare.
    ~Super Appeals and Unsimplifier are great ways to boost Star Power gain. Super
    Appeal should be used up whenever the opportunity presents itself (Mario not
    needing to attack or use items) and the Unsimplifier is there in those times
    when Mario needs to start leeching FP for his partner instead of appealing.
    ~Yoshi is likely to be the greatest benefiter from this set-up, as most of his
    attacks do weak damage, but do it many times over.  With every Power Plus P
    badge, his damage goes up greatly. Koops, Bobbery, and even Ms. Mowz with her
    defense penetration, are also very powerful with this set-up.
    ~The priority here is FP and BP, which both fuel the partners' moves. Without
    FP, you are limited to a choice of very standard attacks, and without BP, your
    partners' moves will be weaker, and worse yet, you might not have room for Quick
    Change, the backbone of this set-up.
    ~Any badges that will help your partners become damage efficient is worth
    using. (Flower Saver P, P-Up D-Down etc.)
    Destruction Mario:
    Look at the carnage!
    Suggested stats by level 30: 20/100!/30!
    Key Badges:
    Power Plus      2
    Power Jump      1+
    Power Smash     1+
    P-Up D-Down     1
    Total BP        14
    Optional Badges:
    Super Appeal P  1
    Charge          1
    Charge P        1
    All or Nothing  1
    Zap Tap         1
    Pretty Lucky    2
    Lucky Day       1
    Total BP        21
    Grand Total     35
    Special Notes:
    ~With every Power Jump (not Power Bounce) or Power Smash badge, the FP cost of
    the move will skyrocket. Eventually, this leads to this set-up's greatest
    flaws, efficiency. The power earned by adding extra badges, costing much more
    FP in the process only works to a certain extent. This Mario is very powerful
    early on, but as it goes down the road, should probably transition into a
    Partner Power since the stats are relatively the same by that point.  Another
    option would be to trade out the multiples of those badges for singles of other
    move badges and become more of a Stylish Mario.
    ~Destruction Mario is a set-up that works well against one, big enemy. Although
    this looks very similar to Reckless Mario, there are two very distinct
    differences between them. First of all, Destruction Mario does not take
    advantage of the ability to return gobs of damage to enemies, but instead
    relies on the hope that he won't be hit at all. He instead (second reason)
    uses these spare BP to beef up his awesome attack power, and any spare FP to
    boost it further.
    ~You should use your partner with this set-up like you would use Mario in the
    Partner Power set-up.  Using items and building up Star Power for the Special
    Moves, throwing out the occasional support move, such as Mini-Egg, Dodgy Fog,
    or Shell Shield.
    ~Charge for Mario will rarely be used unless Koops can buy him some time with
    Shell Shield, but Charge P should be used more often since there are times when
    the Star Meter is full and there are no items to use, and all that is left for
    your partner to do is attack.
    ~BP isn't a huge issue in this set-up, and neither should HP, but it helps to
    put a few levels there anyway. FP is very important since it is fueling all of
    your attacks that are doing your massive hoardes of damage. Without FP,
    Destruction Mario is at any enemy's mercy.
    ~The idea is to defeat enemies before they can attack you.  If Pretty Lucky and
    Lucky Day isn't enough for you, consider a Close Call or two.  They're extremely
    effective, cost very little BP, and take advantage of this set-up's low HP.
    ~Koops will be a favored partner here once he gets Shell Shield, since it will
    allow Mario to charge up more power to slightly counter-act his high FP costs.
    ~A great item to keep handy is a Jelly Shroom or Jelly Super. These save on
    the costs of Jelly Ultras, but have the same basic effects.
    Stylish Mario:
    Gee, what CAN'T that guy do?
    Suggested stats by level 30: 25/95!/30
    Key Badges:
    Spike Shield    1
    Power Bounce    1
    Multibounce     1
    Quake Hammer    1
    Fire Drive      1
    Total BP        12
    Optional Badges:
    Charge          1
    Charge P        1
    Soft Stomp      1
    Sleepy Stomp    1
    Shrink Stomp    1
    Head Rattle     1
    Power Smash     1
    Ice Smash       1
    Tornado Jump    1
    Hammer Throw    1
    Quick Change    1
    Total BP        18
    Grand Total     30
    Special Notes:
    ~This is not by any means a recommended set-up for beginners to go against the
    bigger enemies of the game. This is, however, an experimental, fun new way to
    look at it. It can also present a moderate challenge to experienced players.
    ~Looked at as a serious set-up: this is a great way to come into a battle always
    prepared to fight anything. With this many different ways to attack, there are
    won't be a single time where you're at a loss for what to do.
    ~The Spike Shield is moreover a way to get your effects carried by jump moves
    to spiky foes. Getting Ice Power for this purpose is pointless since flame
    enemies go down rather fast anyway. But if you insist on using it, sacrifice a
    1 BP Hammer Move to make room instead of putting another level into BP. But
    once the need is over, switch back.
    ~Though it is obvious, I may as well point out that FP is your lifeblood.
    Every attack should consume FP unless it would be completely and utterly wasted
    (using Fire Drive against a Goomba for instance).
    ~One notable strength of this set-up is that it is very distinctive in how it
    grows ever stronger.  And since these badges are cheap to get and wear and easy
    to find, the effect is almost instantly noticeable.
    ~Another thing to keep in mind is that with most of these badges, it is
    completely possible to get ahold of multiples of them. Multiples of these moves
    will either increase the duration of any status effects (Ice Smash, Sleep Stomp
    etc.), or increase damage done (Hammer Throw, Multibounce etc.) Use multiples
    as you see fit, by sacrificing other moves, or tacking on a few more BP.
    ~Charge is not there for any real purpose, but since it does add an option to
    the Tactics menu, it counts as a move. Charge P, however...
    ~By equipping all these badges, you have 52 different moves at your disposal,
    including the two Charges.
    ~Quick Change is a good way to make your partner as versatile as you have
    ~One last strategy to note: It is plausible, and probably even smart to change
    some of your FP level-ups into BP instead.  Use the extra BP to throw on some
    Flower Savers, perhaps an FP Drain as well, depending on how much damage you're
    trying to do.  This set-up is viable either way.
    Time Bomb/Charger Mario:
    Watch out! He's gonna blow!
    Suggested stats by level 30: 25!/35!/63
    Key badges:
    Charge          1
    Flower Saver    2
    Power Plus      2
    Power Bounce    1
    Multibounce     1
    Total BP        21
    Optional Badges:
    P-Up D-Down     1
    Defend Plus P   2
    Charge P        1
    Flower Saver P  2
    Power Plus P    2
    P-Up D-Down P   1
    All or Nothing  1
    Spike Shield    1
    Jumpman         1
    Ice Power       1
    Total BP        41
    Grand Total     63
    Special Notes:
    ~This set-up can kick into its maximum necessary power almost immediately. The
    first Charge badge you can get is in Chapter 2 (Charge P in Chapter 3), and
    Koops is almost immediately upgradable (explained later).
    ~The more Charge badges you have, the happier you will be. Although the FP can
    skyrocket over time, the effects of the Charge with multiple badges can be
    staggering. To find multiples of these, fight Hyper enemies between Twilight
    Town and Creepy Steeple.
    ~Koops will be the favored partner here because of his Shell Shield move. It
    can buy Mario enough time to bolster his attack power.
    ~Goombella is a more aggressive approach to this Mario. You sacrifice a lot of
    defensive measures in favor of doubling the amount of times you can charge per
    turn. With this form, Flower Saver P, Defend Plus, and Quick Change may be a
    good idea. Shell Shield and Rally Wink are equal in terms of FP so it's all up
    to your playing style.
    ~You can also use some of the optional badges to give your partner (though
    Bobbery would seem most appropriate, Yoshi would be far more effective) a
    similar time-bomb ability.
    ~Happy Flower is a badge to consider. Since you're spending a little bit of FP
    per turn as opposed to mass FP every few turns, it all balances quite nicely.
    It goes unmentioned in the Optional Badges because it takes more of these than
    normally obtainable for it to be effective.
    ~You might consider having a few Hot Sauces on hand for your partner to use on
    Mario.  These will add a little to his Charge without using FP.
    ~Defend Plus (P) badges can be life or death against some of the later bosses
    that have a habit of completely thrashing a low HP mario, notably Magnus von
    Grapple V.2.
    ~This set-up can make battles take a very long time, so Power Pluses can help
    relieve the time stress of fighting lesser enemies.
    Elemental Mario (Created by the_peace_guy)
    The powers of earth, fire, ice, and wind at his fingers, he unleashes his fury!
    Stats by level 30: 50/95/36
    Key badges:
    Ice Smash       1
    Fire Drive      1
    Ice Power       1
    Tornado Jump    1
    Quake Hammer    1
    Total BP        9
    Optional badges:
    Spike Shield    1
    Power Plus      2
    Feeling Fine    1
    Feeling Fine P  1
    Happy Flower    1
    Pity Flower     1
    Piercing Blow   1
    Total BP        27
    Grand Total     36
    Special Notes:
    ~There are a lot of items that go well with this set-up that both stick to the
    elementalist nature of it, and benefit the Status Effect inducing nature of the
    elements. These include:
      ~Thunder rage
      ~Volt Shroom
      ~Thunder bolt
      ~Fire flower
      ~Ice storm
      ~Earth Quake
    ~This set-up is very Status heavy, and offensive in nature. Ice Smash is
    probably the best attack in Elemental Mario's arsenal, and is helped out
    greatly by supporting partners.
    ~Speaking of partners, your best options would be one of the defensive ones, or
    go with Flurrie and Vivian to round out the elemental theme.
    I sure hope he doesn't get vertigo...
    Suggested stats by level 30: 50/50!/39!
    Key Badges:
    Jumpman         1
    Spike Shield    1
    All Jump Moves  8
    Total BP        16
    Optional Badges:
    Power Plus      2
    P-Up D-Down     1
    All or Nothing  1
    Ice Power       1
    Zap Tap         1
    Total BP        22
    Grand Total     38
    Special Notes:
    ~This set-up can be much stronger than this, but only if used in conjunction
    with other complementary set-ups as listed in the mix-and-match set-up section
    of this guide. I decided to bump this and Hammerman into this section as
    stand-alone set-ups because they are both very viable on their own.
    ~Due to Jump's ability to do much more damage than the Hammer, I will generally
    refer to Jumpman as the more offensive breed of set-ups (for each increase in
    damage, total damage done goes up by at least 2). The downfall of this set-up,
    of course, is enemies with obnoxiously high defense, but there are realistic
    ways to get around that.
    ~One of the better moves that you can get for this set-up is Soft Stomp. Using
    this will render an enemy's defenses slightly less useful for several turns.
    This may be one of the moves you'll want multiples of, so you don't have to
    worry about using it many times over the course of a long battle.
    ~Sleepy Stomp is another badge that is worth having multiples of. Its main
    function is to keep a backfield threat from doing anything for a few turns, as
    long as you don't attack them, since there is a decent chance that doing so will
    wake them up.
    ~It is absolutely essential that you have Spike Shield. There are too many
    enemies that make use of spiky heads that justifies the use of 3 BP to get this
    badge. You won't regret it.
    ~Fiery enemies, though far less common, still warrant having the cheap Ice Power
    on hand at all times.
    ~As I learned from Kirby5790, Zap Tap will allow Mario to stomp on enemies who
    have Electrified themselves, including Puffs and enemy Volt Shrooms.
    ~As I said before, Jumpman is offensive in nature, so any attack boosting badge
    you have will certainly help you deal major damage.
    If he keeps twirling up like that, he might rip...
    Suggested stats by level 30: 45/50!/42!
    Key Badges:
    Hammerman       1
    Hammer Moves    8
    Total BP        13
    Optional Badges A:
    Defend Plus     2
    P-Down D-Up     1
    HP Drain        1
    FP Drain        1
    Total BP        14
    Grand Total     27
    Optional Badges B:
    Power Plus      2
    P-Up D-Down     1
    All or Nothing  1
    Total BP        18
    Grand Total     31
    All The Above   41 (after subtracting conflicting badges)
    Special Notes:
    ~Like the above Jumpman set-up, the Hammerman has its own right to life in the
    main set-up area. It can easily stand alone.  Hammerman, though defensive in
    nature, can easily be used as an offensive set-up, due to it's excellent
    ~Optional Badges A use Hammerman as a defensive set-up.  Optional Badges B use
    Hammerman as an offensive set-up.
    ~The offensive style involves more focus on the power moves Power Smash and
    Piercing Blow. The second Fire Drive badge should also be equipped for added
    ~The defensive style is probably Hammerman at its peak. Since power increases
    for hammers are less effective than they are for jumps, it makes sense for a
    defensive build to use hammers, or hammers to focus on defense. HP Drain, FP
    Drain, and P-Down D-Up will drop attack by three, from 6 to 3 damage. Power
    Smash will bring that up to 5, and Hammerman brings it back to 6, so in
    essence, you really aren't losing anything.  In exchange, you get some healthy
    defensive benefits that can carry you quite some way.
    ~Piercing Blow, Quake Hammer, and Hammer Throw are must have Hammer Moves. The
    latter two enable strikes to enemies that are in otherwise out-of-reach areas,
    such as the ceiling or in mid-air. The former is a move any non-Jumpman Mario
    should have anyway. The ability to disregard enemy defense for a nice, solid
    hammer whack is beautiful for dealing with Elite Wizzerds and Chain Chomps
    Item Frenzy:
    "You can't trust a hero that's always diggin' in his pockets!" Or can you?...
    Suggested stats by level 30: 50/65/33!
    Key Badges:
    Double Dip      2
    Double Dip P    2
    Item Hog        1
    Total BP        15
    Optional Badges:
    Refund          1
    Money Money     1
    Defend Plus     2
    Total BP        16
    Grand Total     31
    Special Notes:
    ~It is 100% absolutely, positively, necessarily, essential to get the Strange
    Sack as soon as you possibly can (insert random, immature joke here). The more
    items you are capable of holding, the less urgent it is to save them up for a
    just-in-case scenario.
    ~The beautiful thing about having Mario and/or partner under the influence of
    "Triple Dip" is that between him and your partner, you can decide whether you
    want to use anywhere from 0 to 6 items in one turn, depending on how much Fire
    Power you have to spend, and are willing to spend.  There are two of each
    badge that are relatively easy to attain. If you want locations, check another
    ~Refund is an entertaining thing to keep on. Each time you use an item (whether
    you bought it or Item Hogged it, you get a fair amount of coinage, depending on
    the item you used). Money Money also keeps the cash flow up, as well as selling
    any item you Item Hog, but don't plan to ever use.
    ~Since you won't be doing much (if any) direct attacking, defense is essential
    to keep up, even if it means sacrificing attack to use it since Attack Power
    is moot when all you do is use items.
    ~Since the Strange Sack isn't an all-producing bag of goodies, it may help you
    a little to equip a Charge and a Charge P, just in case you run out of items in
    the middle of a big battle.
    ~Good items to keep in mind are:
    ~Zess Deluxe: a 40 HP/40 FP boost, and relatively cheap to make
    ~Maple Syrup/Jammin' Jelly: When used in conjunction with another item using
    Double Dip, the cost becomes invisible.
    ~Thunder Rage: Cheap (coinage-wise). Straight-forward. And a solid hitter.
    ~Shooting Star: A little more expensive, but slightly more damaging than
    Thunder Rage.
    ~Ice Storm: Very effective for getting a flock of enemies out of your hair for
    a few turns.
    ~Point Swap: You may find yourself running low on Hit Points, and may find it
    necessary to trade in Fire Power for some. Or, if you only have healing items
    that heal FP, and you need to replenish HP, use Point Swap and then a FP
    recoverer. (is that word even English?...)
    ~POW Block: For Koopas, Buzzies, and other flippables that you might find more
    convenient in an incapacitated state.
    ~Zess Dynamite: The most powerful attack item available, if a bit difficult to
    get ahold of.
    Stars' Might:
    The commander of the celestial heavens has a mission, a mission to defeat the
    shadows and save the pure one. ...Too serious maybe?
    Suggested stats by level 30: 90/5/45!
    Key Badges:
    Super Appeal    5+
    P-Down D-Up     1
    P-Down D-Up P   1
    Total BP        9+
    Optional Badges:
    Defend Plus     2
    Defend Plus P   2
    Total BP        20
    Grand Total     29+
    Special Notes:
    ~I try to avoid listing multiples in my set-ups, however Super Appeal is one
    you absolutely must have for this set-up.  Do whatever it takes it get a good
    supply of Piantas at the Pianta Parlor and start hoarding those Super Appeals.
    ~Because this set-up is so self-reliant, meaning it can provide, use, and
    restock its own ability to attack in the midst of battle, there is little use
    for excessive Badge Power. There is also virtually no purpose for Fire Power,
    nor Hit Points. However, a high HP total will let you stand longer against big
    boss types.
    ~As in the Item Frenzy set-up, Attack Power is essentially useless, so the best
    opportunity for a defensive measure starts with the P-Down D-Up badges. Defend
    Pluses add to that measure. Tack on a couple Damage Dodges if you don't plan on
    ~Having almost too many Super Appeals is always a good thing when you're
    burning through Star Power at an ever-increasing rate. Over time, you may want
    well up to 20, 30, or more Super Appeals. I've heard from jamescom1 that
    each Super Appeal will add another 1/4 of a Star Power circle per Appeal.
    Theoretically, that means it would take 32 Super Appeals to get an Appeal that
    would max out your Star Power from empty.
    ~I also learned from Kirby5790 that if you abuse Stylish commands, then Super
    Appeal badges become less effective. So if you plan to let your partner attack,
    keep your hands away from the Stylish commands.
    ~Since there are so few Super Appeal P badges (comparitively), you may want to
    have your partner serve another function. Since you are already as fortified as
    he/she is, having him/her tank is rather useless. A better option would be to
    add on a miniature (or excessive if you have 99 BP) Partner Power to this
    set-up and let your partner mix it up in there as you are using and recovering
    Star Power.
    ~Always keep in mind your situation. Don't use Star Powers that will not work
    in a given circumstance. For example, use Art Attack for smaller, but high-HP/
    Defense enemies, but save a Supernova for large packs of them, or bosses you
    aren't accustomed to Art Attacking. Power Lift for times when extra defense
    will keep you alive, or when your partner needs that extra Attack boost. The
    list goes on and on.
    Spare Tire:
    If you keep rolling over broken glass and nails in the road, you'll need to tow
    and eighteen-wheeler behind you just for the tires...
    Suggested stats by level 30: 25/50!/54
    Key Badges:
    Power Rush P    1
    Mega Rush P     1
    Quick Change    1
    Damage Dodge P  2
    Last Stand P    1
    Total BP        12
    Optional Badges:
    Power Plus P    2
    P-Up D-Down P   1
    Total BP        14
    Grand Total     27
    * - *correction* These are buyable from the Pianta Parlor. Get as many as you
    Special Notes:
    ~Multiple Power Rush P badges can be bought from the Pianta parlor.  You'll want
    at least 10 of them.  The more the merrier.
    ~This is a rather involved set-up, and I'll start by explaining little details
    you may have noticed:
    ~First of all, you may have noticed that I use Power Plus P's and a P-Up D-Down
    with no Defend Plus to counter it, yet I use a Last Stand and Damage Dodge P's.
    The reason behind this one involves the actual set-up of the strategy, so I'll
    answer that one later.
    ~Second, you'll notice that it looks "danger"ously similar to Danger Mario, but
    involving Partner Badges instead of normal Mario badges. Again, this is
    involved in the direct set-up of the strategy, so I'll answer that...now.
    (I apologize for the lame pun. I hope you understand)
    ~There are two ways to "activate" this strategy.  The first would be to get your
    hands on a Trial Stew.  Use it in a safe battle with the partner you intend to
    boost.  From there you can run away or end the battle however you like.
    ~The second way would be to burn through your FP until you have only 1 FP
    remaining.  Then, use a Point Swap on your partner, bringing him/her down to 1
    HP, recovering your FP, and keeping Mario out of the exchange.
    ~Then, keep a separate partner out during your travels.  When you get into a
    battle, Quick Change to your 1 HP partner, use an attack boosted by the Power
    Rush P's and Mega Rush P('s) *before* using up Mario's turn.  Then, Mario can
    Quick Change out the 1 HP partner for a different one to take damage, do his
    own attack.  Rinse and repeat.
    ~Hopefully now you understand some of the reasoning behind the badge choices,
    so just keep in mind that if, for some reason, your attacking partner gets
    stuck on the field at the end of your turn, the Last Stand and Damage Dodges
    should keep him/her alive, and if you want, add some Close Calls and/or Pretty
    Danger Mario:
    Everybody's Favorite >_>
    Suggested stats by level 30 : 5/5!/93!
    Key Badges:
    Power Rush      5
    Power Bounce    1
    Multibounce     1
    Spike Shield    1
    Total BP        12
    Optional Badges:
    P-Down D-Up     1
    Damage Dodge    2
    Close Call      2
    Last Stand      1
    Ice Power       1
    Flower Saver    1
    Flower Saver P  1
    FP Drain        1
    Quake Hammer    1
    Total BP        20
    Grand Total     31
    Special Notes:
    ~First and foremost, I would like to state that I disapprove of the use of this
    set-up.  It remains in this guide mostly because I don't want to receive e-mail
    regarding anything remotely similar to Danger Mario.  Please, for your own sake,
    don't use this set-up to do anything in this game for the first time.  It will
    take away all the fun of the game.
    ~By popular demand, I'm going to tell how to actually get Mario into the stats
    you need for Danger Mario to work. After you have Bobbery in your party, go to
    the sewers under the east side of Rogueport. Destroy the wall with the visible
    cracks and go down the pipe you just revealed. The house in the background is
    home to Chet Rippo, who is capable of trading one level's worth of stats for
    another (you can sacrifice 5 FP to get 5 HP), or can switch around partner
    rankings. Each of these services costs 39 Coins. To get permanent Danger Mode,
    simply trade 5 HP for either FP or BP (BP recommended).
    ~Though I only have 5 Power Rushes Listed, Danger Mario would be best used with
    somewhere between 40 and 55.  Though Mario can't do more than 99 damage in one
    hit, the extra attack power will offset badges such as FP Drain and HP Drain.
    ~With Flower Saver and FP Drain, you can use Multibounce(in conjunction with
    Spike Shield and Ice Power) to effectively clear any battle stage without cost
    of FP.
    ~The partner is almost useless with this set-up, so choose one that fits the
    problems you are encountering along the way. If you have a ceiling full of bats
    you can't get down, switch out to Yoshi, Vivian, or Bobbery and clear the
    ceiling. If you need another chance to attack, keep Goombella handy. However,
    most of these problems can be fixed with the optional badges listed above
    (Quake Hammer and Multibounce/Power Bounce respectively).
    ~This set-up will stop working after level 72 (O.O), so beware. That is to say,
    once you level from 71 to 72, your FP and BP will be maxed out, and your only
    choice is to put points into HP, effectively killing Danger Mario. At this
    point, you could easily transition into another set-up (esp. Partner Power,
    Stylish, Destruction).
    ~Danger Mario is difficult to use unless you are already very skilled and rely
    a lot on your partners early on. Low HP means you'll die fast, and the best of
    this effect doesn't kick in until the Chapter 5 -> Chapter 6 Transition. Also,
    it takes a lot of patience to get enough coins/piantas for the 50 Power Rushes.
    ~The Spike Shield is a must. There are enough spiked enemies to hamper an
    un-shielded Danger Mario.
    Pure stats Mario/Pards   (Created by Toad 004)
    Suggested stats by level 30: 25!!/15!/66
    Key Badges:
    Power Plus      2
    All or Nothing  1
    Defence Plus    2
    Power Plus P    2
    Defend Plus P   2
    Hp Plus P       2
    Total BP        60
    Optional Badges:
    Jumpman         1
    Spike Shield    1
    Total BP        5
    Grand Total     65
    This Mario is meant to use pure attack/defence and not need to use items, fp,
    or sp alot.
    Power Bouncer (created by jamescom1)
    He just keeps bouncing and bouncing and bouncing and bouncing and.....
    Suggested stats at level 30: 35/75/36
    Key Badges:
    Power Bounce    1
    Total BP        3
    Optional Badges:
    Simplifier      2
    Jumpman         1
    P-Up D-Down     1
    Spike Shield    1
    All or Nothing  1
    Flower Saver    2
    Power Plus      2
    Total BP        33
    Grand Total     36
    Special Notes:
    ~The All or Nothing is only for those that can get Power Bounce's final hit
    down to one damage. Otherwise, the loss of damage on the last hit is more than
    the damage gained throughout the attack.
    ~As a playthrough, the build is plausible since Power Bounce can be gotten
    ridiculously early. FP should be boosted quickly early on to allow for more
    than just a few Power Bounces until the next Inn or Heart Block.
    ~Goombella is the preferred partner, since her Rally Wink will allow for two
    Power Bounces in one turn.
    Survivor (created by SoulAvenger69, and not the worn out reality show)
    How many more beatings can he take? Let's find out...
    Suggested stats by level 30: 25/25/72
    Key Badges:
    Heart Finder    1
    Flower Finder   1
    Item Hog        1
    Double Dip      1
    Happy Heart     2
    Chill Out       1
    Lucky Start     1
    Total BP        21
    Optional Badges:
    HP Drain        1
    FP Drain        1
    Refund          1
    P-Up D-Down     1
    Damage Dodge    2
    Happy Flower    2
    Double Dip P    1
    Pity Flower     1
    Zap Tap         1
    Flower Saver    2
    Flower Saver P  2
    Feeling Fine    1
    Defend Plus     2
    Lucky Day       1
    Quick Change    1
    Total BP        66
    Grand Total     87
    Special Notes:
    ~The Key Badges will never stand alone very well. And since the Optional
    Badges are very taxing on BP, it is important to pick and choose complimentary
    combinations of the Optionals to help you survive.
    ~P-Up D-Down, HP/FP Drain, Damage Dodge:
    As long as you successfully Guard every oncoming attack, this combo will
    basically give you a free HP or FP leech (assuming, of course, you aren't very
    good at Superguarding).
    ~Flower Saver (P), Double Dip (P):
    Double Dip is a tad pricey FP-wise, so cut down on it's cost so you won't be
    deterred from adding a little offensive flair to a recovery item.
    ~Refund, Double Dip (P):
    If you're going to be serving up Jelly Ultras and Shroom Steaks and other
    pricey items, you might as well get a little cash back.
    ~Happy Flower, Pity Flower, Flower Saver (P), FP Drain:
    Early on, when FP is in short supply, you'll need whatever kind of recovery you
    can get to keep it up.
    ~Zap Tap, HP/FP Drain:
    Because it's ironic that the only thing Zap Tap fully protects against are the
    enemies that drain your HP/FP.
    ~Many other optionals are good choices to mix in with others, and some even do
    well by themselves. It's all about finding what works for you, until you get
    96-99 BP.
    Very Lucky (created by kirby_64)
    Suggested stats by level 30: 25/25/72
    Key Badges:
    Lucky Day       1
    Lucky Start     1
    Pretty Lucky    X
    Total BP        11+2X
    Optional Badges:
    Pretty Lucky P  Y
    Total BP        2Y
    Grand Total     11+2X+2Y (sorta algebraic, but you get the picture)
    Special Notes:
    ~Very self-explanatory: Get hit less, take less damage.
    ~Pretty Lucky Badges are pretty easy to find. Badge Bandits on Pit floors 51-59
    generally hold quite a few. Spunias and Spanias also frequent those little blue
    beauties. (this set-up can hold 44, that's right 44 Pretty Luckies or Pretty
    Lucky Ps. I'm sure you could frustrate some enemies until their eyes pop out
    while you just laugh and laugh...)
    ~Side note: When saying in above Side note about this set-up, I was talking
    about if you achieve the maximum BP (99). 44 Pretty Luckies are equippable at
    99 BP. 30 are equippable with the suggested 72.
    ~This set-up relies mostly on Mario's base power.  So if you have some spare BP
    and not enough Pretty Luckies to use it up, drop in a few Power Pluses to ease
    the stress of battle.
    ~Zap Tap can make the rare hit scored by your enemy one not to look forward to.
    ~Better yet, Return Postage.
    ~Maybe both.
    Poison Barb Mario: (created by Squeakerson)
    Suggested stats by Level 30: 90!!/30/27!
    Key Badges:
    Return Postage  1
    Double Pain     1
    Zap Tap         1
    Fire Drive      1
    Soft Stomp      1
    Head Rattle     1
    Sleepy Stomp    1
    Shrink Stomp    1
    Fp Drain        1
    Flower Saver    1
    P-Up, D-Down    1
    Total BP        24
    Optional Badges:
    Super Appeal    2
    Super Appeal P  2
    Unsimplifier    1
    Double Dip      1
    Double Dip P    1
    Heart Finder    1
    HP Drain        1
    Happy Heart     2
    Happy Flower    2
    Pity Flower     1
    Ice Smash       1
    Total BP        28
    Grand Total     52
    Special Notes:
    ~This badge set-up is quite simple, though a bit... different. How it works is
    that you do not super guard. Then, assuming the enemy does not use an indirect
    attack they will get hurt every time they hit you!
    ~A combination of Return Postage, Zap Tap, and Spite Pouches should allow you
    to return *at least* 100% of damage dealt by direct attackers.  Keep Spite
    Pouches handy, especially for boss fights.
    ~Of course, a large number of enemies in the game don't use direct attacks, but
    instead use some form of projectile that bypasses the Counter status.  For these
    enemies, this set-up inflicts Statuses on the enemies to make their attacking
    less effective.  Namely, Confuse and Sleep will be the most helpful at
    suppressing enemy fire.
    ~Flower Saver and FP Drain in tandem make the vast majority of the status moves
    free of charge, keeping your FP economy very manageable.
    ~Also, perhaps the best partners to have out with Poison Barb Mario are Vivian
    and Bobbery. All of Vivian's moves (except veil) can enduce a status effect and
    Bobbery has Hold Fast, which works a lot like Return Postage does.
    ~Poison Barb is going to lose a lot of HP fast.  Fortunately, he doesn't have
    to use his turn to attack to deal damage.  This frees up his turn to use a
    healing item or Sweet Treat or Sweet Feast.
    ~For bosses, it may be a good idea to remove Double Pain.  Most bosses not only
    use indirect attacks, but are also very resistant to Status Effects.  For these
    matches, rely heavily on Fire Drive and your partner.
    Revenge Spike Mario:
    "I'll not only fight ya, but I'll bite ya, too!"
    Suggested stats by level 30: 70/50/27
    Mandatory Badges:
    Zap Tap:        1
    All or Nothing: 1
    Spike Shield:   1
    Power Plus:     1
    Return Postage: 1
    Total BP:       23
    Optional Badges:
    Double Pain:    1
    Power Jump:     2
    Power Smash:    2
    Total BP:       4
    Grand Total:    27
    Mario not only returns damage to his physical attackers, but he also has 2+
    attack power to make a battle go by faster. This setup also works well with
    the Spite Pouch, so Mario can return full damage. This setup takes a LOT of HP
    because Mario will be taking damage frequently.
    ~ A simpler version of the Poison Barb setup, exchanging Status Effects for
    additional damage.
    IV - Special Purpose Set-Ups
    These following set-ups will no longer follow the same cookie cutter format,
    thought they will contain the same basic elements of the format.
    Each one of these set-ups was derived for a particular purpose in mind. The
    only real recommended stat is to have enough BP to use the particular set-up,
    which shouldn't be too difficult. If there are certain situations that none of
    these set-ups fit well with, and you can't think of one, contact me and I'll
    see if I can help you out. Better yet, if there is a situation that is not on
    this list (and that is a very easy one to do), and you HAVE come up with away
    to take care of it easily, contact me and it'll be up as quick as I can get it.
    The 30 BPer
    Multibounce     1
    Charge          1
    Charge P        1
    Jumpman         1
    P-Up D-Down     1
    P-Up D-Down P   1
    Feeling Fine    1
    Feeling Fine P  1
    Power Plus      1
    Quick Change    1
    Grand Total BP  30
    Special Notes:
    ~This set-up is directly engineered for those who lacked the understanding of
    the power tons of badges can give you. Fear not, for you are saved. Intended
    only for the Shadow Queen, the biggest problem these types of people face.
    ~I have calibrated the set-up so the Shadow Queen's hands don't pose too much
    of a threat, (a successful Multibounce will destroy the two hands and deal 5
    base damage to the Shadow Queen herself).
    ~Feeling Fine offers a helping hand to make confusion and dizzy (the two major
    status effects the Shadow Queen deals) things of the past.
    ~It was very important to be able to squeeze in a Quick Change, because without
    a lot of BP, the partners become a lot stronger comparitively to Mario.
    ~I'm not 100% sure why I didn't try to squeeze in a few Damage Dodges, but you
    have 60 HP. Don't tell me you're not going to go for Superguards the whole
    The 99 BPer
    Power Plus      2
    Power Plus P    2
    Defend Plus     2
    Defend Plus P   2
    Quick Change    1
    All Moves       12
    Charge          1
    Charge P        1
    Flower Saver    2
    Flower Saver P  2
    Spike Shield    1
    Zap Tap         1
    Ice Smash       1
    Sleepy Stomp    1
    Damage Dodge    1
    Damage Dodge P  1
    Grand Total BP  99
    Special Notes:
    ~Ice Smash and Sleepy Stomp are technically listed twice.  It's a good idea to
    have two copies of these badges to disable enemies even better.
    ~The first four entries, the stat boosters, will give a rounded out Mario base
    stats. +2 Attack, and 2 base Defense. A good foundation for any set-up in my
    ~To give each (Mario and partner) their own versatility, the Partners gain
    access to the Quick Change badge, and Mario gets Spike Shield and Zap Tap. This
    is about as different as the set-up gets in regards to Mario and the partner...
    ~I lied, Mario gets a healthy dose of added versatility via the Move Badges.
    They are hard to replace with only the basic moves Mario has at his disposal,
    and the extra badges in the two strongest disablers helps to eradicate
    nuisances. At least...for a while...
    ~Charging is a valuable tool, especially for attacks such as Multibonk, Power
    Bounce, and Stampede, which deals damage multiple times over the course of the
    attack. It drastically increases damage, and with the bolstered Defense, it is
    easy to find time in-battle to Charge up your power.
    ~You have 99 BP, and less than average HP and FP. What now? Reserve FP usage.
    Equip those Flower Savers.
    ~Yes, the lowly Damage Dodge has made the list. Why? I'm not entirely sure.
    However, with a successful Guard, you're shaving off a solid four damage, so
    don't overlook Guarding when in a tricky Superguard situation. (Experts at the
    Superguard can totally disregard aforementioned) If you come across some extra
    Charge badges, the Damage Dodges should be the first to go to make room for
    extra Charging power.
    Amayzee Hunter
    Key Badges:
    Power Plus      2
    Power Plus P    2
    P-Up D-Down P   1
    Total BP        26
    Optional Badges:
    Heart Finder    1
    Flower Finder   1
    Item Hog        1
    Flower Saver    1
    Flower Saver P  2
    Total BP        21
    Grand Total     47
    Special Notes:
    ~With the Key badges an Amayzee Dayzee is simplified into a Spin Jump and a
    Yoshi Ground Pound or Stampede. Yes, there are other ways of simplifying the
    battle, but I think this way is a bit easier than, say, Spring Jump/Bob-ombast.
    ~The optional badges are to help recover any HP/FP loss during battles.
    ~There is constant rumor about that having a Golden Leaf in your inventory
    increases your chance of encountering an Amazy Dayzee.  This has been mostly
    disproven, but I see it is something that doesn't hurt.  Might even have a nice
    placebo effect for you.
    ~Remember, always do your Dayzee hunting under the effect of the Special Path
    curse. (No it does not effect Amayzee Dayzee occurences... :P)
    The Ultimate Pit Strategy (created by kirby_64)
    Required Badges to round up:
    Damage Dodge x2
    Defend Plus
    Spike Shield
    Power Plus
    Power Jump
    Power Bounce
    Power Plus
    Zap Tap
    Quake Hammer
    Piercing Blow
    Ice Power
    Ice Smash
    Feeling Fine
    Feeling Fine P
    Power Bounce
    Sleepy Stomp
    Floors 1-9
    Multibounce-Large Groups-1 BP
    Damage Dodge-Gloomba's 3 ATK-2 BP
    Defend Plus-Gloomba's 3 ATK-5 BP
    For all but the Gloomba, simple jumps should defeat them. For the Gloomba, use
    Damage Dodge/Defend Plus and do a standard Guard to block off the damage.
    Floors 11-19
    Spike Shield-Pokeys-3 BP
    Jumpman-Everything-2 BP
    Power Plus-6 BP
    Spike Shield is for Pokeys. Everything else boosts your power.
    Floors 21-29
    Spike Shield-Spiky Gloomba-3 BP
    Power Jump-1 BP-Enemies with high HP.
    Power Bounce-3 BP-Self-explanatory
    Power Plus-6 BP-Boosting power
    Spike Shield works for Spiky Gloomba and any Spinies that appear. The rest are
    for inflicting heavy damage, because the enemies have higher HP.
    Floors 31-39
    Zap Tap-3 BP-Flower Fuzzies
    Quake Hammer-2 BP-Everything Else
    Since all enemies can be flipped, use Quake Hammer. Zap Tap is for the Flower
    Floors 41-49
    Piercing Blow-High defense enemies-1 BP
    Spike Shield-Spiky Parabuzzies-3 BP
    Ice Power or Ice Smash-Lava Bubbles-1 BP
    Feeling Fine-Poison Pokeys-4 BP
    Feeling Fine P-4 BP-Poison Pokeys
    Floors 51-59
    Power Bounce-3 BP-Badge Bandits with high HP
    Piercing Blow-1 BP-Moon Clefts and Red Chomps
    Zap Tap-3 BP-Prevents Badge Bandits from stealing stuff
    Power Plus-6 BP-Higher Attack Power
    Damage Dodge x2-4 BP-High attack power blocks
    Floors 61-69
    Piercing Blow-1 BP-Dark Wizzerds/Dry Bones
    Power Bounce-3 BP-Dark Craw/Dark Lakitu
    Spike Shield-3 BP-Sky Blue Spinies/Dark Craw
    Damage Dodge x2-4 BP-Dark Craw/Guard against F. Piranhas
    Floors 71-79
    Piercing Blow-1 BP-Wizzerds/Chain Chomps
    Spike Shield-3 BP-D. Koopatrols
    Zap Tap-3 BP-Swoopulas
    Ice Power-1 BP-Phantom Embers
    Floors 81-89
    Spike Shield-Spunia/Dark Bristle/Piranha Plant-3 BP
    Sleepy Stomp-Piranha Plant (according to Wonky, they're easier to put to sleep)
    -1 BP
    Piercing Blow-Spunia/Dark Bristle-1 BP
    Power Bounce-3 BP-Arantulas/Piranha Plants
    Floors 91-99
    Piercing Blow-1 BP-Elite Wizzerds/Bob-ulks
    Zap Tap-3 BP-Swampires
    Feeling Fine-4 BP-Poison Puff
    Feeling Fine P-4 BP-Poison Puff
    Supernova+Fiery Jinx/Shell Slam for Amazy Dayzees
    Bonetail-Floor 100
    Feeling Fine badges help out a LOT. So do Power Bounce/Power Lift. Piercing
    Blow works well as does Vivian's Shade Fist. If you run low on HP, put Bobbery
    up front. Equip Power Pluses with your remaining BP.
    My notes:
    ~This is a great way to take on the Pit on a BP budget. At no point is it
    necessary to go over 17 BP. It can also be brought into play completely by the
    end of Chapter 7 (for the Feeling Fine badges).
    ~By constantly rotating through different badges, in-battle strategies shift,
    and it's important to remember that. If you set yourself up for one strategy
    but fight as though you're under another, you can land yourself in a pretty
    tight spot.
    ~If you do have extra BP available, you can put in badges that more
    appropriately fit your own style of playing, such as Defend Plus or Power Plus,
    depending on whether you're aggressive or defensive (not respectively of
    The Amazing Pit Set-up (created by Callee)
    Key Badges:
    Heart Finder    1
    Flower Finder   1
    Item Hog        1
    Chill Out       1
    Lucky Start     1
    Hammerman       1
    Piercing Blow   1
    Hammer Throw    1
    Quake Hammer    1
    Ice Smash       1
    Power Smash     1
    Power Plus P    2
    Damage Dodge    2
    Pity Flower     1
    Charge P        1
    Total BP        42
    Before Level 80:
    Money Money     1
    Refund          1
    After Level 80:
    All or Nothing  1
    Damage Dodge P  1
    Feeling Fine    1
    Super Appeal    2
    Grand Total     48
    Special Notes:
    ~This set-up revolves around the badges that activate at the beginning and end
    of battles.  Since there are at least eighty of them in the Pit, they become
    really powerful.  Badges like Heart Finder and Item Hog to replenish you after
    the battle, and Lucky Start to start you off strong.
    ~As long as you have a strong partner, Mario's best plan of attack is using the
    hammer.  Moves like Piercing Blow for Wizzerds and Chomps, Ice Smash for ones
    like Piranha Plants, and Quake Hammer for Clefts and Bristles.  That way, Mario
    is a perfect support role to let your Power Plus P's take full effect.
    ~For the fights before level 80, the enemies are a lot weaker, so it's a good
    chance to build up some coins with the Money Money and by using items you get
    from Item Hog.
    ~Once you hit level 80, you might want to give Mario a little more power and
    the partner a little more defense.  With only 6 BP, an All or Nothing and a
    Damage Dodge P work best.
    ~For Bonetail, you want to make sure nothing bad happens to Mario from
    Bonetail's status breath attacks.  As long as he's okay, he can use Sweet Treat
    to cure the partner.
    ~As long as you have 48 BP, it doesn't really matter if you have more HP or FP.
    It should work just as well either way, though I'd recommend more FP.  And, of
    course, if you have more BP, that's even better.
    V - Individual Boss Set-ups:
    I will not go according to my old format when discussing these bosses, instead
    I will give guideline badges on what you should aim for when equipping yourself
    for these battles. I leave it to you to find what works for you...
    Note: When I refer to an "attack booster", I'm usually referring to boosting
    the strength of a particular move. Aside from a P-Up D-Down or a Power Plus, a
    second copy of that move badge will generally work as well. (does not work on
    status effect inducing moves)
    ~There are tons of ways to mix and match that stylish new Power Smash badge.
    Gold Fuzzy:
    ~What do you have? Power Smash, Multibounce, and Close Call? Hmm...
    ~Once again, not a lot of choice. If you plan on using th "cr" and "icket"
    badge, then use Power Bounce as your primary attack Badge. If you are not using
    the "cr" and "icket" badge, then Power Smash will probably work a bit better,
    unless, of course, you're some kind of Power Bounce fanatic... Close Call is
    handy, just in case you're having a bad day.
    Shadow Sirens:
    ~Multibounce and Quake Hammer are nice, if only for the ability to attack all
    three at once. Power Bounce is an effective finisher, though not really
    necessary. Sleepy Stomp (acquired either by purchase at the Lovely Howz of
    Badges, or at level 10 of the Pit of One Hundred Trials), is excellent to
    disable Marilyn, and then Beldam, while you tattle or prepare an offensive.
    Magnus von Grapple:
    ~Once again, center your attack around either Power Smash or Power Bounce.
    Multibounce is handy for the X-Fists so your partner still has a chance to
    attack. If you upgraded Koops after Chapter 1, consider a Shell Shield/Charge
    Iron Clefts/Iron Adonis Twins/Armored Harriers/Paper Dog-Face Bros.:
    ~Since Yoshi is the only one that can harm them, it would be a good idea to
    have Mario tank out the twins' attacks. Since their attacks are armor piercing,
    Defense badges are largely wasted, including Damage Dodge. Happy Heart is also
    good if you want Mario defending instead of using Sweet Treat or items. Also,
    if you upgrade Yoshi before the fight (yes, you can do that), and equip the
    Power Plus P, you'll be able to defeat the cleft in front in one Gulp, leaving
    the one in back with 1 HP. Doing so skips the conversations about the Clefts'
    weakness, probably because that weakness is more than obvious by now.
    Rawk Hawk:
    ~Sleepy Stomp is pretty effective, as is Shrink Stomp. Perhaps you could try
    a Shrink/Sleepy Stomp -> Dual Charge -> Power Smash/Bounce combo. If you have
    the Power Plus P, and enough BP to use it, use it. Goes well with an upgraded
    Goombella, or an upgraded Yoshi's Mini Egg.
    ~Yet again, Shrink and Sleepy Stomp are good for putting him out of commission,
    while you Charge up a Power Bounce or Power Smash. Power Plus P is good here,
    as is either Jumpman or Hammerman if you have them.
    ~Same as Grubba, except Ice Smash/Hammerman can be used in place of Sleepy
    ~The same thing, except now you can fight against your former allies. Damage
    Dodge might be a good idea since it may be slightly more difficult to
    Superguard your allies. Sleepy/Shrink Stomp are good to decommission the ally
    as you lay a beating to Doopliss, so no Hammerman this time.
    ~Disabling Hammer moves such as Ice Smash or Head Rattle work well for his
    first form, but he seems more resistant to Status Effects in his 2 final forms.
    Since his final form isn't fun to attack without jumping, skip Hammerman. It
    would be a good idea to leave both Power Smash and Power Bounce on for this
    battle. Because Cortez's HP is so low in his various forms, offense is more
    important than defense, so exchange any Defend Pluses for Power Pluses, unless
    you have BP coming out of your ears.
    Lord Crump:
    ~A straightforward battle. It's a good idea to disable him so he doesn't
    incessantly call for X-Naut back-up. A good combo to have is Hammerman, any
    attack booster, Ice Smash, and Hammer Throw. This way, the various packs of
    X-Nauts can be dispatched quickly, leaving Crump to your partner. If you get a
    turn where there are no X-Nauts on the field, and Mario can still attack, use
    Ice Smash immediately. Use it again when it is about to wear off. Doing so will
    keep X-Nauts off the field until some various battle element allows him to call
    for them, regardless of any status effects. A Charge/Power Smash will allow
    you to clear the big field of X-Nauts Crump summons after you take him down for
    the first time.
    ~Smorg seems immune to status effects, so focus mostly on base power and
    defense. Jumpman, an attack booster, and Multibounce allows Mario to take out
    all three of Smorg's tentacles right from the get-go, leaving Smorg vulnerable
    to any partner attack. Short of that, a Thunder Rage or an upgraded Vivian's
    Fiery Jinx will also take down the tentacles rather quickly. As for an actual
    attack against the Smorg body, Spring Jump will be preferred over Power Bounce,
    as it is much easier to rack up damage with it.
    Magnus von Grapple 2.0:
    ~If you can raise your defense by three, you're all set for this battle. If you
    can't, then set up offensively and use Power Lift before Crump can activate von
    Grapple's machine gun. Most of your damage should be coming from your partner,
    so Soft Stomp and Charge P, along with any partner boosting badges you can
    squeeze in should be used without question. Multibounce + 2 attack power lets
    Mario deal with the X-Punches himself, leaving your partner to deal more
    ~With Mario, you'll want to focus more on disabling Gloomtail than dealing pure
    damage. A cycle of Head Rattle, Soft Stomp, and Sleepy Stomp will disable
    Gloomtail leaving you to Charge up an attack. However, Sleepy Stomp is not
    always successful against Gloomtail, and neither is Head Rattle, so if
    disabling him isn't working, keep Power Smash/Bounce handy and just go for
    damage all through the battle. Setting up defensively is kind of useless, since
    most of his attacks are defense penetrating, so go as offensive as your badges
    allow, and make extra sure to heal when you're weakened. Sweet Treat is an
    inexpensive way to treat status effects, as well as slightly heal, so don't
    overlook it.
    Shadow Sirens - Vivian + Doopliss:
    ~Sleepy Stomp is once again helpful for disabling Marilyn and/or Beldam. With
    this battle, you can set up either offensively or defensively, whichever you
    prefer. Koops, Yoshi, Vivian, and Bobbery are excellent for this battle, since
    they are capable of dealing high damage across the board. One good strategy is
    to disable Marilyn and Beldam with Sleepy Stomp, then constantly have Yoshi
    Charge. After both are asleep, use Power Lift, and let Yoshi keep Charging.
    Knock Marilyn out again with Sleepy Stomp, and use a Power Punch next turn,
    ignoring the fact that Beldam woke up, and then let Yoshi loose with Stampede.
    Provided you used no attack boosters via badges, and scored only a +2 Atk on
    your Power Lift, you have dealt 75 damage to each Siren. That'll leave a mark.
    ~Defense is largely wasted against this magic-wielding nemesis, so go for pure
    offense. Multibounce is very effective at clearing the Grodus X's, and if you
    have any attack boosters for Mario, you'll deal damage to Grodus as well as
    long as there are only two Grodus X's on stage. However, this task can be left
    to Flurrie, Yoshi, Vivian, or Bobbery, and have Mario Spring Jump, Power
    Bounce, Power Smash, or just plain smack his way to victory.
    Bowser and Kammy:
    ~Your first objective should be to take down the hag with a disabler. Sleepy
    Stomp doesn't seem to work, so Shrink Stomp should be fine. Using Spring Jump
    and any area effect partner attack should work well to bring her down. Soft
    Stomp is nice to have for Bowser. Looking back, Jumpman would be a good idea
    for this back-to-back battle ensemble special, but then again, Ice Smash is
    also nice for Bowser...
    Shadow Queen:
    ~I'm not even going to waste my time. This entire FAQ is devoted to tons of
    various set-ups, almost all of which are more than competent to take down
    the Shadow Queen.
    VI - Badges from Enemies
    The purpose of this section is to give locations to badges that may or may not
    add an extra little kick to your set-up. If your Tank Mario can't live without
    an extra Defend Plus, the following guide (to which I owe its creation to
    devoted badge hunters like you) will help you look for it. However, if you
    need to find the second possible Power Plus without hunting it down from
    enemies, check out the Badge FAQ, which should be directly above mine.
    All or Nothing -- Arantula (after battle)
    Charge -- Any Hyper enemy (after battle)
    Charge P -- Any Hyper enemy (after battle)
    Close Call -- Goomba family, Koopatrol
    Close Call P -- Goomba family, Koopatrol
    Damage Dodge -- Red Chomp
    Damage Dodge P -- Red Chomp
    Defend Plus -- Bob-ulk, Bulky Bob-omb, Chain-Chomp
    Defend Plus P -- Bob-ulk, Bulky Bob-omb, Chain-Chomp
    Fire Drive -- Ember Family / Hammer Bro / Koopatrol (all after battle)
    Flower Saver -- Dayzee Family (after battle)
    Flower Saver P -- Dayzee Family (after battle)
    FP Drain -- Dark Puff (after battle)
    FP Plus -- Poison Pokey (after battle)
    Hammerman -- Dark Bristle (after battle)
    Hammer Throw -- Hammer Bro / S. Buzzy family / Swoopula (all after battle)
    Happy Heart -- Koopa family
    Happy Heart P -- Koopa family
    Happy Flower -- Crazee Dayzee (after battle)
    Head Rattle -- Fuzzy (after battle)
    Heart Finder -- Shady Koopa
    HP Plus -- Dark Koopa family, Gloomba family, Magikoopa, X-Naut
               Dull Bones (after battle)
    HP Plus P -- Dark Koopa family, Gloomba family, Hammer Bro, Magikoopa
    HP Drain-- Swoop family (after battle)
    HP Drain P-- Swoop family (after battle)
    Ice Smash -- Ice Puff / Frost Piranha (both after battle)
    Item Hog -- Dull Bones (after battle)
    Jumpman -- Poison Puff (after battle)
    Last Stand -- Flower Fuzzy, Hyper Goomba family
    Last Stand P -- Flower Fuzzy, Hyper Goomba family
    Mega Rush -- Dark Koopa family, Hammer Bro
    Mega Rush P -- Dark Koopa family, Hammer Bro
    Money Money -- Bill Blaster / Dark Boo (both after battle)
    Multibounce -- Gloomba Family / Goomba / Parabuzzy / Swampire (after battle)
    P-Down, D-Up -- Dark Craw, X-Naut PhD
    P-Down, D-Up P -- Dark Craw, X-Naut PhD
    Pity Flower -- Frost Piranha / Piranha Plant (both after battle)
    Power Jump -- Buzzy Beetle (after battle)
    Power Plus -- Wizzerd family
    Power Plus P -- Wizzerd family
    Power Rush -- Koopa Troopa family, Shady Koopa
    Power Rush P -- Koopa Troopa family, Shady Koopa
    Power Smash -- Spania, Spunia (after battle)
    Pretty Lucky -- Bandit family, Gloomba family, Koopa Troopa family
                    Spinia family
    Pretty Lucky P -- Bandit family, Gloomba family, Koopa Troopa family
                      Spinia family
    P-Up, D-Down -- Dark Koopatrol, Elite X-Naut
    P-Up, D-Down P -- Dark Koopatrol, Elite X-Naut
    Quake Hammer -- Moon Cleft (after battle)
    Refund -- Badge Bandit (after battle)
    Shrink Stomp -- Buzzy Beetle (after battle)
    Soft Stomp -- Spiky Goomba (after battle)
    Super Appeal -- Dark Boo / Goomba / Magikoopa (after battle)
    Super Appeal P -- Dark Boo / Goomba / Magikoopa (after battle)
    Sleepy Stomp -- Boo / Dark Puff / Fuzzy / Paragloomba (all after battle)
    Tornado Jump -- Lakitu (after battle)
    VII - Mix and Match Set-ups
    Are you tired of using these lame cookie-cutter set-ups that people like me
    have created? Do you wish your creativity could flow without doing all the work
    of figuring out what badges do? Well look no further, because here in this
    section lies many different miniature set-ups designed to fit together like...
    well... Analogies fail me at the moment, so let's move on shall we?
    The format is simple, Heading, brief Explanation, and Badges.
    The current list: (more for my own reference)
    Basic, but can add some much needed Attack boost to your set-up.
    Power Plus      2
    Total BP        12
    For those of you looking for all out attack strength, this one's for you.
    Some would argue with me about the All or Nothing's placement between Power
    and Aggressive, so feel free to use All or Nothing in Power, while ignoring the
    defense dropper.
    P-Up D-Down     1
    All or Nothing  1
    Total BP        6
    Again, basic, but it can keep you alive that little bit longer you may need.
    Defend Plus     2
    Total BP        10
    If you want to sacrifice your power for rock-hard abs, go with this little
    grouping... And yes, you will want to Guard, not Superguard if you plan on
    using this one.
    P-Down D-Up     1
    Damage Dodge    2
    Total BP        6
    If you find yourself running out of FP too often, and you really, really need
    Flower Saver    2
    Pity Flower     1
    Happy Flower    2
    Total BP        15
    For those particularly interested in staying versatile through various battles
    without having to switch back and forth all the time.
    All Moves       16
    Total BP        22
    Found a really good move you like? Why not get more copies of it? Since many
    move badges are buyable at the Pianta Parlor, or can be found off of enemies,
    it can be very simple to get ahold of multiple copies of one good move. Note:
    Some badges do not have (probable) multiples.
    Any move badge  3+
    Total BP        Varies
    Have a little extra time during battles? Utilize it and bolster your Attack
    power for very low FP costs.
    Charge          2+
    Total BP        2+
    Same as kirby_64's set-up, but if you don't have 44 Pretty Lucky (P)s, then
    you might as well use it with something else, so I'll just restate it here
    Lucky Day       1
    Lucky Start     1
    Pretty Lucky    X
    Total BP        11+2X      (yay! more algebra!)
    By increasing damage done to yourself, and equipping Return Postage, you can
    return the enemy's original damage back at them. Note: Only works against
    direct attackers
    Return Postage  1
    Zap Tap         1
    Double Pain     1
    Total BP        10
    More of a defensive set-up than offensive, but also very versatile and easy to
    get going. 
    Hammerman       1
    Hammer Moves    Varies
    Total BP        2+Varies    (yay! weird algebra)
    More of an offensive set-up, and can be rather taxing BP-wise to get going, but
    once it's at peak performance, nothing can stand in its way.
    Jumpman         1
    Spike Shield    1
    Ice Power       1
    Jump Moves      Varies
    Total BP        6+Varies    (last of the algebra I think...)
    If you are more of a Star Power person, you may want to suck it back up as
    quickly as you can.
    Super Appeal    5+
    Total BP        5+
    *More to come...hopefully*
    Just as some of these set-ups will work very well together, others completely
    contradict each other. Keep the following mix suggestions in mind:
    Aggressive - For all out brawls and all around reckless behavior
    Defense    - Works well for a balanced stat booster
    Solidity   - Too many things cancel each other out for any real use
    Efficiency - Really only useful if you REALLY go all out using move badges and
                 the built in moves
    Stylish    - It gives many effect moves a much needed "UMPH"
    Specialist - Goes without saying. Saves a bit on FP in the long run
    Charge     - It helps cut down on time and FP, but not enough to be necessary
    Lucky      - The Power aspect shouldn't have to rely on dodging,
                 and the Lucky aspect works fine without Attack
    Thorns     - Not typically good for stable set-ups
    Hammerman  - Hammerman was never intended for use with Power
    Jumpman    - Depends on whether you're willing to sacrifice versatility for
                 extra power
    Recall     - With Power, Star Power usage will be minimal
    Power      - Aggressive is top-heavy without Power as a base
    Defense    - Once again, too many cancelations
    Solidity   - This is pure canceling action. Run away
    Efficiency - Only if you plan on using moves. Otherwise not used enough to
                 justify the BP cost
    Stylish    - Power is probably a better option
    Charge     - Like Power, cuts down on time, but Aggressive goes
                 against a lot of standard ideals of Charge
    Lucky      - Aggressive can really benefit from added dodging
    Thorns     - An excellent add-on to punish direct attackers
    Hammerman  - Once again, Hammerman is not meant to be offensive
    Jumpman    - Like Power, it all depends on whether or not you
                 want to sacrifice versatility
    Recall     - As with Power, Star Power usage is minimal
    Power      - Good for balancing stats, otherwise ignorable
    Aggressive - Cancelations, forget it
    Solidity   - If you have other plans for dispatching foes, by all means...
    Efficiency - Useful since you'll likely be using more moves due
                 to lack of Attack power
    Stylish    - Helps counter the lack of Attack Power
    Specialist - Seems too contradictory to work well, but give it a shot
    Charge     - Definitely helps to counter Attack loss, but there are better
    Lucky      - Helps bolster damage reduction, though not always necessary to use
    Thorns     - Having defense diminishes Return Postage's effect
    Hammerman  - This is good for getting that extra power you need without going
                 all out on getting Power
    Jumpman    - Jumpman is too offensive to use well
    Recall     - Its okay if you constantly use Star Power to make up for lack of
                 power, but once again, not 100% necessary
    Power      - Cancelations. Next!
    Aggressive - Painful cancelations. Next!
    Defense    - Solidity is kind of silly without it, unless you're on a BP budget
    Efficiency - Now that damage is dropping, it's important to make up for damage
                 using moves frequently. Efficiency can help pay for it
    Stylish    - Once again, moves and effects can make up for lost damage
    Specialist - I don't know if focusing on one move with lowered Attack is such
                 a good idea. Maybe it will work for you, but the FP cost can be
                 rather steep...
    Charge     - Definitely a good way to make up for lost Attack Power, and the
                 added defense with Solidity will let you Charge longer
    Lucky      - As defense goes up, the need to dodge goes down...
    Thorns     - Useless. You shouldn't be receiving damage with Solidity
    Hammerman  - A must-have. It makes up for a bit of Attack loss
    Jumpman    - Mario has become too weak to Jump effectively, Hammer is better
    Recall     - Since Star Power is another route to attack power with this
                 set-up, Recall can definitely help out in attacking more often
    Power      - It all depends on how many moves you plan on using...
    Aggressive - As above, except less picky about frequency since the BP cost for
                 Aggressive is less
    Defense    - More likely to be useful since moves help more on defensive
                 set-ups than on offensive ones, but still your choice
    Solidity   - I really can't think of a fourth way to say the first statement...
    Stylish    - Takes advantage of reduced FP costs
    Specialist - Same, except more so since FP costs will be higher
    Charge     - Once again. Efficiency brings down the cost of multiple Charges
    Lucky      - I really see no connection between the two set-ups...
    Thorns     - There is no explicit connection, since no piece of Thorns uses FP
    Hammerman  - Sure, why not?
    Jumpman    - OK, what would be the reason for not doing so?
    Recall     - Well, it seems kind of appropriate that they would work in tandem
    Power      - Increases damage of all moves. Go for it
    Aggressive - Same as above, but only for those willing to give up defense
    Defense    - I see no real reason not to...
    Solidity   - Effects can easily make up for lost damage
    Efficiency - Should go without saying, since FP is the backbone of Stylish...
    Specialist - One interesting combo. All moves plus one or two extra beefy moves
    Charge     - Kind of useless, but some effects can give more opportunities to
                 Charge by disabling an enemy or five
    Lucky      - They're compatible, but they don't really build off of each other
    Thorns     - Works great with many Status Effects for hands-off damage
    Hammerman  - For creating a single-minded attitude
    Jumpman    - For inventing a one-tracked personality
    Recall     - Star Power usage will be virtually nil
    Power      - A good way to tack on some extra power, but chances are the
                 increase won't be noticed with all the extra Attack coming from
                 the move badges
    Aggressive - If you feel confident with the defense loss, then this could
                 actually be used in place of Power, instead of in tandem
    Defense    - Maybe, though Specialists shouldn't have to rely on defense
    Solidity   - A better option for defensive opportunities
    Efficiency - With the skyrocketing FP costs, it is pertinent to cut down on the
    Stylish    - It's always good to add some versatility while maintaining a
                 central power to dish out damage
    Charge     - An interesting way to build up damage, but really needed
    Lucky      - An offensive build should rarely have to deal with dodging, but
                 there is always the possible necessity
    Thorns     - Depends on your special.  Fire Drive, yes; Sleepy Stomp, no
    Hammerman  - If your specialized move is a hammer move...
    Jumpman    - If your prioritized technique involves jumping...
    Recall     - Star Power usage will be almost non-existant
    Power      - A virtual neccessity to take out the small fries
    Aggressive - Defensive is the preferred route, but this could work with Thorns
    Defense    - The more defense, the more you can Charge
    Solidity   - Too much defense never killed anybody
    Efficiency - Helps to alleviate multiple Charge FP costs
    Stylish    - Not useful since standard attacks accompany Charges the best
    Specialist - If you have enough FP, then go for it and use the move as an
                 ultimate finisher
    Lucky      - Greatly helps for decreasing damage received
    Thorns     - The alternate strategy for Charge, giving bits of damage while
                 building up a finishing attack
    Hammerman  - If your ideal finisher is a hammer attack...
    Jumpman    - If your dream ending move takes to the sky...
    Recall     - Star Powers will be used sparsely, however, so will attacking. Use
                 at your own discretion
    I think I can safely say that no set-up is beneficial or detrimental to this
    set-up. It does, however, greatly give a good back-up plan to any set-up,
    while leaving no painful marks.
    Power      - Not your best option
    Aggressive - The better option. Increases Return Postage damage and normal
                 Attack for the indirect attackers
    Defense    - No. Just...no
    Solidity   - If you thought Defense was useless here...
    Efficiency - FP typically isn't used in the base set-up
    Stylish    - Some Status Effects work well to complement Thorns
    Specialist - Thorns is HP-heavy, Specialist is FP-heavy; to combine is to
                 sacrifice BP, a plausible route for these low-BP badges
    Charge     - One viable option for an indirect attacker backup
    Lucky      - The very existence of Lucky makes Thorns unreliable, but not
                 entirely useless
    Hammerman  - Hammers are too defensive
    Jumpman    - Helps with backup for indirect attackers
    Recall     - Star Powers are great backup for Thorns, so Recall can rebuild it
                 in the time you're waiting for a direct attacker to attack
    Power      - Hammerman is too defensive for this to properly work
    Aggressive - Hammerman is overly protective for the idea to correctly function
    Defense    - Helps bolster Hammerman's defensive nature
    Solidity   - Assists to raise Hammerman's protective style
    Efficiency - Helps alleviate some Hammer move's FP costs
    Stylish    - Kind of limited variety, but still works okay
    Specialist - As long as your special move is a Hammer move
    Charge     - Well used with Specialist and Power Smash
    Lucky      - Since Hammerman is defensive, more damage reduction is welcome
    Thorns     - Hammerman is defensive. No thorns please
    Jumpman    - You're joking, right?
    Recall     - Since this is defensive, Star Powers can be used to deal some big
    Power      - Jumpman is pure power. Go for it
    Aggressive - Do you want to sacrifice defense? Works well if you do
    Defense    - Can't hurt if you have the spare BP, otherwise not needed
    Solidity   - Not good for offensive set-ups
    Efficiency - To reduce FP costs of Jump moves
    Stylish    - If you like the Jump moves
    Specialist - As long as your special move isn't a Hammer move
    Charge     - Good for Power Bounce, otherwise moot
    Lucky      - If you have the need to stay alive longer (don't we all?)
    Thorns     - More effective than in Hammerman, but still not advised
    Hammerman  - You're pulling my leg, correct?
    Recall     - Star Powers won't be used to often, so not needed
    Power      - Set-ups focusing on power should not use Star Power much
    Aggressive - Same as above
    Defense    - It helps to use Star Powers when attack is lacking, and
                 appealing while tanking out attacks to recover the Star Power
    Solidity   - It helps even more since attack is actually lowered instead of
    Efficiency - A tad contradictory, but they work well together if trying some
                 Survivor hybrid
    Charge     - Between Charging and Appealing, there is little time for attack,
                 so if going for this type of combo, then it should be used with a
                 defensive one as well
    Lucky      - Star Power is one way to make up for lack of base strength, and
                 the constant dodging gives plenty of time for appeals
    Thorns     - Waiting for enemies to hit gives time for appealing, and Star
                 Power is a good backup for indirect attackers
    Hammerman  - Even though Hammerman is defensive, it's still too offensive to
                 allow proper time for appealing
    Jumpman    - Jumpman is too offensive to have time alotted to appeal
    VIII - Badge Listing and Advice
    In this section, I'll go through a brief run-down on all the badges in the game
    according to the order of the in-game Badge List according to "Type". Nothing
    too exciting or extraordinary, but it can get you some solid info on badges
    and uses. However, if you need the technical end of all of the badges, visit
    Fullgore EXE's Badge FAQ that should be right above mine.
    Note: This is primarily to help out those of you making your own set-ups.
    If you would prefer not to second-guess your own opinions of any badges you
    plan on using, then feel free to skip ahead to the fun part, section IX.
    Note 2: A lot of my P-version badges are taken with a sinister twist. I'm not
    huge on maintaining my partner at the cost of BP, but instead prefer rotating
    between them while maintaining a semi-stasis of their HPs. If you disagree with
    me on how useful the defensive P-badges are, just skip them. You're not gonna
    hear anything else from me.
    ~Power Jump:
    Power Jump does the same damage a Power Smash would do (assuming no Hammerman
    or Jumpman, of course), which is great for a Jumpman that needs to get past
    a defensive enemy.
    It's difficult to use this without decent Attack, or multiples of these badges.
    Also, Danger Mario's primary weapon.
    ~Shrink Stomp:
    This and Soft Stomp work well together to bring a Wizzerd down to size. Also
    effective for non-Hammerman defensive builds.
    ~Sleepy Stomp:
    Nice to disable an enemy in the air or backfield, but Sleep is too easily
    broken to be as effective as, say, Ice Smash.
    ~Soft Stomp:
    Excellent for bosses or normal, high-defense enemies, such as Chain Chomps and
    Wizzerds. Especially helpful to give Yoshi a chance to mix it up.
    ~Tornado Jump:
    The effect is rather weak, especially for its BP cost, but multiples of these
    can raise the Tornado damage so it actually will start bearing an effect in
    battles. Otherwise, it is too weak for any real use. The magic Tornado damage
    is 5. Then it becomes a ParaBuzzy marauder.
    ~Power Bounce:
    The most over-used badge in my opinion, but it still deals a lot of damage and I
    must respect that.
    ~Power Smash:
    A good, solid, heavy hitting move, but costly in FP considering its minimal
    effect. Used with multiple Power Smashes and Charges, it becomes and excellent
    finisher for a series of Charges.
    ~Piercing Blow:
    A must-have for any defensive Hammerman set-up. Very useful for anyone to deal
    with Elite Wizzerds.
    ~Hammer Throw:
    Another necessity for any Hammerman set-up. It becomes the only way they can
    hit flying enemies besides using up valuable Star Power.
    ~Head Rattle:
    Nifty, but can only affect the front-and-center enemy. Infatuate works much
    better and really gives the Confusion a chance to shine through.
    ~Ice Smash:
    The best disabling move. While it can only be used against the frontmost enemy,
    it's next to impossible to prematurely shatter the ice.
    ~Quake Hammer:
    Its base attack power is always two, regardless of hammer type. However, unlike
    Tornado Jump, the Quake's power is affected by Mario's Attack Power. So, if
    Mario has a Power Plus equipped, then the Quake's damage becomes three. But, it
    is, of course, a double-edged sword, in that if you were to equip a P-Down
    D-Up, the Quake's damage would drop to 1. Not particularly effective with a
    defensive Hammerman, but the rare offensive Hammerman would treasure this one.
    ~Fire Drive:
    While it is effective to have for flame-weak enemies, the damage just doesn't
    justify the crazy FP cost.
    If you can collect several of these and bide your time in battle, it can
    unleash a devestating attack. A must have for any defensive set-ups.
    ~Charge P:
    Best suited for Yoshi, as his Stampede attack becomes insanely powerful after
    several Charges, a nice offensive Power Lift, and a Power Punch to top it all
    ~Double Dip:
    Great for builds revolving around using the partner as a bombardier. It's
    always good to tack on an offensive item after a healing item, or using two
    offensive moves, one right after another.
    ~Double Dip P:
    Same as above, except its more effective if Mario is the primary attacker, and
    the partner does all the healing.
    ~HP Plus:
    You shouldn't need this. Talk to Chet Rippo if you do.  It is possible to use
    this badge to give Mario a buffer of temporary HP before beginning a long
    journey, but I'm of the opinion that keeping all of your more valuable badges on
    at all times will have the same effect of reducing the actual damage you take.
    ~FP Plus:
    The same exact thing as previously stated.
    ~HP Plus P:
    In combo with Quick Change, this can make your partners an unbelievably
    stubborn force. With each badge adding 35 HP to your partner total, it is
    well worth the 6 BP to use it if you plan on being some kind of Partner
    ~Power Plus:
    Solid, raw power. The basis of any high-BP offensive build. Some may complain
    that the BP is too high for its effect, so judge for yourself.
    ~Power Plus P:
    Good to complement an offensive Mario, or to contrast a defensive one.
    ~All or Nothing:
    A.K.A., "The Power Plus that takes 2 less BP". Though it's undeniably "better"
    than Power Plus, I never use it.  I have my off days, too.
    Basis of an extreme offensive set-up. MUST be used with Spike Shield, or
    Backbone of a solid tank build. Without it, it becomes more difficult to damage
    defended enemies.
    ~P-Up D-Down:
    For use in an extreme offensive set-up, or for adding effectiveness to the
    Thorns effect.
    ~P-Up D-Down P:
    Best used in parallel with any set-up involving Mario sitting up front, since
    the partners, as a generality, take less heat than Mario will.
    ~P-Down D-Up:
    You must have these for a good pure tank build. Multiples of these can be rare
    however, so leap on any opportunity to grab one.
    ~P-Down D-Up:
    If you absolutely need your partner to tank as part of your set-up. Less useful
    than the above three stat alternators.
    ~Damage Dodge:
    An iffy badge. It can shave off an extra point of damage or two, but you would
    have to sacrifice Superguarding to have it take effect.  It's actually a
    personal favorite of mine.
    ~Damage Dodge P:
    This is objectively as useful as Damage Dodge, but because partners are more
    easily moved around, I don't recommend this one very highly.
    ~Defend Plus:
    The backbone of any defensive set-up.
    ~Defend Plus P:
    I could copy word-for-word the description of Damage Dodge P, changing of course
    "Damage Dodge" to "Defend Plus".
    ~Double Pain:
    Only to be used with Return Postage and very high Hit Points, or just for an
    extra challenge.
    ~Power Rush:
    Mainstay of a Danger Mario. Otherwise, it can fill up space for any other low
    HP set-up.
    ~Power Rush P:
    Must be used with Quick Change.  A must-have for any Spare Tire-based set-up.
    ~Last Stand:
    Very helpful for Danger Mario and any other low HP Mario.  Despite what this
    guide said before, Last Stand *does* stack, albeit in a rather convoluted way.
    I'm still trying to figure it out.
    ~Last Stand P:
    This is pretty helpful in keeping a partner out longer in a Partner Power
    set-up, and crucial for the Spare Tire I envisioned while typing up Power
    Rush P.
    ~Mega Rush:
    It isn't a good idea to let Mario be in Peril long enough to let this take any
    good effect. If you're Danger Mario only has 10-20 Power Rushes, maybe...
    ~Mega Rush P:
    Goes along well with Power Rush P, but not really as helpful or abundant as
    Power Rush P in the Spare Tire strategy.
    ~Close Call:
    A great low-level fallback badge.  The chance of success on a Close Call is
    surprisingly high.
    ~Close Call P:
    Same as above, especially considering the low BP cost.
    ~Pretty Lucky:
    Best used en masse and spearheaded by Lucky Day. You won't be touched.
    ~Pretty Lucky P:
    Pretty much an All or None situation. If you want your partner to join in on
    the joys of luckiness, then stack them on. Otherwise they don't help out a
    whole lot.
    ~Lucky Day:
    It's like a bigger Pretty Lucky. And green...  It is definitely worth the BP
    compared to Pretty Luckies.
    ~Lucky Start:
    This is a very all-purpose badge. Few set-ups can't find a place for this
    crimson beauty. Not entirely effective against long boss battles though...
    ~Happy Heart:
    For low HP set-ups, Survival builds, or the first 70 or so levels of the Pit.
    Also much better when used in large numbers if you can find them.
    ~Happy Heart P:
    A little less helpful, again because of the ability to swap out partners.  But
    for any Partner Tank set-up, this could definitely help.
    ~Happy Flower:
    Good for survival builds, low FP set-ups, and for those where Mario doesn't do
    much of anything except use items.
    ~Flower Saver:
    Very nice to have for any set-up that uses moves often, but most notably the
    ~Flower Saver P:
    Even better than the above. There are many good, but expensive partner moves
    that you probably wish you could use more often.
    ~Pity Flower:
    If you need all the FP you can possibly scrounge up, and you have 3 spare BP
    for it, go for it. Because it has a chance for each individual hit, however,
    this makes a great badge against large groups and against enemies who deal
    damage over multiple hits in a single attack.
    ~HP Drain:
    Good for tanks. Best with Hammerman.
    ~HP Drain P:
    Easily built into any partner, but the return doesn't seem all that beneficial
    for a partner.
    ~FP Drain:
    Good for set-ups involving Mario as a support to the partners. With a side
    order of Hammerman.
    ~Heart Finder:
    Survival builds and Dayzee Hunter benifit the most, where it is a waste of 3 BP
    to anyone else.  It produces a very large and reliable source of HP after
    battles, to be sure, but you won't find use for it against, say, a boss.
    ~Flower Finder:
    See above comment.
    ~Item Hog:
    Item Hog isn't quite as reliable as Heart or Flower Finder, but it can net you
    some good, free items.  Personally, though, I'd recommend using Money Money
    instead, and use the money to buy the items you need.
    ~Ice Power:
    Good for 3 places: Pirate's Grotto, Palace of Shadow, and the Pit. Danger Mario
    should not take it off.
    ~Spike Shield:
    A must have for any Jumpman set-up. Any build that isn't Hammerman would treat
    this as a welcome addition to the team.  Though it helps for Bristles on a
    Hammerman set-up, Quake Hammer is a much better move against them, and Hammer
    Throw is cheaper overall to use anyway.
    ~Zap Tap:
    A nice, cheap defensive measure. There really is no excuse to not give it a try
    in your set-up.
    ~Return Postage:
    Works best when used with Double Pain, P-Up D-Down, and Zap Tap. Yes, Zap Tap
    does stack to the damage done by Return Postage.
    ~Feeling Fine:
    Regardless of what the description says, Feeling Fine works seems to work
    against more than just Poison and Dizzy.  This makes it a very valuable addition
    to any set-up, especially against certain bosses.
    ~Feeling Fine P:
    Feeling Fine P is kinda overshadowed by Feeling Fine.  Feeling Fine protects
    Mario, which allows him to use Sweet Treat to heal HP and FP.  As a side effect,
    it also cures every Status Effect on Mario and his partner.
    Nice if you are a huge item user, or just plain out poor, but it doesn't match
    up to Money Money.
    ~Money Money:
    Slap on a couple of these bad boys and squash some Goombas for some quick cash.
    If you run the Pit with just one, you're almost guaranteed to go from 0 - 999
    coins in one run.
    ~Super Appeal:
    Like Pretty Lucky, best used en masse, and for set-ups that constantly use
    Star Powers.
    ~Super Appeal P:
    There aren't enough of these badges to make them worth while, but it never hurt
    to put on the two you have.  It seems that, despite the partners' attack
    capabilities, they more often have waiting turns than Mario does, especially
    if you don't have Quick Change.  Mario is also more often attacked than the
    partner, so Defend is less useful for a partner than an Appeal.
    Though it seems to circumvent the need to Tattle, I'd recommend Tattling just
    the same to avoid eating up 2 BP to see enemy HP.  However, this badge also lets
    you see HP's you normally can't, including Koops' Shell Shield.
    ~Quick Change:
    An absolutely awesome badge that basically melds all of your partners into one.
    It gives you a ton of in-battle flexibility, and every set-up, even those that
    use Mario as the attacker, can put this to use.
    ~Timing Tutor:
    Use to practice Stylish commands on the Petal Meadows Goombas. Take it off when
    you're finished.
    This is greatly helpful in set-ups like Power Bouncer, which require excellent
    timing.  Also helps with some of the trickier Action Commands, like Shell Slam.
    A great way to get some extra free Star Points, as well as make the Action
    Commands more... interesting to do.
    ~Chill Out:
    We're not perfect.  Especially in the later areas of the game, we're prone to
    messing up First Strikes.  This is a nice cheap way to avoid taking cheap shots
    from enemies.
    ~First Attack:
    A cheaper Bump Attack with a higher chance of failure due to the fact you
    actually have to First Strike something in order for it to work.
    ~Bump Attack:
    When you don't want to deal with random encounters, equip this badge.  Don't do
    this unless you've already beaten the game...
    ~Attack FX R:
    A.K.A. The "Cr" and "icket" badge. It turns Hooktail into a joke, if the sound
    is a bit annoying...
    ~Attack FX B:
    ~Attack FX G:
    ~Attack FX Y:
    ~Attack FX P:
    ~L Emblem:
    ~W Emblem:
    These badges basically just try to spice up the game to make it a little, with
    the exception of the L Emblem, which is actually needed to solve a Trouble.  I
    personally don't use any of these, but many others do.
    ~Slow Go:
    Paraded as the game's most useless badge. However, it can help you deal with
    some of the traps and narrow walkways in the Palace of Shadow if you're a bit
    jumpy or impatient, forcing you to slow down.
    Well, I guess that's it for this section. Sorry for the length, but it isn't my
    fault for putting so many badges in the game. Oh well, they're all special
    enough to get their own honorary mention.
    IX - The REAL Fun Stuff: Contact, Legal, and Special Thanks
    Contact "Information"
    If you would like to contact me regarding my FAQ, feel free to e-mail me at:
    (jpkalauer <at> yahoo <dot> com)
    Legal "Information"
    This guide is Copyright (c) 2005-2013 John Krueger
    Although this guide was intended to be only posted on www.gamefaqs.com and its
    affiliates, I honestly don't care if you use this guide on your site, but do
    not change the content that lies herein. If you only want to use little
    sections of my guide in your own, I don't care either, but don't take credit
    for any ideas that I or one of my contributors made for yourself.
    Also allowed to host my FAQ:
    Special Thanks:
    Gamefaqs.com-------for providing people like me a place in which we can share
                       ideas and information
    jamescom1----------for helping with details in some of my set-ups. Also for
                       the Power Bounce set-up idea.  And for saving the badges 
                       from enemies list. And for other various reasons...
    kirby_64-----------for his Pit Strategy and his Very Lucky set-up
    SoulAvenger69------for his Survivor set-up and endless support
    Fullgore EXE-------for his Badge FAQ that helped get a lot of information on
                       solid badge quantities
    Rayquaza418--------for his Tank Variation involving Bobbery's Hold Fast
    Toad 004-----------for his Pure Stats set-up and endless support
    stuyle31-----------for putting Quick Change into perspective
    babooze812---------for pointing out a good Quick Change technique
    cool540------------for pointing out the Return Postage/Double Pain strategy I
                       so bluntly overlooked
    Kirby5790----------for e-mailing me a list of little-known facts that proved
                       rather handy
    Chaosmaster00------for maintaining an updated list of Badges from Enemies
    Iron Knuckle-------for providing a healthy chunk of Badges from Enemies
    Myself-------------for without, you would not have wasted all this time
    And the following for contributing to the badges from enemies list:
    lord ichmael
    And of course, everyone who requested this idea be made into an FAQ, and any
    other readers who happened to drop by, because without you guys, this would
    just be another file taking up room on my computer.
    ~~~~~~~~~~~~~~~~~~~THAT'S ALL FOLKS!~~~~~~~~~~~~~~~~~~~~~

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