
"It's-a me, Mario!"
- Mario's iconic quote.
Summary[]
Mario is the main character and protagonist of the long-running and highly successful Mario franchise. He was created by Japanese video game designer Shigeru Miyamoto and also serves as the main mascot of Nintendo. Mario is commonly portrayed as the primary hero and savior of the Mushroom Kingdom, setting out on adventures to save Princess Peach from the evil King Bowser, sometimes with aid of his allies, most commonly his younger twin brother, Luigi.
General Information, Powers, Abilities, and Statistics[]
Tier: Varies Immensely from 9-B to 1-A
Name: Mario
Origin: Donkey Kong (1981)
Gender: Male
Age: Over 100 (Has been around long enough to witness 2 Star Festivals, a celebration that is held only once every 100 years)
Classification: Human, Plumber, Star Child
Powers and Abilities:
Superhuman Physical Characteristics, and Athleticism and Acrobatics (Possesses remarkable agility, able to jump across toppling towers and falling platforms in the sky, jump and swing from vines while skateboarding, and skateboard across a crumbling stone path above an ocean of lava, can walk across a tightrope while being shot at by cannons, roll around and ram other players while balancing on a large ball without falling or losing his balance, navigate a narrow maze while balancing on a large ball, and bend his back 90 degrees in Limbo Dance. Can navigate across rough, rocky terrain and slippery ice and snow while balancing on a large ball and trying to knock other players out while avoiding being knocked out himself, accurately control a wooden tub across a lake, stay on a large turbine while another player tries to get him to fall off, ride a skateboard across a hallway with rising floors to get away from a Boo, climb a rapidly sinking post while avoiding Cheep-cheeps, and run and jump across a series of falling platforms and treadmills in the sky. Can stay on a moving clock hand while avoiding being knocked off by a second hand, avoid Bullet Bills on a spinning cog, scale a series of moving blocks up a tower while avoiding hammers, swing from a rope swing to land on floating barrels, swing from his feet on a trapeze while throwing and catching cherries, swing between vines in a jungle, duel other players on a bouncy ball on a crumbling platform, platform across a series of large screws and nuts, run up a hill while avoiding boulders, race along a narrow ice pathway, fight multiple other players on a series of shrinking, constantly shifting conveyors while avoiding Podoboos, and run around an ice rink while avoiding ricocheting spiked shells. Has displayed immense acrobatic skills numerous times, can preform various flips and poses mid-air, preform various maneuvers with Luigi, jump several times his own height, as well as jump and dodge in mid-air, can kick his legs to give himself more air time and wave his arms to fly a little higher, can jump, flip and spin around to and from pegs in a wall, can preform various stunts and maneuvers with a jump-rope, can ride and jump between fast moving flying platforms while avoiding swarms of Paratroopas and navigate the special levels of Star Road. Can jump and flip long distances and run around the loops in the roller coaster on Toad's Midway Madness can jump muliple times in quick succession to go much higher than normal and slide along and jump off walls, can quickly shimmy along and jump off thin ledges and tightropes, climb across chain fences, and swing off ropes and vines), Surface Scaling (Can run straight up a wall and scale a sheer rocky cliff during a blizzard without the aid of equipment), Acausality (Types 1, 4, and Possibly 5 (Can interact with his past self without any repercussions, Bowser's use of the star rod to change the story caused him and Mario's final battle to no longer have a plot, as the final pages to their story were torn, and Mario and co. fought on completely unaffected, can function normally in Tick Tock Clock on the random setting, where the flow of time constantly changes, can exist in and interact with realms transcendent of space and time)), Self-Sustenance (Type 1 (Can survive underwater and in outer space for indefinite periods of time)), Adaptation (Can adapt to traversing galaxies affected by prankster comets, which alter certain rules and mechanics of those galaxies. Easily adapted to the gravities of different sized planets. Could adapt to being shrunken down to a smaller size, adapting to his reduced size and power), Telepathy (Shares a telepathic bond with Luigi, allowing the two to always know where the other is at), Social Influencing (In The Thousand Year Door; with as little as a thumbs up, Mario can get the audience to cheer for and love him, to the point where people who attack and want to kill him are no longer aggressive and on occasion even give him free items, just the sight of Mario's mustache can cause shop keepers to give him permanent discounts on all of their items and rig games to win free stuff to be more in his favor. Through his music or conducting, could charm a crowd of Koopas, Goombas and piranha plants, who were previously throwing shells and hammers and were preparing to do so before Mario or the rest of the band began playing, into showering him with coins. Can use the Bowser Phone to trick Bowser into believing one of the other players are calling him and initiate a Bowser event on them. Can bribe the Goomba on Goomba's Greedy Gala with coins to increase his own chance of being moved to the area containing the star), Martial Arts (Mario has shown master-levels of combat prowess throughout his tenure as the Mushroom Kingdom's hero. He has defeated a myriad of powerful enemies, mostly consisting of Bowser, a powerful tyrant hellbent on galactic conquest and the kidnapping of Princess Peach. Outside of nemeses, Mario has also bested Jinx, a dojo sensei and martial artist who will challenge Mario up to 3 times and become more difficult with each fight, in direct combat. Mario's skills have impressed Jinx so much that he even incorporated his fighting style into his training. Could impress the Master with his strength, and was declared by him as the strongest in the dojo, has shown proficiency in sumo wrestling and boxing. Could defeat a hoard of scuttlebugs in hand to hand combat. Alongside Luigi, Mario is capable of fighting both Bowser Memories M and L, identical copies of the bros based on how Bowser "fondly" remembers them), Stealth (Could sneak away from a sleeping Chain Chomp while racing 3 other people, disguise himself as a statue and remain unnoticed and untouched while Dodo was cleaning all the statues in the hall he was in, and hide from a group of snifits who were opening the curtains he was hiding behind, can hide in a barrel directly in front of a chain-chomp to hide, which works even if they see him hide, can sneak through a long corridor filled with koopa kids by hiding behind pillars), Weapon (Has been shown to expertly utilize a wide array of tools and weapons at his disposal such as: hammers, swords, koopa shells, robots, blasters, and many more. His iconic weapon of choice, the Hammer, is a weapon he shows, arguably, the greatest proficiency in. With the Hammer, Mario can reflect projectiles, stun enemies, and even cause them to undergo dizziness), and Vehicular Mastery (Can proficiently pilot carts, bikes, boats, planes, trains, and various other vehicles, even preforming acrobatic stunts or fighting and piloting simultaneously, can drive go-karts, weaponized mechs and cars, accurately steer a bobsled down an icy path, steer a koopa shell sled across an icy track, drive snowmobiles, operate a tank and fight 3 others, operate submarines, motorboats, and accurately and percisely steer a rowboat, a machine that glides over water, and a wooden barrel in a lake by walking in place, can fly unconventional aircrafts, accurately steer a hang glider while avoiding bullet bills, and paragoombas, and pilot spaceships while avoiding meteors, could ride a leaf down a banister and surf a bar of soap in a sink), Precognition and Enhanced Senses (Can traverse extremely dark levels (such as a sunken ship that appears to be in the Twilight Zone of the ocean) without any light sources. His nose can apparently smell trouble) and Swimming (Can swim up waterfalls and outswim a large Cheep Cheep while avoiding mines), Analytical Prediction (Can predict and dodge Cackletta's attacks before she freezes time, with no indication of her time stop), Extrasensory Perception (Can detect when he's above an oil deposit and the size of said deposit), 4th Wall Awareness (Has repeatedly acknowledged the player, thanking them for playing his games), Magic (Mario's jumps and fire attacks are magic in nature), Fire (Is fully capable of producing fire on his own without the aid of a Fire Flower. He can shoot large balls of fire, barrages of fire balls, create fiery explosions, and set objects on fire), Electricity (All Team Captains are capable of charging a soccer ball with electricity when performing a Super Strike in Super Mario Strikers. All playable characters are capable of doing the same thing by performing a Charged Shot or a Hyper Strike in Mario Strikers: Battle League), Air, Temperature, Ice, and Snow (Can create a blizzard with his breath cold enough to freeze other characters into snowmen, can heat up his body in this same minigame, while shrunken could blow hard enough to knock over a whomp, can create a tornado around himself by spinning, can create a gust of wind at his feet using the Spin Jump, can create strong enough wind by flapping a fan to escape from a tornado's winds and along with a partner can flap a fan hard enough to power a small town through just a pair of wind turbines. Made an ice tower grow taller. Can throw snowballs at enemies to freeze them solid), Perception (Can slow down his perception of time when attacking to time his attacks correctly, can do the same thing with Zone Speed while retaining his normal speed), Size (Can both increase and decrease the size of his body. Can shrink a giant ice cream cone), Energy (Can create weapons and projectiles of energy), Physics (Mario can jump off of thin air and move and jump underwater as if he were on land, his jumps' physics are impossible for Isaac Newton to understand), Vector (It's implied that Mario's gaze prevents enemies from dodging his attacks, can keep himself from landing after being fired from a cannon and choose where he lands, can completely cancel out a flying shell's momentum by jumping on it), Paint (Can remove paint with any attack, wring out and absorb paint from people and objects, and use it to attack), Fate (Made a wish on Star Road to always save Peach, which saves him from death and allows him to survive unlikely scenarios, is protected by the Desire due to possessing a special bond, which defies time, space and the laws of Mario's universe, as well as his real world self, Mario could overcome Bowser, who shares Mario's acausalities, protection from the Desire, and fate hax resistance), Data and Information (Can turn into a bomb to blow up save files, destroying everything contained within them), Life and Death (Bowser's use of the Keys turned the landscape into this before Mario turned it back into this. To put into perspective of how impressive this is, Bowser blocked out the Sun with thick clouds, turned water into lava, killed all plant life, turned hills into volcanoes, etc. Mario changed it all back. Could make a group of logs dance), Dimensional (Can flip/phase between dimensions with the dimensional flip), Light (Can turn into a ball of light to teleport and move around, can create rainbows behind him when he jumps), Soul (Anyone touching or in the vicinity of a music key had the power of music transplanted into their soul, allowing them to use their abilities), Music (Anyone touching or in the vicinity of a music key had the power of music transplanted into their soul and can use their abilities. Can create and fire note projectiles from playing music), Chaos (The power of the Music Keys could rain chaos and discord down, destroying everything and everyone), Disaster (Things like twisters, avalanches, and whirlpools were caused by the Keys, as evidenced here), Weather (The Music Keys caused twisters and sandstorms. Can ground pound a cloud to make it rain), Plant, Fungus, and Willpower (His dancing caused a mushroom to grow bigger, can bring wilted flowers back to life by infusing them with his willpower), Matter (Could restore a hotel that was turned into a corkscrew back to its original form), Emotional (Forced Bowser to feel happy), Morality (Could turn a group of Boos friendly), and Time Manipulation and Travel (Could travel through time and space to assist his past-self, can save and load to return to previous events, an ability which has been acknowledged outside of tutorials numerous times by various sources and is supported by the existence of sentient save blocks and The Player as a canonical entity, saving allows Mario to save all the events he's experienced, and if his game were to end, he could come back and retry from his last save point, a "game over" in Mario doesn't just include death, as they also include making the wrong choice, being mind controlled, or being incapacitated, this ability can be done passively without a save block, could save and load even after Bowser had torn apart the plot of the story and can override Bowser's own save/load, which can do the same), Toon Force (Can walk, jump, and stand on nothing and swim in air and even swim through the vacuum of space, could draw pictures of any color along with a partner while only utilizing blue and yellow or red and green colored pencils, can move around Deep Bloober Sea, which is underwater, like he's on land, slow his descent by opening an ordinary parasol, move around as a floating head, and float in the air with the use of a single large balloon, can somehow roll around in a barrel despite seemingly having no way of doing so, can dribble a metal Bob-omb like a basketball, when shrunken, could run all across a globe without falling off), Existence Erasure (Wiped away Wendy´s castle from existence using a mop. Can turn into a bomb and delete save files, destroying everything in them), Dimensional Storage (Has access to Hammerspace, allowing him to store millions of coins, dozens to hundreds of power-ups and other items, and even multiple entire people on his person) and Travel (Can leave his dimension, all characters can leave and enter dream worlds), Dream Walking (Can create a dreamy avatar within the dream world), BFR (Can leave others stuck in 2D if they make contact with him when he flips, Mario brings enemies to a stage when he enters combat with them, an ability that has been acknowledged, as bosses can interact with the audience), Immersion and Subjective Reality (Can go in and out of video games, cards of himself could briefly come to life, can bring Toad back from being turned into a stamp with a magic crayon, could jump into and interact with a scene on a jigsaw puzzle), Reality Warping (Can alter the color of stars in the sky with his gaze), Statistics Amplification (Passively receives a 1.5x strength boost when fighting 3 enemies or less, can boost his power by 4x with the Mario spin, could increase his speed with the power of dancing, Can boost his friends' strength and speed through motivating them), Damage Boost (The Ground Pound deals twice as much damage as a normal stomp. The Spin Jump deals much more damage than a normal stomp, capable of defeating enemies normal jumps either take several hits or are unable to defeat in a single hit, even completely destroying their bodies) and Reduction (Can Guard against attacks to reduce the damage taken from them), Invulnerability (Can increase his size and become invulnerable with Super Mario!. With the Triple Jump, Mario can become temporarily invincible in the air after the 3rd consecutive jump), Intangibility (Briefly enters a flickering state when he takes damage, being temporarily unable to be interacted with, shown in cutscenes where he reverts forms from taking damage, which is what causes this flickering, can't be harmed while 2D. Can become a ghost upon death or on will. As a ghost Mario can pass through objects. They can't be harmed by enemies such as Goombas, Koopas, Boos, and even Bowser all of which can interact with intangible beings), Longevity (Has been around long enough to witness 2 Star Festivals, a celebration that is held only once every 100 years. comparable to Peach and Bowser, who would've ruled the universe for 10,000 years had the Koopa King had his way), Immortality (Types 2, 3, 4, 5, 7, 8, & 9 (Will resurrect after death as long as he has extra lives, will be brought back by Queen Jaydes if he game overs, with Queen Jaydes having power over all life and death, would continue to live after the Void's destruction of all of existence, including both afterlives: The Underwhere and the Overthere, can become a ghost upon death or on will. and can be revived if touched by someone or by interacting with their standee and vise versa, can survive with holes punched in his face and torso, being reduced to his head, as well as being squashed flat, blown to pieces, and ripped into particles, is protected by the Desire, as well as his true self in the real world and the player, who can bring him back if he loses)), Regeneration (Low-Godly (Can regenerate from being crushed flat, having holes punched in his face and torso, being blown to pieces, being stripped to clumps of pixels, blown into particles, blasted into confetti, and reform himself from a ball of light)), Resurrection (Can come back to life through using extra lives, which he can have a maximum of 1,110 of. After collecting 1,000 coins, Mario dying actually causes him to gain a life instead of lose one, Mario can always gain more lives if he runs out. Can revive fallen allies by touching their Ghost forms or by having them interact with his standee and vise versa), Attack Reflection (Can reflect projectiles with his hammer and spin, can parry attacks with the Superguard, nullifying damage and reflecting it back at the attacker), Burning and Freezing (Can burn enemies with his fire attacks, can create a blizzard with his breath cold enough to freeze other Mario characters into snowmen, can throw snowballs at enemies to freeze them solid), Explosion (Can create fiery explosions) and Status Effect Inducement (His Spin Jump can stun enemies. His Hammer can also cause dizziness to an enemy), Weapon (Can create a rocket, as well as a weapon composed of pure energy), Power-Up (Can create a Fire Flower and a Super Star. Can conjure up various mushrooms and create a Star with them or spawn a Power Star from nowhere), Shockwave (Can create shockwaves with his strikes that can hit every opponent on the battlefield. Can Jump or Ground Pound a rowboat on water to cause circular waves that are strong enough to hurt and push back others comparable to him), Afterimage (Can create afterimages with his movement, both normally, and with zone speed, can throw a koopa shell fast enough to leave afterimages), and Forcefield Creation (Can form a barrier to better defend against attacks when performing a Guard), Wall Generation (Can create invisible walls to jump off of), Bubble Encapsulation and Flight (Can create bubbles to shield himself from the environment and fly around unharmed. Can propel himself through the air or straight upwards), Non-Physical Interaction (Can harm Boos and Cackletta's soul, can strike enemies made of lava and fire and stomp, bounce, and walk on clouds and rainbows, can stand on platforms that can pass through bricks and terrain, can interact with beings drained of paint, which makes up every aspect of their existence, including their concept, equating to Type 2 Nonexistent Physiology, as well as enemies made entirely of paint, can revive characters from their Ghost forms which are intangible to even those with Non-Physical Interaction such as Goombas and Koopa Troopas, can jump on Boos, Boo Buddies, Fishing Boos, Eeries and Big Boo, all of which he can't normally interact with, using the Spin Jump), Transformation, Body Control, and Shapeshifting (Can turn into a ball of light to teleport and move around, can turn into a bomb to destroy save files. Can become a ghost upon death or on will. As a ghost Mario can pass through objects. They can't be harmed by enemies such as Goombas, Koopas, Boos, and even Bowser all of which can interact with intangible beings. Can alter his body shape after being squashed flat, after being cursed could change his body into an airplane, a tube, and a boat, can shapeshift his body to mimic the appearance and voice of others, can turn into a plush toy, a wooden cutout of himself, a penguin, a fish, and a bowling pin, and seemingly turn back to normal from these forms), Transmutation, Resistance, Immortality (Types 2, 3, and 7), and Invulnerability Negation, and Healing Factor (High-Mid) and Power Nullification (Can wring out and absorb paint from people and objects, turning them into Battle Cards he can use later, could turn koopas into music notes, can turn a tennis racket into a giant hammer, can reverse Bower's spell that turned a Koopa into a frog as well as turn Bowser himself into a frog, who's immune to the transmuting effects of the Gold Flower, merely taking damage from its projectiles. Can permanently kill Dry Bones, who are undead skeletons of Koopa Troopas that can reform themselves after falling apart from getting hit by an attack, even if this results in many of the bones that make them up getting broken. Using the Spin Jump, Mario can kill Koopa Troopas in yellow shells, who are stated to be invincible. Can harm those under the effects of a mega mushroom (Seen by the user entering the flashing state that Mario characters enter after taking damage) which render the user invincible, and cause them to revert back to base), Power Bestowal and Psychokinesis (Can transfer lives from himself to others and vice versa, can imbue a relic with psychic power to fight for him, can use telekinesis to move a chest above a pipe maze, can take control of certain girders and platforms through making contact with them, being able to telekinetically tilt and move them), Duplication (Can create duplicates of himself, can duplicate 1 soccer ball into 3 - 6 soccer balls with his Mega Strike, occasionally gains a freebie when using an item, which gives Mario a duplicate of the item he just used), Pseudo-Teleportation (Can turn into a ball of light to teleport and move around), Broadway Force (The second Mario started dancing, things like Cheep Cheeps, snowmen, fire itself, plates, and flaming wooden logs started dancing with him), Mind Control (Upscaled from Waluigi, who was going to use the power of the Music Keys to hypnotize anyone with inferior dancing abilities), Technopathy (Could make a rollercoaster go faster), Power Absorption (Can turn clones of others into clones of himself through his jumps), Burrowing (Can burrow underground to look for treasure), Purification (Type 2)(Can cure possession through punching), Fusionism (Can fuse with and control inanimate objects), Summoning (Can summon the Star Spirits to assist him at any time. Is able to spawn creatures to help fight his opponents. Can summon his friends to his side by saying "Mario party"), Accelerated Development (Could outskill the Master, who at the start of their battle was insulting his skill), Reactive Evolution (Initially had medium resistance against Bowyer's arrows, getting only temporarily paralyzed if they hit him compared to the Toads who were paralyzed indefinitely, yet after only a few minutes of traversing the woods and potentially not even being exposed to Bowyer's arrows once, Mario was capable of fully resisting the arrows' effects in their fight not getting paralyzed for a second, initially unable to resist possession from Boos in Mario Party 1, then in later installments (Such as Mario Party DS) only gets momentarily stunned and otherwise is completely unaffected, could survive falling into a poison river which in a previous game instantly killed him on contact), Resistance to Magic (Can jump off of magic attacks from magikoopas with the Spin Jump or parry them with the Superguard), Sleep (With some difficulty, Mario resisted the Dreambeats, which put all inhabitants of Pi'illo island to sleep, and even made Luigi drowsy and eventually put him to sleep as well. Both Mario and Luigi were unaffected by the Music Box, which puts anyone who listens to it to sleep, can stare at Sleepy Sheep unaffected, which briefly put anyone who looks at them to sleep. Can parry sleep inducing attacks from Crazee Dayzees and Bonetail using the Superguard), Mind, Emotional, Morality (Is able to carry several Power Stars on him without feeling any adverse effects. A Wiggler in possession of just one Power Star stated that it made him feel strange and caused him to be extremely aggressive, and after getting rid of the star he's considerably calmer and more peaceful, unaffected by the abilities of Black Paint, which took over Bowser's mind and possessed him, can fight mostly unaffected while sad, angry, unmotivated, or self-conscious), Size (Only temporarily shrunken by a mushroom. Can parry attacks that shrink him from Bonetail, X-Naut PhDs, and Beldam using the Superguard), Status (Will only be inflicted by status effects if he fails to Guard against attacks that inflict them, including attacks such as the Shadow Queen's Dangerous Breath and Beldam's No Status attack, which can inflict the Allergic status effect), Gravity, Radiation, and Black Hole (Could walk and jump around normally on hundreds of differently size planetoids, can traverse the depths of space unprotected, subjecting him to immense amounts of cosmic radiation, can stand near black holes while remaining unaffected by the intense gravity and Hawking Radiation and survive being sucked into them and swim close to them), Paint, Matter, Poison, Disease (Can interact with the paint Shadow Mario used for a few moments before taking damage, becoming partly covered in it to no ill effect in the process. Said paint can morph the ground it was on, get rid of entire pieces of land, or make entire buildings disappear completely and reappear from nothing, as well as being consistently stated to be a toxic pollutant, and having inflicted fevers to the Chain Chomplets. Can survive breathing in the poison gas in Hazy Maze Cave and prolonged exposure to the gas emitted by poison mushrooms, even being able to endure playing Whack-a-Mole while answering trivia questions in a room full of poisonous gas, can withstand paint attacks, which can inflict poison, can survive falling into a poison river and remain unphased while battling in toxic liquid, can take attacks from paint users without losing any paint, survived contact with Black Paint, including attacks composed of it, which has been described as "beyond toxic." Can be stripped to clumps of pixels and reform completely unharmed. Can parry poison attacks from Bowser, Poison Pokeys, Putrid Piranhas, Poison Puffs, Gloomtail, Beldam, and the Shadow Queen using the Superguard), Fate (Could avert the prophecy foretold in the Dark Prognosticus, which told the stories of all worlds from beginning to end, always being correct about what it states, it's stated that none can avert it, and that the wheels of destiny were being spun wildly out of control, the Prognosticus was also correct about Luigi joining the Chaos Heart, the Light Prognosticus was created as a counter to the Dark Prognosticus, giving a way to stop the destruction of all worlds. It was said that the thing that would determine which Prognosticus was correct would be if the man in green, Luigi, chose the light or dark path, Luigi chose dark, yet despite this the heroes of light were able to avert the Dark Prognosticus' prophecy and can determine their own fate), Plot (Unaffected by Bowser using the Star Rod to alter the plot of the story to make himself win, could fight Bowser after he had torn the plot of their final battle apart), Void (Survived being consumed by the Void along with the Sammer Kingdom and was able to travel inside on if later without issue), Electricity (Can withstand multiple electric shocks from Luigi without any adverse effects, and like other playable characters in Mario Party 6, Mario only has his movements briefly halted from being electrocuted, can survive and in some cases is only temporarily stunned by electric shocks from amps, can jump off of Spark and Hothead, enemies made of electricity, using the Spin Jump, can survive the Shadow Queen's lightning and even parry it using the Superguard, which was powerful enough to instantly vaporize all of Grodus except for his head, including his metal gear, can also use the Superguard to parry other electric-based attacks from Dark Puffs, Wizzerds, Dark Wizzerds, Elite Wizzerds, and Grodus), Madness (Unaffected by traversing Bowser's painting worlds, which were brainwashing the castle's residents and causing them to fall into madness), Spatial (Unaffected by a nearby black hole warping space on an intergalactic scale), Time and Casuality (Can move inside of the Void, which destroys time, can traverse Tick Tock Clock unaffected by any of the settings, where the flow of time can be slowed down, sped up, stopped, or even turned erratic, will keep any coins, items or stars collected past the start of the final five turns and remain in his current position on the board if the game is reverted to such a state by a Wacky Watch, can parry attacks that slow down and freeze time from Grodus and Beldam using the Superguard), Soul (Unphased from a Greaper's scythe attack, barring physical damage. Greapers are stated to be capable of harvesting souls from an intended target with their scythes), Explosion (Can parry explosions from Bob-ombs and Doopliss while he was assuming the form and abilities of Admiral Bobbery using the Superguard), Darkness (Can parry the Shadow Queen's dark wave using the Superguard), Temperature, Fire, Magma, Ice, and Snow Manipulation, Burning, and Freezing (Can withstand the heat of Melty Molten Galaxy and Bowser's Reactor while battling the Koopa King inside it, hover mere inches above and even stand on the surface of a star without injury, traverse the inside of Corona and Barrel Volcano with no issues, eat peppers that burn the user, survive falling into oceans of lava and contact with lava bubbles, physically strike enemies made of lava and fire without hurting himself, jump off of fireballs, lava enemies that live in lava, lava bubbles, and blue fire using the Spin Jump, and parry fire and burn inducing attacks from Fire Bros, Bowser, Embers, Phantom Embers, Lava Bubbles, Hooktail, X-Naut PhDs, Grodus, and Vivian using the Superguard. Can traverse the sub-zero conditions of World 6 unprotected with no issues, heat up his body to resist being frozen into a snowman, party on the board Chilly Waters and battle on the summit of a snowy mountain without being bothered by the cold, only take damage from attacks that would normally freeze foes solid, and can near-instantly break free from getting frozen. Can parry ice attacks from Frost Piranhas, Ice Puffs, Bonetail, Grodus, and Beldam using the Superguard), Paralysis Inducement (Unaffected by Bowyer's arrows, which paralyzes anyone it hits), 1 Hit KO (Can Guard against Mortal Blows, which normally defeat those hit by them in a single strike, and remain standing with either 1 or all of his HP depending on how well he guarded against the attack), Sealing, Possession, and Corruption (Types 2 and 3 (Is merely damaged by Fury Bowser's Black Paint, as opposed to being sealed away like the islands in Lake Lapcat. Unaffected by the abilities of Black Paint, which took over Bowser's mind and possessed him. Immune to Fury Bowser's corruption, which passively corrupts those friendly to Mario. Unaffected by Bowser Junior's paint, which corrupted Bowser into Fury Bowser)), Transmutation (Can break free from the Koopa Clown Car's petrification. Treats the magic from the Koopaling's wands as an ordinary attack, which were previously used to transform the 7 Kings into different animals. Does the same thing with magic from the Magikoopa's wands, which have the power to turn a Rotating Block into a yellow Koopa Troopa, a Thwimp, a Coin, or rarely, a 1-Up Mushroom. Can still fight while turned into a scarecrow and turn back shortly. Can also turn back after being turned into a mushroom), Existence Erasure (Is immune to the effects of the Eraser and Reset Rocket), Absorption (Can resist the Shadow Queen's hands, which she can use to absorb people to heal herself. Can parry Fuzzies, Flower Fuzzies, Swoopulas, and the Shadow Queen from absorbing HP and FP using the Superguard), Wish Granting (Survived Bowser's wish on the Star Rod to destroy him. While this gravely injured him and even after the weakened Star Spirits healed him, still left him unconscious for several days, Mario himself was already in a weakened state due to having just recently been defeated and rendered unconcious by Bowser after he empowered himself with the Star Rod), Broadway Force (Can fight while being forced to dance), Social Influencing (Wasn't affected by Daisy's charm, which instantly enraptured Tumble and the Millenium Star, causing the latter to immediately attempt to give Daisy the beauty star stamp), Information Analysis (F.L.U.D.D could not fully scan Mario), Telekinesis (Can jump out of The Player's grip), and Power Nullification (Can parry Bowser's jump attack using the Superguard, which can inflict the Prohibited Command status effect)
Attack Potency: Varies Immensely from Wall Level (Is able to destroy large brick blocks) to Outerverse level (Defeated O'Chunks, who was able to fight and harm Bowser, who survived the destructive power of the Void, which was going to consume all existence--all worlds, all dimensions, all possibilities and all timelines, basically destroying the entire Marioverse. Plato's book "The Republic" exists in Mario, and is referred to as "the truth" by Aristotle, who in real life was the only person to object to Plato's Theory of Forms introduced in The Republic. There are analogies that bear resemblances to those in said book, and likewise, the game says that it explains the world, the universe and all things, and answers countless questions. If The Republic is actually legitimate in Mario, it would mean the Intelligible World with all Universal concepts exists, and thus aspatial and atemporal Forms also exist, and thus The Void would erase them all too. Defeated various enemies that were powered by a Grand Star, including Bowser himself, which is an item capable of powering Bowser's Galaxy Reactor, which, when removed, caused the reactor to become unstable, resulting in it creating a supermassive black hole that threatened to collapse the very fabric of the universe. This includes the Matter Splatter Galaxy, which is referred to as a superspace in the original Japanese version of the game (Raw: ちょうくうかん しめ みち. Translation: Super-space Shime Shime). Superspaces contain the concept of space-time, meaning the Grand Star has the potential to destroy such concepts)
Speed: Varies Immensely from Supersonic (Can react to and dodge out of the way of cannonballs) to Irrelevant (Is able to resist The Void, going so far as to travel into move around inside of it in order to reach Castle Bleck. The Void was going to consume all existence--all worlds, all dimensions, all timelines, all possibilities. This means it nukes all of time and space, and The Void itself destroys all of time and space at all time periods, as well. The Void is definitely rather of higher dimensional order, as it's not even under the conventional aspects of "near" and "far," and it's actively capable of existing all throughout time and space; and since it erases stuff above time in all aspects, it should naturally be into these areas. The Void would eventually spread to and cover realms transcendent over space and time such as the Overthere, another realm Mario was able to move around in. Was able to move around in the Matter Splatter Galaxy, a superspace containing the concept of space-time)
Lifting Strength: Varies Immensely from Class 1 (Is able to pick up and lift blocks of ice) to Irrelevant (Again, The Void consumes all. And with the Marioverse being beyond 12-D, this would mean mass on a beyond higher dimensional scale)
Striking Strength: Varies Immensely from Wall Class to Outerversal
Durability: Varies Immensely from Wall Level (Can survive falls from the clouds unscathed) to Oterverse Level (Survived the destructive power of The Void, only getting briefly knocked unconscious and getting right back up a few moments later as if nothing even happened, and in fact would continue to live after the Void's destruction of all of existence)
Stamina: Superhuman (Can go on journeys spanning entire countries and travel across multiple galaxies and universes while fighting hundreds of enemies without any signs of tiring and can fight while badly injured to the point of having holes punched in his face and torso)
Range: Standard Melee Range Physically, Varies Immensely from Standard Melee Range to Interstellar with Abilities
- Caps: Various caps that Mario can wear for additional abilities.
- Mario Cap: Mario's trademark hat and an important part of his clothing, possibly 1 of the most iconic clothing items in gaming. The cap is red and has Mario's "M" symbol; he is almost never seen without it in his adventures. If Mario looses his cap, he takes 50% more damage when attacked. When Mario collects almost any power-up, his cap either disappears or changes appearance or color with the rest of his normal outfit.
- Wing Cap: A cap that resembles Mario's Cap with wings attached to it. When Mario wears it, he turns into his Wing form and gains the ability to fly and slow his falls, like with the Super Leaf and Cape Feather. Mario can begin flying by performing a Triple Jump or by getting shot from a cannon.
- Metal Cap: A gray metalic cap that turns Mario into his Metal form, making him invulnerable to everything other than fall damage and extremely heavy, to the point that Wind and currents cannot push him. Metal Mario functions the same as his normal form, but he can destroy enemies just by making contact and is impervious to most hazardous obstacles, but is unable to swim due to his immense weight and instead sinks directly to the bottoms of bodies of water. While underwater, Metal Mario is unable to use most of his abilities beyond walking and a standard jump. Metal Mario does not have to breathe however, and is therefore unaffected by strange clouds and cannot drown. The effect lasts for 20 seconds.
- Vanish Cap: A cap that resembles Mario's Cap that is translucent. When Mario wears it, he turns into his Vanish form for 20 seconds. In this form, Mario is undetectable to enemies and can walk right through them, as well as metal fences and barriers certain walls. He otherwise has the same abilities as normal Mario.
- Stone Cap: A replica of Mario's cap that appears to be made of stone. When Mario wears it, he gains the Stone status effect, transforming him into a stone statue. In this state, Mario is invincible to any damage for 3 turns; however, he cannot attack while the effects remains.
- Shoes: Different pairs of shoes that Mario can wear for various effects depending on the pair of shoes.
- Jump Shoes: A pair of brown shoes that make Mario spin when using jump attacks, allowing him to effectively jump on enemies that are normally resistant or outright immune to them, similarly to the Spin Jump. Additionally, they increase his Magical Attack by 5 points, both Physical and Magical Defense by 1 point, and Speed by 2 points.
- Zoom Shoes: A pair of red shoes with white laces, toes, and soles and white wings attached to them. They increase Speed by 10 points and both Physical and Magical Defense by 5 points.
- Boots: Mario's normal and iconic footwear. It is a pair of brown boots that Mario uses to add impact to the power of his standard form of attack; jumping and stomping on his enemies' heads.
- Super Boots: An upgrade to the Boots that increase the power of Mario's Jump attack and allow him to do the trademark Ground Pound. Outside of battle, they allow Mario to break boxes and wooden trap doors and use a more powerful First Strike.
- Ultra Boots: The most powerful boots in the Paper Mario series that increase the power of Mario's Jump attack even further and allow Mario to do either a Tornado Jump, an ability that allows him to break blocks far above his normal jumping range and break ice, or a Spring Jump, letting him grab onto pipes and bars he cannot normally reach.
- Hammer: Mario's most iconic weapon. It is an oversized hammer that Mario uses to attack enemies he can't with his jump attack or counter both physical and projectile enemy attacks.
- Golden Hammer: A stronger version of the hammer made out of solid gold. It can be swung faster, can break walls in a single hit, and can also attack enemies that are unable to be hit by the normal hammer.
- Super Hammer: A powerful upgrade to the Regular Hammer that can deal more damage to enemies and destroy obstacles that even the Regular Hammer can't.
- Masher: A hammer weapon for Mario that bears resemblance to the kine hammers used to prepare mochi rice cakes.
- Lucky Hammer: A hammer weapon for Mario that has no additional attack power, but instead has an added effect of giving a Lucky Bonus Flower if Mario defeats an enemy with a Timed Hit with the hammer equipped.
- Ultra Hammer: Typically the strongest variation of the Hammer that deals the most damage and destroys obstacles that even the Super Hammer can't.
- Dusty Hammer: A weak hammer similar in appearance to the Worn-Out Hammer that is used to damage 1 enemy for 1 HP.
- MiniMega Hammer: A hammer with a picture of a symbol that rapidly changes from a picture of a Mini Mushroom to a picture of a Mega Mushroom. The hammer either shrinks or enlarges the opponent who is hit on the head with it, giving them the effect of a Mini Mushroom or a Mega Mushroom. Although Mario can choose who to use the item on, the exact effect is somewhat more difficult; the symbol on the hammer rapidly changes, and Mario must use good timing to choose the desired effect.
Optional Equipment:
- Whip: A whip that Mario can use as a weapon.
- Key: A key that is typically used for opening locked doors or unlocking secret paths.
- Skeleton Key: A key with a golden bow on its head that can unlock certain doors on a board, usually opening access to areas that cannot be reached otherwise. The Skeleton Key likes being with its owner, being relieved if they choose not to unlock a path, whilst being sad if they do use it.
- Helicopter: A helicopter that Mario can pilot to fly and haul cargo to faraway places.
- Bomb: An explosive spherical bomb that Mario can throw at enemies to attack them.
- Fire Bomb: An orb with a Lava Bubble inside of it that attacks all enemies in battle with fire, dealing 120 points of fire damage to them.
- Fright Bomb: An orb with a Boo inside of it that summons Boos to attack and scare 1 enemy. This deals 100 points of damage to the enemy and may inflict them with the Fear Status Effect.
- Ice Bomb: An orb with a crystal of ice with beady eyes and eyebrows (or a snowman in the Super Mario RPG remake) inside of it that attacks all enemies in battle with ice, dealing 140 points of ice damage to them.
- Sleepy Bomb: An orb with a sheep inside of it that puts all vulnerable enemies to sleep.
- Bob-omb: A bomb with white beady eyes that Mario can set to detonate like a regular bomb.
- Microbomb: A small Bob-omb that Mario can use to detonate something.
- Bowser Bomb: A green bomb with a red picture of Bowser's face on it. It can transform a Koopa Kid into Bowser, who will then roll 3 Dice Blocks, and will roam around the board accordingly. Any player that Bowser passes will lose all of their Coins. Afterwards, Bowser disappears from the board.
- Warp Pipe: A large pipe that acts a common mode of transportation in the Super Mario franchise. A character can enter a Warp Pipe to exit out another specific one, even though most Warp Pipes do not appear to be physically connected. Many Warp Pipes are used to cross great distances instantly, while some pipes cannot even transport anything. Warp Pipes can vary greatly in size, with some being too small for Mario and other characters to enter, while others are large enough to support vehicles, such as karts in the Mario Kart series.
- Platform: A platform that Mario can carry around to bounce balls around.
- Golf Clubs: A collection of golf clubs that Mario uses to go golfing.
- Woods: Golf clubs that have longer shafts and larger, rounder heads than other club types, and are used to hit the ball longer distances than other types.
- 1-Wood
- 3-Wood
- 4-Wood
- Irons: Golf clubs that typically have shorter shafts and smaller clubheads than Woods, the head is made of solid iron or steel, and the head's primary feature is a large, flat, angled face, usually scored with grooves. Irons are used in a wide variety of situations, typically from the teeing ground on shorter holes, from the fairway or rough as the player approaches the green, and to extract the ball from hazards, such as bunkers or even shallow water hazards.
- 1-Iron
- 3-Iron
- 4-Iron
- 5-Iron
- 6-Iron
- 7-Iron
- 8-Iron
- 9-Iron
- Wedges: A subset of the Iron family of golf clubs designed for special use situations. As a class, Wedges have the highest lofts, the shortest shafts, and the heaviest clubheads of the Irons. These features generally aid the player in making accurate short-distance "lob" shots, to get the ball onto the green or out of a hazard or other tricky spot. In addition, Wedges are designed with modified soles that aid the player in moving the clubhead through soft lies, such as sand, mud, and thick grass, to extract a ball that is embedded or even buried.
- Pitching Wedge: A Wedge used to hit a shot with higher and shorter trajectory than a 9-Iron and a lower and longer trajectory than a Gap Wedge.
- Sand Wedge: An open-faced wedge primarily designed for getting out of sand bunkers. It has the widest sole of any wedge, which provides the greatest amount of bounce, allowing the club head to glide through sand and avoid digging in.
- Wedges: A subset of the Iron family of golf clubs designed for special use situations. As a class, Wedges have the highest lofts, the shortest shafts, and the heaviest clubheads of the Irons. These features generally aid the player in making accurate short-distance "lob" shots, to get the ball onto the green or out of a hazard or other tricky spot. In addition, Wedges are designed with modified soles that aid the player in moving the clubhead through soft lies, such as sand, mud, and thick grass, to extract a ball that is embedded or even buried.
- Putter: A golf club that is differentiated from the other clubs (typically, irons and woods) by a clubhead with a very flat, low-profile, low-loft striking face, and by other features which are only allowed on putters, such as bent shafts, non-circular grips, and positional guides. It is used to make relatively short and low-speed strokes with the intention of rolling the ball into the hole from a short distance away.
- Woods: Golf clubs that have longer shafts and larger, rounder heads than other club types, and are used to hit the ball longer distances than other types.
- Blocks: Cubes of varying appearances that often release coins and items (particularly power-ups) when hit, are commonly used as a platform to get to places, can grow, shrink, recover health, give the player tips, or change the level to benefit or harm the player in some way. Some blocks break when hit, but most simply become inactive Empty Blocks.
- POW Block: A block that can be thrown to the ground or hit in the air to create a large earthquake, causing all enemies in Mario's vicinity to get hurt, ignoring their Defense Power. It also causes enemies with shells to flip over.
- ? Block: A block that often contain coins and power-ups and may also be invisible. They will release the items that they contain when hit.
- Mega ? Block: A larger variant of the ? Block that acts exactly like it's smaller counterpart.
- Flying ? Block: A ? Block with wings. These blocks fly around from left to right or up and down. Other than that, they act exactly like their standard counterpart.
- ? Panel: A ground-based version of the ? Block. While ? Blocks hover in midair, ? Panels lie flat against the ground. They still function essentially the same as the ? Block.
- Hidden Block: A ? Block that is invisible to Mario unless he hits them.
- Brick Block: A block made out of brown bricks. Mario can break Brick Blocks in many ways (usually just by jumping into them from below), but sometimes they may contain items inside of them. In this case, they work just like ? Blocks, as when they are hit, the item pops out and the block turns into an Empty Block.
- Mega Block: A larger variant of the Brick Block is often tougher than regular Brick Blocks, requiring a number of hits to destroy or being indestructible altogether.
- Mushroom Block: A mushroom-like block that serves as a simple throwing item. Mushroom Blocks can be used as weapons or get stacked so Mario can reach higher places.
- White Block: A white or light-blue block that is made of ice. White Blocks can be carried around by Mario, disappearing after a few seconds. Once grabbed, a White Block begins to flash colors, and it can be kicked away to defeat enemies or reach distant ? Blocks.
- Grab Block: A dark blue block with rounded edges. Grab Blocks can be picked up, causing them to start flashing, and kicked away to defeat enemies or reach distant Prize Blocks. A Grab Block breaks a few seconds after being picked up.
- ! Block: A block that has various effects when hit depending on the game, ranging from causing a certain event to occur to releasing items similarly to ? Blocks, to doing nothing at all and simply serving as platforms.
- Roulette Block: A block that contains a set of items (which varies from game to game) that flicker alternately in a particular order. The item the block displays while it is hit is usually the item that comes out.
- Fiery Block: A block that can only be destroyed by a fireball. Certain fiery blocks release power-ups upon destruction.
- Coin Block: A block that Mario can hit multiple times, giving out 1 coin per hit.
- Road: A block with a horizontal double-sided arrow that Mario can hit to place a road to any free point in the area he's in. The road then expands to the left and to the right of the chosen point as much as it can. The road acts as a platform that Mario can stand on, throw objects onto, and climb on with an (also placed) ladder. The road can also act as a ceiling for any enemies that climb up walls and across ceilings. Roads are timed and disappear after a short amount of time has passed. The timer can be reset if Mario places another road within the 1st road's time limit, or any other placeable objects such as Ladders and Trampolines. After disappearing, the Road can then be placed with the Road item again.
- Ladder: A block with a vertical double-sided arrow that Mario can hit to place a place the ladder in any free point of the area he's in. The ladder will then extend itself upwards and downwards as far as it can. Ladders are timed and disappear after a short amount of time has passed. The timer can be reset if Mario places another ladder within the first ladder's time limit, or any other placeable objects such as Roads and Trampolines. After disappearing, the Ladder can then be placed with the Latter item again.
- Blue Coin Block: A block with the image of a Blue Coin on top that causes 2 - 10 Blue Coins to appear for a short time before disappearing when it's Ground Pounded.
- Cap Block: A type of block that comes in 3 colors, each 1 containing a different power-up.
- Red Block: A Cap Block that contains the Wing Cap.
- Green Block: A Cap Block that contains the Metal Cap.
- Blue Block: A Cap Block that contains the Vanish Cap.
- Save Block: A block that enables Mario to save his game progress. They are often activated when struck.
- Dice Block: A block that Mario must roll to determine how many spaces he can move in the Mario Party series.
- Warp Block: A block that transports Mario to a randomly chosen opponent's space and then swaps that opponent over to where Mario was.
- Recovery Block: A type of block that fully restores Mario's refillable stats when struck.
- Coins: The main currency of the Mushroom Kingdom. Coins have varying effects depending on the game type: from healing Mario to increasing speed and recovery times to even granting extra lives.
- Blue Coin: A special type of coin whose colors typically vary from a light cyan to a deep, heavily saturated blue. Blue Coins are worth 1 - 5 Coins and appear when a P Switch or a Blue Coin Block is hit in certain areas. They disappear when the effect wears off.
- Gray Coins: Coins that are gray in color that appear when a Gray P Switch is activated. Gray Coins work differently from standard coins, needing to require far fewer to gain extra lives; 1 for 7 Gray Coins, 2 for 8 Gray Coins, and 3 for 9 Gray Coins or more.
- Dragon Coin: A large coin that has a picture of a Yoshi's head and torso imprinted on it. If Mario collects 5 of them, he gets an extra life.
- Bonus Coin: A special and rare coin that is dropped by a Yoshi Cloud. If Mario collects all 10 of the coins the cloud drops, it will reward him with a 1-Up Mushroom.
- 10-Coin: A special kind of coin that, as the name implies, is worth 10 coins.
- Red Coin: A relatively common type of coin whose differences between it and a Yellow Coin and a Red Coin differ by game, but usually, Red Coins serve as important items to collect to get a reward, such as a Power Star, once 8 are collected. They are worth 2 Coins.
- Frog Coin: A special type of coin in Super Mario RPG: Legend of the Seven Stars. Frog Coins can be used to buy items in certain shops where Regular Coins aren't accepted.
- Punch Balls: Red and green stone spheres that can be thrown at enemies, resulting in them being stunned and allowing Mario to walk over and defeat them. A Punch Ball's range is not very far, and it makes one small bounce after hitting the floor. If a POW Block is activated while it is on the floor, it will bounce twice.
- Hockey Stick: A hockey stick Mario uses to play hockey.
- Mushrooms: Mario's most common power-up. They are spotted mushrooms that have various effects depending on the game, ranging from healing a little HP to increasing Mario's Max HP to restoring Mario to his normal size after shrinking from getting hurt to increasing speed to increasing his striking power to the point that he can defeat standard enemies in 1 hit.
- Super Mushroom: A red-capped mushroom with white spots that serves a particular function depending on the game in which it is found. Its first and most common effect is causing Small Mario to turn into his Super form, allowing him to smash through bricks and take an extra hit from enemies. In other games, it heals Mario and others who use it.
- 1-Up Mushroom: A green-capped mushroom with white spots that can grant Mario an extra life, or revive Mario after he's defeated, restoring his HP in the process.
- Poison Mushroom: A purple-capped mushroom with magenta spots that actually poisons whoever eats it.
- Dash Mushroom: A type of mushroom that is physically identical to a Super Mushroom. It is used to give vehicles, especially karts, a boost of speed.
- Triple Mushrooms: Clusters of 3 Dash Mushrooms, providing the racer with 3 speed boosts.
- Golden Dash Mushroom: A golden, more powerful counterpart to the Dash Mushroom that gives Mario an endless amount of speed boosts for a limited period of time.
- Time Kinoko: A very rare mushroom that can refill the Time Gauge.
- Moldy Mush: An old mushroom that appears to have mold growing on it that only restores 1 HP to Mario.
- Rotten Mush: An old mushroom that appears to have rotten that only restores 5 HP to Mario.
- Dried Mushroom: An old, shriveled mushrooms that restores 1- 10 HP and cures poison.
- Mushroom: A seemingly normal mushroom restores 30 HP to Mario, but also inflicts the Mushroom status effect if he is not wearing an accessory that negates it. This status effect turns Mario into a red pudgy Mushroom. While in Mushroom form, Mario recovers a small amount of HP every turn, but otherwise is forced into a Defend command, effectively completely petrified from doing anything but receiving halved damage until the effect wears off or the status effect wears off. They are indistinguishable in appearance from normal Mushrooms and share the same name.
- Ultra Mushroom: A powerful healing mushroom that restores 50 - all of Mario's HP.
- Mushroom Fry: A plate of fried Mushrooms. It can be cooked with several different recipes and ingredients, all of which interestingly only require 1 - 2 Mushrooms/mushroom-based products of different kinds. The item restores 6 - 15 HP and 2 FP, as well as curing poison.
- Honey Mushroom: A red-capped mushroom with yellow honey poured over it. It is made by glazing a Mushroom or a Volt Shroom with a jar of Honey Syrup. It restores 5 -10 HP and 5 FP, as well as curing poison.
- Honey Super: A blue-capped mushroom with yellow honey poured over it. It is made by glazing a Super Mushroom, Volt Shroom, or a Life Shroom with a jar of Honey Syrup. It restores 10 -20 HP and 5 FP, as well as curing poison.
- Honey Ultra: A green-capped mushroom with yellow honey poured over it. It is made by glazing an Ultra Mushroom with a jar of Honey Syrup. It restores 50 HP and 5 FP.
- Hot Shroom: A plate with a cooked Mushroom on it. It can be cooked using various Mushrooms, with some recipes using 2. The item restores 15 HP and 5 FP when Mario eats it.
- Jelly Mushroom: A red-capped mushroom with yellow jelly poured over it. It is made by glazing a Mushroom or a Volt Shroom with a jar of Jammin' Jelly. Using it will recover 5 of Mario's HP and 50 of his FP.
- Life Mushroom (PM): A life-giving mushroom that will revive Mario and return 10 HP to him whenever he is defeated in battle.
- Maple Mushroom: A red-capped mushroom with brown maple syrup poured over it. It is made by glazing a Mushroom or a Volt Shroom with a jar of Maple Syrup. If used, Mario restores 5 HP and 10 FP.
- Maple Super: A blue-capped mushroom with brown maple syrup poured over it. It is made by glazing a Super Mushroom, Volt Shroom, or a Life Shroom with a jar of Maple Syrup. If used, Mario restores 10 HP and FP.
- Maple Ultra: A green-capped mushroom with brown maple syrup poured over it. It is made by glazing an Ultra Mushroom with a jar of Honey Syrup. If used, Mario restores 50 HP and 10 FP.
- Mushroom Steak: A Mushroom that was grilled like a steak on a plate. It can be cooked with several different recipes, all but 1 of which interestingly require 2 Mushrooms, despite the fact that only 1 Mushroom is seen on the plate. When used, it will restore 30 HP and 10 FP to Mario in the 1st 2 Paper Mario games, and will restore 70 HP and cure poison in Super Paper Mario.
- Volt Mushroom: A Mushroom that electrifies Mario for a short time, causing most enemies to either take damage or become paralyzed when they physically touch him.
- Reverse Mushroom: A Mushroom that looks like a 1-Up Mushroom but with a red U-turn symbol on it's cap. It allows Mario or a selected opponent to move on the board in reverse when they next roll a Dice Block, though its effects can be canceled out by either a Mushroom, Golden Mushroom, Warp Block, or Magic Lamp. If the affected player reaches a fork in the path, they can optionally go forward in a different direction.
- Cursed Mushroom: A purple-capped mushroom with teal spots that reduces the maximum number that can be rolled on a Dice Block to 3. Mario can use it on either an opponent of his choosing or himself.
- Mega Mushroom: A type of Mushroom that turns Mario into his Mega form, enlarging him into an enormous size, allowing him to destroy every enemy in his path and obliterate almost anything simply by walking into them. In the Mario Party games, it also allows Mario to roll 2 Dice Blocks instead of 1.
- Super Mega Mushroom: A type of Mushroom that has the same effect as a Mega Mushroom, but the difference is that Mario gets to roll 3 Dice Blocks instead of 2, which is similar to Super Mushrooms in many of the other Mario Party games.
- Mini Mushroom: A type of Mushroom that turns Mario into his Mini form, shrinking him into a miniscule size, allowing him to jump higher, run fast enough to run on water, and enter smaller areas. However, Mario's strength and speed are vastly decreased in this state, requiring him to Ground Pound to defeat enemies that he would otherwise defeat with a simple Stomp and leaving him vulnerable to being defeated in a single hit. In the Mario Party games, it also restricts the Dice Block, causing it to roll only 1 - 5 instead of 1 - 10.
- Super Mini Mushroom: A type of Mushroom that has the same effect as a Mini Mushroom, but the difference is that it allows Mario to strike 2 Dice Blocks numbered 1 - 5.
- Flowers: Various flowers of various appearances that have various effects depending on the specific flower. Standard flowers slightly restore or increase Mario's max FP, or conceal collectible items or hide subjects of interests inside of them.
- Fire Flower: A flower that turns Mario into his Fire form, allowing him to throw fireballs that can defeat enemies, melt Ice Blocks, and light up dark areas. The Fire Flower can also be planted into the ground, causing it to emit several fireballs that burn opponents, dealing 3 HP of fire damage to all enemies, ignoring their Defense Power.
- Superball Flower: A flower that turns Mario into his Superball form, giving him the ability to shoot Superballs, which bounce off of surfaces such as floors, walls, and ceilings to collect coins and defeat enemies, similarly to how the Fire Flower allows him to shoot fireballs. Mario's Superball form looks the same as his Super form.
- Bonus Flower: A pink, white, and yellow flower with beady eyes and a green stem with 2 leaves. Bonus Flowers are generally obtained and used instantly when Mario defeats an enemy during a battle (if the enemy is not the last or one of the last to get eliminated). When Mario attains 1, it causes 1 of the 5 following effects:
- HP Max: Mario's HP is restored completely.
- Attack Up: This increases 50% of Mario's attack power for the remainder of the battle.
- Defense Up: This increases 50% of Mario's defense power for the remainder of the battle.
- Once Again: This gives Mario a free turn.
- Lucky: After winning the battle, Mario can play a bonus game that lets him double his coins or experience points. Also, there is a chance that it greatly boosts Mario's defense when counter-blocking (damage ranging only from 0 to 4, mostly).
- Flower Tab: A transparent Capsule with a Flower in it that increases Mario's maximum FP count by 1.
- Flower Jar: Despite it's name, it is a box of 3 Flowers that increases Mario's maximum FP count by 3.
- Flower Box: A box of 5 Flowers that recovers all of Mario's FP and increases his maximum FP count by 5.
- Stars: Various star-shaped objects with beady eyes that have various effects depending on the star. The most common Star items serve as collectibles in the Mario Party series, as well as having numerous magical abilities. In Mario and Wario, Mario is granted an extra life if he collects 4 of them.
- Super Star: A Yellow Star that temporarily turns Mario invincible, allowing him to defeat almost any enemy. However, hazards that would be fatal regardless of power-ups (lava, poison, pits, getting crushed, etc.) will still be fatal to Mario in this state.
- Lucky Star (Super Mario Bros. Special): An item that, despite it's name, resembles a multicolored abstract atom. It defeats all enemies onscreen similarly to a POW Block or the Moon when used.
- Power Stars: Powerful Star artifacts that can be used for numerous abilities and effects. They're primarily presented as collectible items that can grant Mario access to more levels in-game.
- Bonus Stars: Stars that are given out at the end of a Battle Royale map in every game of the Mario Party series. They are last-minute bonuses given to players (or teams) who have excelled in a particular field of gameplay during the game itself.
- Shooting Star: A yellow star with a trail on it. Interestingly, this item can be cooked by mixing a Thunder Rage with a Point Swap. It showers all opponents with a flurry of shooting stars, dealing 6 points of damage to them.
- Lucky Star; A star-shaped pendant that gives Mario and his allies the ability to execute the Action Command for added attack and defense power.
- Shells: Sells worn by members of the Koopa species. After Mario attacks the Koopa wearing the shell, regardless if it was defeated or still inhabits the shell or not, he can launch it at his opponents to defeat them.
- Koopa Shells: The shells worn by Koopa Troopas that Mario can carry or kick or throw around to defeat enemies and destroy certain obstacles. However, there are some things the shell can't break and it will rebound off of these things, presenting the potential of it backfiring on Mario if the shell is deflected back at him. Koopa Shells generally do not lose speed when rebounding.
- Big shells: The shells worn by Big Koopa Troopas. They are usually larger variants of Koopa Shells that typically destroy large swathes of terrain when launched. Unlike normal-sized shells, big shells do not ricochet off of struck blocks, instead plowing through them, making them useful for solving certain puzzles or clearing obstructions.
- Green Shells: The green-colored shells worn by Koopa Troopas. These are the most common kind of Shells.
- Triple Green Shells: Clusters of 3 Green Shells that are summoned into a barrier around Mario. Mario can either throw each shell or use it as a shield to other items. Thrown shells have the same effect as Green Shells.
- Red Shells: The red-colored shells worn by Koopa Troopas. Unlike the Green Shells, the Red Shells often home in on targets when thrown.
- Spiny Shell: A Koopa Shell with spikes on it. When used, it homes in on the racer in first place (or the leader of the race) and drops down on them, causing an explosion that flings the target into the air, resulting in the racer's kart backflipping and the racer loosing all of their items. The explosion causes any nearby characters to spin out and drop items onto the road, while destroying any items already on the ground.
- Paratroopa Shells: The shells worn by Paratroopas with its wings still intact. It acts exactly like a stronger version of the Koopa Shell, allowing Mario to kick it at enemies to attack them with an Attack Power of 50.
- Lazy Shell: A massive version of the Paratroopa Shell that Mario can both use as a weapon to attack his enemies by kicking it at them with an Attack Power of 90 and wear as a makeshift suit of armor to boost both Physical and Magical Defense by 127 points. When worn as armor, it prevents negative status effects and guards completely against element-based attacks. However, it negatively impacts both Physical and Magical Attack Power as well as Speed, lowering each by 50 points.
- Buzzy Shells: The shells worn by Buzzy Beetles that Mario can launch at enemies and obstacles similar to the Koopa Shell. The Buzzy Shells appear to be a more resilient version of typical Koopa Shells, protecting the Buzzy Beetles inside them from hot hazards such as fireballs or lava. The player character can also sometimes equip Buzzy Shells as protective headgear to protect himself from dangerous obstacles and attacking enemies that are above (such as Thwomps or Spike Traps that are above his head).
- Koopa Shells: The shells worn by Koopa Troopas that Mario can carry or kick or throw around to defeat enemies and destroy certain obstacles. However, there are some things the shell can't break and it will rebound off of these things, presenting the potential of it backfiring on Mario if the shell is deflected back at him. Koopa Shells generally do not lose speed when rebounding.
- Warp Door: A door that takes Mario to another part of the level.
- P Warp Door: A Warp Door that can only be entered when a P Switch is activated.
- Wing: A feathered wing that allows Mario to fly through the air. However, the power-up is only temporary, and if Mario is not careful, he may fall somewhere undesirable once it expires.
- P-Wing: A feathered wing with a "P" on it that stands for "Paratroopa." The P-Wing not only grants Mario the Raccoon form and it's abilities, but also allows for indefinite flight for 1 level and adds a large "P" on Mario's chest (on the map only). After a level is cleared with this form, Mario will revert to normal Raccoon Mario.
- + Clock: An item that gives Mario more time to complete a task, such as reaching the Goal Pole at the end of a level.
- Race Cars: A series of 24 race cars that Mario drives in car races.
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- Kattobi: A sports car that Mario uses in Hot Rallies. Out of the 3 vehicles he used, the Kattobi is the vehicle with the fastest acceleration, exceeding in performance on highways and grass, but it performs and handles very poorly on snow, sand, and dirt.
- Yonque: A 4WD that Mario uses in Hot Rallies. Out of the 3 vehicles he used, the Yonque is the most balanced vehicle, handling all different terrains decently, only over-exceeding in handling on the snow.
- Monster: A buggy that Mario uses in Hot Rallies. Out of the 3 vehicles he used, the Monster is slower than the other two car types on highway and grass but it has more durability. It handles much better and faster on rougher terrains like sand and dirt.
- Hot Dot: An exclamation mark with an H on it. Hot Dots can help fill up a vehicle's "Hot" indicator on the bottom of the screen that is represented by eight exclamation marks. If the player fills up all eight of the exclamation marks, their vehicle unlocks a fifth additional gear that helps accelerate to a top speed of 300 km/h without slipping off the road for 15 seconds.
- Repair Point: A special Check Point that instantly restores any damage done to whatever vehicle Mario is driving.
- Vegetables: Various vegetables that Mario can use for different effects. Standard Vegetables can be pulled out of the ground and thrown at enemies to damage or defeat them. They bounce after they hit an enemy, which can lead to consecutive hits on enemies. If one vegetable defeats enough enemies, extra lives may be rewarded.
- Unripened Vegetables: Vegetables that have yet to ripen. Unripened Vegetables are smaller than the ripe ones but are just as effective when throwing, but have no additional effects when tossed.
- Large Vegetables: Vegetables that have ripened. Large Vegetables are larger than the unripe ones, and if 4 large ones are picked up in the same stage, picking up what is supposed to be the 5th one will reveal a Stop Watch.
- Carrot: A carrot with beady eyes that transforms Mario into his Bunny Form, causing bunny ears to emerge from his hat. The ears can flap like bird wings, allowing Mario to slow his descent or even hover in midair.
- Iced Potato: A tough potato that can be found in the Shiver Region. It can be used as an ingredient to cook different things. Mario can also eat it raw to restore 5 HP.
- Hearts: Various Heart-shaped items that can usually be collected to acquire more health or chances.
- Small Heart: A Heart that floats up from the bottom of the screen every time 8 enemies are defeated. When Mario grabs it, it replenishes an empty slot in his Life Gauge. If he in his Small form, the heart restores him to his Super form.
- 1-UP Heart: A Heart-shaped item that basically performs the same function as 1-Up Mushrooms, granting 1 extra life to Mario when he collects it.
- 3-Up Heart: A Heart-shaped item that grants Mario 3 extra lives rather than just 1.
- Spinning Heart: A translucent red heart that slowly revolves on the ground. When Mario runs through 1, the Spinning Heart quickly replenishes his Health. The heart spins proportionally to the speed Mario runs through it, gradually slowing back to normal. While the heart is spinning faster than usual, Mario heals 1 Health sector each full turn the heart makes.
- Magical Potion: A flask with a bubbling liquid inside. When picked up and thrown to the ground, it can create a temporary door from which Mario can enter Subspace.
- Fruit: A type of botanical, naturally produced food that hangs in trees and bushes and usually bears seeds inside it. Mario can use these fruits for various beneficial effects.
- Cherries: A pair of cherries connected by a split stem. When 5 Cherries are collected, a Super Star floats from the ground.
- Bananas: Tropical fruit with a variety of purposes, such as throwing away the peel so Karts can drive over it, causing them to spin out.
- Banana Bunches: Items consisting of clustered bananas, usually in quantities of 3, 5, or 10. Mario can drop only 1 banana peel at a time; however, should a racer run into a trail of Bananas at the back of his kart, they all get used up at once as the colliding racer spins out.
- Apple: A fruit that Mario can eat to restore 5 HP.
- Berries: Different colored berries that Mario can either eat or cook for different effects.
- Red Berry: A pair of red colored berries connected on a singular stem with 2 small leaves on it. It restores 5 HP.
- Yellow Berry: A pair of yellow colored berries connected on a singular stem with 2 small leaves on it. It restores 3 HP and FP.
- Blue Berry: A pair of blue colored berries connected on a singular stem with 2 small leaves on it. It restores 5 FP.
- Bubble Berry: A purple berry with 4 small leaves connected on a stem. It restores 5 FP.
- Dried Fruit: A red, leafy berry that restores 15 HP.
- Coconut: A fruit that Mario can throw at a singe enemy as a projectile, dealing 3 HP of damage and ignoring their Defense Power.
- Lemon: A yellow, sour fruit that restores 1 HP and 2 FP.
- Lime: A green fruit that restores 3 FP.
- Melon: A succulent, ripe melon that restores 15 HP.
- Stop Watch: A clock item that slows down or stops time when collected.
- Rocket: A rocket ship that can bizarrely be plucked from the ground, just like Vegetables. When Mario finds one, he rides it as it flies upwards. After a certain height, Mario jumps out of it, and it explodes shortly afterwards. When Mario lands, he arrives in the next area of the level.
- Leaves: Various different leaves that Mario can use for different effects depending on the leaf.
- Super Leaf: A power-up that turns Mario into his Raccoon form, giving him raccoon ears and a raccoon tail, the latter of which lets him glide, fly for a short period of time after a running start, and tail whip to attack his enemies.
- Turtley Leaf: A special burly leaf that is used for brewing tea and found in bushes where Koopas live. It restores 3 FP in Paper Mario: The Thousand-Year Door, and reduces all damage taken by half for 10 seconds in Super Paper Mario, but when mixed with other ingredients, it can help create a recipe that benefits Mario even more.
- Strange Leaf: A very rare, green leaf originating from an unknown plant. When Mario uses this item, it will restore 5 FP.
- Suits: Items that come in the form of full body suits. They grant Mario additional abilities depending on the suit.
- Tanooki Suit: A full-body suit that transforms Mario into his Tanooki form. The suit is an add-on to the Raccoon form that allows Mario to temporarily turn into a statue and become immune to enemies and obstacles, in addition to flying and attacking enemies with tail swipes.
- Frog Suit: A full-body suit that transforms Mario into his Frog form. It grants him the power to jump higher, swim faster, and resist water currents better, but he can only hop while on land. When Frog Mario is hit by an enemy, he reverts back to Super Mario.
- Hammer Suit: A full-body suit that transforms Mario into his Hammer form, giving him the ability to throw hammers, like the Hammer Brothers. Hammers thrown by Hammer Mario can defeat almost everything, including Bowser, as well as break Rock Blocks, but as with other power-ups, 1 hit from an enemy causes him to lose this power-up. The shell gained from this suit is fireball-proof, which Mario can utilize when ducking, but he cannot use it to slide down hills.
- Bowser Suit: A full-body suit resembling Bowser's body. When used, Mario will masquerade as Bowser and steal 20 Coins from any opponent he passes. The suit also amplifies Mario's physical strength, to the point that it's been described as being able to even out the odds in a 3 against 1 situation.
- Goomba's Shoe: A large, green-colored boot with a wind-up key sticking out of the back of it. It is worn by a Shoe Goomba, and can be obtained by defeating one. This item allows Mario to safely hop across dangerous objects, such as spikes, and jump on spiky enemies, such as Piranha Plants and Spinies.
- Lakitu's Cloud: A cloud with a smiley face on it, usually inhabited and maneuvered through the air by a Lakitu. In certain games, Mario is able to ride in one temporarily to fly through the air after hijacking it from a Lakitu by defeating it.
- Music Box: A white box depicting two beamed notes, and it has a sand-colored pad on the top and a crank to the side. When used, it causes all Hammer Brother, Fire Brother, Boomerang Brother, and Sledge Brother Enemy Courses, as well as the Piranha Plant stages in Pipe Land, to fall asleep so that Mario can sneak past them. After Mario clears a level and/or loses a life twice, they wake up again.
- Recorder: A rare recorder that is originally from The Legend of Zelda; it can be used to control whirlwinds to attack enemies or whisk Mario to another location.
- Anchor: A type of heavy metal object usually used to prevent a ship (or most commonly an Airship in the Super Mario franchise) from moving, or board it by climbing the chain linking it.
- Cards: Collectible cards found at a goal. Mario acquires 1 out of a roulette every time a level is cleared; the pictures depicted are Mushrooms, Flowers, and Stars. Once 3 cards are collected, the player is given extra lives as a prize: 1 if they do not match, 2 if they are Mushrooms, 3 if they are Flowers, and 5 if they are Stars.
- Koopa Kard: A golden yellow card with a Green Shell on it. It activates automatically when Mario it passes by a Koopa Bank. When activated, it allows Mario to obtain all Coins deposited in the bank thus far.
- Swap Card: A card with 2 arrows curved in the shape of a circle. When used, Mario swaps items with a randomly selected opponent.
- Switches: Large dome-shaped buttons that Mario can hit for various effects depending on the Switch hit.
- P Switch: A large light blue switch with orange rims and a "P" on it that is activated by jumping on them. Upon activation, it turns all Brick Blocks from an area into coins and vice-versa for approximately 10 seconds. On some occasions, it likewise causes arrays or groups of Blue Coins to appear onscreen. As these effects are temporary, they are usually accompanied by a characteristic jingle or clock-ticking that marks their duration. Some P Switches cause a P Warp Door to appear.
- Gray P Switch: A P Switch colored gray with pink rims that, when pressed, turn some types of enemies into Gray Coins.
- ! Switch: A type of Switch that usually either turns blocks solid or affects the environment in some capacity.
- Cap Switch: A dome-shaped and color-coded type of switch that, when activated, solidifies Cap Blocks of the same color, allowing Mario to break them open to receive the corresponding cap ability.
- P Switch: A large light blue switch with orange rims and a "P" on it that is activated by jumping on them. Upon activation, it turns all Brick Blocks from an area into coins and vice-versa for approximately 10 seconds. On some occasions, it likewise causes arrays or groups of Blue Coins to appear onscreen. As these effects are temporary, they are usually accompanied by a characteristic jingle or clock-ticking that marks their duration. Some P Switches cause a P Warp Door to appear.
- Paddle: A capsule-shaped spaceship that Mario can use to bounce a ball around.
- Submarine: A submarine that Mario can use to trave underwater.
- Marine Pop: A yellow submarine that is only seen in Super Mario Land. Mario can use the Marine Pop to travel through the water while shooting torpedoes to defeat enemies. The Marine Pop can grow with Mario if he grabs Super Mushrooms and Stars. Even though it can power up with those, Superball Flowers do not affect it.
- Plane: A plane that Mario can climb into to fly in the sky and launch flashing Bullet Bills that home in on his opponents.
- Sky Pop: A yellow airplane 1st and mainly appearing in Super Mario Land. It can fire missiles with unlimited ammunition.
- Capsules: Dr. Mario's prescription of choice. Invented by Dr. Mario himself, these capsules are an effective weapon against viruses, where they are used to match up with viruses of the same color to eliminate them.
- Moons: Various crescent moon-shaped objects that have various effects depending on the moon.
- 3-Up Moon: A yellow crescent moon with a happy facial expression on it. When Matio collects one, it grants him 3 extra lives.
- Trampoline: A spring-loaded platform that Mario can bounce on to jump higher.
- Super Spring: A stronger version of the Trampoline that can launch Mario offscreen, enabling him to skip large portions of a level.
- Feather: A back, white, and red feather standing on a band of the same colors. It increases Speed by 20 points, as well as both Physical and Magical Defense by 5.
- Cape Feather: A Power-up that turns Mario into his Cape form, granting him a yellow cape which allows him to glide or even take off and fly through the air after gaining enough running momentum. The cape may also be used to attack enemies or opponents.
- Power Balloon: A Power-up that turns Mario into his Balloon form, which inflates him like a balloon and allows him to float through the air for a limited time, and extra Power Balloons replenish the time spent in the air.
- Karts: A collection of go-karts that Mario primarily uses for kart races. The karts come in various sizes and colors with their own distinct appearances and stats such as speed, acceleration and handling.
- Pipe Frame: The original and 1st Kart ever seen and used. Throughout the games it appears in, the kart has different colors depending on the driver. It generally has above average acceleration and handling, but below average weight and traction.
- Magnet Kart: A kart with a magnet attached to the front of it that Mario can use to pick up metalic objects, such as coins.
- Boo: An Item that summons a Boo that turns Mario both invisible and intangible for a few seconds and steals an opponent's item.
- Lightning: An attack item that can summon a powerful lightning bolt from the sky, usually shrinking opponents as a result.
- Moneybag: A bag with an M on it that contains 50 coins inside of it.
- Time Machine: A pilotable machine that Mario can use to travel through time.
- Super Scope: A light gun that Mario can use to shoot bullets of light at his enemies.
- Trash Cans: Metalic garbage cans that Mario can stand on to reach higher areas or pick up and throw at certain enemies to defeat them. Once it hits an enemy, it falls through the ground and cannot be reused.
- Motorcycle: A 2-wheeled motor vehicle that Mario mainly uses in Motorcycle Races.
- Tennis Racket: A racket that Mario uses to play Tennis.
- Crates: Wooden boxes that can be picked up and tossed to defeat enemies. Crates break on impact and sometimes release items contained inside of them.
- Crazed Crates: Living crates. When Mario grabs a Crazed Crate, it immediately bounces 3 times in the direction he was facing when it is grabbed, taking him with it. Each bounce is progressively higher. A Crazed Crate breaks at the end of the 3rd bounce, breaking and releasing Yellow Coins.
- Item Boxes: Boxes featured mainly in the Mario Kart series. Item Boxes resemble ? Blocks but have a generally translucent and multicolored design with an iridescent checkerboard pattern. When a character passes through them, they get a random item.
- Fake Item Box: An item that resembles real Item Boxes, but is actually a hazard that can be placed on the track to cause karts to flip over and crash.
- Treasure chests: Objects located in various areas, usually hidden. Some treasure chests hold the most mundane of items, while others hold unique items needed to complete a quest.
- Hidden Treasures: Invisible treasure boxes that contain rarer goods.
- Magic Treasure Box: A Treasure Chest created by Wizakoopa after Mario and his party defeat him while he was brainwashed near the end of Bowser's Keep. This particular treasure box has a gold color and has an infinite supply of coins in it for Mario to use.
- Plunder Chest: A treasure chest that can steal an item from a randomly chosen opponent.
- Cleansing Juice: A blue cup with a white lid and a bendy straw that can be ingested to cure an ally of any status ailments during battle.
- Party Cleanse: A stronger version of the Cleansing Juice that removes all negative status effects from both Mario and all of his allies in battle rather than only 1 of them.
- Bracer: A yellow cup with a white lid and a bendy straw that can be ingested to reduce all damage dealt to whoever ingested it during battle.
- Party Bracer: A stronger version of the Bracer that reduces all damage taken by half for both Mario and all of his allies in battle rather than only 1 of them.
- Pendants: A multitude of pendants that Mario can wear for different effects depending on the pendant.
- Earlier Times: A pendant with the appearance of a green circle with the word "RESET" engraved on it. When Mario falls in battle, it starts the battle over from the start. When this occurs, all battlers' parameters return to what they were at the beginning of the battle, but no items used in the battle will be returned to Mario.
- See Ya: A pendant with the appearance of a green circle with the word "ESCAPE" engraved on it. It allows Mario and his allies to run away from any battle, not including bosses and other important battles.
- Coin Trick: A pendant with the appearance of a green circle with the phrase "COINx2" engraved on it. It's sole function is to double the coins dropped by enemies in battle.
- Exp. Booster: A pendant with the appearance of a green circle with the phrase "EXPx2" engraved on it. It doubles the amount of experience points earned in battle when equipped. This only applies to the wearer, though the wearer does not have to actually participate in battle for it to work.
- Flower Ring: Despite it's name, it is a pendant with the appearance of a green circle with the phrase "FP1/2" engraved on it. It halves the amount of FP used for performing special attacks.
- Colas: Various different colas that Mario can drink for different effects depending on a Cola.
- Tadpola Cola: An item that recovers 30 HP for Mario and all off his allies.
- Frogleg Cola: A stronger Cola that recovers 80 HP for both Mario and all off his allies.
- Finless Cola: An even stronger Cola that recovers 150 HP for both Mario and all off his allies.
- Croaka Cola: The strongest Cola that fully recovers the HP and FP for both Mario and all off his allies.
- Energizer: A green cup with a white lid and a bendy straw that can be ingested to increase the Attack Power of whoever ingested it by 50% during battle.
- Party Energizer: A stronger version of the Energizer that increases the Attack Power for both Mario and all of his allies in battle by 50% rather than only 1 of them.
- Goodie Bag: A drawstring bag that can only be used in battle. Every time it is used, coins are added to the total coins gained in that fight. This item can be used indefinitely.
- Syrups: Various jars of different syrups that can restore Mario's Special Attack cost points.
- Honey Syrup: A yellow-hued glass jar of Honey-flavored syrup that restores 5 - 10 FP.
- Maple Syrup: A glass jar of Maple Syrup that restores 10 - 40 FP.
- Royal Syrup: A glass jar of golden-yellow syrup that fully restores the FP for both Mario and all off his allies.
- Lamb's Lure: A yellow sphere with a pink heart on it with the face of a sheep on it. When used, a sheep appears near an enemy, which turns into another sheep. Then, both sheep fly past the top of the screen, accompanied by a text box saying "Baaaaaa!" Any enemies defeated this way do not grant any coins or experience points, and the item cannot be used on bosses or other large enemies.
- Lucky Jewel: A red spherical jewel with several crystal spikes of matching color on the top of it that ensures that Mario and his allies get a LUCKY! Flower once per battle, if used before all enemies are defeated or run away. However, it can only be used 10 times before breaking.
- Cookies: Various different cookies that Mario can use for various different effects.
- Thropher Cookie: A cookie that summons a Thropher, who tries to hit either Mario or 1 of his allies, but fails. It then hurts itself by throwing a bomb, causing a bird to circle its head and the Thropher to cry. Once it retreats, both Mario and all off his allies recover 69 HP and are healed of their status ailments.
- Yoshi Cookies: The favorite snack of the Yoshis. They can be cooked with a Melon and a bag of Cake Mix. Mario can use 1 to summon Yoshi, where he will attempt to eat an enemy. If successful, the enemy is transformed into an item, with the item obtained being determined by the type of enemy. If unsuccessful, Yoshi gives Mario either a Yoshi Candy or a Yoshi-Ade. Bosses and some enemies cannot be eaten. Mario can also eat the cookie himself to restore 15 HP and FP.
- Big Cookie: Despite being referred to as a single item, this item is actually depicted as two cookies; a square one with a chessboard pattern and a dark brown round one with sprinkles. The cookies can be baked with a bag of Cake Mix and either a Goomnut, an Egg, or a Red, Yellow, or Blue Berry. They can be used to restore 20 FP if used and can be used both inside and outside of battles.
- Kooky Cookie: A brown cookie with white stripes and a hole in the middle of it. It can be cooked with a bag of Cake Mix and either a Turtley Leaf, a Stinky Herb, or a jar of Maple Syrup. It causes 1 of 3 status effects: Invisible, which, despite it's name, turns Mario intangible as well as invisible, Electrified, which coats Mario in Electricity, causing any enemy who strikes him with a contact attack to be shocked, causing them to take 1 point of damage and be unable to continue their attack should it have multiple parts, or Sleeping, which will cause Mario to fall asleep, leaving him completely immobile and helpless until he wakes up; and restores 15 FP whether used during or outside of battle (However, due to a programming error in the original Paper Mario, if used inside of battle, the item restores 30 FP instead).
- Pick Me Up: A drink with a bendy straw that is used to revive 1 downed party member, instantly restoring all of their lost HP.
- Pure Water: A bottle of pure water that is used to attack and damage undead enemies. When used on regular undead enemies, it instantly defeats them, but when used on an undead boss, it instead causes the boss to attack itself once, dealing 200 points of damage.
- Red Essence: A bottle of red liquid that, when used in battle, makes Mario invincible for usually 3 turns, though rarely, the effect may last for up to 5 turns. It also removes all status effects from the recipient.
- Candies: Various kinds of candy that Mario can use for various different effects depending on the candy.
- Rock Candy: A damage-dealing item that, when used, performs a shining star storm, hitting all enemies for 200 points of damage.
- Yoshi Candy: A red candy in a green wrapper that heals 100 HP.
- Coco Candy: A coconut-flavored sweet that, when used by Mario or one of his allies, restores 3 HP and 15 FP.
- Electro Pop: A lollipop that can be cooked with a Volt Mushroom and a bag of Cake Mix. Mario and his allies can use this item both in and out of battle, restoring 15 FP and electrifying the user, damaging those who make physical contact with them.
- Fire Pop: A lollipop that can be cooked with a bag of Cake Mix and either a Fire Flower or a bottle of Hot Sauce. Mario can use this item in both the overworld and in battles. It damages him by 1 HP, but restores 20 FP in the process.
- Honey Candy: A sweet candy that's "The bee's knees!". It can be cooked with a jar of Honey Syrup and a bag of Cake Mix, or with simply a Honey Jar. It restores 20 FP in Paper Mario and Paper Mario: The Thousand-Year Door, and 12 HP and cures poison in Super Paper Mario.
- Jelly Candy: A jelly-flavored sweet that can be used both during and outside of battle. Upon use, Mario restores 64 FP.
- Lemon Candy: A lemon-flavored treat wrapped into a chartreuse wrapper that can be cooked with a Lemon and a bag of Cake Mix. It restores 5 HP and 15 FP.
- Lime Candy: A lime-flavored treat wrapped into a green wrapper that can be cooked with a Lime and a bag of Cake Mix. It restores 20 FP.
- Sheep Attack: A yellow sphere with a pink heart on it with the face of a sheep on it. When used, a group of sheep fly around the screen, turning all enemies into sheep that fly off the top of the screen. Sheep Attack does not work on bosses and other large enemies. Any enemies defeated this way do not grant any coins or experience points.
- Eggs: Different eggs that Mario can use for different effects. A poultry egg can be used to cook different things. Mario can also ... eat it raw, to restore 5 HP.
- Star Egg: An egg with stars on it that attacks all enemies in battle with the inexplicable dancing of a Starslap and two Zeostars. A spotlight appears, the star dances a bit, and then a bird flies by; when the bird leaves, enemies are dealt 100 points of damage.
- Boiled Egg: An upgrade to the standard Egg. It is an egg that has been hard boiled. For some reason though, it requires either a Strange Leaf or a Stinky Herb to be made. It restores 8 HP and FP when used.
- Egg Bomb: An egg that was cooked to have explosive properties. It can thrown at 1 enemy to deal 6 points of fire/explosion damage.
- Fried Egg: An egg that was fried Sunnyside-up. It restores 10- 15 HP and also cures poison.
- Yoshi-Ade: A bottle of green liquid with a picture of a green Yoshi on the label that functions like an Energizer and Bracer in one, boosting the Attack of and reducing the damage taken by whoever ingested it.
- Gloves: White gloves that Mario can wear for additional effects.
- Punch Glove: A weapon for Mario that, true to its name, is a glove that makes his basic Punching attack stronger by 30 points.
- Mega Glove: A weapon for Mario that is a stronger version of the Punch Glove, making his Punches even more powerful by enlarging his fists when he Punches, raising Mario's Attack by 60.
- Dueling Glove: A glove that Mario can use to duel an opponent of his choice, usually with coins on the line.
- Overalls: Various pairs of overalls that Mario can wear as armor for additional effects.
- Shirt: Despite it's name, it's actually a pair of blue overalls that has both a Physical and Magical Defense rating of 6 points.
- Thick Shirt: A pair of overalls that resembles the normal Shirt, but with a darker color scheme with mauve-colored straps. The Thick Shirt has a Physical Defense rating of 12 points and a Magical Defense rating of 8.
- Mega Shirt: A pair of brown overalls with orange-colored straps. The Mega Shirt has a Physical Defense rating of 18 points and a Magical Defense rating of 10.
- Happy Shirt: A pair of light orange overalls with a yellow heart shape on the front. The Happy Shirt has a Physical Defense rating of 24 points and a Magical Defense rating of 12.
- Sailor Shirt: A pair of white overalls with dark blue stripes and light blue-colored straps stylized like a sailor uniform. The Sailor Shirt has a Physical Defense rating of 30 points and a Magical Defense rating of 15.
- Fluffy Shirt: A pair of teal overalls with a padded, quilt-like texture. The Fuzzy Shirt has a Physical Defense rating of 36 points and a Magical Defense rating of 18.
- Fire Shirt: A pair of overalls with a yellow-to-red gradient running down its length. The Fire Shirt has a Physical Defense rating of 42 points and a Magical Defense rating of 21.
- Hero Shirt: A pair of overalls with a blue upper half, a red lower half, and a yellow lightning bolt insignia. The Hero Shirt has a Physical Defense rating of 48 points and a Magical Defense rating of 24. The Super Suit boosts Physical and Magical Attack and Defense by 50 points each, as well as boosting Speed by 30 points. Additionally, it protects completely against negative status effects and elemental attacks.
- Super Suit: A light blue jacket with an insignia of a yellow star with a red outline on the left chest area.
- Charms: Supernatural charms that Mario can wear for additional buffs.
- Booster's Charm: A pink tag-like charm that halves damage taken from elemental attacks. Additionally, it increases both Physical and Magical Attack and Defense by 7, though it also decreases Speed by 5 as a drawback.
- Quartz Charm: A charm consisting of 4 crystals, 1 red, 1 yellow, 1 blue, and 1 green, all attached to a string tied into a loop. It halves damage taken from enemy attacks and adds 50% more to attacks the wearer performs. Additionally, it protects against mortal blows.
- Pins: Button Pins that Mario can wear for additional buffs.
- Antidote Pin: A green button pin that has a picture of a purple jar of poison crossed out by a red "X" on it. As its name suggests, it keeps the wearer from being poisoned. Additionally, it increases both Physical and Magical Defense by 2 points.
- Fearless Pin: A yellow button pin that has a picture of a Boo crossed out by a red "X" on it. As its name suggests, it keeps the wearer from being affected by fear attacks. Additionally, it increases both Physical and Magical Defense by 5 points.
- Trueform Pin: A brown button pin that has a picture of the head of a scarecrow crossed out by a red "X" on it. As its name suggests, it keeps the wearer from being affected by transformation attacks. Additionally, it increases both Physical and Magical Defense by 4 points.
- Wake-Up Pin: A blue button pin that has a picture of the head of a sheep crossed out by a red "X" on it. It keeps the wearer from being affected by attacks that cause the Mute and Sleep status effects. Additionally, it increases both Physical and Magical defense by 3 points.
- Safety Badge: Despite it's name, it is actually a button pin Accessory. It is a combination of the Antidote, Fearless, Trueform, and Wake-Up Pins in both appearance and status-canceling effects. Additionally, it increases both Physical and Magical Defense by 5 points.
- Scarves: Various scarves that Mario can wear for additional effects.
- Attack Scarf: A square, light blue scarf with 5 insignias of a yellow star with a red outline on it. It protects against mortal blows and boosts both Physical and Magical Attack and Defense as well as Speed by 30 points each.
- Defense Scarf: A square, white scarf that boosts both Physical and Magical Defense by 15 points each.
- Medals: Different medals that Mario can wear for different effects.
- Ghost Medal: A gold medal with "U8" engraved on it on a green ribbon with a red stripe down the middle. It halves damage taken from all attacks that deal numeric amounts of damage.
- Troopa Medal: A gold medal in the shape of a Paratroopa's shell on a yellow ribbon with a large red stripe and 2 thin green stripes down the middle. It causes the wearer's attacks to deal 50% more damage and increases their Speed by 20 points.
- Jinx Belt: A black belt with the word "JACKY" engraved on 1 end of it. It guards against mortal blows, as well as boosting Physical Attack and Defense by 27 points and Speed by 12.
- Rings: A collection of rings that Mario can wear to gain additional effects.
- Safety Ring: A light blue ring with the word "SAFETY" engraved on it in light yellow. It keeps the wearer from being affected by mortal blows, elemental attacks, and negative status effects. Additionally, it increases both Physical and Magical Defense as well as Speed by 5 points.
- Signal Ring: A ring with a little bell attached to it. When worn, it sounds a tone whenever a Hidden Treasure is located in the current sector of the area.
- Boats: A collection of boats that Mario can use to travel across bodies of water.
- Rowboat: A rowboat that Mario can use to row across bodies of water.
- Cannon Boat: A small sailboat with a cannon on it that Mario can use to fire cannonballs at his enemies.
- Motorboat: A motorboat that Mario can use to speedily travel across bodies of water.
- Rad Shell Boat: A boat bearing resemblance to a Red Shell. It appears to be powered by a motor, but travels slower than the Motorboat.
- Bullet Bill Boat (Fan Name): A motorboat bearing resemblance to a Bullet Bill. Mario can use it to quickly travel across bodies of water.
- Mudboats: Small boats are apparently constructed out of mud. Mario can stand inside one and control the mudboat's direction by spraying water from FLUDD's Squirt Nozzle in the opposite direction of which he desires to travel. Mudboats immediately sink if they come in contact with a solid object, but Mario has a short chance to jump off the mudboat when this occurs.
- Slot Car: A small toy race car that Mario can use to ride around while he is small.
- Jackhammer: A jackhammer that Mario can use to break at the ground beneath him.
- Skateboard: A skateboard that Mario can ride to move faster.
- Balls: Large balls that Mario can either bounce around with the Platform or Paddle or balance on or fuse with to move around.
- Fishing Rods: Fishing Rods that Mario can cast to fish things out of the water.
- Extendable Glove: A fishing rod with a gloved hand at the end of it rather than a hook that Mario can use to grab things from a distance.
- Magic Hand: A glove attached to a fishing rod, similar to the extendable glove. Mario can be use it to grab things underwater and pull them towards him.
- Genie Lamp: A golden lamp that Mario can use to summon the Mushroom Genie. The genie will give him a ride on his back and takes him directly to the Star Space.
- Lucky Lamp: A blue lamp with a red General Prohibition Sign on it. It is essentially a counterpart to the Magic Lamp. Instead of taking tMario to the Star Space, it moves the Star to a different space on the board. Instead of the Mushroom Genie, the Mushroom Jeanie lives in the lamp.
- Boo Bell: A bell that has a picture of a Boo's face on it with a purple handle. It's use is to ring for Boo and ask him to steal either Coins or a Star, depending on how much Mario can afford.
- Koopa Tank: A tank that resembles a Koopa Shell. The tank has a cannon that Mario can use to fire cannonballs at his enemies.
- Spiked Car: A car with spikes on the front that Mario can drive to ram into his enemies.
- Bow And Arrows: A bow and arrow set that Mario can use to shoot arrows at his enemies.
- Cannon: A cannon that Mario can use to shoot cannonballs at his enemies.
- Popgun: A toy pistol that Mario can use to fire corks at his enemies.
- Saber: A pirate's sword that Mario can use as a weapon to swipe at his enemies.
- Magic Wand: A small stick with a star on the end that Mario can use to cast magical spells.
- Laser gun: A laser gun that Mario wields while in the space patrol. It allows him to fire a laser at his enemies.
- Tennis Racket: A piece of sports equipment that Mario primarily uses to play tennis. The racket can also be used to hit back projectiles.
- Apple Pie: A small pie that is baked with an Apple and a bag of Cake Mix. This item can be used both during and outside of battles, restoring 5 HP and 15 FP.
- Bland Meal: A bronze cloche with a grey plate. A Bland Meal is considered the lowest grade of the Meal-type recipes, but it is able to be cook with a VAST amount of 2 different ingredients. It restores 10 HP and FP, a standard procesure for starters.
- Cakes: Sweet, baked desserts that are often featured with more than 1 layer and usually decorated. Standard cakes are usually decorated with cream and strawberries and restore 15 FP.
- Nutty Cake: A nut cake that is cooked using a Goomnut. It restores 10 FP.
- Mushroom Cake: A shroomy cake that is baked with a bag of Cake Mix and either a Standard, Super, Life, or Slow Mushroom or a Super Shroom Shake. When used, it will restore 10 HP and FP in the 1st 2 Paper Mario games, and will restore 30 HP and cure poison in Super Paper Mario.
- Sweet Shroom: A yummy cake with a Mushroom on top. It can be baked using a bag of Cake Mix coupled with either an Ultra or a Life Mushroom.
- Strange Cake: A green cake that is baked using a bag of Cake Mix and a Strange Leaf. When eaten, the cake makes Mario either Electrified, Invisible, or Sleepy depending on random chance.
- Cake Mix: A bag of cake mix that synergizes well with other cooking ingredients. It can be used to bake cake, among various other recipes. Mario can also eat it raw to restore 1 FP.
- Deluxe Feast: A plate of amazing food cooked by combining a Whacka Bump and a Strange Leaf, or a Shroom Steak and a Potato Salad. It restores 40 HP and FP.
- Dizzy Dial: A very common item that can apparently be cooked with a Strange Leaf, optionally in combination with a Stinky Herb or a Volt Shroom. It has a high chance of making all enemies Dizzy and is most effective against flying enemies.
- Pastas: Different pastas that Mario can consume for different effects.
- Dried Pasta: A type of pasta that restores 3 HP and 2 FP.
- Spaghetti: A plate of yummy spaghetti that can be cooked with various recopies, most of them requiring Fresh Pasta. When used, it will restore 6 HP and 4 FP to Mario in the 1st 2 Paper Mario games, and will restore 15 HP and cure poison in Super Paper Mario.
- Fright Jar: A small yellow jar with a green lid and a red "back" arrow on it. When opened, a Bowser-like ghost appears from inside of it and may frighten enemies, but not bosses, into retreating.
- Frozen Fries: A red cardboard carton containing French Fries. The fries can be cooked with an Iced Potato and a Fire Flower. They restore 15 HP when used.
- Goomnut: A chestnut that can only be obtained form Goomnut Trees. It restores 3 FP when consumed.
- Healthy Juice: A bowl of juice blend that can be blended by combining a Special Shake with a Stinky Herb, a Dried Shroom, or a Strange Leaf. It restores 40 FP when used.
- Jammin' Jelly: A jar of jelly that is known to be a highly nutritious snack. It can be cooked with an Ultra Mushroom and a Point Swap. It restores 50 FP.
- Koopa Tea: A cup of tea brewed with a Turtley Leaf. When used, it will restore 7 FP to Mario in the 1st 2 Paper Mario games, and halves the amount of damage taken for 20 seconds in Super Paper Mario.
- Koopasta: A fine-pan Koopa cuisine. It is a plate of special pasta that is cooked with a Turtley Leaf and either Dried or Fresh Pasta. When used, it restores 7 HP and FP in the 1st 2 Paper Mario games, and halves the amount of damage taken for 30 seconds in Super Paper Mario.
- Mistake: A plate of a failed attempt at cooking that doesn't look very good. It restores 1 HP and FP and cures poison.
- Mystery: A mystery item that, when used in battle, will cause a roulette to aappear, containing the following items, that will be used right after the roulette stops on an item:
- Dried Mushroom
- Mushroom
- Super Mushroom
- Ultra Mushroom
- Volt Mushroom
- Slow Mushroom
- Ghost Shroom
- Shroom Shake
- Super Shroom Shake
- Ultra Shroom Shake
- Long-Last Shake
- Block Block
- POW Block
- Courage Shell
- Mighty Tonic
- Catch Card
- Catch Card SP
- Fire Burst
- Ice Storm
- Honey Syrup
- Gradual Syrup
- Jammin' Jelly
- Repel Cape
- Shell Shock
- Stop Watch
- Sleepy Sheep
- Fire Flower
- Stone Cap
- Dizzy Dial
- Shooting Star
- Thunder Rage
- Pebble.
- Pebble: A common pebble that Mario can throw at a single enemy do deal 1 HP of damage that pierces Defense Power. If a Pebble appears on a Mystery? roulette, it hurts Mario for 1 HP of damage instead.
- Potato Salad: A portion of mashed potatoes with potato peel in it, on top of a few leaves of salad and is served in a gray bowl. It is cooked using an Iced Potato and restores 10 HP when used.
- Repel Gel: A white tube with a red stripe on it containing blue gel. The gel makes Mario invisible and intangible for 3 turns, causing enemy attacks to go right through him.
- Sleepy Sheep: An item that resembles a sheep. It can apparently be cooked with either a Strange Leaf and either a Red, Yellow, or Blue Berry, or a Tasty Tonic and a Point Swap. When used, many sheep run across the screen, causing most enemies to fall into a deep slumber, in which they cannot perform any moves until they awaken.
- Snowman Doll: A small, doll-sized snowman. When used, a giant snowman jumps around the screen and inflicts 4 Defense-piercing HP of damage to all enemies on the battlefield.
- Special Shake: A portion of green juice in a glass, with a pink bent straw in it. Making it requires several recipes, all of which require either a Melon or a Jammin' Jelly. Using 1 restores 20 FP.
- Spicy Soup: A bowl of yummy hot soup with a flameproof spoon. It can be cooked with 6 different recipes, half of which require a Fire Flower. When used, it restores 4 HP and FP in the 1st 2 Paper Mario games, and restores 8 HP and cure poison in Super Paper Mario.
- Stinky Herb: An herb that smells kind of bad ... it restores 5 FP when used.
- Super Soda: A bubbly soda that restores 5 FP and cures shrinking and poison.
- Tasty Tonic: A very tasty tonic that can be used to cure any Poison and/or Shrinking ailment inflicted upon Mario.
- Thunder Bolt: An attack item that resembles a cloud with a lightning bolt. On use, this item summons a bolt of lightning that inflicts 5 points of lightning-elemental damage to a single enemy.
- Thunder Rage: A stronger version of the Thunder Bolt that deals 5 points of lightning-elemental damage to all enemies on-screen.
- Whacka Bump: A bump from a poor Whacka. It resembles a loaf of bread with crosshatch scoring on top similar to a melonpan, a Japanese sweetbun. When used, it restores 25 HP and FP in the 1st 2 Paper Mario games, and restores 30 HP and cures poison in Super Paper Mario.
- Badges: A collection of various different Badges that Mario can wear for different effects depending on the badge.
- All or Nothing: A Badge that raises the power of Mario's Jump and Hammer attacks by 1 if he successfully uses the action command. If the Action Command is not used correctly, the attack does 0 damage.
- Attack FX Badges: A series of Badges that change the sound effects from Mario's Jump and Hammer attacks.
- Attack FX A: A Badge that changes the sound effects of Mario's Jump and Hammer attacks to the same chime that is played when an item is consumed in battle.
- Attack FX B: A Badge that changes the sound effects of Mario's Jump and Hammer attacks to the sound of a slide whistle pitching up.
- Attack FX C: A Badge that changes the sound effects of Mario's Jump and Hammer attacks to a distorted sound of Princess Peach groaning.
- Attack FX D: A Badge that changes the sound effects of Mario's Jump and Hammer attacks to the sound of a soft chime.
- Attack FX E: A Badge that changes the sound effects of Mario's Jump and Hammer attacks to the sound of a Yoshi.
- Bump Attack: A Badge that allows Mario to instantly defeat any enemy that would only give 1 - 0 Star Points by coming into contact with it.
- Chill Out: A Badge that renders Mario immune to being hit by a 1st Strike.
- Close Call: A Badge that causes enemy attacks to have approximately a 33% chance of missing Mario when he is in Danger, which occurs when his HP is at 5 or lower.
- D-Down Jump: A Badge that allows Mario to use D-Down Jump, a jump attack that ignores enemies' Defense, for 2 FP.
- Piercing Blow: A Badge that allows Mario to use Mario to use D-Down Pound, a hammer attack that ignores enemies' Defense, for 2 FP.
- Damage Dodge: A Badge that increases the amount of damage that Mario can block with his Guard by 1.
- Deep Focus: A Badge that refills more of Mario's Star Power when using the Focus move.
- Defend Plus: A Badge that increases Mario's Defense by 1.
- Dizzy Attack: A Badge that allows Mario to use his Spin Dash offensively; if he Spin Dashes into an opponent before a battle, that enemy (which is always the one at the front) is inflicted with the Dizzy status effect, which prevents it from attacking for a single turn.
- Dizzy Stomp: A Badge that allows Mario to use Mario to use Dizzy Stomp, a Jump attack that has a chance of inflicting an enemy with the Dizzy status effect upon being hit, for 2 FP.
- Dodge Master: A Badge that makes all action commands involving blocking enemy attacks easier to execute.
- Double Dip: A Badge that allows Mario to use 2 items in 1 turn for 3 FP.
- Triple Dip: A Badge that acts as a more powerful version of Double Dip, allowing Mario to use 3 items in 1 turn for 6 FP.
- Feeling Fine: A Badge that protects Mario from various status effects.
- Fire Shield: A Badge that reduces the damage caused by fire attacks by 1 and allows Mario to jump on fire enemies without taking any damage.
- 1st Attack: A Badge that allows Mario to instantly defeat any enemy that would only give 1 - 0 Star Points without entering a battle by getting a 1st Strike.
- Flower Finder: A Badge that allows Mario to win more Flowers than usual after winning battles.
- Flower Saver: A Badge that reduces the FP cost of all of Mario's abilities than they normally would by 1. The Badge does not allow abilities to cost less than 1 FP.
- FP Plus: A Badge that increases Mario’s maximum FP by 5.
- Group Focus: A Badge that allows Mario's partners to use Focus, which lets them charge his Star Power bar at the cost of using their turn.
- Hammer Throw: A Badge that allows Mario to use Hammer Throw, a Hammer attack that can hit any enemy on the stage regardless of their location and without going close to them, for 2 FP.
- Happy Flower: A Badge that has a 50% of restoring Mario 1 FP at the end of every turn.
- Happy Heart: A Badge that has a 50% of restoring Mario 1 HP at the end of every turn.
- Heart Finder: A Badge that allows Mario to win more Hearts than usual after winning battles.
- HP Drain: A Badge that reduces Mario's Attack Power by 1, but he regains 1 HP every time he hits an enemy.
- HP Plus: A Badge that increases Mario’s maximum HP by 5.
- I Spy: A Badge that makes a ringing noise to sound and a Star Piece icon to appear when Mario enters an area with a hidden Star Piece.
- Ice Power: A Badge that allows Mario to safely jump on fiery enemies and raises his Attack Power against them by 1 - 2, while also raising his Defense Power against all fire attacks by 1 and granting him immunity to the Burn status ailment.
- Jump Charge: A Badge that allows Mario to use Jump Charge, a move where he takes a turn to charge up, increasing the damage of his next Jump attack by 2, for 1 FP.
- S. Jump Charge: A Badge that acts as a more powerful version of Jump Charge, allowing Mario to use S. Jump Charge, a stronger version of Jump Charge, a move where he takes a turn to charge up, increasing the damage of his next Jump attack by 3, for 4 FP.
- Last Stand: A Badge that halves the damage that Mario takes when he is in Danger.
- Pretty Lucky: A Badge that causes all attacks from Mario's enemies to have a 10% chance of missing entirely.
- Lucky Day: A Badge that acts as a more powerful version of Pretty Lucky, causing all attacks from Mario's enemies to have a 25% chance of missing entirely.
- Power Jump: A Badge that allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP. The move acts similarly to a standard Jump, but deals 2 more points of damage than 1 if timed correctly, and compacts the damage into a single strike.
- Mega Jump: A Badge that acts as a more powerful version of Power Jump, allowing Mario to use Mega Jump, a very powerful one-hit Jump attack, for 6 FP. The move acts similarly to a standard Jump, but deals 4 more points of damage than 1 if timed correctly, and compacts the damage into a single strike.
- Quake Hammer: A Badge that allows Mario to use Quake Hammer, a Hammer attack that creates a shockwave that deals 2 points of damage to all grounded and ceiling enemies, for 2 - 3 FP.
- Power Quake: A Badge that acts as a more powerful version of Quake Hammer, allowing Mario to use Power Quake, a Hammer attack that creates a big shockwave that deals 4 points of damage to all grounded and ceiling enemies, for 4 FP.
- Mega Quake: A Badge that acts as a more powerful version of Power Quake, allowing Mario to use Mega Quake, a Hammer attack that creates a massive shockwave that deals 6 points of damage to all grounded and ceiling enemies, for 7 FP.
- Power Quake: A Badge that acts as a more powerful version of Quake Hammer, allowing Mario to use Power Quake, a Hammer attack that creates a big shockwave that deals 4 points of damage to all grounded and ceiling enemies, for 4 FP.
- Mega Rush: A Badge that increases Mario's attack power by 4 - 5 when he is in Peril, which occurs when his HP reaches exactly 1.
- Power Smash: A Badge that allows Mario to use Power Smash, a powerful Hammer attack that deals 2 more points of damage than a regular Hammer attack, for 2 FP.
- Mega Smash: A Badge that acts as a more powerful version of Power Smash, allowing Mario to use Mega Smash, a very powerful Hammer attack that deals 4 more points of damage than a regular Hammer attack, for 6 FP.
- Money Money: A Badge that allows Mario to win more Coins from battle than he usually does.
- Multibounce: A Badge that allows Mario to use Multibounce, a Jump attack that hits each available enemy consecutively, for 2 FP.
- P-Down, D-Up: A Badge that lowers the damage Mario both takes and deals by 1.
- P-Up, D-Down: A Badge that raises the damage Mario deals and takes by 1.
- Pay-Off: A Badge that gives Mario more coins after winning a battle equal to the amount of damage he takes in battle divided by 2 (rounded down).
- Peekaboo: A Badge that allows Mario to see the enemies' HP without using Goombario or Goombella's Tattle ability.
- Power Bounce: A Badge that allows Mario to use Power Bounce, a Jump attack where Mario continuously Jumps on a single enemy until the action command is missed, for 3 FP.
- Power Plus: A Badge that raises the power of Mario's Jump and Hammer attacks by 1.
- Power Rush: A Badge that increases Mario's attack power by 2 when he is in Danger.
- Quick Change: A Badge that allows Mario or his partner to switch partners in the midst of battle without using up a turn.
- Refund: A Badge that gives Mario coins equal to 75% of the standard sale value of any items he uses in battle. This effect maxes out at a sale value of 150 coins, so any item worth more only gives 113 coins back.
- Runaway Pay: A Badge that allows Mario to earn Star Points from any enemies he defeated even if he runs from a battle.
- Smash Charge: A Badge that allows Mario to use Smash Charge, a move where he takes a turn to charge up, increasing the damage of his next Hammer attack by 2, for 1 FP.
- S. Smash Charge: A Badge that acts as a more powerful version of Smash Charge, allowing Mario to use S. Smash Charge, a stronger version of Smash Charge, a move where he takes a turn to charge up, increasing the damage of his next Hammer attack by 3, for 4 FP.
- Shrink Stomp: A Badge that allows Mario to use Shrink Stomp, a Jump attack that can shrink the enemy, physically reducing their size and decreasing the damage of their attacks by half for 2 turns, for 2 FP.
- Sleepy Stomp: A Badge that allows Mario to use Sleep Stomp, a Jump attack that has a chance of afflicting the enemy with the Sleep status, which makes them fall asleep for 5 turns, for 2 FP.
- Slow Go: A Badge that renders Mario unable to run, forcing him to always walk until the badge is unequipped.
- Speedy Spin: A Badge that increases both the duration and speed of Mario's Spin Dash.
- Spike Shield: A Badge that renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer front-pointing Spear Guys and Bristles and Cortez's sword and saber without taking any damage in return.
- Spin Attack: A Badge that allows Mario to instantly defeat any enemy that would only give 1 - 0 Star Points using his Spin Dash.
- Super Hammer: A Badge that allows Mario to use Super Hammer, a Hammer attack that knocks the target backward into the enemy behind them and causing damage to both, for 2 FP.
- Zap Tap: A Badge that electrifies Mario, causing most enemies to take 1 damage when they physically touch him, ignoring their Defense stat. This also prevents HP-leeching, item, coin, or badge-stealing, and multi-hitting attacks, as well as allow Mario to safely jump on electrified enemies without getting hurt.
- Cellular Shopper: A cellphone-like device that allows Mario to buy an item from an Item Shop directly from anywhere on the board.
- Boo Repellant: A yellow spray can with a picture of a Boo crossed out by a red General Prohibition Sign on it. Mario can use it when a Boo approaches him to spray gas at it, causing it to flee. Boo Repellant can be used only once.
- Bowser Phone: A cellphone-like device that Mario can use to call Bowser. Bowser then asks who is calling him, and Mario then chooses one of his opponents (or himself) to have Bowser make them do one of his events, as if they landed on a Bowser Space.
- Item Bag: A bag that Mario can hit 1 - 3 times. Mario receives an item each time the bag is hit. The items received from the game can be any of these items:
- Mushroom
- Skeleton Key
- Cellular Shopper
- Warp Block
- Dueling Glove
- Super Mushroom
- Boo Repellant
- Magic Lamp
- Koopa Kard
- Barter Box
- Poison Mushroom
- Reverse Mushroom
- Plunder Chest
- Bowser Phone
- Lucky Lamp
- Boo Bell
- Bowser Suit
- Lucky Charm.
- Wacky Watch: A rare item that sets the game's turn number to exactly 5 turns before the game ends. This can shorten the game by far, or make it longer when it is used in turns closer than 5 to the game's end.
- Barter Box: A rare item that exchanges all of Mario's items with the items of an opponent of Mario's Choosing.
- Lucky Charm: A coin depicting Game Guy on one side. Using this item summons Game Guy, who takes all of Mario's Coins and forces him to risk them all in a Game Guy minigame. This can also be used to force an opponent to risk all of their coins in a Game Guy minigame.
- Umbrella: An umbrella that Mario can open to slow his decent when he falls.
- Hang Glider: A hang glider that Mario can use to ride the winds of the skies.
- Skeeter Vehicle: A vehicle bearing resemblance to a Skeeter. Mario can use it to glide across the water similarly to how a Skeeter does.
- Axe: An axe that Mario can use to chop logs in half.
- Magic Crayon: A crayon with the magical ability to free those turned into stamps by drawing a circle around them.
- Baseball Bat: A baseball bat that Mario can use to hit back projectiles.
- F.L.U.D.D.: A multipurpose water pack invented by Professor E. Gadd. In Super Mario Sunshine only, F.L.U.D.D. is shown to have an artificial intelligence and is able to communicate with Mario and any other characters by speaking through the nozzle. It features a water tank, 2 handles, and 4 interchangeable nozzles:
- Squirt Nozzle: The basic nozzle, which allows Mario to spray water at objects or enemies.
- Hover Nozzle: The nozzle that launches 2 streams of water downward, which allows Mario to hover through the air for roughly 4 seconds while slowly increasing altitude while in effect.
- Rocket Nozzle: The nozzle that allows Mario to blast upwards on a stream of pressurized water after charging up for a brief period of time. He falls without hovering, though he does not take any falling damage. However, it cannot be used when Mario is in the water, so he has to jump from the water to perform the Rocket Nozzle in a water area. Using the Rocket Nozzle launches Mario high enough to perform powerful Ground Pounds that can destroy certain objects with a flame icon on them.
- Turbo Nozzle: The nozzle that, after charging up for several moments, propels Mario forward at high speed, allowing him to move more quickly. It can be used on land or in water, though Mario's ability to turn while using it is more drastically hindered on land than in water. It rapidly uses up a large amount of water when used on land, but when using it over water, the tank can be kept full indefinitely.
- Shine Sprites: Golden entities formed in the sun's image that embody the sun's power, acting as guardians of Isle Delfino and being the source of the island's energy. Their collective power ensures that Isle Delfino is always bathed in sunshine, but when they scatter, their collective power weakens and the island gets covered in a haze that blocks out sunlight.
- Water Bottles: Bottles of water that are used to refill FLUDD's tank with water. Small bottles refill it half way, whereas large ones refill it all the way.
- Barrels: Wooden barrels that Mario can pick up, carry around, and throw to attack enemies. As projectiles, upon touching the ground, barrels will start rolling continuously in a direction until they crash into a wall or a spiked ball.
- Water rockets: Tiny projectile missiles that are found in Super Mario Sunshine. When collected, water rockets automatically attach to the end of FLUDD's Squirt Nozzle, at which point they can be aimed and fired. When launched, the rockets fire out of the Squirt Nozzle via a jet of pressurized water vapor, similar to the way that Mario is blasted into the air by the Rocket Nozzle. Mario can only use 1 Water rocket at a time, so if he runs into any more before firing 1 that is equipped, they will not be collected.
- Leaf rafts: Floating rafts made of giant leaves that Mario can ride on to float across water.
- Chomp Call: A Chain Chomp-shaped whistle that calls 1 or more small Chain Chomps to the Star Exchange on the board, causing it to move to another space.
- Boo's Crystal Ball: A crystal ball with purple streaks in it. When used, a Boo appears and targets an opponent to steal either Coins for a cost of 5 coins, or a Star for a cost of 50 coins from an opponent. The opponent can fight back and lose less Coins by repeatedly punching the Boo, but they can't fight back if the Boo is stealing a Star.
- Gaddlight: A flashlight that automatically lets Mario chase away a Boo that is after his Coins and Stars.
- Sparky Sticker: A sticker with the image of an Amp on it. The item is used by placing the sticker on the space directly below where Mario is standing. Any character stepping on the sticker would get shocked, causing them to lose 10 Coins, as well as any effects of a Mini or Mega Mushroom.
- Ski Gear: A pair of skis and ski poles that Mario can use to ski down snowy slopes.
- Bubble Shooter: A device with a tank that Mario can use to shoot bubbles at targets. The shooter's tank has a limited supply, which means it needs to be regularly refilled.
- Orbs: Special items that are similar to gashapon capsules. Mario can use them on himself or throw them onto a different space on the board for 5 Coins to have opponents suffer their effects.
- Mushroom Orb: An Orb with a Mushroom in it. Whoever initiates it is allowed to roll 2 Dice Blocks instead of just 1, and if they roll the same number twice, he earns 10 coins, or 30 coins for double 7s.
- Super 'Shroom Orb: An Orb with a Super Mushroom in it. Whoever initiates it is allowed to roll 3 Dice Blocks instead of just 1, and if they roll the same number 3 times, he earns 20 coins, or 50 coins for double 7s.
- Cursed Mushroom Orb: An Orb with a Cursed Mushroom in it. It has the same effects of the aforementioned mushroom.
- Warp Pipe Orb: An Orb with a Warp Pipe in it. Whoever initiates it swaps places with a random opponent that is determined by a roulette.
- Klepto Orb: An Orb with a Klepto in it. It summons a Klepto to take whoever initiates it to a random opponent's space, which is determined by roulette.
- Flutter Orb: An Orb that, despite it's namesake, has a Wiggler in it. It causes a Wiggler to appear on a flower, asking if whoever initiated the Orb wants him to take them to the Star Space. If they says "Yes," the Wiggler turns into a Flutter, and he flies them to the Star Space.
- Hammer Bro Orb: An Orb with a Hammer Bro in it. It summons a Hammer Bro, who throws 2 hammers at whoever initiated the Orb, making him lose 10 Coins.
- Coin Block Capsule: An Orb with a Coin Block in it. It spawns a Coin Block that whoever initiated the Orb can hit to gain 10 Coins.
- Spiny Orb: An Orb with a Spiny in it. It allows whoever initiated the Orb to steal 10 Coins from another player chosen by a spinner.
- Koopa Troopa Orb: An Orb that, despite it's namesake, has a Red Paratroopa's shell in it. It summons a Paratroopa, who will have whoever initiated the Orb hit a Dice Block to show an amount of Coins. The Paratroopa will then take Coins from the opponents equal to the amount as shown on the Dice Block.
- Bullet Bill Orb: An Orb with a Bullet Bill in it. It summons a Bullet Bill that whoever initiated the Orb can ride the number of spaces as determined by the Dice Block, taking 30 coins from everyone in his path. As a drawback, when the user uses this item, they cannot experience board events, nor can they choose his direction at junctions.
- Goomba Orb: An Orb with a Goomba in it. It summons a Goomba that makes whoever initiated the Orb switch Coin amounts with an opponent that is chosen via a roulette wheel.
- Piranha Plant Orb: An Orb with a Piranha Plant in it. It summons a Piranha Plant that eats whoever initiated the Orb alive, taking away half of their Coins.
- Bob-omb Orb: An Orb with a Bob-omb in it. It causes whoever initiated the Orb to loose 20 Coins when initiated.
- Koopa Bank Capsule: An Orb with a Moneybag in it. It allows whoever initiated the Orb to gain all of the coins in the Koopa Bank.
- Kamek Orb: An Orb with Kamek's head in it. It summons Kamek on his broomstick, who uses his magic to shuffle everyone's Orbs. If the number of Orbs is not divisible by 4, then whoever initiated the Orb will always receive one of the extra Orbs.
- Mr. Blizzard Orb: An Orb with a Mr. Blizzard in it. It summons a Mr. Blizzard that fall flat on top of them, making them lose all of their Orbs.
- Toady Orb: An Orb with a Toady in it. It summons a Toady who swaps the Orbs of whoever initiated the Orb with the Orbs of an opponent that's chosen via a roulette wheel.
- Ukiki Capsule: An Orb with an Ukiki's head in it. It summons an Ukiki hanging on a vine. Whoever initiated the Orb player uses a roulette wheel to decide who the Ukiki should attack. The Ukiki then comes to the chosen opponent and ambushes them, stealing all their Orbs and throwing them on the board on random spaces. If the opponent chosen has an Orb that cannot be thrown, such as a Miracle Capsule, the space that Orb lands on will have no effect, whether it had an Orb event on it or not.
- Lakitu Orb: An Orb with a Lakitu in it. It summons a Lakitu, who uses his fishing rod to take away a random Orb from an opponent of the user's choice, and gives the stolen Orb to whoever initiated the Orb. If the user already has 3 Orbs, then Lakitu keeps the stolen Orb, and if none of the other opponents have any Orbs, the Lakitu flies away without doing anything.
- Tweester Orb: An Orb with a Tweester in it. It makes a Tweester appear on the Star Space and moves it to another location on the board.
- Duel Capsule: An Orb with a pair of swords in an "X" formation in it. Whoever initiates it will start a duel with an opponent for Coins or Stars.
- Chain Chomp Capsule: An Orb with the head of a Chain Chomp in it. It summons a Chain Chomp who steals Coins from opponents for free and a Star for 30 coins.
- Snack Orb: An Orb with a bone in it. It is used automatically if a Chain Chomp approaches the user, allowing them to throw the bone, distracting the Chain Chomp and protecting them from being hit.
- Bowser Capsule: A unique Orb with Bowser's logo in it. Whenever someone receives this Orb, Bowser suddenly lands on them and uses his dark magic to turn a random minus space into a Bowser space for the rest of the game. This effect cannot be undone or overridden.
- Chance Capsule: An Orb with a yellow star in it that has a purple circle on it that has an exclamation mark on it. Whoever initiates it gets to play Chance Time.
- Miracle Capsule: An Orb with a group of red, blue, and green stars in it. Whenever someone obtains 3 Miracle Capsules, Eldstar appears, and all of the first-place opponent's Stars are given to the opponent in last place.
- Mushroom Orb: An Orb with a Mushroom in it. Whoever initiates it is allowed to roll 2 Dice Blocks instead of just 1, and if they roll the same number twice, he earns 10 coins, or 30 coins for double 7s.
Intelligence: Supergenius (Has immense amounts of feats supporting this level, from brainy things to combat things)
Weaknesses: Most of his power-ups have a time limit or can be removed from an attack, though this can be easily circumvented with the Bottomless Gloves
Notable Attacks/Techniques:
- Jump: Mario's most common maneuver and primary form of attack. Mario jumps into the air to attack enemies and avoid obstacles and attacks. If Mario jumps under something like a Brick or a floor, he can punch it to smash it or bend or dislodge individual segments, either instantly defeating any enemy standing on top, or stunning them and causing them to fall to the floor, allowing Mario to run into or kick them in order to defeat them.
- Stomp: After jumping into the air, Mario lands and stomps on the enemy's head to deal damage. Mario does not necessarily have to jump; a stomp can be performed any time he is falling.
- Crouching High Jump: Mario crouches to charge up power before jumping, allowing him to jump higher into the air and reach places he normally cannot. Mario does not necessarily have to remain ducking; he can keep the charge until he actually jumps, though it resets if he moves before jumping.
- Spin Jump: Mario spins while jumping. Most of the time, this technique reaches a different height from the standard jump, and may offer protection against enemies, obstacles, and attacks that would otherwise be harmful to land on.
- Handstand Jump: Whie doing a Handstand, Mario jumps off the ground with his hands and does a flip in the air. This technique allows him to jump higher than a standard Jump would, allowing him to reach higher places.
- Handstand Double Jump: After performing a Handstand Jump, Mario humps again immediately upon landing, flipping high in the air a 2nd time and allowing him to reach even higher places.
- Backward Somersault: An advanced type of jump where Mario jumps in the opposite direction that he's moving, causing him to perform a backflip that reaches high into the air. This technique allows Mario to quickly reach higher platforms. They reach higher than Handstand Jumps, but come at the disadvantage of having to be in movement to execute them, so they cannot be performed on small platforms easily.
- Double Jump: Mario jumps immediately after landing from a prior jump, allowing him to gain a higher altitude than a Standard Jump would.
- Triple Jump: A special move where Mario jumps 3 times in a row while moving, front-flipping during the 3rd jump. The 3rd jump allows Mario to gain even higher altitude than the Double Jump would.
- Side Somersault: A high jump similar to the Backward Somersault that is performed in a similar manner, except this time Mario does a cartwheel in the air when he jumps. It typically grants a small amount of more height than the Backwards Somersault.
- Long Jump: Mario crouches while in motion and jumps, causing him to jump a long horizontal distance. The move is primarily used to clear huge gaps between platforms and move faster.
- Ground Pound: Mario jumps into the air before flipping midair, dropping down quickly, and slamming into the ground with his rear, often to apply more force than an average stomp but with less mobility. This can have multiple effects, primarily either to attack or to break or activate blocks and other objects from above.
- Wall Jump: A special move where Mario jumps towards a wall and jumps again upon colliding with the wall. If that is done in narrow passages, Mario can jump between the walls to ascend to a higher platform or over an obstacle.
- Super Jump: Mario jumps on 1 enemy up to 100 consecutive times.
- Ultra Jump: Mario jumps on all enemies in battle a collective total of 100 times.
- Tornado Jump: Mario jumps in the air and then jumps again in midair while simultaneously spinning, allowing him to reach ? Blocks that are too high for him to hit with a regular jump.
- Crouch: Mario lowers himself closer to the ground in order to duck under enemy attacks. Mario can move while crouching, allowing him to squeeze through tight spaces.
- Crawl: Mario crouches on all 4's and slowly moves around. This allows him to scale steep slopes and walk carefully on sloped surfaces.
- Dash: Mario dashes around and runs faster than normal.
- Swim: Mario swims when submerged in fluids, most frequently water, in order to move around.
- Handstand: A special move where Mario jumps while crouching, causing him to flip in the air and land on his hands, standing on them as a result. Certain items and hazards that drop on Mario from above will be harmlessly deflected off of his feet, protecting him from damage.
- Handstand Walk: Mario travels slowly on his hands while doing a Handstand.
- Wire Spin: Mario grabs on to a taut wire, horizontal bar, rope, etc., and continuously rotates around it, much like a gymnastic skill known as the giant, for a higher jump. A subsequent Wire Jump makes it possible for him to reach areas that are very high or very far away. The direction that Mario jumps to after the spin depends on the orientation of what Mario is swinging on. Sometimes, it is just upwards, sometimes it is sideways as well.
- Punch: Mario punches forward to attack his opponent. Mario can chain this attack with either another forward punch or an uppercut, and even chain it further with a kick.
- Kick: Mario kicks forward to attack his opponent, either as a lone attack, as part of an attack combo or as a midair attack.
- Jump Kick: Mario kicks his opponent in midair, usually after jumping, in order to attack.
- Slide Kick: Mario runs forward for momentum and then slides on the ground with his foot outstretched, damaging enemies in the way.
- Sweep Kick: Mario swings his legs around in a circular motion similar to a downrock breakdance/b-boying, kicking anything within a close vicinity to him. This kick can damage any surrounding enemies or breakable objects.
- Dive: Mario dives diagonally downward out of the air toward the ground after jumping into the air, causing him to slide on his stomach across the ground with his arms outstretched in front of him, damaging any enemies in his path. This can be used as a means of attacking enemies or dodging obstacles. If Mario dives onto a sloped surface or slippery surface, his speed will remain constant, and he will not stop until he is on a sufficiently level or non-slippery surface again.
- Slide: Mario crouches on a slope, causing him to slide down it on his rear with his feet in front of him, increasing his momentum as well as knocking out any enemies that stand in the way.
- Guard: Mario takes a defensive stance to defend himself, reducing the damage he takes from incoming attacks, occasionally preventing any damage from being taken.
- Fireball: Mario throws a series of small fireballs at his opponent in rapid succession.
- Super Fireball: Mario throws a series of large fireballs at his opponent in rapid succession.
- Ultra Fireball: Mario throws a series of massive fireballs at all of his opponents in battle in rapid succession.
- Hammer: Mario lifts his hammer back over and behind him to build up power and swings it down on his enemies to attack them.
- Spin Dash: Mario spins while moving, allowing him a short burst of speed to briefly travel faster.
- Focus: Mario closes his eyes and clasps his hand together, focusing intently. This move increases Mario's Star Power by half a bar; this value can be increased by an additional 1/4 of a bar for each Deep Focus badge Mario has equipped. If the Group Focus badge is equipped, Mario's partner will be able to use the Focus command as well.
- Refresh: Mario summons the Star Spirit Eldstar, who heals him for 5 HP and FP. The move also removes status ailments, such as Poison and Tiny.
- Lullaby: Mario summons the Star Spirit Mamar, who sings a soothing song to put all enemies to sleep for a few turns.
- Star Storm: Mario summons the Star Spirit Skolar, who rains down stars on each of the enemies Mario is facing, causing 7 points of damage to all of them and ignoring their Defense Power.
- Chill Out: Mario summons the Star Spirit Muskular, who lowers every enemy's Attack Power by 4 points for 4 turns.
- Smooch: Mario summons the Star Spirit Misstar, who gives him a kiss that restores 20 HP.
- Time Out: Mario summons the Star Spirit Klevar, who temporarily freezes all enemies in time, immobilizing them for a few turns.
- Up & Away: Mario summons the Star Spirit Kalmar, who spreads a 2-layered wave of magic across the battlefield. This has a 95% chance to turn normal enemies into harmless stars that fly up into the sky, ending the battle.
- Star Beam: Mario summons all 7 of the Star Spirits at once, who rotate in a circle and combine their powers to fire a massive beam of magic power from above on all enemies. While the beam doesn't deal damage, it can be used to remove any positive status effects placed on enemies, such as Electrified, Invisible, Attack or Defense boosts, or even the invincibility granted by the Star Rod.
Note: Credit to Metal875, Soupwolf5, and VS Battles Wiki for most of the information in this blog (Yes, I know VS Battles is, not the best site for VS Debating, which is why I also looked at all of Mario's profiles on this site for cross-referencing). Also, credit to the Super Mario Wiki for practically of the information on practically Mario's Items and moves.