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Paper Mario: The Rewind Chronicles/Badges

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Badges are items in the Paper Mario series that grant Mario an additional effect in many different forms including adding attacks in battle, changing the action command time window and changing the sound effects of his attacks. They make a return in Paper Mario: The Rewind Chronicles. Badges need a certain amount of Badge Points (BP) to be equipped; the more effective the badge, the more powerful. Two or more of the same badge can be equipped to stack their effect; the amount of FP required increases, but so does the damage output and effect. Some badges do not stack.

They can be bought from Arex's stand at the Marty Mall, Utili T.'s Stand in Sunsee Market, traded in for star pieces from Merline, won at the Marty Mall casino, stolen from an enemy in battle or found in blocks across the world. The blocks that contain badges are red, rather than yellow. Badges with the letter "P" at the end signify that the effect is exactly the same as it is on Mario, except that it affects Mario's partner. Arex's Badges Stand mainly sells badges concerning Mario's attacks, while Utili T'.'s Stand mainly sells defensive badges that affect the damage Mario takes from enemy attacks.

There are also 24 partner exclusives badges in the game which can be won in the Trial House building in Sunsee City after Chapter 7. The Trial House consists of 10 rooms in which the player controls only the partner in battle, not Mario in a test of endurance and skill. Completing the challenge with a partner grants them two badges; a support badge, which gives a passive ability, and an attack badge, which gives them another move.

List of Badges

Name Icon BP Needed Found in Effect
All or Nothing AllOrNothingPMRC 4 Arex's Badge Stand (100 coins after Chapter 7)

Dropped by Tollign

If the action command is done correctly, Mario's jump and hammer attacks will go up by 1 in power. However, doing the action command incorrectly will make the attack do nothing.
Analytic 0 Complete the Trial House with Arh T. If Arh T. is attacked by an enemy, her next attack does double damage towards that enemy.
Armada Attack 0 Complete the Trial House with Coggs For 10FP, Coggs calls on his fleet to shoot Bullet Bills and Banzai Bills at all enemies on screen, causing massive damage.
Armor Smash 0 Complete the Trial House with Tutankaboom. If an enemy has 3 or above defense, using any of Tutankaboom's explosive attacks on the enemy will halve it (rounded down) for the duration of the battle.
Art-illery 0 Complete the Trial House with Arh T. For 10FP, Arh T. draws some Bullet Bill Launchers that come to life and attack every enemy with a barrage of Bullet Bills, doing quite high damage to all enemies.
Attack FX B AttackFXBPMRC 0 Outside of Snowslide Point Lighthouse Changes Mario's attack sound effects to a bell.
Attack FX G AttackFXGPMRC 0 Throwback Landing Changes Mario's attack sound effects to a classic Yoshi sound effect.
Attack FX 0 AttackFXOPMRC 0 Merline (1 Star Piece) Changes Mario's attack sound effects to a Boo's laugh.
Attack FX P AttackFXPPMRC 0 Bowser Badlands (East) Changes Mario's attack sound effects to Bowser's roar.
Attack FX R AttackFXRPMRC 0 Hidden Chest in Crescent Shade Manor Changes Mario's attack sound effects to a toy squeak.
Attack FX V AttackFXVPMRC 0 Arex's Badge Stand (80 Coins) Changes Mario's attack sound effects to a coin.
Attack FX W AttackFXWPMRC 0 Mt. Cleverest Caves (Defeat Millenium Flame) Changes Mario's attack sound effects to make them echo.
Attack FX Y AttackFXYPMRC 0 Defeat 5 High-Scores at the Moonview Arcade Changes Mario's attack sound effects to 8-bit.
Bump Attack BumpAttackPMRC 5 Steamboat Skies Mario can defeat weak enemies who no longer give out Star Points by walking into them, taking out the need for battle. It does not work in either of the Pits of 100 Trials.
Charge ChargePMRC 1 Whirled West Canyon/Dropped by Hyper enemies. Allows Mario to use Charge, which takes a turn to increase the damage of Mario's next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1.
Charge P ChargePPMRC 1 Bomankh Allows Mario's partner to use Charge, which takes a turn to increase the damage of their next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1.
Chill Out ChillOutPMRC 1 Utili T.'s Badge Stand (60 Coins after Chapter 1) Prevents Mario from getting hit with a first strike.
Close Call CloseCallPMRC 1 Central Plains When Mario has low HP and is in Danger, enemies will sometimes miss when attacking him.
Close Call P CloseCallPPMRC 1 Utili T.'s Badge Stand (75 Coins) When Mario's partner has low HP and is in Danger, enemies will sometimes miss when attacking them.
Coin Cannon 0 Complete the Trial House with Dr. Booston For 6FP, Dr. Booston can use Coin Cannon, where he shoots coins out of a bazooka-like device that causes damage and increases the amount of coins found after battle.
Crumple Smash CrumpleSmashPMRC 2 Arex's Badge Stand (125 coins after Chapter 4) Allows Mario to perform Crumple Smash for 4FP, which crumples an enemy and deals damage.
Damage Dodge DamageDodgePMRC 2 Utili T.'s Badge Stand (150 Coins)

Dropped by Bulky Bob-Ombs

Increases the damage blocked by Mario's standard guard command by 1.
Damage Dodge P DamageDodgePPMRC 2 The Line River

Dropped by Bulky Bob-Ombs

Increases the damage blocked by Mario's partner's standard guard command by 1.
Defend Plus DefendPlusPMRC 5 Moonview City

Crescent Shade Village Dropped by Koopatrol

Increases Mario's defense by 1.
Defend Plus P DefendPlusPPMRC 5 Sunsee City

Snowslide Point Dropped by Koopatrol

Increases Mario's Partner's defense by 1.
Thunder Needles 0 Complete the Trial House with Étienne For 6FP, Étienne can use Thunder Needles, which deals damage to all enemies while burning them.
Dizzy Attack DizzyAttackPMRC 1 If Mario Spin-Dashes into an enemy, the front enemy will be dizzy for the first 2 turns.
Dizzy Stomp DizzyStompPMRC 1 For 2FP, Mario can use the Dizzy Stomp, a jump attack that may make the target dizzy if performed correctly.
Double Dip DoubleDipPMRC 3 Moonview Pit of 100 Trials (Floor 40)

Dropped by Coinbag

For 4FP, Mario can use two items in one turn. Two of this badge equipped allows Mario to use Triple Dip for 7FP.
Double Dip P DoubleDipPPMRC 3 Sunsee Pit of 100 Trials (Floor 10)

Dropped by Badge Bandit

For 4FP, Mario's partner can use two items in one turn. Two of this badge equipped allows them to use Triple Dip for 7FP.
Double Pain DoublePainPMRC 0 Utili T.'s Badge Stand (25 coins) Doubles the damage Mario and his partner takes, but increases the chance of rare drops.
Efficiency 0 Complete the Trial House with Coggs. The damage that Coggs is healed by when using a healing item is multiplied by 1.5x, rounded up.
Feeling Fine FeelingFinePMRC 4 Utili T.'s Badge Stand (150 coins after Chapter 7) Protects Mario from most negative status ailments.
Feeling Fine P FeelingFinePPMRC 4 Piranhipine Islands Protects Mario's partner from most negative status ailments.
Fire Drive FireDrivePMRC 3 Arex's Badge Stand after Chapter 5 (125 coins)

Dropped by Heliogons

Allows Mario to use Fire Drive, a hammer attack that damages and burns all ground and low-hovering enemies for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage.
Fire Emblem FireEmblemPMRC 0 Moonview Arcade (75 Tokens) Changes Mario's attire to a Fire-Flower powerup. Can be stacked with the L and W emblems.
First Attack FirstAttackPMRC 1 Moonview Sewers If Mario gets a "First Strike" on an enemy that doesn't give out star points anymore, it will be defeated without entering battle. Doesn't work in either Pits of 100 Trials.
Flashy Badge FlashyBadgePMRC 5 Merline (12 Star Pieces) The audience is more likely to help Mario than heckle him.
Flower Finder FlowerFinderPMRC 3 Merline (6 Star Pieces) More flowers will appear after beating enemies.
Flower Saver FlowerSaverPMRC 4 Mt. Cleverest Caverns

Dropped by Amazy Dayzee, Crayzee Dayzee Merline (10 Star Pieces)

Mario's attack commands will cost 1FP less. Doesn't work on commands that cost 1FP.
Flower Saver P FlowerSaverPPMRC 4 Sunsee City

Dropped by Amazy Dayzee, Crayzee Dayzee Merline (10 Star Pieces)

Mario's partner's attack commands will cost 1FP less. Doesn't work on commands that cost 1FP.
FP Drain FPDrainPMRC 1 Arex's Badge Stand Mario's attack power is reduced by 1, but he regains 1FP her successful hit.
FP Plus FPPlusPMRC 3 Merline (6 Star Pieces) As long as this badge is equipped, FP is raised by 5.
Frosty Fog 0 Complete the Trial House with Sgt. Sniegs Allows Sniegs to use Frosty Fog for 6FP, which covers Mario and the party with a mist that lasts for 2-4 turns. During that time, enemy attacks will miss frequently as well as boosting the power of ice-related attacks.
Getaway 0 Complete the Trial House with Bandery For 6FP, Bandery runs all across the screen, hitting all enemies for small damage and confusing them.
Hammer Throw HammerThrowPMRC 1 Dropped by Hammer Bros.

Moonview Arcade (100 tokens) Crescent Shade Trail

For 2FP, Mario can throw his hammer to hit any enemy without approaching them.
Hammerman HammermanPMRC 3 Arex's Badge Stand (150 coins after Chapter 6) Mario's Hammer attacks deal 2 more damage, but he loses the ability to jump.
Happy Flower HappyFlowerPMRC 2 Merline (4 Star Pieces)

Dropped by all enemies in the Dayzee Family.

Slowly regain FP during battle.
Happy Heart HappyHeartPMRC 2 Merline (4 Star Pieces)

Dropped by all enemies in the Koopa Family

Mario slowly regains HP during battle.
Happy Heart P HappyHeartPPMRC 2 Merline (4 Star Pieces)

Dropped by all enemies in the Swooper Family.

Mario's partner slowly regains HP during battle.
Head Rattle HeadRattlePMRC 1 Crescent Shade Village

Arex's Badge Stand (100 coins after Chapter 4) Dropped by Amazing Flyin' Hammer Bro.

For 2FP, Mario can use Head Rattle with his hammer, which deals damage and causes confusion on enemies.
Heart Finder HeartFinderPMRC 3 Dropped by Spear Guy, Soul Bubble

Moonview Arcade (125 Tokens)

More hearts will appear after beating enemies.
HP Drain HPDrainPMRC 1 Mario's attack power is lowered by 1, but he regains 1 HP per successful hit.
HP Drain P HPDrainPPMRC 1 Mario's partner's attack power is lowered by 1, but they regain 1 HP per successful hit.
HP Plus HPPlusPMRC 3 As long as this badge is equipped, Mario's HP is raised by 5.
HP Plus P HPPlusPPMRC 6 As long as this badge is equipped, Mario's Partner's HP is raised by 5.
Ice Power IcePowerPMRC 1 Allows Mario to safely jump on Ice enemies. It also increases Mario's attack and defense against fire enemies and fire attacks by 1, respectively.
Ice Smash IceSmashPMRC 1 For 3FP, Mario can use Ice Smash which freezes its target and does extra damage to fire enemies.
Icy Aura 0 Complete the Trial House with Sgt. Sniegs. Removes Sgt. Snieg's x2 weakness to Fire attacks and burning.
Iron Shell 0 Complete the Trial House with Katrina Koopa. If Katrina's HP is at 50% or below, she gains an extra point of defense.
Item Hog ItemHogPMRC 3 Items are more likely to appear after battle.
Jumpman JumpmanPMRC 2 Mario's Jump attacks do 2 more damage, but he cannot use his Hammer.
L Emblem LEmblemPMRC 0 Changes Mario's attire to Luigi's clothes. Can be stacked with the W and Fire Emblems.
Last Attack LastAttackPMRC 3 If an enemy gets a First Strike on Mario, they lose HP equal to the amount they dealt.
Last Stand LastStandPMRC 1 If Mario's HP gets low and he's in Danger, he will receive half as much damage as normal, rounded up. Stacking this badge divides the damage by the number equipped plus one.
Last Stand P LastStandPPMRC 1 If Mario's Partner's HP gets low and they're in Danger, they will receive half as much damage as normal, rounded up. Stacking this badge divides the damage by the number equipped plus one.
Lightning Shell 0 Complete the Trial House with Katrina Koopa For 6FP, Katrina can use Lightning Shell, which charges up an electrified Shell Slam that hits all grounded and low hovering enemies. Has a high chance of stunning an enemy.
Lucky Day LuckyDayPMRC 7 Causes enemies to have their attacks miss Mario more frequently than Pretty Lucky.
Lucky Day P LuckyDayPPMRC 7 Causes enemies to have their attacks miss Mario's partner more frequently than Pretty Lucky.
Lucky Slots LuckySlotsPMRC 5 Makes Mario more likely to win the battle roulette.
Lucky Start LuckyStartPMRC 4 Every time a battle begins, Mario receives a temporary beneficial status for 3 turns; dodginess, electrification, HP recovery (+2 per turn) or FP recovery (+2 per turn)
Lunar Ritual 0 Complete the Trial House with Lan For 7FP, Lan does a mystic swords dance that does moderate damage and afterwards boosts her and Mario's attack power by 3 for up to 4 turns.
Major-Minor 0 Complete the Trial House with Chazz For 6FP, Chazz can use Major-Minor, which raises the party's attack by 3 while lowering the enemy's attacks by 2.
Mega Rush MegaRushPMRC 1 Mario's Attack Power goes up by 5 when his HP drops to 1 and is in Peril.
Mega Rush P MegaRushPPMRC 1 Mario's Partner's Attack Power goes up by 5 when his HP drops to 1 and is in Peril.
Money Money MoneyMoneyPMRC 5 Mario wins much more coins after battle. Can be stacked, but there is a limit to the amount of coins that appear.
Mood Swing 0 Complete the Trial House with Chazz. At the start of a battle, Chazz plays a short tune that either boosts the party's attack or defense by 1, or lowers the foe's attack or defense by 1.
Multibounce 1 For 2FP, Mario can use the Multibounce attack which is a jump that hits each enemy on the field consecutively.
Nova Hammer NovaHammerPMRC 5 For 10FP, Mario can use Nova Hammer, an attack that creates a shockwave of light deals high damage to all enemies on screen while piercing defenses.
Nova Jump 5 For 10FP, Mario can use Nova Jump, a jumping attack that creates a flaming shockwave that deals high damage to all enemies while burning them.
P Down, D Up 2 Mario's defense increases by 1, but his attack power decreases by 1.
P Down, D Up P 2 Mario's partner's defense increases by 1, but their attack power decreases by 1.
P Up, D Down 2 Mario's attack power increases by 1, but his defense decreases by 1.
P Up, D Down P 2 Mario's partner's attack power increases by 1, but his defense decreases by 1.
Payoff 2 The more damage Mario takes in battle, the more coins he receives after winning.
Payoff P 2 The more damage Mario's partner takes in battle, the more coins Mario receives after winning.
Peekaboo 4 Merline (21 Star Pieces) Allows Mario to see enemies' HP without using Goombeverly's Tattle ability. It is also capable of showing the HP of some things which cannot be Tattled (such as the HP of a Shell Shield).
Piercing Blow PiercingBlowPMRC 1 For 2FP, Mario can use the Piercing Blow, which ignores an enemy's defense.
Pity Flower 2 When Mario takes damage, he has a 1/3 chance to recover 1FP.
Pity Flower P 2 When Mario's partner takes damage, they have a 1/3 chance to recover 1FP.
Power Bounce 3 Fir 3FP, Mario can use the Power Bounce, which allows him to jump continuously on a single enemy until he misses the Action Command. The timing gets stricter after each successful hit.
Power Jump 1 For 2FP, allows Mario to use Power Jump, a one-hit powerful jump attack.
Power Plus 6 Increases Mario's Attack power by 1.
Power Plus P 6 Increases Mario's Partner's Attack power by 1.
Power Rush 1 If Mario is in Danger, his attack power increases by 2.
Power Rush P 1 If Mario's Partner is in Danger, their attack power increases by 2.
Power Smash PowerSmashPMRC 1 For 2FP, Mario can perform the Power Smash, a very strong Hammer attack.
Pretty Lucky PrettyLuckyPMRC 2 While it's equipped, enemies miss Mario occasionally while attacking.
Pretty Lucky P PrettyLuckyPPMRC 2 While it's equipped, enemies miss Mario's partner occasionally while attacking.
Quake Hammer QuakeHammerPMRC 2 For 3FP, Mario can perform a Quake Hammer, which deals damage to all enemies on the ground and ceiling.
Quick Change 5 Allows Mario or his partner to switch partners in battle without using up a turn.
Refund 1 If Mario or his partner uses an item in a battle, he receives 75% of that item's standard sale price in coins after battle, and an extra 5% for every extra Refund badge stacked on top.
Return Postage 7 Permanently gives Mario the counterattack status, so enemies that make contact while attacking take half the damage (rounded down) they deal.
Revitalize 0 Complete the Trial House with Marianne. If either Marianne or Mario activates a Life Shroom from fainting, all their health is recovered.
Rocketbonk 0 Complete the Trial House with Goombeverly For 6FP, Goombeverly can use Rocketbonk, where she jumps up high in the air and gains velocity when diving down, performing a very powerful headbonk that functions like a multibonk after impact.
Runaway Pay 2 Mario will still receive the Star Points of enemies he has defeated in battle after fleeing.
Shadow Play 0 Complete the Trial House with Dr. Booston. After using Shroud, instead of losing a turn to recharge, Dr. Booston can move again to use items or tactics, but cannot attack on that turn.
Shrink Stomp 1 Allows Mario to use a Shrink Stomp for 2FP, a jumping attack that may shrink the target if performed successfully.
Simplifier 1 Makes action commands easier, but reduces the star power gained from them. Also, it loosens the timing required to guard or superguard. It also downgrades the rank of each successful command (e.g. a "Great" becomes a "Good") once per each badge equipped; "Nice"s become smaller in size.
Sleepy Stomp 1 For 2FP, Mario can use Sleepy Stomp, an attack that may put the target to sleep if performed correctly.
Slow Go 0 Prevents Mario from going quickly, and his walking is reduced to a crawl.
Smoke Bomb 5 The fleeing meter for Mario and his partner is always full.
Soft Stomp 2 For 3FP, Mario can use Soft Stomp, a jump attack that reduced the target's defense by 3.
Speedy Search 0 Complete the Trial House with Goombeverly. Goombeverly's Tattle ability does not use up a turn when used.
Speedy Spin SpeedySpinPMRC 1 Makes Mario's Spin Dash go farther in distance as well as being performed faster.
Spike Shield 3 Mario can safely jump on spiked enemies without taking damage.
Spin Smash SpinSmashPMRC 2 For 6FP, Mario can perform a Spin Smash, which sends an enemy flying into all the others, causing damage to all of them.
Super Appeal 1 Gain more star power and raise the excite meter more when Mario appeals.
Super Appeal P 1 Gain more star power and raise the excite meter more when Mario's partner appeals.
Sun Bomb 0 Complete the Trial House with Tutankaboom For 9FP, Tutankaboom can use Sun Bomb, where he summons an Angry Sun to explode and incinerate all enemies, giving a burn that will last until the enemy is defeated or runs away.
Supersight 0 Complete the Trial House with Bandery. Bandery's attacks never miss, even in fog or when afflicted with blindness.
Survivability 0 Complete the Trial House with Lan. If Lan Mole is afflicted with any status condition, her defense goes up by 2.
Thorn Frenzy 0 Complete the Trial House with Marianne Allows Marianne to use Thorn Frenzy for 6FP, summoning thorned branches to entangle enemies, draining their health and adding to her own.
Thunder Smash ThunderSmashPMRC 2 For 3FP, Mario can perform a Thunder Smash, a lightning-based attack that paralyzes opponents and deals damage.
Timing Tutor 1 Teaches the timing for Stylish moves. An exclamation mark will appear over the character's head when the player should press A.
Tornado Jump 2 Allows Mario to use Tornado Jump, a jump attack that jumps on one enemy and then damages all midair enemies, for 3 FP.
True Timing 0 Complete the Trial House with Étienne. Étienne's action commands are much easier to perform, including Super Guard.
Unsimplifier 1 Makes action commands harder, but increases the star power gained from them. Also restricts the timing required to guard or superguard. Upgrades the rank of each successful command (e.g. a "Great" becomes a "Wonderful") once per each badge equipped.
W Emblem WEmblemPMRC 0 Changes Mario's attire to Wario's clothes. Can be stacked with the L and Fire Emblems.
Zap Tap 4 Gives Mario the electrified status effect, causing most enemies to take 1 damage when they come into contact with him. It prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt. Bandits cannot swipe Mario's belongings if Mario wears this badge.
PMTRC Logo
Main Characters MarioPrincess PeachBowserKammy KoopaCronToccaTolleThe ShadesBaron ValdricAltariGasparKing Nevulus
Partners GoombeverlyArchieKatrina KoopaTutankaboomBandartNormanLanSgt. SniegsBuckVionaCoggsArh T.Midnight GuyBridgitLummyJammer IVFelicity FluttersHarharosTorieRatsukiArexDiyaL'AntonPianhildr
Mario's Chapters A Time Like No Other • A Royal Disaster • The City of the Sands • A Whirled West Adventure • Mario Takes the Stage • The Mountain Trials • A Scorching Skirmish in the Snow • Mayhem on the Crystal Blue • The Rayvolt Conspiracy • Full Steam Ahead • Hidden in Plain Sight • The Floating Citadel • The Rewind Chronicle
Peach's Chapters The Valdrian Invasion • A Prickly Situation • Tasty Trials in the Sugardome • Disonance and Direty • A Flowery Dilemma • Battle on the Borderlines • Braving the Waves • The Earth Clan • Chilling Tales in the Fjord • Peach Aims Skyward • Lightning in the Dark • A Steppe in the Wrong Direction • Showdown at Castle Valdric
Locations Astral CityKoopreniaBomankhWhirled WestCrescent ShadesTianye MountainsSurefire SnowfieldsPiranhipine IslandsFoggybog SwampSteamboat SkiesAstral UniversitySky CitadelEpoch HorizonToad TownSoleil SandsSugardomeTenortownShimmerock MeadowsMush-Bean CrossingThe InfrontMidori MountainsFlashfreeze FjordsAltitude BorderThunderspike VillageSunstained SteppeCastle Valdric
Lists Tattle LogBadgesItemsRecipesPit of 100 TrialsAudienceOriginal SoundtrackCharacters ListGalleryQuotes

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