Kappy’s Paper Mario Challenge Running Tier List v5.0 (March 2019)

Since the end of December of 2017, I’ve been keeping tabs on the players who challenge run Paper Mario and Paper Mario: The Thousand-Year Door. I did this mainly because despite there not being an official list of the best players from the Glitz Pit Discord, there’s still discussion about it. Also, I like tier lists.

Let’s jump in!

  • + symbol means edge case for next tier up
  • This is my personal opinion; I repeat: this list is NOT objective.

GOD TIER

— The best of the best. The cream of the crop.
(sorted alphabetically)
COMBINED
  • Jdaster64
  • Kappy
  • Koop
TTYD

None.

64
None.

ELITE TIER

— Players in this tier are highly proficient in their game of choice. These are some of the best.
(sorted alphabetically)
COMBINED
  • Fatguy
  • GamerFourFun
  • MilesLuigi
  • Olmi
TTYD
  • A. A. Ran
  • Gibstack
  • Miccat87 — After a recent 10 HP PHP NMRP completion and continuing to work towards other things like BP Only PHP and his current runs, I see fit for him to join the Elite ranks of TTYD players. Miccat is another player who leans more towards the strategy side of things.
64
  • DarkMario1000

GREAT TIER

— Players in this tier are proficient in their game of choice. These are what I would consider to be a “general” challenge runner.
(sorted alphabetically)
COMBINED
  • MellowMathTeacher
TTYD
  • DarkMario1000
  • Grassdigger — I know this guy started No Damage during last list’s time period, but stopped really early so I didn’t bother putting him on. However, the guy’s impressive display so far in the puzzle challenges on the Glitz Pit are more than enough to get him up here. I don’t think I can really push him further (maybe a +?) until I see some solid game play and a run or two, but the kid’s smart when it comes to strategy in TTYD. Nothing but impressive so far.
  • Kyle
64
  • Jon — Jon’s moving up to Great tier after having decided to complete multiple submissions from the Community Challenges on the Glitz Pit and doing all of them. He’s pretty good, and it’s impressive that he completed so many unique challenges in 64. We’ll see if he climbs any higher.
  • Miccat87 — After the recent community challenges and seeing promise in his new Even Turn run, it just made sense to move Miccat up to Great tier in 64. I’m excited to see if he catches up to TTYD and we have another Elite in the COMBINED section soon.
  • Timmy

GOOD TIER

— Players here have breached past what I would consider “casual” and are officially challenge runners (or have the skills to be one). Most new challenge runners will be put her since usually they’ve only completed one or two challenges or are in the process of completing their first one.
(sorted alphabetically)
COMBINED
  • simodomino
TTYD
  • Auron Nomcario — Auron’s back in the game with Season 2 of the puzzle challenges underway and new challenges being attempted. Will he stay in Good tier or jump up to Great? Time will tell.
  • Slime — A new runner who jumped head first into Impossible Mode. Right now, he seems just alright. We’ll see how he fares as he continues the run (or if he gives up).
  • Stylish+ — A new runner who recently completed PHP and PHP NMRP. If he keeps going he’ll easily make it into Great tier.
64
  • A. A. Ran+
  • Lolyuri
  • Mailguy

INACTIVE TIER

— Inactive Players. Players have their last tier listed for reference.
(sorted alphabetically)
  • amazydayzee — Elite Tier (TTYD)
  • Auron Nomcario — Great Tier (64)
  • avengah — Elite Tier (TTYD)
  • Blanket P.I. — Great Tier (COMBINED)
  • catbooger — Good Tier (TTYD)
  • Codebox — Great Tier (COMBINED)
  • DiamondCrafterA — Good Tier (TTYD)
  • Dount Cooku — Good Tier (TTYD)
  • Dyla — Great Tier+ (TTYD)
  • Feposo — Good Tier (TTYD)
  • Gible_V — Good Tier (TTYD)
  • Gradis — Good Tier (TTYD)
  • Jayjar100 — Good Tier (TTYD)
  • JakeTheSnake — Good Tier (TTYD)
  • ilikepieinmouth — God Tier (TTYD)
  • Mathcat — Good Tier (TTYD)
  • Michael The Fox — Great Tier (TTYD)
  • Mr_Some1 — Good Tier (TTYD)
  • ngburns — Great Tier (TTYD)
  • OmegaRaptor — Good Tier (TTYD)
  • Prentiscool — Good Tier (TTYD)
  • Skawo — Elite Tier (COMBINED)
  • Starlad — Good Tier (64)
  • StarmanOmega — Great Tier (TTYD)
  • stebbdogg — Great Tier (TTYD)
  • Wayoshi — Elite Tier (TTYD) | Great Tier (64)
  • ThatOneSpyGuy — Elite Tier (TTYD)
  • TRex Quisite — Great Tier (COMBINED)
  • TwoPieRadian — Good Tier (TTYD) | Great Tier (64)
NOTABLE CHANGES & THOUGHTS
  • Not a lot of changes. It’s been a pretty slow start to the year. Some things to look out for:
    • ilikepieinmouth has become inactive. He’s still a God for those who may have panicked for a second when they didn’t see him up there.
    • Lots of people here are close to becoming inactive. If there are no real big updates from them expect to see that list grow quite a bit next update. Hopefully, that doesn’t happen!
    • While many have been continuing their runs, if it didn’t change their rank then I just didn’t see a need to update them this time around. I’d like to wait for them to be finished. Hopefully, that’s soon!
    • Snowy has been removed from the inactive list. Snowy speedruns PHP and is damn good at them, but it’s a little out of place here. No offense to Snowy — I’m a fan of his, but I don’t see a reason to keep him inactive when he’s active but not challenge running.
    • My journey for the one true GOAT status has finally begun. I am challenge running seriously once more!! Catch my Even Turn No Superguards (TTYD), Shufflizer BP Only (TTYD), and 10 HP Pacifist Mario (64) runs on Twitch or YouTube!

And that’s it for this version of the tier list! I hope you all enjoyed reading my thoughts on this. If you’re interested in making it on this list, start challenge running (and if I missed you, let me know)! A great resource for challenge runners is the Glitz Pit, a Discord server dedicated to challenge running the Paper Mario series. You can also check out my Discord server.

Just Sayin’

September 2018
December 2018
July 2019
October 2019

Kappy’s Spotlight — Tornado Jump

It’s time for the first entry in my #KappySpotlight series! In this series, I cover badges/items/partners/etc… that are generally seen as “bad” and not used very often by challenge runners, and is aimed at giving them a chance to shine in strategies and to dive deeper into why they’re rated the way they are and how can they be used. I’m planning to release 1-2 every week (will depend on my schedule per week) — one will always come out Monday, and if I have time for another it will be on Friday!

The first thing I’ll be covering? A badge in TTYD that had cool potential but just never makes the cut — TORNADO JUMP!

Tornado_Jump_TTYD.png

BP Cost: 2
FP Cost: 3
Move: Deals 2/4/6 damage and creates tornadoes that deal 2 piercing damage to all midair and ceiling enemies. When stacked, gives +1 to the Jump damage and +2 to the tornado damage at double the FP cost.

Glitz Pit Rank: FF

Tornado Jump is that lovable meme badge that no one will ever use. Its biggest asset, the tornadoes, are pitifully weak and only hit aerial/ceiling enemies — that’s right, you don’t hit the grounded ones! With the ability to hit every enemy anyway with a myriad of moves (Stampede, Earth Tremor, Supernova, Fiery Jinx, attacking items, etc…), it’s hard to justify using it to hit multiple enemies. Something that I think really holds back Tornado Jump is that the tornadoes aren’t affected by increases to ATK. You could equip 20 Power Rush badges and still only deal 2 damage with the tornadoes from Tornado Jump. That’s rough.

One badge that really overshadows Tornado Jump’s utility is Multibounce. While Multibounce only does a single jump’s worth of damage, its ability to hit every enemy barring ceiling enemies almost always outclasses the tornadoes Tornado Jump provides, and the damage can be easily made up with increases to ATK. There is something to be said about Tornado Jump’s ability to deal Hammer-esque damage to a single enemy; it’s just at 3 FP it’s hardly ever worth the cost when you could Spin Jump or Power Jump for 1 less FP and more damage.

Despite this, people love the move for its amazing Stylish animation and really unique move. For challenge runners, it’s a great way to look at a badge that’s clearly outclassed by others. Almost any strategy you come up with for Tornado Jump is bound to be less efficient than a strategy utilizing better badges in terms of FP use and BP use, but that doesn’t mean we can’t get some sick exact damage and low-turn strategies with it! Here are a couple end game boss strategies that make some use of its tornadoes and unique damage property.

GRODUS STRAT

15 HP, 15 FP
BADGES: Tornado Jump x2, Double Dip P, Power Bounce, Last Stand, Mega Rush (12 BP total, 21 with 2 FP Plus and 1 HP Plus)

ITEMS: Point Swap, Power Punch

T1: Tornado Jump, Double Dip (Power Punch Mario, Point Swap Mario) [Don’t Guard Lightning]

T2: Tornado Jump (39), Rally Wink, Power Bounce (6-cap) [KO]

Click here to see the strategy in action!

This strat utilizes Tornado Jump to get rid of Grodus Xs while simultaneously using just enough FP to put Mario at 5 HP after Double Dip Turn 1 for a nice 4 damage lightning attack into Peril. Two Tornado Jumps equipped makes it a 6 FP move. Double Dip costs 4 FP, bringing the total to 10 FP used. With a Point Swap, Mario ends up with 5 HP and 15 FP. On Turn 1, the Tornado Jump used gets rid of all Grodus Xs since the tornado now deals 4 damage (they have 3 HP), but deals no damage to Grodus. Grodus’s 7-damage Lightning attack, which he always uses Turn 1, is reduced to 4 thanks to Last Stand, bringing Mario down to 1 HP, and putting us in Peril for Mega Rush to activate.

Now, Turn 2 is where all the setup pays off quickly. Mario’s base Tornado Jump at this point is 7 thanks to it being stacked. With Power Punch and Mega Rush, it’s now at 14. Grodus always spawns 2 Grodus Xs at the end of his turn, so there are two out on the field. For those of you who don’t know, Grodus has a special ability where his DEF increases by 1 for every Grodus X on the field. His base DEF is 1, so now he’s at 3 DEF, bringing Tornado Jump’s damage down to 11. So, we use Tornado Jump to deal that damage (Grodus has 50 HP max, so he’s now at 39 HP) and get rid of the Grodus Xs once more. Now Grodus only has 1 DEF. Goombella Rally Winks to give Mario an extra turn and we finish off with a 6-bounce Power Bounce that starts at 9. 9 + 8 + 7 + 6 + 5 + 4 equals…you guessed it, 39 damage exactly. With that, Grodus is brought down, and you’ve got yourself a nifty (albeit unoptimal) Tornado Jump strategy!

As you can see, to utilize Tornado Jump you need a lot FP and a few badges to help bolster it. For this particular strategy, you can get away with a 10 HP, 10 FP Mario, but you’ll need two Flower Saver badges and two Flower Saver P badges to pull off Turn 2 thanks to Tornado Jump’s crazy FP usage. And while I could have easily subbed in Power Rush to discard the use of Power Punch, the Double Dip FP use is actually a crucial move that needs to be done to manipulate FP correctly for Point Swap, which is what’s used to restore my FP without increasing it even further. You could get away with a slick Double Pain equip that puts you at 1 from 15 since Grodus would do 14 with Lightning and eliminate the need for Last Stand, but you’d need at least 20 FP to pull it off without Flower Savers equipped.

MAGNUS VON GRAPPLE 2.0 STRAT

10 HP, 15 FP
BADGES: Tornado Jump x3, Power Plus x2, Mega Rush, Power Rush, Jumpman (22 BP total, 28 with 2 FP Plus)

ITEMS: Hot Sauce x4

T1: Defend, Hot Sauce Mario [Guard Drill]
T2: Hot Sauce Mario, Hot Sauce Mario [Guard Drill]
T3: Spin Jump (39), Hot Sauce Mario [X-Punches released]
T4: Defend, Tornado Jump (22) [Audience Cannon]

Another interesting use of Tornado Jump featuring everyone’s favorite boss, Magnus Von Grapple 2.0! The goal of this strategy is to manipulate Magnus Von Grapple 2.0’s HP triggers (63 for X-Punch release, 35 for audience cannon) to work a perfect Tornado Jump in that allows you to deal exact damage with a Jump for the KO the next turn. To do this, we use a beefy partner like Flurrie or Bobbery as a damage sponge while we buff Mario’s attack with Hot Sauce. The first two turns are a classic damage manipulation trick for Grapple 2.0. Until he hits 63 HP (max is 70), he’ll always use his Drill attack, which hits both Mario & Partner. The move does 6 damage, so we Defend Turn 1 and Guard to take 4 damage, then Guard Turn 2 without Defending to take 5 damage, making Peril easy to get to with 10 HP. While we’re waiting for this, our partner & Mario uses a few Hot Sauces to achieve a very specific 14 ATK for his Jump. Grapple 2.0 has 2 DEF, so with 3 Hot Sauces, we’re sitting at 6 base ATK, 9 with two Power Plus badges and a Jumpman. Then, once we get into Peril, that skyrockets to 16 ATK, which ends up to be 14 thanks to Grapple 2.0’s 2 DEF. We Spin Jump for 2 FP, dealing 14 + 17 = 31 damage, leaving Grapple 2.0 at 39 HP. This triggers him to release the X-Punches, which means he deals no damage Turn 3. We also use one extra Hot Sauce to give Mario an extra +1 ATK.

At this point, we Tornado Jump for a whopping 12 FP to deal 17 damage and 6 damage with the tornadoes (enough to KO both X-Punches), which puts Grapple 2.0 at 22 HP and triggers the Audience Cannon, which only hits the front, so we’re safe since our Partner is in front right now and Defending. Without the extra Hot Sauces from earlier, Mario’s base ATK with all badges and factoring in Grapple 2.0’s DEF is 11, which is just enough for a Jump attack to KO him with exact damage Turn 5.

So, there you have it! Feel free to try these strategies or modify them yourself! As you can see, Mario needs a little bit of setup to work in a Tornado Jump (namely FP), but it can be a pretty fun badge to try out. I will say that it definitely has no business being used unless you’re fighting a boss. Multibounce really is the superior choice for damaging multiple aerial enemies in, say, a 4 Poison Puff loadout or something of that sort. Despite it being one of the worst ranked badges by the Glitz Pit, I think this shows that even the worst badges can be worked into a relatively cool and unique strategy! I had fun coming up with them.

And that concludes my first spotlight. Let me know in the comments what you’d like to see next!

Just Sayin’

Kappy’s Paper Mario Challenge Running Tier List v4.0 (December 2018)

Since the end of December of 2017, I’ve been keeping tabs on the players who challenge run Paper Mario and Paper Mario: The Thousand-Year Door. I did this mainly because despite there not being an official list of the best players from the Glitz Pit Discord, there’s still discussion about it. Also, I like tier lists.

No extra fluff like last update. The only thing I’ll mention is I didn’t write a little blurb unless your position changed in some way or something really stood out. So, let’s jump right in.

  • + symbol means edge case for next tier up
  • This is my personal opinion; I repeat: this list is NOT objective.

GOD TIER

— The best of the best. The cream of the crop.
(sorted alphabetically)
COMBINED
  • Jdaster64
  • Kappy — The + goes away. To be honest, I definitely feel like I’m on a decline, and I’ll bet a lot of people are thinking the same. I’ve been focusing on my personal life (since I got a new puppy) and my other streaming endeavors, putting challenge running on the back burner without finishing everything I wanted to do (particularly in TTYD). In order to 110% cement myself as the Greatest Of All Time in Paper Mario challenge running, I’m going to be kicking myself into high gear next year. I don’t like getting rusty, and I’m feeling more determined than ever.
  • Koop
TTYD
  • ilikepieinmouth — Pie has now completed Impossible Pit and a slew of ultra superguard heavy Pit runs. At this point, I would go as far as to say he is the best superguarder in TTYD. However, I think he’s going too far into these superguard-heavy runs. I’d like to see Pie demonstrate that he can strategize with the best of them and not need to rely on raw superguarding to push through to victory — in fact, I’d like to see some superguardless runs. At this point, just seeing him superguard everything is getting stale, and while his position here is pretty stable, you can always fall from godhood; in my eyes, he will if he doesn’t change up his game…
64
None.

ELITE TIER

— Players in this tier are highly proficient in their game of choice. These are some of the best.
(sorted alphabetically)
COMBINED
  • Fatguy
  • GamerFourFun — With a recent Level -1 completion in 64 (including Final Bowser), GamerFourFun has reached Elite level in both games. This guy just keeps completing runs from fun to difficult. I hope he continues to play…he has potential to push through to God tier in either game. I think he goes relatively unnoticed, which is too bad. Go watch this guy!
  • MilesLuigi
  • Olmi
TTYD
  • A. A. Ran
  • amazydayzee
  • Gibstack — With a flurry of Pit challenges and some cool other challenges that aren’t the Extreme Randomizer, I think Gibstack has finally earned his spot as an Elite player in TTYD! His best asset is his strategy, which is something I rarely see in Elite TTYD players — most of them lean on the superguard side.
64
  • DarkMario1000

GREAT TIER

— Players in this tier are proficient in their game of choice. These are what I would consider to be a “general” challenge runner.
(sorted alphabetically)
COMBINED
  • MellowMathTeacher
TTYD
  • DarkMario1000
  • Dyla+
  • Kyle — Another explosive challenge runner. Like Dyla, he completed a bunch of Pit challenges: PHP, PHP NMRP, 10 HP PHP NMRP, Prologue Pit, and then 10 HP Prologue Pit all blazing fast. A couple things are holding him back, but to summarize — not enough strategy-involved challenges, and not enough footage. If he’s trying to be the best superguarder, then I’d say he’s easily the 4th best superguarder…but I’d like to see how his consistency evolves over time before I say he’s better than any of the current top 3.
  • Miccat87+ — Miccat has completed Disabled Pre-Ch2 Pit, and is now working on BP Only and No Damage. This will be a great chance to see how he strategizes, and might be what pushes him over the edge into Elite. We’ll just have to wait and see…
  • StarmanOmega
64
  • Timmy — Now that the 64 community challenges have gone through almost the whole game, I’ve been able to see more of Timmy’s play. The more I see, the more I like, and with Pro Mode Single Partner already on his resume, there’s other place but Great. We’ll see if he can push further than this.
  • TwoPieRadian

GOOD TIER

— Players here have breached past what I would consider “casual” and are officially challenge runners (or have the skills to be one). Most new challenge runners will be put her since usually they’ve only completed one or two challenges or are in the process of completing their first one.
(sorted alphabetically)
COMBINED
  • simodomino
TTYD
  • Gible_V
  • TwoPieRadian
64
  • A. A. Ran+ — Thanks to the Community Challenges, I can see a clear improvement in A. A. Ran’s play in 64. There’s a lot of strategizing coming from him, and while his strategies aren’t the most elegant, they’re definitely getting better. I expect him to be Great tier by the end of them.
  • Jon — A newcomer with the community challenges underway. He’s not bad; I can easily seeing him pushing into Great soon, but we’ll see how he fares from there.
  • Lolyuri — Another newcomer thanks to the community challenges! Lolyuri is good, and I’m seeing some nice play…he could push into Great easily if I see more.
  • Mailguy — Yet another newcomer with the 64 Community Challenges underway. He relies a little too heavily on RNG as his core, but shows promise. He just needs to work more reliability into how he plays.
  • Miccat87

INACTIVE TIER

— Inactive Players. Players have their last tier listed for reference.
(sorted alphabetically)
  • Auron Nomcario — Great Tier (64) | Good Tier (TTYD)
  • avengah — Elite Tier (TTYD)
  • Blanket P.I. — Great Tier (COMBINED)
  • catbooger — Good Tier (TTYD)
  • Codebox — Great Tier (COMBINED)
  • DiamondCrafterA — Good Tier (TTYD)
  • Dount Cooku — Good Tier (TTYD)
  • Feposo — Good Tier (TTYD)
  • Gradis — Good Tier (TTYD)
  • Jayjar100 — Good Tier (TTYD)
  • JakeTheSnake — Good Tier (TTYD)
  • Mathcat — Good Tier (TTYD)
  • Michael The Fox — Great Tier (TTYD)
  • Mr_Some1 — Good Tier (TTYD)
  • ngburns — Great Tier (TTYD)
  • OmegaRaptor — Good Tier (TTYD)
  • Prentiscool — Good Tier (TTYD)
  • Skawo — Elite Tier (COMBINED)
  • Snowy — Great Tier (TTYD)
  • Starlad — Good Tier (64)
  • stebbdogg — Great Tier (TTYD)
  • Wayoshi — Elite Tier (TTYD) | Great Tier (64)
  • ThatOneSpyGuy — Elite Tier (TTYD)
  • TRex Quisite — Great Tier (COMBINED)
NOTABLE CHANGES & THOUGHTS
  • Pie, in my opinion, has succeeded me as the current best superguarder in TTYD. Congrats, Pie! Your hard work in that area has paid off!…but seriously, go do some superguardless challenges.
  • Kyle really shook up the game. If he completes Impossible Mode soon I think he’ll be ahead of A. A. Ran and become the third best superguarder.
  • Congrats to GamerFourFun for becoming Elite in both games!
  • It’s been 1 year since I started making these. I hope you all have been enjoying them as much as I have making them!

And that’s it for this version of the tier list! I hope you all enjoyed reading my thoughts on this. If you’re interested in making it on this list, start challenge running (and if I missed you, let me know)! A great resource for challenge runners is the Glitz Pit, a Discord server dedicated to challenge running the Paper Mario series.

Just Sayin’

September 2018
March 2019
July 2019
October 2019

Paper Mario Talks — Kappy’s Partner & Special Move/Star Power Tier Lists (+ comparison to Glitz Pit lists)

As I said in my previous entry, the Glitz Pit Discord Server (link at the bottom of this post) cast judgment on badges in Paper Mario: The Thousand-Year Door, bringing to light a tier list for more hardcore players. This time, we’re going to go over something many players also debate on — Partners and Special Moves/Star Powers in both TTYD and Paper Mario. However, we did things a little differently.
Instead of giving a tier, we basically just rated the order of each from best to worst. While there are certainly “breaks” within these lists where partners could be placed in the same tier, we felt that an ordered list would work better for Partners and Special Moves/Star Powers given the small amount of each compared to badges. Of course, like with badges, the overall opinion of the 30+ players who voted and discussed these are a little different from mine. I’ll be showing you each list with my own ranking next to it, and talk about some key differences. Remember, the Glitz Pit list is framed with a challenge runner in mind. Let’s start with TTYD!

PARTNERS

2018-10-26 11_39_07-Just Sayin' - ryanklaproth@gmail.com - Evernote
There’s actually not much to say here — I voted with the majority. There was a lot of debate between Yoshi and Goombella, but in the end, Yoshi’s ability to hit everything for huge amounts of damage barely won out over Goombella’s superior single-target damage and versatility with Rally Wink. To me, Yoshi and Goombella could easily be seen as the best partner — it just depends on how you fight. I fight with partners, so Yoshi is better. Flurrie and Vivian were another hotly contested pair.

SPECIAL MOVES

2018-10-26 11_39_59-Just Sayin' - ryanklaproth@gmail.com - Evernote
The glaring difference here is my opinion of Power Lift. I think Power Lift is great but unnecessary. A lot of the time, you can get an adequate boost in power with, say, Double Dipped Items or even just a single Power Punch. This is especially true for bosses where you’re planning to take damage to achieve Danger/Peril. The DEF boosts can get in the way, and while you can avoid those, it makes your ATK boosts worse since you’re wasting time waiting for the arrows to appear. It does pair well with P-Up, D-Down (and the partner variant), though. That was really the only difference. Supernova taking last might be a bit of a surprise, but Art Attacks just outperforms it at almost every step.
Alright, those are the rankings for TTYD. Let’s dive into 64!

PARTNERS

2018-10-26 11_40_13-Just Sayin' - ryanklaproth@gmail.com - Evernote
The big difference is the 5-7 spots. To be honest, these were big toss-up votes for a lot of people. While Parakarry is solid damage all-around and useful early-game, I rarely use him because Sushie does basically the same things he does but better. Air Lift is nice, but… Water Block is much better, and Lakilester has an AoE version. Goombario is uncontested in single-target damage, but it’s barely needed and requires Ultra Rank. Lakilester has Cloud Nine, a move that’s better than all 3 Lucky Badges combined in terms of evasiveness and he’s got a full-screen clean-up move in Spiny Surge, but I’ll be honest — I don’t use him often.

STAR POWERS

2018-10-26 11_40_47-Just Sayin' - ryanklaproth@gmail.com - Evernote

The big difference is my Refresh > Star Storm and Time Out > Smooch. I think Star Storm is great, but when it comes to dealing damage Mario usually has it covered. Refresh is useful throughout the game and is a key component in more restrictive runs. As for Time Out > Smooch — while Time Out really isn’t that great to begin with, I think the healing provided by Smooch coupled with its cost just isn’t really worth it. More than Up & Away, but I’d rather inflict status. There was quite the debate over some of the middle locations — partly because, well…you don’t really need any besides the first 3; they just out-class the rest super hard. For me, I’d take status > 20 HP heal, especially when that’s readily available with items. Refresh at least is only 1 SP and can be used multiple times with lower HP amounts (which challenge runners tend to have rather than going for 25+).

And that’s it for TTYD/64 Partners and Special Moves/Star Powers! We’re now on 64 Badges, so expect another post in the future once that’s been completed. Do you agree or disagree with these lists? Let me know in the comments below, on Twitter, or on Facebook! And that post I mentioned in my badge tier list is coming! I swear!

Link to Glitz Pit Server: https://discord.gg/0yohFnSHDvBexU7i

Just Sayin’

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’

Paper Mario Talks — Pro Mode & Hammer

Continuing with gushing about things I like in my last post about Pre-Hooktail Pit Runs, today’s topic covers something I found exceptionally interesting in Paper: Mario Pro Mode, and that’s how you approach The Master.

If you’re unaware, someone by the name of Clover created a mod of Paper Mario that enhances its difficulty. Enemies do double damage, badge costs have changed, FP costs have changed, new enemy layouts, smart AI, new areas to explore… it’s quite a lot of new content. If you’re curious, click here to check out the release trailer that contains a link to download!

Anyway… one boss, in particular, stood out to me in Pro Mode, and that was The Master. His entire gimmick was changed – he now starts at 0 ATK (first form) / 1 ATK (second form) / 2 ATK (final form) for his basic attack (his combo moves have set damage), and with every strike you inflict on him, his ATK for the basic attack increases by 1. This means a Jump increases his ATK by 2, and Hammer by 1. I’m sure you see where this is going, but let me explain: this new gimmick actually makes Hammer a more viable choice than Jump when fighting him.

In 64 and TTYD, Jump is generally vastly superior to Hammer. It has generally better badges (Multibounce, Sleep/Shrink/Dizzy Stomp, Power Bounce) and nets a greater increase in power when you increase your attack because the attack of both Jumps are increased when you perform a successful Action Command. So, essentially, your ATK for Jump is doubled when compared to Hammer. The only thing Hammer has going for it is against high-DEF enemies and challenge runs that restrict your badges…but most of the time, your partners are there to help clean up. It’s much more effective to rely on Jump than Hammer almost every time. I will note that the Hammer is inherently better in 64 than in TTYD thanks to awesome badges like Power Power Quake, which are souped up Quake Hammers that can easily out-damage Multibounce, but for single targets like bosses, Jump still reigns supreme. However, The Master in Pro Mode turns that on its head.

Because of his unique gimmick, the battle is more about maximizing single hit damage so you can better control how much damage he’s inflicting. You can’t attack The Master recklessly. You need to make sure you’re doing the most damage with every strike to maximize your own damage and minimize his. With Mario’s Hammer, you can more smoothly increment The Master’s damage output to manipulate your HP into Danger or Peril, and using Charge makes sure you’re doing 10+ damage per hit with Hammer and Power Smash or Mega Smash. This makes Hammer a much more viable choice. You need seriously beefed up Jump to match what the Hammer can do, and even then, you’ll have a much harder time manipulating his ATK if it’s always increasing by 2. Honestly, I’m impressed with his design, because Mario’s Hammer being superior carries through for all 3 forms of The Master. It’s a strange concept to grasp. Almost every other boss I fought had me using some combination of D-Down Jump, Spike Shield, Ice Power, and ATK-increasing badges. The Master was the only boss to make me choose Hammer over Jump.

And yes, you could use Power Jump or Mega Jump… but the Hammer itself costs no FP, and The Master has DEF as he grows stronger, so D-Down Pound becomes a viable choice in his later forms. Besides, those two specific Jump badges are Hammer-esque in how they work anyway!

That’s my short spiel on The Master in Pro Mode and why I like it so much. I wish more bosses made Hammer a clearly superior choice over Jump.

Just Sayin’