Paper Mario Talks — Kappy’s TTYD Badge Tier List (& comparison to Glitz Pit Tier List)

Over the past few months, the Glitz Pit Discord Server (link at the end of this post) has been debating and voting on how good and how bad badges in Paper Mario: The Thousand-Year Door are. Finally, this past week, discussion on badges has completed, and while we’re moving forward with partners in Paper Mario: The Thousand-Year Door, I thought I’d share that list alongside how I personally ranked every badge.

See, we had some 30+ players voting in the Glitz Pit, and all votes were taken and boiled down to a score. However, because of this, some votes for each player for certain badges differ from what is shown on the Glitz Pit. Obviously, this is to be expected; I, of course, have some pretty varied opinions on some badges, so let’s compare how I’d rate them to how the Glitz Pit rated them!

Before we do that, let’s categorize what each tier means (taken directly from the Glitz Pit on ranking badges):

S Tier — Well above average
A Tier — Above average
B Tier  — Slightly above average
C Tier — Average
D Tier — Slightly below average
E Tier — Below average
F Tier — Well below average

Now, F Tier badges aren’t “unusable”…generally speaking, S-B tier are badges you’ll likely keep equipped a good portion of the time, while C-F are more niche picks and filler.

First, let’s take a look at the Glitz Pit’s ranking. A few things to note are that, because of the aggregate of votes, there are +/- categories in each tier to represent a high/low end. SS = S=, and FF = F-. Badges within each tier aren’t listed in any order — they were basically listed by the order we voted them in.

glitz-pit-rankings

Now, here’s mine. I don’t really care what’s on the high or low end of a tier, so I didn’t include those. That also means I have no SS or FF tier. This is basically a list of how I voted for these badges during the rankings, so keep that in mind. They’re sorted in the order we voted them in per tier.

tierlist

I’ll talk about a few key differences:

Power Rush (GPRB: S; Kappy: A) — Yeah, I’m assuming heads will spin here. While, obviously, this badge is one of the most potent in the game and Danger Mario is easily the most optimal and broken strategy, we were rating them as if you could only get 2. In that context, I voted for A, because 2 Power Rush badges just aren’t as good as 1 Mega Rush. 2 BP for +4 vs 1 BP for +5, and with how easy it can be to get into Peril if you know what you’re doing, it’s really not an issue of difficulty when it comes to manipulating HP.

Fire Drive – (GPRB: A; Kappy: S) — This one’s a weird one. I’ve already explained why Fire Drive is in my Top 10 Badges in TTYD in my video on the subject, so I’ll defer to that for my explanation, but to summarize — my S vote comes from how this badge enables the possibility of ultra-hard challenges like 10 HP Prologue Pit, 10 HP No Mega Rush P Pre-Hooktail Pit, etc…

Double Dip (P) (GPRB: B+ [both]; Kappy: S [both]) — Again, another set where my video explains my reasoning here. I like free actions, and this badge provides them in spades for items. Many players felt they didn’t really need it, but I feel it’s an invaluable resource that makes set up ultra fast, ultra easy, and ultra awesome.

Power Jump (GPRB: C; Kappy: B) — Power Jump is actually a great option for early-game and with Flower Savers can be an amazing (and more damaging for a portion of the game) alternative to Spin Jump when stacked with 2 of them. I’d pick this over Spin Jump until you either get Ultra Boots or until you’ve got a couple ATK+ badges, especially against enemies with even 1 DEF. It’s an aerial hammer-esque move for Jump!

Pity Flower (GPRB: E-; Kappy: F) — A lot of casual players know this badge is pretty bad, si it might come as a surprise that the collective challenge run community got it into E tier (albeit on the lower end). While I voted F, I can actually understand how it ended up here, since when looking at other F Tier badges, this one can have niche use.

Those are the big differences I wanted to comment on, and that’s it for this post. What do you think of each list? Agree, disagree? Let me know in the comments below, or on Twitter, or on Facebook!  I swear I’ve got something new coming for this blog for Paper Mario Talks soon. I should be releasing another post in early October comparing Items and Star Power/Special Moves!

Just Sayin’

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Paper Mario Talks — An Examination of Danger Mario

When Mario is at 5 HP or less, he’s in what’s known as Danger. If he has 1 HP, he’s in Peril. In Paper Mario and Paper Mario: The Thousand-Year Door, there are badges that only activate when you’re in Danger or Peril. These badges are as follows:

— Close Call (and partner variant) [Increases chance of enemies missing]
— Last Stand (and partner variant) [Halves damage Mario takes]
— Power Rush (and partner variant) [Increases damage Mario deals by 2]
— Mega Rush (and partner variant) [Increases damage Mario deals by 4 (64) / 5 (TTYD)]

These 4 badges are quite powerful and represent a “last chance” kind of effort for the player. It allows them to win by the skin of their teeth in normal gameplay, especially if you have Mega Rush equipped, which only activates when Mario’s in Peril. However, if a player is upgrading HP often, these badges become less useful because you can go entire battles without it activating. On the flip side… there is a badge setup known as Danger Mario. A character in both games called Chet Rippo allows Mario to swap stats around. This makes it possible to make Mario’s HP 5 instead of 10, effectively putting him in permanent Danger. This is the basis of Danger Mario, and it enhances these 4 badges beyond their normal usefulness.

Now, Danger Mario is quite notorious. Many players frown upon it, saying it’s powerful, but not fun. I’m inclined to agree, but I’ll save my opinions for later. For now, let’s jump into what makes Danger Mario so good. Let’s break down TTYD’s first, as it’s the one most well-known as the “Danger Mario” build.

There are quite a few builds of Danger Mario in TTYD. The first one is the most common: hyper offense.

Here’s the setup:

Hyper Offense Danger Mario

– FP Plus
– Spike Shield
– Ice Power
– Multibounce
– Power Bounce
– Quake Hammer
– Power Rush x20+

Now, you’re thinking “20+ Power Rushes? What??” Well, in the Pianta Parlor, you’re able to buy badges for tokens you win while at the parlor. One of them happens to be Power Rush. Buy enough, and you can make Mario a monster, dealing up to 99 damage per Jump if you buy and equip enough. With Spike Shield and Ice Power, Mario can jump on any enemy barring those on the ceiling, but that’s what Quake Hammer is for. Multibounce allows you to OHKO basically every enemy, and Power Bounce lets you destroy bosses in one turn. Truly, this is Mario’s most powerful form offensively.

This specific setup is the one everyone knows about. There are plenty of videos of it online. The reason it’s so powerful is that you can stack badges in TTYD, and there’s an infinite supply of Power Rush badges for Mario to equip. The other three badges can be stacked, but you need to grind badge drops from enemies, making builds focused around stacking them more tedious to implement. The other one I’ve seen used often is one with a bunch of Close Calls, which makes Mario an evasion tank that will never be hit.

Now let’s look at 64’s Danger Mario. Unlike in TTYD, you’re only able to get one of each badge. But, Last Stand functions differently in 64. Instead of being last in the damage calculation and rounding the damage taken up, Last Stand comes before Guarding & Damage Dodges, and rounds down. This is a significant difference and makes Danger Mario in 64 much more potent defensively than TTYD’s. It’s the only Danger Mario setup that can successfully use a Peril Mario setup.

Now, an offensive build in 64 is actually not incredibly potent. While you have Jump Charge/Hammer Charge, Mega Rush and Power Rush don’t stack with each other like they do in TTYD. Furthermore, Mega Rush only increases your ATK by 4. Without any other badges, you’re sitting at only 7 damage with Ultra Boots. Couple in the lack of partners using items AND lack of ATK-increasing items, and your only real way of powering up is Watt’s Turbo Charge, which makes your ATK 8. No, offense isn’t what makes Danger Mario in 64 so potent. It’s Mario’s defensive setup. Let’s look at Tank Mario.

Here’s the build skeleton:

Tank Danger Mario

– Last Stand
– Damage Dodge x2
– Defend Plus
– P-Down, D-Up
– Fire Shield

Without Last Stand active, Mario’s current DEF is 2. With a Guard and two Damage Dodges, Mario can reduce his total damage taken by 5. If you add in Sushie’s Water Block, that total is now 6. With Chill Out, it’s 9. If the move is a Fire move, Fire Shield blocks that for an extra 1 point of damage. Now, since Last Stand comes before guarding, a move reduced by Last Stand can have its damage output effectively reduced by 6 (7 for a fire move) before Last Stand takes effect.

Let’s see what Mario’s taking before he guards with Last Stand active!

  • Final Bowser’s Flame Breath (10) -> 3 / 2 -> 1
    • No Chill Out = 6 / 2 -> 3
      • No Water Block = 7 / 2 -> 3
  • Final Bowser’s Lightning Blast (10) -> 4 / 2 -> 2
    • No Chill Out = 7 / 2 -> 3
      • No Water Block = 8 / 2 -> 4
  • Star Rod Powered Final Bowser Flame Breath** (20) -> 16 / 2 -> 8
  • Huff N. Puff’s Full Power Ground Slam (15) -> 9 / 2 -> 4
  • Huff N. Puff’s Ground Lightning* (12) -> 7 / 2 -> 3
  • Anti Guy’s Flashy Attack (12) -> 6 / 2 -> 3
    • No Chill Out = 9 / 2 -> 4
      • No Water Block = 10 / 2 -> 5
    • No Water Block = 7 / 2 -> 3

*Huff N’ Puff’s Lightning Attacks go through Water Block’s 1 DEF increase.
**When Bowser has the Star Rod active, Chill Out will not work on him.

Look at that damage! Because no attacks pierce in 64, everything is affected by all DEF boosts Mario has. Now, let’s factor in Guarding and Damage Dodges!

  • Final Bowser’s Flame Breath = 0 damage
    • No Chill Out = 0 damage
      • No Water Block = 0 damage
  • Final Bowser’s Lightning Blast = 0 damage
    • No Chill Out = 0 damage
      • No Water Block = 1 damage
  • Star Rod Powered Final Bowser Flame Breath = 5 damage
  • Huff N. Puff’s Full Power Ground Slam = 1 damage
  • Huff N. Puff’s Ground Lightning = 0 damage
  • Anti Guy’s Flashy Attack = 0 damage
    • No Chill Out = 1 damage
      • No Water Block = 2 damage
    • No Water Block = 0 damage

So, with 6 badges equipped, Mario has successfully negated damage from all but a few attacks, and some don’t even need Water Block or Chill Out! The only move that truly defeats him is Final Bowser’s Flame Breath while being boosted with the Star Rod. That’s an insanely tanky Mario. Even without the extra badges increasing DEF, Last Stand rounding down coupled with Chill Out or Water Block can cripple most enemies and bosses for practically the whole game. And, unlike TTYD where you have to wait until after Chapter 5 to access permanent Danger Mario, you can access permanent Danger as early as pre-Chapter 2 in 64. You also don’t need to stack any badges to achieve this level of defensive prowess.

With only 6 badges equipped, you have more than enough BP to equip some badges that boost ATK, D-Down Jump, Flower Saver, HP Drain, and more! You can also equip Dodge Master for easier guarding. With this setup, Mario can basically emulate superguarding from TTYD by equipping Zap Tap and tanking his way through enemies.

So, now that we’ve broken down common builds of Danger Mario and how they function, what do I think of Danger Mario? I think 64 definitely has the more broken Danger Mario. It requires no grinding for stackable badges and only requires a few badges to be truly terrifying. Even Last Stand alone is ridiculous, and because Chill Out exists, it just cripples enemies.

And yet, for how broken 64 Danger Mario is, I find it fun to use when it’s needed. Using only 1 of each badge forces more strategic thinking and planning in both games. And with the exclusion of items like Point Swap and Trial Stew in 64, it becomes even more pronounced. And, because most damage is moderately high from more deadly enemies if you miss a guard, there’s still a feeling of tension. You can’t mindlessly run through the game Multibouncing everything in sight with +40 ATK. If you miss a couple guards, you’ll probably game over. I feel the same way about TTYD, but like I said earlier, that only applies with 1 of each badge equipped. Stacking a ton of them can be fun once just to see Mario run a train through every enemy and boss left, but being a challenge runner, I prefer being challenged and not mindlessly playing. Although, I will say I think the evasion tank build is quite hilarious and cool, and am a fan of it over the hyper offense setup.

All that being said, I do tend to stay away from Danger badges – especially Mega Rush in TTYD and Last Stand in 64 – if I can help it, but I’ll use them if I need to. Sometimes, the most elegant or most creative strategies require them.

Also, Close Call is incredible. Seriously.

Just Sayin’