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.
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!
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