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Status Condition-Affecting Badges
Most of the badges in this section did not use Status Conditions to achieve their effects in Paper Mario, but I've done so here in order to avoid having to write out lots of complicated stuff about how they interact (instead relying on all the complicated writing I've already done on the Status Benefits page itself). So, for example, any of these badges that grant a Charge effect can have their damage bonuses stack because multiple Charges are already defined as adding together. Badge-granted Status Benefits that persist under certain circumstances rather than using a turn count cannot be removed by items or abilities that remove Benefits, although this also means that any preexisting turns of the same Benefit are also effectively removed once the badge kicks in, not to return after the badge's effect ends. Under such persistent effects, stronger versions of the same effect may temporarily apply; for example, under a Power Rush effect where the badge-wearer is always Charged by 2, a normal attack that Charges by 2 would bump the Charge to 4, but after the character attacks with the +4, the Charge drops back to 2. Similarly, under an Armorfiend effect where the character always has an Attack Increase of 1, the character could receive an Attack Increase of a higher power, which would apply for the duration of its turn count, after which the character would revert to Attack +1. The persistent Attack +1 also makes the character effectively immune to Attack Decreases, since Increases and Decreases cancel each other out. A persistent Fast effect would make the character immune to Slowness, and so on.
- Close Call ~ BP: 1
When in the Danger Zone, the wearer counts as always Dodgy. - Last Stand ~ BP: 1
When in the Danger Zone, the wearer counts as always Shielded. - Power Rush ~ BP: 1
When in the Danger Zone, the wearer counts as always Charged by 2.
Wearing more than one copy increases the Charge by 2 for each additional copy worn. - Mega Rush ~ BP: 1
When at exactly 1 HP remaining, the wearer counts as always Charged by 5.
Wearing more than one copy increases the Charge by 5 for each additional copy worn. - Fire Rush ~ BP: 2
When the wearer enters the Danger Zone or enters battle already in it, they enter (or refresh) a Fire State.
If worn simultaneously with Ice Rush, a Fire or Ice State is selected at random. - Ice Rush ~ BP: 2
When the wearer enters the Danger Zone or enters battle already in it, they enter (or refresh) an Ice State.
If worn simultaneously with Fire Rush, a Fire or Ice State is selected at random. - Second Wind ~ BP: 2
When in the Danger Zone, the wearer counts as always Fast.
Doesn't work if Overexerter is worn. - Overexerter ~ BP: 8
Normally, the wearer counts as always Fast. In the Danger Zone, the wearer can't act in battle at all until healed up.
Overrules Second Wind in the Danger Zone if both are worn simultaneously. - All or Nothing ~ BP: 4
The wearer counts as always Charged by 1, but also counts as always Dizzy.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Specialist ~ BP: 4
The wearer counts as always Charged by 1, but is unable to use a basic attack (armed or unarmed).
Wearing more than one copy grants a Charge equal to the number of copies worn. - Purist ~ BP: 2
The wearer counts as always Charged by 1, but is unable to use armed attacks.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Mechanist ~ BP: 2
The wearer counts as always Charged by 1, but is unable to use unarmed attacks.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Physicist ~ BP: 2
The wearer counts as always Charged by 1, but can't use a basic attack, psychic attacks, or magical attacks.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Mentalist ~ BP: 2
The wearer counts as always Charged by 1, but can't use a basic attack, physical special attacks, or magical attacks.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Occultist ~ BP: 2
The wearer counts as always Charged by 1, but can't use a basic attack, physical special attacks, or psychic attacks.
Wearing more than one copy grants a Charge equal to the number of copies worn. - Bassist ~ BP: 10
The wearer counts as always Charged by 5, but can't use special, psychic, or magical attacks.
Wearing more than one copy increases the Charge by 5 for each additional copy worn. - Potential Energy ~ BP: 2
While Time Frozen, the wearer receives a Charge equal to their Attack Power at the beginning of their Phase of each turn.
If two copies are worn, instead, when damaged while Time Frozen, the wearer receives a Charge equal to damage taken. - Centrifugal Force ~ BP: 5
The wearer counts as always Charged by the number of Status Problems that they currently have, unless none.
Wearing more than one copy will provide a Charge equal to the number of Status Problems times the number of copies worn. - Shroom Force ~ BP: 5
The wearer counts as always Charged by the number of (regular) Mushrooms currently in their inventory, unless none.
Wearing more than one copy will provide a Charge equal to the number of Mushrooms times the number of copies worn. - Anger's Power ~ BP: 8
The wearer counts as always Charged by 2, but the character's actions in battle are selected by the Maestro.
Wearing more than one copy increases the Charge by 2 for each additional copy worn but causes the Maestro to be jerkier. - Lucky Start (Classic) ~ BP: 4
At the start of battle, the wearer receives 3 turns of either Dodgy, Electrified, 2 HP Trickle, or 2 VP Trickle.
Compatible simultaneously with other Lucky Starts but no change in effect for wearing more than one of the same kind. - Lucky Start (Stat Boost) ~ BP: 4
At the start of battle, the wearer receives 3 turns of +3 to either Attack, Magic, Defense, or Brain Power.
Compatible simultaneously with other Lucky Starts but no change in effect for wearing more than one of the same kind. - Lucky Start (Outta Sight) ~ BP: 6
At the start of battle, the wearer receives 3 turns of either Invisible, Nirvana, or Somebody Else's Problem.
Compatible simultaneously with other Lucky Starts but no change in effect for wearing more than one of the same kind. - Lucky Start (Power-Up) ~ BP: 6
At the start of battle, the wearer enters either a Fire, Ice, or Raccoon State.
Compatible simultaneously with other Lucky Starts but no change in effect for wearing more than one of the same kind. - One Chance ~ BP: 10
At the start of battle, the wearer receives a Charge of 10. - Eureka! ~ BP: 1
Brain Increases of any value will cure and/or prevent Confusion for the wearer. - Tangled Feet ~ BP: 1
While Confused, the wearer counts as Dodgy until they snap out of Confusion. - Pilot Light ~ BP: 1
While the wearer is Burned, Fire-type attacks used by the wearer will deal +2 damage. - Break the Ice ~ BP: 1
When the wearer is Frozen, physical and magical attacks will deal +2 to the wearer but will remove the Freezing.
If two copies are worn, this effect also applies to anyone whom the wearer attacks. - Slow Burn ~ BP: 1
While Burned, the wearer is hurt by the Burn every other turn instead of when taking certain actions. - Erratic ~ BP: 1
When Slow, the wearer has a 50-50 chance each turn of being able to act or not, instead of acting every other turn. - Contrarian ~ BP: 1
The effects of Stat Increases and Stat Decreases are swapped for the wearer. - Tinted Windows ~ BP: 1
When the wearer is Invisible, the wearer's attacks have normal accuracy against Invisible targets.
If two copies are worn, then additionally, when the wearer is Somebody Else's Problem, they can target other S.E.P.s. - Silent But Deadly~ BP: 1
While the wearer is Silenced, the wearer's attacks will never wake Sleeping targets.
If two copies are worn, the wearer's attacks won't wake Sleeping targets regardless of Silencing. - Dirt Nap ~ BP: 5
While the wearer is Asleep, the wearer also counts as Underground until they wake up. - Rolling Stop ~ BP: 1
While the wearer is Time Frozen, other Status Conditions still count down their turns and have their normal effects. - Pause Menu ~ BP: 10
While Time Frozen, the wearer is still able to use regular items during their turn (but can choose not to). - Language Barrier ~ BP: 1
While in the presence of an opponent with whom the wearer shares fluency in no languages, the wearer counts as Shielded. - Sobering Realization ~ BP: 1
If the wearer loses a support point, the wearer's blood alcohol level immediately drops to 0.00. - Impatient ~ BP: 1
When the wearer gets Poisoned, a Burn, or a Trickle, all of its turns count down and hurt or heal in immediate succession. - Insurgent ~ BP: 2
When a teammate of the wearer dies, the wearer gains an automatic Charge of 5.
Wearing more than one copy will increase the Charge amount by 5 for each additional copy worn. - Favorite One ~ BP: 3
Regardless of stats, the wearer takes 1 more damage than usual from all attacks.
However, every time the wearer is attacked, all of the wearer's teammates each receive an automatic Charge of 1.
Charges are not awarded if more than one member of the same team wears this badge. - Thunderhead ~ BP: 2
In a Fire State, the wearer uses Thunder instead of Fire and Paralysis instead of Burn. - Fountainhead ~ BP: 2
In an Ice State, the wearer uses Water instead of Ice and Attack -2 instead of Freeze. - Airhead ~ BP: 2
In a Raccoon State (or with a Cape), the wearer can augment attacks with the Wind Element similarly to Fire and Ice States. - Defend Boost ~ BP: 3
In addition to its normal effects, the wearer's Defend command grants a Defense +1 effect for 1 turn when used.
Wearing more than one copy will grant a Defense Increase equal to the number of copies worn. - Defend Charge ~ BP: 3
In addition to its normal effects, the wearer's Defend command grants a Charge of 1 when used.
Wearing more than one copy will grant a Charge equal to the number of copies worn. - Solidifier ~ BP: 3
When Asleep, Paralyzed, Frozen, or Time Frozen, the wearer counts as having a Defense +1 effect until the Ailment(s) end(s).
Wearing more than one copy will provide a Defense Increase equal to the number of copies worn. - Mental Block ~ BP: 3
When Psyched Out, the wearer counts as having a Brain +1 effect until the Psych Out ends.
Wearing more than one copy will provide a Brain Increase equal to the number of copies worn. - Super Shield ~ BP: 4
When the wearer is Shielded, damage will be halved even from [/] attacks (including damage to armor).
If two copies are worn, damage will be halved even from [X] attacks. - HP Exchange ~ BP: 5
Whenever the wearer would receive a Fire, Ice, or Raccoon State, the State is not applied but the wearer heals 5 HP.
Wearing more than one copy heals 5 HP for each copy worn. - Defense Exchange ~ BP: 7
The wearer counts as always having a Defense +1 effect, but is unable to use the Defend command.
Wearing more than one copy will provide a Defense Increase equal to the number of copies worn. - Fertilization ~ BP: 5
A Fire, Ice, or Raccoon State applied to the wearer has a pool of 10 extra HP instead of 5.
Wearing more than one copy increases Fire, Ice, or Raccoon HP by 5 for each copy worn. - Cross-Pollination ~ BP: 5
A Raccoon State can be combined with a Fire or Ice State for the wearer, sharing the same pool of extra HP. - Nuclear Fusion ~ BP: 6
When the wearer fuses with someone, the fusion enters (or refreshes) a Fire State.
If worn simultaneously with Cold Fusion, a Fire or Ice State is selected at random. - Cold Fusion ~ BP: 6
When the wearer fuses with someone, the fusion enters (or refreshes) an Ice State.
If worn simultaneously with Nuclear Fusion, a Fire or Ice State is selected at random. - Feeling Fine ~ BP: 7
The wearer counts as always Neutralized. This cancels out the effects of most other Status Benefit-granting badges.
If two copies are worn, the wearer instead counts as always Safeguarded. This means other Benefits are no longer lost. - Zap Tap ~ BP: 7
The wearer counts as always Electrified. - Lucky Day ~ BP: 11
The wearer counts as always Dodgy. - Return Postage ~ BP: 11
The wearer counts as always Reciprocal. - Franklin ~ BP: 11
The wearer counts as always Reflective. - Armorfiend ~ BP: 11
When wearing armor, the wearer counts as always having an Attack +1 effect.
Wearing more than one copy will provide an Attack Increase equal to the number of copies worn. - Magician on a Beach ~ BP: 11
When wearing armor that protects better against magical attacks, the wearer counts as always having a Magic +1 effect.
Wearing more than one copy will provide a Magic Increase equal to the number of copies worn. - Planet-Size Brain ~ BP: 21
The wearer counts as always having a Brain +1 effect.
Wearing more than one copy will provide a Brain Increase equal to the number of copies worn. - Hoopy Frood ~ BP: 42
When equipped with a Towel, the wearer counts as always having Attack, Magic, Defense, and Brain +1 effects.
Wearing more than one copy will provide Stat Increases equal to the number of copies worn. - Juggernaut ~ BP: 50
While Invincible, the wearer's unarmed physical melee attacks will inflict Instant Death (100% chance).
If two copies are worn, any attack performed by the wearer while Invincible will inflict Instant Death (100% chance). - Superstar ~ BP: 100
When in the Danger Zone, the wearer counts as always Invincible.
If two copies are worn, the wearer counts as always Invincible regardless of the Danger Zone. - Statuesque ~ BP: 100
The wearer can move and act normally while turned to Stone, but still gets Stone's defensive effects.
If two copies are worn, when turned to Stone, the wearer also takes no damage even from Invincible attackers.