Power Jump
BP Needed: 1
FP Needed: 2
Lets you do a Power Jump. Mario stomps on a single enemy with a lot of attack power.
Mega Jump
BP Needed: 3
FP Needed: 6
Lets you do a Mega Jump. Mario stomps on a single enemy with tons of attack power.
Multibounce
BP Needed: 1
FP Needed: 2
Lets you do a Multibounce. Jumps on all enemies in a row if action command is timed right.
Jump Charge
BP Needed: 1
FP Needed: 1
Lets you charge up Jump power. When charged, Mario's Jump power goes up by 2. Lets you charge unlimited times, but power fades after attack.
S. Jump Chg.
BP Needed: 2
FP Needed: 4
Greatly charges up Jump power. When supercharged, Mario's Jump power goes up by 3. Lets you charge unlimited times, but power fades after attack.
Shrink Stomp
BP Needed: 1
FP Needed: 2
Lets you do a Shrink Stomp. If it works, the enemy Mario stomps on shrinks. It also decreases the enemy's attack power by half for a bit.
Sleep Stomp
BP Needed: 1
FP Needed: 2
Lets you do a Sleep Stomp. If it works, the enemy Mario jumps on falls asleep for a bit.
D-Down Jump
BP Needed: 2
FP Needed: 2
Lets you do a D-Down Jump. Disables an enemy's defense power and causes some damage.
Power Bounce
BP Needed: 2
FP Needed: 3
Lets you do a Power Bounce. Jumps on an enemy continuously until you miss an action command.
Power Smash
BP Needed: 1
FP Needed: 2
Lets you do a Power Smash. Hammers an enemy using lots of attack power.
Mega Smash
BP Needed: 3
FP Needed: 6
Lets you do a Mega Smash. Hammers an enemy with a huge amount of attack power.
Smash Charge
BP Needed: 1
FP Needed: 1
Lets you charge up your Hammer. When charged, Mario's Hammer power goes up by 2. Lets you charge unlimited times, but power fades after attack.
S. Smash Chg.
BP Needed: 2
FP Needed: 4
Greatly charges up your Hammer. When supercharged, Mario's Hammer power goes up by 3. Lets you charge unlimited times, but power fades after attack.
Spin Smash
BP Needed: 1
FP Needed: 2
Lets you do a Spin Smash. If Mario hits an enemy, it smashes into the ones behind it.
Quake Hammer
BP Needed: 1
FP Needed: 2
Lets you do a Quake Hammer. Slightly damages all enemies on the ground or ceiling.
Power Quake
BP Needed: 2
FP Needed: 4
Lets you do a Power Quake. Greatly damages all enemies on the ground or ceiling.
Hammer Throw
BP Needed: 2
FP Needed: 2
Lets you do a Hammer Throw. Hits one enemy with the Hammer, no matter where the enemy is.
D-Down Pound
BP Needed: 2
FP Needed: 2
Lets you do a D-Down Pound. Disables an enemy's defense power and injures it.
Double Dip
BP Needed: 1
FP Needed: 3
During battle, lets you use two items during one turn.
Triple Dip
BP Needed: 3
FP Needed: 6
During battle, lets you use three items during one turn.
Group Focus
BP Needed: 2
FP Needed: 0
Lets Mario's party members use the Focus command as well.
Quick Change
BP Needed: 4
FP Needed: 0
During battle, lets you change your party member and still use the new member without losing a turn.
Peekaboo
BP Needed: 3
FP Needed: 0
Makes it possible to see your enemies' HP.
Dodge Master
BP Needed: 2
FP Needed: 0
Makes the action command work more frequently.
Happy Heart (2)
BP Needed: 3
FP Needed: 0
Restores 1 HP automatically during battle at a slow rate. Equip more than one to add on to the amount of HP recovered.
Happy Flower (2)
BP Needed: 3
FP Needed: 0
Restores 1 FP automatically during battle at a slow rate. Equip more than one to add on to the amount of FP recovered.
Deep Focus (3)
BP Needed: 1
FP Needed: 0
When using Focus, charges Star Energy more than usual. Equip more than one to add on to the amount of Star Energy charged.
HP Plus (3)
BP Needed: 3
FP Needed: 0
Increases maximum HP by 5. It can by-pass the 50 maximum.
FP Plus (2)
BP Needed: 3
FP Needed: 0
Increases maximum FP by 5. It can by-pass the 50 maximum.
Flower Saver
BP Needed: 6
FP Needed: 0
During battle, saves 1 FP every time you attack.
Power Plus
BP Needed: 6
FP Needed: 0
Increases Mario's Jump and Hammer attack power by 1. Equip more than one to add on to the amount of attack power that increases.
Defense Plus
BP Needed: 6
FP Needed: 0
Decreases the damage that Mario takes by 1. Equip more than one to add on to the amount of damage reduced from attacks.
Damage Dodge
BP Needed: 3
FP Needed: 0
If you do the action command, decreases Mario's damage by 1.
P-Down, D-Up
BP Needed: 2
FP Needed: 0
Decreases attack power by 1. Increases defense power by 1.
P-Up, D-Down
BP Needed: 2
FP Needed: 0
Increases attack power by 1. Decreases defense power by 1.
HP Drain
BP Needed: 3
FP Needed: 0
Decreases Mario's attack power by 1. But for every attack turn, Mario's HP recovers by 1. Mario's HP can recover by a maximum of 5.
All or Nothing
BP Needed: 4
FP Needed: 0
If you use the action command, Mario's attack power goes up by 1. If you fail, it goes to 0.
Mega Rush
BP Needed: 1
FP Needed: 0
When Mario's in Peril, his attack power goes up by 4.
Last Stand
BP Needed: 1
FP Needed: 0
When Mario's in Danger, he receives only half the damage.
Power Rush
BP Needed: 1
FP Needed: 0
When Mario's in Danger, his attack power increases by 2.
Close Call
BP Needed: 1
FP Needed: 0
When Mario's in Danger, enemies sometimes fail to attack.
Pretty Lucky
BP Needed: 3
FP Needed: 0
Makes enemies fail to attack Mario every once in a while.
Lucky Day
BP Needed: 7
FP Needed: 0
Sometimes makes enemies fail to attack Mario.
Ice Power
BP Needed: 2
FP Needed: 0
Increases attack power against fire enemies by 2. Mario won't take damage when he jumps on a fire enemy.
Fire Shield
BP Needed: 2
FP Needed: 0
Makes the damage Mario takes from fire attacks go down by 1. Mario won't take damage when he jumps on a fire enemy.
Spike Shield
BP Needed: 2
FP Needed: 0
Lets Mario jump on a spiked enemy without taking damage.
Feeling Fine
BP Needed: 3
FP Needed: 0
Protects Mario from poisoning and dizziness during attack.
Zap Tap
BP Needed: 4
FP Needed: 0
In battle, makes most enemies who touch Mario take damage.
Heart Finder
BP Needed: 3
FP Needed: 0
After beating an enemy, makes more hearts appear than usual.
Flower Finder
BP Needed: 3
FP Needed: 0
After beating an enemy, makes more flowers appear than usual.
Runaway Pay
BP Needed: 2
FP Needed: 0
Lets Mario earn Star Points even if he escapes from battle.
Refund
BP Needed: 1
FP Needed: 0
Refunds some coins if you use an item in battle.
Pay-Off
BP Needed: 2
FP Needed: 0
The more damage Mario takes, the more coins he receives.
I Spy
BP Needed: 1
FP Needed: 0
A sound and icon alert you to a nearby hidden panel.
Chill Out
BP Needed: 2
FP Needed: 0
Keeps you from being hit by a First Strike.
Speedy Spin
BP Needed: 1
FP Needed: 0
Increases the distance Mario can Spin Dash.
Dizzy Attack
BP Needed: 2
FP Needed: 0
Delivers a blow that makes an enemy dizzy and unable to move.
Spin Attack
BP Needed: 3
FP Needed: 0
Lets Mario destroy a weaker enemy with a spinning move.
First Attack
BP Needed: 1
FP Needed: 0
Lets Mario destroy a weaker enemy with a First Strike.
Bump Attack
BP Needed: 5
FP Needed: 0
Lets Mario defeat a weaker enemy in the field by hitting it.
Slow Go
BP Needed: 0
FP Needed: 0
Makes Mario unable to run. His pace becomes very slow.
Attack FX A
BP Needed: 0
FP Needed: 0
Changes the sound fx when Mario is attacking to an echo sound.
Attack FX B
BP Needed: 0
FP Needed: 0
Changes the sound fx when Mario is attacking to a swooo sound.
Attack FX C
BP Needed: 0
FP Needed: 0
Changes the sound fx when Mario is attacking to a strange girl sound.
Attack FX D
BP Needed: 0
FP Needed: 0
Changes the sound fx when Mario is attacking to a jingle sound.
Attack FX E
BP Needed: 0
FP Needed: 0
Changes the sound fx when Mario is attacking to a Yoshi sound.
* For Badges locations, please refer to the Walkthrough.