As you progress through the game, you’ll use stickers to battle enemies, solve puzzles, and reveal Paperization Blocks. Battle Stickers can be collected in the game’s courses and purchased from Sticker Shops. Thing Stickers must be created at Sling-a-Thing platforms, but they’re well worth the time and effort it takes to do so.
Although you’re sure to develop preferences for certain stickers, every sticker is effective when it’s used properly. Your success depends on learning the strengths and weaknesses of each sticker, and mastering the available Action Commands.
Battle Stickers
Worn-Out Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A jump-and-stomp attack so weak that reputable shops are too ashamed to stock this sticker.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A jump-and-stomp attack. A word to the wise: Do not use this attack on spiked enemies or you’ll regret it.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Shiny Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A fairly strong and fairly fair jump-and-stomp attack. Shininess aside, it’s still a bad choice for spiked foes.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Flashy Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A pretty strong and pretty pretty jump-and-stomp attack. No amount of flash will make it good against spiky baddies.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Big Shiny Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A bit bigger and shinier than the standard model, this jump attack also boasts some crumpling power.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Megaflash Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A big, strong, flashy attack blessed with great power and solid crumpling ability. Tell me this thing doesn’t look cool.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Iron Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: As the name implies, this is a Battle Sticker that laughs in the face of spiked foes. Feel free to laugh along with it.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Shiny Iron Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack that delivers a slightly stronger stomp on spiked enemies. Though made of iron, it’s quite light!
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Flashy Iron Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A compact and pretty powerful stomp that doesn’t mind spiked landings. Who knew iron could be so pretty?
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Big Shiny Iron Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A strong stomp attack designed for spiked enemies. You really would think such a big iron sticker would be heavy.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Megaflash Iron Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An extreme stomp attack that crushes all spiked enemies. This thing is almost not fair in battle.
-
Action Command: Hit
each time Mario lands to perform up to five stomps.
Hopslipper
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A slightly weak attack befitting a slipper, but capable of up to 10 jumps if your timing is on.
-
Action Command: Hit
each time Mario lands to perform up to 10 attacks.
Shiny Hopslipper
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A less-than-powerful attack that can stomp up to 10 times using wonderful spring technology.
-
Action Command: Hit
each time Mario lands to perform up to 10 stomps.
Flashy Hopslipper
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A flashy sticker that doesn’t exactly look cool, seeing as it’s a slipper with a spring on it. But it can stomp 10 times!
-
Action Command: Hit
each time Mario lands to perform up to 10 stomps.
Big Shiny Hopslipper
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack whose size hides weak power. But 10 jumps does mean 10 attacks, so it’s got that going for it.
-
Action Command: Hit
each time Mario lands to perform up to 10 stomps.
Megaflash Hopslipper
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A big, shiny…slipper. Still, if you can land 10 jumps, it’s a mean slipper. So just lay off with the slipper hate.
-
Action Command: Hit
each time
Mario lands to perform up to 10 stomps.
Line Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack that lets you stomp foe after foe with decreasing power, but only if you have good jump timing.
-
Action Command: Hit
each time Mario lands to stomp each enemy up to three times.
Shiny Line Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A Line Jump with a bit more oomph. Try to stomp each enemy three times, since three is better than two or one.
-
Action Command: Hit
each time Mario lands to stomp each enemy up to three times.
Flashy Line Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A flashy-looking Line Jump with flashy-feeling attack power. It’s got the max power of the small Line Jump line.
-
Action Command: Hit
each time Mario lands to stomp each enemy up to three times.
Big Shiny Line Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A sticker whose jump in size mirrors a jump in jumping-attack power. Foes will line up to take their whupping!
-
Action Command: Hit
each time Mario lands to stomp each enemy up to three times.
Megaflash Line Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: The strongest sticker in the Line Jump line. Enjoy the megapower as you stomp each enemy up to three times!
-
Action Command: Hit
each time Mario lands to stomp each enemy up to three times.
Flashy Clone Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack that sends four clones leaping in succession. This attack can sometimes crumple foes, too.
-
Action Command: Hit
each time Mario lands to deal increased damage.
Big Shiny Clone Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A sparkling clone attack with power befitting the sticker’s size and raw, untamed sparklability.
-
Action Command: Hit
each time Mario lands to deal increased damage.
Megaflash Clone Jump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack that unleashes the four strongest clones and delivers a strong crumpling effect. Wow.
-
Action Command: Hit
each time Mario lands to deal increased damage.
Flashy Infinijump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack with weak power but unreal stamina. Go for the maximum 100 jumps. Yes, you read that right.
-
Action Command: Hit
each time Mario lands to perform up to 100 stomps.
Big Shiny Infinijump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A slightly bigger sticker that still has weak power. But c’mon, 100 stomps! 100 stomps is pretty solid.
-
Action Command: Hit
each time Mario lands to perform up to 100 stomps.
Megaflash Infinijump
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack said to bring enlightenment if you make your mind blank and become one with your jump.
-
Action Command: Hit
each time Mario lands to perform up to 100 stomps.
Worn-Out Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Battle Sticker that doesn’t look so hot. To be completely honest, it doesn’t work so hot, either.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer that can pound enemies flat but is useless against flying enemies. Use it wisely.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Shiny Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A stronger Hammer attack. It will build power as you hold your windup, but don’t overdo it or the head will pop off!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Flashy Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: Like many others, a Hammer that can damage enemies near its main target. Plan for collateral damage!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Big Shiny Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A big, shiny Hammer boasting big, shiny damage. Definitely do not miss your swing, or you’ll be really bummed out.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Megaflash Hammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer with ultimate attack power. The main target and its neighbors get seriously bonked.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Slaphammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that strikes from the side. If swung with good timing, it sends enemies flying.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Shiny Slaphammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A side-striking Hammer attack that has a chance of making an enemy dizzy, which could make its attacks miss.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Flashy Slaphammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that hits only a single target, but it hits it really hard and might make it dizzy.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Big Shiny Slaphammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A big Hammer attack with big damage, but like all attacks, it’s totally dependent on good timing.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Megaflash Slaphammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack whose mighty swing punishes foes, launching them dramatically and often making them dizzy.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Eekhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer that really looks like a toy. Land up to five strikes for five times the annoyance. Squeaksqueaksqueak!
-
Action Command: Hit
each time Mario shines to swing up to five times.
Shiny Eekhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A shiny attack that is regrettably still toylike. Still, five strikes should ease the shame of using it.
-
Action Command: Hit
each time Mario shines to swing up to five times.
Flashy Eekhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A pretty flashy Hammer attack. Get in five hits so you can hear the squeaksqueaksqueaksqueaksqueak!
-
Action Command: Hit
each time Mario shines to swing up to five times.
Big Shiny Eekhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: Like other Eekhammers, its power gets stronger with each swing for a max of five strikes. This one’s bigger, though.
-
Action Command: Hit
each time Mario shines to swing up to five times.
Megaflash Eekhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A megasized attack that packs a serious wallop for a toy. Get in five strikes for perfection.
-
Action Command: Hit
each time Mario shines to swing up to five times.
Hurlhamer
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A hurlable Hammer that, with good timing, can damage all foes—even flying ones. Bad timing just ain’t gonna cut it.
-
Action Command: Hit
just before Mario’s shine vanishes to hit multiple enemies.
Shiny Hurlhammer
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: An attack that, like other Hammers, fails if held too long. If you throw it too fast, it’ll hit only one foe.
-
Action Command: Hit
just before Mario’s shine vanishes to hit multiple enemies.
Flashy Hurlhammer
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A hurlable Hammer that, like others, damages enemies in front most but can also hit subsequent targets.
-
Action Command: Hit
just before Mario’s shine vanishes to hit multiple enemies.
Big Shiny Hurlhammer
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A decent-sized shiny Hammer that falls from above as its targets gaze in awe, helplessly watching doom approach.
-
Action Command: Hit
just before Mario’s shine vanishes to hit multiple enemies.
Megaflash Hurlhammer
-
Attack Power:
- Attack Range: Ground/low altitude/air
- Sticking Points: A big, pretty, very hurlable Hammer. In fact, it’s almost too pretty to hurl. Good thing you put it in here.
-
Action Command: Hit
just before Mario’s shine vanishes to hit multiple enemies.
Baahammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer that, with good timing, puts enemies to sleep. The fact that it deals damage is a bonus.
-
Action Command: Hit
just before Mario’s shine vanishes to increase the chance that enemies will sleep.
Big Shiny Baahammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer that can knock even the most sleep-resistant enemy out. Of course, you’ve got to time it well.
-
Action Command: Hit
just before Mario’s shine vanishes to increase the chance that enemies will sleep.
Megaflash Baahammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer attack with good power that also puts foes to bed. If you mess up the timing, though, that’s baaaaaaaad.
-
Action Command: Hit
just before Mario’s shine vanishes to increase the chance that enemies will sleep.
Burnhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer whose tepid flames can fry a small fry. If your timing’s off, though, you won’t produce any flames.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Big Shiny Burnhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A hot, flaming Hammer attack that’s nonetheless ineffective against the Buzzy Beetle family.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Megaflash Burnhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A flaming Hammer attack that damages all foes that it strikes equally. We just want to see you succeed, y’know?
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Chillhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer that, if timed well, sends a freezing arctic blast howling into the faces of all enemies.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Big Shiny Chillhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A Hammer attack that cold haters hate, but cold lovers love not hating. You know what I mean?
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Megaflash Chillhammer
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that launches a really nasty cold wave boasting megaflash damage. Miss, and you hit zip.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Super Boot
- Attack Power: —
- Attack Range: —
- Sticking Points: Attack-dodging boots. If you use them, the attack power of any subsequent Jump-type stickers will go up.
-
Action Command: Hit
just before an attack makes contact to dodge.
Shiny Super Boot
- Attack Power: —
- Attack Range: —
- Sticking Points: A defensive sticker that hugely boosts the attack power of subsequent jump stickers. Definitely stick this one first!
-
Action Command: Hit
just before an attack makes contact to dodge.
Tail
- Attack Power: —
- Attack Range: —
- Sticking Points: A tail that repels attacks that come flying right at you. You’ve got to swing that tail with good timing, though!
-
Action Command: Hit
to counter horizontal attacks just before they make contact.
Shiny Tail
- Attack Power: —
- Attack Range: —
- Sticking Points: A shiny tail that smacks onrushing enemies and straight-flying projectiles. When you connect, it feels good.
-
Action Command: Hit
to counter horizontal attacks just before they make contact.
Frog Suit
- Attack Power: —
- Attack Range: —
- Sticking Points: A froggy dodge maneuver that ups attack power on subsequent stickers, too. Not too bad for a frog.
-
Action Command: Hit
just before an attack makes contact to dodge.
Shiny Frog Suit
- Attack Power: —
- Attack Range: —
- Sticking Points: A shiny, froggy dodge that drastically boosts the attack power of subsequent stickers. Well done, frog.
-
Action Command: Hit
just before an attack makes contact to dodge.
Spike Helmet
- Attack Power: —
- Attack Range: —
- Sticking Points: An attack that provides a spiky surprise for attackers from above when you crouch and hold it over your head.
-
Action Command: Hit
to counter horizontal attacks just before they make contact.
Shiny Spike Helmet
- Attack Power: —
- Attack Range: —
- Sticking Points: A stronger spiked-helmet attack; this one hurts even more if you time your poke with the foe’s landing.
-
Action Command: Hit
to counter horizontal attacks just before they make contact.
Flashy Spike Helmet
- Attack Power: —
- Attack Range: —
- Sticking Points: A flashy spike attack that counters attacks from above with authority. Time it right, and ow!
-
Action Command: Hit
to counter horizontal attacks just before they make contact.
Fire Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that launches one fireball per enemy but doesn’t reach flying foes. Fireballs can’t bounce that high.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Shiny Fire Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that fires one shiny fireball per foe. Like others, this attack is a bit stronger if timed well.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Flashy Fire Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: An attack that greets each grounded and low-altitude foe with a strong, made-to-order fireball.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Ice Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A chilly attack that serves an ice ball to each enemy. These ice balls are the opposite of refreshing.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Shiny Ice Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A stronger ice-ball attack that strikes ground-bound and low-altitude foes with shiny chill damage.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Flashy Ice Flower
-
Attack Power:
- Attack Range: Ground/low altitude
- Sticking Points: A flashy ice-ball attack that boasts boosted wintry power if you time your throws correctly.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
POW Block
-
Attack Power:
- Attack Range: Ground
- Sticking Points: An attack that can crumple grounded foes. You get two chances at it, so time it well.
-
Action Command: Hit
just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.
Shiny POW Block
-
Attack Power:
- Attack Range: Ground
- Sticking Points: An attack that offers higher damage and an elevated crumple rate if you time it well.
-
Action Command: Hit
just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.
Flashy POW Block
-
Attack Power:
- Attack Range: Ground
- Sticking Points: A one-shot crumpler. As expected, its attack power is also higher due to extreme flashiness.
-
Action Command: Hit
just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.
Shell
-
Attack Power:
- Attack Range: Ground
- Sticking Points: A shell that knocks around foes when stomped and kicked. Time it well for more power.
-
Action Command: Hit
just as Mario starts his jump and when he lands to deal increased damage.
Shiny Shell
-
Attack Power:
- Attack Range: Ground
- Sticking Points: A powerful shell that should remind you to pre-stomp Koopas in the field. Then you can use them to scatter other foes.
-
Action Command: Hit
just as Mario starts his jump and when he lands to deal increased damage.
Flashy Shell
-
Attack Power:
- Attack Range: Ground
- Sticking Points: A flashy shell that delivers big damage. The damage on this attack nearly doubles with good timing.
-
Action Command: Hit
just as Mario starts his jump and when he lands to deal increased damage.
Mushroom
- Attack Power: —
- Attack Range: —
- Sticking Points: An all-important HP-restoring sticker that can only be used during battle. Always, always carry one with you!
-
Action Command: Hit
just before Mario drops his hands to increase the HP received.
Shiny Mushroom
- Attack Power: —
- Attack Range: —
- Sticking Points: An item that increases HP more than a regular Mushroom. Wait until you’re really flagging to use it!
-
Action Command: Hit
just before Mario drops his hands to increase the HP received.
Flashy Mushroom
- Attack Power: —
- Attack Range: —
- Sticking Points: A flashy mushroom that greatly restores HP with flashy mushroom goodness. You get bonus HP for good timing.
-
Action Command: Hit
just before Mario drops his hands to increase the HP received.
Big 1UP
- Attack Power: —
- Attack Range: —
- Sticking Points: A sticker that should teach you that big mushrooms are great for you. This one slowly restores HP over 10 turns.
-
Action Command: Hit
just before Mario drops his hands to increase the HP received.
Big Shiny 1UP
- Attack Power: —
- Attack Range: —
- Sticking Points: A shiny HP restorer effective over 10 turns. Time it with Mario’s hands in the air for extra restorative power!
-
Action Command: Hit
just before Mario drops his hands to increase the HP received.
Poison Mushroom
- Attack Power: —
- Attack Range: —
- Sticking Points: Oh no! An item that poisons you! But hang on… What if you touch an enemy while poisoned…?
-
Action Command: Hit
just before Mario drops his hands.
Leaf
- Attack Power: —
- Attack Range: —
- Sticking Points: A helpful sticker that automatically makes every attack Excellent and every block successful.
- Action Command: None
Shiny Leaf
- Attack Power: —
- Attack Range: —
- Sticking Points: A sticker with the exact same effects as an ordinary leaf sticker. But look! It’s shiny! So it sells for more.
- Action Command: None
- Note: Leaf stickers do not ensure that you achieve 100 attacks while using an Infinijump sticker.
Secret Door
- Attack Power: —
- Attack Range: —
- Sticking Points: A door that opens the way to a secret place. This sticker can also be used to flee a battle.
-
Action Command: Mash
to increase your chance of a successful retreat.
Snowball
-
Attack Power:
- Attack Range: —
- Sticking Points: An icy snowball yacked up by a Snow Spike that hits all grounded foes with a cold-blooded attack.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Spike Ball
-
Attack Power:
- Attack Range: —
- Sticking Points: A spiky steel ball horked up by a Spike. This bad boy deals bonus damage for a well-timed throw!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Barrel
-
Attack Power:
- Attack Range: —
- Sticking Points: A wooded barrel thrown by a Broozer. This thing is heavy, so be careful when tossing it.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Wrench
-
Attack Power:
- Attack Range: —
- Sticking Points: A repair wrench tossed by Rocky Wrenches. Time your toss well, because it’ll affect the power of the spin!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Bone
-
Attack Power:
- Attack Range: —
- Sticking Points: Part of a Dry Bones? Some kind of bone, anyway. It hits with a satisfying donk if thrown with enough force.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Boomerang
-
Attack Power:
- Attack Range: —
- Sticking Points: A boomerang beloved by the Boomerang Bros. Put your elbow into it to get some force into your throw!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Bomb
-
Attack Power:
- Attack Range: —
- Sticking Points: An unused bomb dropped by a Bob-omb. This explosive has a dramatic effect if tossed properly.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Sombrero
-
Attack Power:
- Attack Range: —
- Sticking Points: A sombrero worn by Sombrero Guys. The angle of the throw affects how cool the attack turns out!
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Throwing Star
-
Attack Power:
- Attack Range: —
- Sticking Points: A throwing star favored by Ninjis. It’s easy to time this attack if you concentrate.
-
Action Command: Hit
just before Mario’s shine vanishes to deal increased damage.
Thing Stickers
Sewing Scissors
- Category: Cutting
- Effect: Slices through the area, damaging all enemies.
-
Action Command: Mash
while the environment is sliced apart.
Hair Shears
- Category: Cutting
- Effect: Slices through the area, damaging all enemies.
-
Action Command: Mash
while the environment is sliced apart.
Scissors
- Category: Cutting
- Effect: Slices through the area, damaging all enemies.
-
Action Command: Mash
while the environment is sliced apart.
Tailor Shears
- Category: Cutting
- Effect: Slices through the area, damaging all enemies.
-
Action Command: Mash
while the environment is sliced apart.
Bellows
- Category: Wind
- Effect: Sweeps up enemies in a damaging cyclone.
-
Action Command: Mash
while the wind is blowing.
Paper Fan
- Category: Wind
- Effect: Sweeps up enemies in a damaging cyclone.
-
Action Command: Mash
while the wind is blowing.
Fan
- Category: Wind
- Effect: Sweeps up enemies in a damaging cyclone.
-
Action Command: Mash
while the wind is blowing.
Mini Vacuum
- Category: Suction
- Effect: Pulls enemies in for a damaging attack.
-
Action Command: Mash
for the duration of the suction effect.
Upright Vacuum
- Category: Suction
- Effect: Pulls enemies in for a damaging attack.
-
Action Command: Mash
for the duration of the suction effect.
Vacuum
- Category: Suction
- Effect: Pulls enemies in for a damaging attack.
-
Action Command: Mash
for the duration of the suction effect.
Watering Can
- Category: Flood
- Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
-
Action Command: Mash
while the flood rises.
Faucet
- Category: Flood
- Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
-
Action Command: Mash
while the flood rises.
Teapot
- Category: Flood
- Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
-
Action Command: Mash
while the flood rises.
Trumpet
- Category: Noise
- Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
-
Action Command: Mash
while the instrument plays.
Violin
- Category: Noise
- Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
-
Action Command: Mash
after the quartet plays Mario’s theme song.
Guitar
- Category: Noise
- Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
-
Action Command: Mash
during the intense guitar solo.
Newspaper
- Category: Bat
- Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
-
Action Command: Press
when the Newspaper shakes.
Toy Bat
- Category: Bat
- Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
-
Action Command: Press
when the Toy Bat shakes.
Bat
- Category: Bat
- Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
-
Action Command: Press
when the Bat shakes.
Square Can
- Category: Smashing
- Effect: Falls to the ground, damaging a single enemy.
-
Action Command: Press
at the instant the container hits an enemy.
Basin
- Category: Smashing
- Effect: Falls to the ground, damaging enemies.
-
Action Command: Press
at the instant the container hits the enemies.
Drum
- Category: Smashing
- Effect: Falls to the ground, damaging enemies.
-
Action Command: Press
at the instant the container hits the enemies.
Lightbulb
- Category: Light
- Effect: Blinds enemies, causing damage and making them dizzy.
-
Action Command: Press
while the light is glowing.
Flashlight
- Category: Light
- Effect: Blinds enemies, causing damage and making them dizzy.
-
Action Command: Press
while the light is glowing.
Searchlight
- Category: Light
- Effect: Blinds enemies, causing damage and making them dizzy.
-
Action Command: Press
while the light is glowing.
Watch Battery
- Category: Shocking
- Effect: Damages enemies with lightning bolts.
-
Action Command: Press
as the lightning strikes each enemy.
D-Cell Battery
- Category: Shocking
- Effect: Damages enemies with lightning bolts.
-
Action Command: Press
as the lightning strikes each enemy.
Car Battery
- Category: Shocking
- Effect: Damages enemies with lightning bolts.
-
Action Command: Press
as the lightning strikes each enemy.
Billiard Ball
- Category: Thrown
- Effect: Damages enemies with a heavy projectile.
-
Action Command: Press
when Mario’s hand is at the midpoint of his throwing motion.
Curling Stone
- Category: Thrown
- Effect: Damages enemies with a heavy projectile.
-
Action Command: Press
when Mario’s hand is at the midpoint of his throwing motion.
Bowling Ball
- Category: Thrown
- Effect: Damages enemies with a heavy projectile.
-
Action Command: Press
when Mario’s hand is at the midpoint of his throwing motion.
Trophy
- Category: Thrown
- Effect: Damages enemies with a heavy projectile.
-
Action Command: Press
when Mario’s hand is at the midpoint of his throwing motion.
Cell Phone
- Category: Vibration
- Effect: The ground shakes, damaging enemies.
-
Action Command: Mash
when the phone’s screen lights up.
Jackhammer
- Category: Vibration
- Effect: The ground shakes, damaging enemies.
-
Action Command: Mash
when the Jackhammer’s bit pierces the ground.
Radiator
- Category: Heat
- Effect: An intense heat damages enemies.
-
Action Command: Mash
for the duration of the heat effect.
Hair Dryer
- Category: Heat
- Effect: An intense heat damages enemies.
-
Action Command: Mash
for the duration of the heat effect.
Oven
- Category: Heat
- Effect: An intense heat damages enemies.
-
Action Command: Mash
for the duration of the heat effect.
Magnifying Glass
- Category: Fire
- Effect: Damages enemies with fire.
-
Action Command: Mash
when the beam focuses to a tiny point.
Matches
- Category: Fire
- Effect: Damages enemies with fire.
-
Action Command: Press
when the match is struck against the matchbox.
Lighter
- Category: Fire
- Effect: Damages enemies with fire.
-
Action Command: Mash
while the flame burns.
Shaved Ice
- Category: Cold
- Effect: An icy attack damages enemies.
-
Action Command: Mash
for the duration of the cold effect.
Air Conditioner
- Category: Cold
- Effect: An icy attack damages enemies.
-
Action Command: Mash
for the duration of the cold effect.
Refrigerator
- Category: Cold
- Effect: An icy attack damages enemies.
-
Action Command: Mash
for the duration of the cold effect.
Soda
- Category: Spray
- Effect: Damages enemies and has a chance to turn them soggy.
-
Action Command: Mash
when the can starts to shake.
Squirt Gun
- Category: Spray
- Effect: Damages enemies with a manually aimed stream of water. Has a chance to turn affected enemies soggy.
-
Action Command: Hold
to spray water. Mash
to pump the weapon while it reloads.
Rubber Ducky
- Category: Miscellaneous
- Effect: Ducks appear and damage enemies with a series of attacks.
-
Action Command: Press
each time a duck attacks an enemy.
Powder Puff
- Category: Defense
- Effect: Absorbs incoming attacks, preventing damage.
- Action Command: None
Sponge
- Category: Defense
- Effect: Absorbs incoming attacks, preventing damage.
- Action Command: None
Car Sponge
- Category: Defense
- Effect: Absorbs incoming attacks, preventing damage.
- Action Command: None
Pillow
- Category: Sleep
- Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
-
Action Command: Mash
while the music plays to avoid falling asleep.
Bed
- Category: Sleep
- Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
-
Action Command: Mash
while the music plays to avoid falling asleep.
Luxurious Bed
- Category: Sleep
- Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
-
Action Command: Mash
while the music plays to avoid falling asleep.
Tape
- Category: Immobilize
- Effect: Prevents enemies from moving or attacking.
-
Action Command: Press
when the first strip touches the battlefield.
Thumbtack
- Category: Immobilize
- Effect: Prevents enemies from moving or attacking.
-
Action Command: Press
when the first tack touches the battlefield.
Stapler
- Category: Immobilize
- Effect: Prevents enemies from moving or attacking.
-
Action Command: Press
when the first staple touches the battlefield.
Fishhook
- Category: Miscellaneous
- Effect: Grants a Jump-based sticker.
-
Action Command: Press
the moment the line twitches to earn a higher quality sticker.
Balloon
- Category: Miscellaneous
- Effect: Damages enemies if it bursts.
-
Action Command: Mash
while the Balloon expands to make it burst.
Pocket Watch
- Category: Miscellaneous
- Effect: Makes it more difficult for enemies to time their maneuvers. Mario can also be affected.
-
Action Command: Press
when the hands reach 12 o’clock to avoid the negative effects.
Cat-o-Luck
- Category: Miscellaneous
- Effect: Repeatedly slams down on enemies, causing damage.
-
Action Command: Press
each time the statue hits the ground.
High Heel
- Category: Miscellaneous
- Effect: Damages a single enemy with a series of quick attacks.
-
Action Command: Mash
while each heel grinds into its target.
Goat
- Category: Miscellaneous
- Effect: Chomps enemies up to eight times, causing damage.
-
Action Command: Press
during each chomp to extend the attack. Successfully time eight chomps to earn a bonus attack.
Turkey
- Category: Miscellaneous
- Effect: A cooked Turkey dances around, damaging enemies.
-
Action Command: Press
at the end of the song’s countdown, when the Turkey strikes its final pose.
Cake
- Category: Miscellaneous
- Effect: Has a chance to replenish Mario’s HP.
- Action Command: Blow into the Nintendo 3DS System’s microphone when the song ends and the candles ignite. Put out at least three candles to replenish some of Mario’s HP.
Boom Box
- Category: Miscellaneous
- Effect: Has a chance to double Mario’s attack power for a few turns.
-
Action Command: Mash
while the music plays.
Megaflash Sticker Locations
| Course | Sticker |
|---|---|
| World 2-2 | Megaflash Hammer |
| World 4-6 | Megaflash Line Jump |
| World 4-6 | Megaflash Chillhammer |
| World 5-1 | Megaflash Hurlhammer |
| World 5-3 | Megaflash Infinijump |
| World 5-4 | Megaflash Eekhammer |
| World 5-4 | Megaflash Hurlhammer |
| World 5-4 | Megaflash Baahammer |
| World 5-4 | Megaflash Hopslipper |
| World 5-5 | Megaflash Iron Jump |
| World 5-5 | Megaflash Slaphammer |
| World 5-5 | Megaflash Burnhammer |
| World 5-6 | Megaflash Clone Jump |
| World 6-2 | Megaflash Jump |
Additional Information
Sticker Shop Inventory
| Battle Sticker | Purchase Price | Sell Value | Required Course | Decalburg | World 1-5 | World 3-6 | World 4-4 | World 5-6 |
|---|---|---|---|---|---|---|---|---|
| Baahammer | 10 | 5 | World 1-5 | Sold | — | — | — | — |
| Barrel | — | 15 | — | — | — | — | — | — |
| Big 1UP | — | 30 | — | — | — | — | — | — |
| Big Shiny 1UP | 30 | — | — | — | — | — | — | |
| Big Shiny Baahammer | 20 | 10 | World 3-12 | Sold | — | — | Sold | Sold |
| Big Shiny Burnhammer | 30 | 15 | World 3-12 | Sold | — | — | Sold | Sold |
| Big Shiny Chillhammer | 30 | 15 | World 3-12 | Sold | — | — | Sold | Sold |
| Big Shiny Clone Jump | — | 45 | — | — | — | — | Sold | — |
| Big Shiny Eekhammer | 35 | 18 | World 3-6 | Sold | — | — | — | — |
| Big Shiny Hammer | 25 | 13 | World 3-6 | Sold | — | Sold | Sold | — |
| Big Shiny Hopslipper | 35 | 18 | World 5-6 | Sold | — | — | — | Sold |
| Big Shiny Hurlhammer | 55 | 28 | World 3-6 | Sold | — | — | — | — |
| Big Shiny Infinijump | — | 30 | — | — | — | — | — | — |
| Big Shiny Iron Jump | 30 | 15 | World 5-6 | Sold | — | — | — | Sold |
| Big Shiny Jump | 25 | 13 | World 3-6 | Sold | — | Sold | — | Sold |
| Big Shiny Line Jump | 55 | 28 | World 3-6 | Sold | — | — | — | — |
| Big Shiny Slaphammer | 25 | 13 | World 3-6 | Sold | — | — | — | — |
| Bomb | — | 15 | — | — | — | — | — | — |
| Bone | — | 15 | — | — | — | — | — | — |
| Boomerang | — | 15 | — | — | — | — | — | — |
| Burnhammer | 20 | 10 | World 1-5 | Sold | — | — | — | — |
| Chillhammer | 20 | 10 | World 1-5 | Sold | — | — | — | — |
| Eekhammer | 5 | 3 | World 1-1 | Sold | — | — | — | — |
| Fire Flower | 20 | 10 | World 1-5 | — | Sold | — | — | — |
| Flashy Clone Jump | 60 | 30 | World 4-4 | — | — | — | Sold | — |
| Flashy Eekhammer | — | 13 | — | — | — | — | — | — |
| Flashy Fire Flower | 40 | 20 | World 3-12 | — | Sold | — | — | — |
| Flashy Hammer | 20 | 10 | World 5-6 | — | — | — | — | Sold |
| Flashy Hopslipper | — | 13 | — | — | — | ��� | — | — |
| Flashy Hurlhammer | — | 20 | — | — | — | — | — | — |
| Flashy Ice Flower | 40 | 20 | World 3-12 | — | Sold | — | — | — |
| Flashy Infinijump | — | 30 | — | — | — | — | — | — |
| Flashy Iron Jump | — | 13 | — | — | — | — | — | — |
| Flashy Jump | 20 | 10 | World 5-6 | — | — | — | — | Sold |
| Flashy Line Jump | — | 23 | — | — | — | — | — | — |
| Flashy Mushroom | 50 | 25 | World 4-6 | Sold | — | — | — | — |
| Flashy POW Block | — | 30 | — | — | — | — | — | — |
| Flashy Shell | — | 30 | — | — | — | — | — | — |
| Flashy Slaphammer | — | 10 | — | — | — | — | — | — |
| Flashy Spike Helmet | — | 12 | — | — | — | — | — | — |
| Frog Suit | 20 | 10 | World 3-6 | — | — | Sold | — | — |
| Hammer | 3 | 2 | Introduction | Sold | Sold | — | — | — |
| Hopslipper | 5 | 3 | World 1-1 | Sold | — | — | — | — |
| Hurlhammer | 20 | 10 | World 1-3 | Sold | — | — | — | — |
| Ice Flower | 20 | 10 | World 1-5 | — | Sold | — | — | — |
| Iron Jump | 5 | 3 | World 1-3 | Sold | — | — | — | — |
| Jump | 3 | 2 | Introduction | Sold | Sold | — | — | — |
| Leaf | — | 20 | — | — | — | — | — | — |
| Line Jump | 12 | 6 | World 1-1 | Sold | — | — | — | — |
| Megaflash Baahammer | — | 15 | — | — | — | — | — | — |
| Megaflash Burnhammer | — | 20 | — | — | — | — | — | — |
| Megaflash Chillhammer | — | 20 | — | — | — | — | — | — |
| Megaflash Clone Jump | — | 60 | — | — | — | — | — | — |
| Megaflash Eekhammer | — | 23 | — | — | — | — | — | — |
| Megaflash Hammer | — | 18 | — | — | — | — | — | — |
| Megaflash Hopslipper | — | 23 | — | — | — | — | — | — |
| Megaflash Hurlhammer | — | 35 | — | — | — | — | — | — |
| Megaflash Infinijump | — | 30 | — | — | — | — | — | — |
| Megaflash Iron Jump | — | 20 | — | — | — | — | — | — |
| Megaflash Jump | — | 18 | — | — | — | — | — | — |
| Megaflash Line Jump | — | 35 | — | — | — | — | — | — |
| Megaflash Slaphammer | — | 18 | — | — | — | — | — | — |
| Mushroom | 15 | 8 | Introduction | Sold | Sold | — | — | — |
| Poison Mushroom | 2 | 1 | World 1-5 | — | Sold | — | — | — |
| POW Block | 30 | 15 | World 1-3 | Sold | — | — | — | — |
| Secret Door | 80 | 40 | World 3-6 | — | — | Sold | — | — |
| Shell | 20 | 10 | World 1-3 | Sold | — | — | — | — |
| Shiny Eekhammer | 12 | 6 | World 4-4 | — | — | — | Sold | — |
| Shiny Fire Flower | 30 | 15 | World 1-6 | — | Sold | — | — | Sold |
| Shiny Frog Suit | 40 | 20 | World 4-4 | — | — | Sold | — | — |
| Shiny Hammer | 10 | 5 | World 4-4 | — | — | — | Sold | Sold |
| Shiny Hopslipper | 12 | 6 | World 4-4 | — | — | — | Sold | — |
| Shiny Hurlhammer | 30 | 15 | World 4-4 | — | — | — | Sold | — |
| Shiny Ice Flower | 30 | 15 | World 1-6 | — | Sold | — | — | — |
| Shiny Iron Jump | 12 | 6 | World 4-4 | — | — | — | Sold | Sold |
| Shiny Jump | 10 | 5 | World 4-4 | — | — | — | Sold | Sold |
| Shiny Leaf | — | 50 | — | — | — | — | — | — |
| Shiny Line Jump | 28 | 14 | World 4-4 | — | — | — | Sold | — |
| Shiny Mushroom | 30 | 15 | World 1-6 | Sold | — | Sold | Sold | Sold |
| Shiny POW Block | 45 | 23 | World 4-4 | — | — | — | Sold | Sold |
| Shiny Shell | 40 | 20 | World 3-6 | Sold | — | — | Sold | — |
| Shiny Slaphammer | 10 | 5 | World 4-4 | — | — | — | Sold | — |
| Shiny Spike Helmet | 16 | 8 | World 4-4 | — | — | — | Sold | — |
| Shiny Super Boot | 40 | 20 | World 4-4 | — | — | Sold | — | — |
| Shiny Tail | 40 | 20 | World 4-4 | — | — | Sold | — | — |
| Slaphammer | 3 | 2 | World 1-1 | Sold | — | — | — | — |
| Snowball | — | 15 | — | — | — | — | — | — |
| Sombrero | — | 15 | — | — | — | — | — | — |
| Spike Ball | — | 15 | — | — | — | — | — | — |
| Spike Helmet | 8 | 4 | World 1-3 | Sold | — | — | — | — |
| Super Boot | 20 | 10 | World 3-6 | — | — | Sold | — | — |
| Tail | 20 | 10 | World 3-6 | — | — | Sold | — | — |
| Throwing Star | — | 15 | — | — | — | — | — | — |
| Worn-Out Hammer | — | 1 | — | — | — | — | — | — |
| Worn-Out Jump | — | 1 | — | — | — | — | — | — |
| Wrench | — | 15 | — | — | — | — | — | — |
Paperization Block Outcomes
| Input Sticker | Possible Outcomes |
|---|---|
| Worn-Out Jump | Jump |
| Worn-Out Hammer x3 | |
| 5-Heart | |
| 1-Coin | |
| Jump | Shiny Jump |
| Hammer, Hammer, Shiny Jump | |
| Iron Jump | |
| Hammer | |
| Shiny Jump | Flashy Jump |
| Hammer, Shiny Hammer, Flashy Jump | |
| Shiny Iron Jump | |
| Shiny Hammer | |
| Flashy Jump | Flashy Clone Jump |
| Shiny Hammer, Flashy Hammer, Flashy Jump | |
| Flashy Iron Jump | |
| Flashy Hammer | |
| Iron Jump | Shiny Iron Jump |
| Slaphammer, Slaphammer, Shiny Iron Jump | |
| Hopslipper | |
| Slaphammer | |
| Shiny Iron Jump | Flashy Iron Jump |
| Slaphammer, Shiny Slaphammer, Flashy Iron Jump | |
| Shiny Hopslipper | |
| Shiny Slaphammer | |
| Flashy Iron Jump | Flashy Clone Jump |
| Shiny Slaphammer, Flashy Slaphammer, Flashy Iron Jump | |
| Flashy Hopslipper | |
| Flashy Slaphammer | |
| Hopslipper | Shiny Hopslipper |
| Eekhammer, Eekhammer, Shiny Hopslipper | |
| Line Jump | |
| Eekhammer | |
| Shiny Hopslipper | Flashy Hopslipper |
| Eekhammer, Shiny Eekhammer, Flashy Hopslipper | |
| Shiny Line Jump | |
| Shiny Eekhammer | |
| Flashy Hopslipper | Flashy Infinijump |
| Shiny Eekhammer, Flashy Eekhammer, Flashy Hopslipper | |
| Flashy Line Jump | |
| Flashy Eekhammer | |
| Line Jump | Shiny Line Jump |
| Hurlhammer, Hurlhammer, Shiny Line Jump | |
| Shiny POW Block | |
| Hurlhammer | |
| Shiny Line Jump | Flashy Line Jump |
| Hurlhammer, Shiny Hurlhammer, Flashy Line Jump | |
| Flashy POW Block | |
| Shiny Hurlhammer | |
| Flashy Line Jump | Flashy Infinijump |
| Shiny Hurlhammer, Flashy Hurlhammer, Flashy Line Jump | |
| Flashy Clone Jump | |
| Flashy Hurlhammer | |
| Flashy Clone Jump | Flashy Clone Jump |
| Flashy Infinijump | |
| Flashy Infinijump | |
| Flashy Infinijump | |
| Flashy Clone Jump | |
| Worn-Out Hammer | Hammer |
| Worn-Out Jump x3 | |
| 5-Heart | |
| 1-Coin | |
| Hammer | Shiny Hammer |
| Jump, Jump, Shiny Hammer | |
| Eekhammer | |
| Jump | |
| Shiny Hammer | Flashy Hammer |
| Jump, Shiny Jump, Flashy Hammer | |
| Shiny Eekhammer | |
| Shiny Jump | |
| Flashy Hammer | Shiny Jump, Flashy Jump, Flashy Hammer |
| Flashy Eekhammer | |
| Flashy Jump | |
| Slaphammer | Shiny Slaphammer |
| Iron Jump, Iron Jump, Shiny Slaphammer | |
| Eekhammer | |
| Iron Jump | |
| Shiny Slaphammer | Flashy Slaphammer |
| Iron Jump, Shiny Iron Jump, Flashy Slaphammer | |
| Shiny Eekhammer | |
| Shiny Iron Jump | |
| Flashy Slaphammer | Flashy Slaphammer |
| Shiny Iron Jump, Flashy Iron Jump, Flashy Slaphammer | |
| Flashy Eekhammer | |
| Flashy Iron Jump | |
| Eekhammer | Shiny Eekhammer |
| Hopslipper, Hopslipper, Shiny Eekhammer | |
| Hurlhammer | |
| Hopslipper | |
| Shiny Eekhammer | Flashy Eekhammer |
| Hopslipper, Shiny Hopslipper, Flashy Eekhammer | |
| Shiny Hurlhammer | |
| Shiny Hopslipper | |
| Flashy Eekhammer | Flashy POW Block |
| Shiny Hopslipper, Flashy Hopslipper, Flashy Eekhammer | |
| Flashy Hurlhammer | |
| Flashy Hopslipper | |
| Hurlhammer | Shiny Hurlhammer |
| Line Jump, Line Jump, Shiny Hurlhammer | |
| Burnhammer | |
| Line Jump | |
| Shiny Hurlhammer | Flashy Hurlhammer |
| Line Jump, Shiny Line Jump, Flashy Hurlhammer | |
| Shiny POW Block | |
| Shiny Line Jump | |
| Flashy Hurlhammer | Flashy Fire Flower |
| Shiny Line Jump, Flashy Line Jump, Flashy Hurlhammer | |
| Flashy POW Block | |
| Flashy Line Jump | |
| Baahammer | Burnhammer, Chillhammer, Baahammer |
| Burnhammer | |
| Chillhammer | |
| POW Block | |
| Burnhammer | Chillhammer, Baahammer, Burnhammer |
| Chillhammer | |
| Baahammer | |
| Fire Flower | |
| Chillhammer | Baahammer, Burnhammer, Chillhammer |
| Burnhammer | |
| Baahammer | |
| Ice Flower | |
| Super Boot | Shiny Super Boot |
| Tail | |
| Frog Suit | |
| Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet | |
| Shiny Super Boot | Flashy Fire Flower |
| Shiny Tail | |
| Shiny Frog Suit | |
| Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet | |
| Tail | Shiny Tail |
| Super Boot | |
| Flashy POW Block | |
| Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet | |
| Shiny Tail | Flashy Ice Flower |
| Shiny Super Boot | |
| Shiny Frog Suit | |
| Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet | |
| Frog Suit | Shiny Frog Suit |
| Super Boot | |
| Flashy POW Block | |
| Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet | |
| Shiny Frog Suit | Flashy Fire Flower |
| Shiny Super Boot | |
| Shiny Tail | |
| Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet | |
| Spike Helmet | Fire Flower, Ice Flower, Shiny Spike Helmet |
| Super Boot | |
| Tail | |
| Frog Suit | |
| Shiny Spike Helmet | Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet |
| Shiny Super Boot | |
| Shiny Tail | |
| Shiny Frog Suit | |
| Flashy Spike Helmet | Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet |
| Flashy Fire Flower | |
| Flashy Ice Flower | |
| Flashy Shell | |
| Fire Flower | Shiny Fire Flower |
| Ice Flower, POW Block, Shiny Fire Flower | |
| Ice Flower | |
| Shell | |
| Shiny Fire Flower | Flashy Fire Flower |
| Ice Flower, POW Block, Flashy Fire Flower | |
| Shiny Ice Flower | |
| Shiny Shell | |
| Flashy Fire Flower | Flashy POW Block |
| Shiny Ice Flower, Shiny POW Block, Flashy Fire Flower | |
| Flashy Ice Flower | |
| Flashy Shell | |
| Ice Flower | Shiny Ice Flower |
| Fire Flower, POW Block, Shiny Ice Flower | |
| Fire Flower | |
| Shell | |
| Shiny Ice Flower | Flashy Ice Flower |
| Fire Flower, POW Block, Flashy Ice Flower | |
| Shiny Fire Flower | |
| Shiny Shell | |
| Flashy Ice Flower | Flashy POW Block |
| Shiny Fire Flower, Shiny POW Block, Flashy Ice Flower | |
| Flashy Fire Flower | |
| Flashy Shell | |
| POW Block | Shiny POW Block |
| Fire Flower, Ice Flower, Shiny POW Block | |
| Fire Flower | |
| Ice Flower | |
| Shiny POW Block | Flashy POW Block |
| Fire Flower, Ice Flower, Flashy POW Block | |
| Shiny Fire Flower | |
| Shiny Ice Flower | |
| Flashy POW Block | Flashy Shell |
| Shiny Fire Flower, Shiny Ice Flower, Flashy POW Block | |
| Flashy Fire Flower | |
| Flashy Ice Flower | |
| Shell | Shiny Shell |
| Burnhammer, Chillhammer, Shiny Shell | |
| Fire Flower | |
| Ice Flower | |
| Shiny Shell | Flashy Shell |
| Shiny Fire Flower, Shiny Ice Flower, Shiny Shell | |
| Shiny Fire Flower | |
| Shiny Ice Flower | |
| Flashy Shell | Flashy POW Block |
| Flashy Line Jump, Flashy Hurlhammer, Flashy Shell | |
| Flashy Fire Flower | |
| Flashy Ice Flower | |
| Mushroom | Shiny Mushroom |
| 30-Heart, 10-Coin, Mushroom | |
| 5-Heart x2, Mushroom | |
| 5-Heart x3 | |
| Shiny Mushroom | Flashy Mushroom |
| 30-Heart, 10-Coin, Shiny Mushroom | |
| 10-Heart x2, Shiny Mushroom | |
| 10-Heart x3 | |
| Flashy Mushroom | Shiny Leaf |
| 30-Heart, 10-Coin, Flashy Mushroom | |
| 30-Heart x2, Flashy Mushroom | |
| 30-Heart x3 | |
| Poison Mushroom | Flashy Mushroom |
| Shiny Mushroom | |
| Mushroom | |
| Shiny Leaf x3 | |
| Leaf | Shiny Leaf x3 |
| Shiny Leaf | |
| Leaf x3 | |
| 10-Coin x3 | |
| Shiny Leaf | Shiny Leaf x3 |
| Shiny Ice Flower, Shiny POW Block, Flashy Fire Flower | |
| Chillhammer, Baahammer, Burnhammer | |
| Shiny Line Jump, Shiny Hurlhammer, Flashy Shell | |
| Snowball | Flashy Jump |
| Flashy Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Spike Ball | Shiny Jump |
| Shiny Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Barrel | Flashy Jump |
| Flashy Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Wrench | Flashy Jump |
| Flashy Hammer | |
| Bomb | |
| Sombrero | |
| Bone | Shiny Jump |
| Shiny Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Boomerang | Flashy Jump |
| Flashy Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Bomb | Shiny Jump |
| Shiny Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Sombrero | Shiny Jump |
| Shiny Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 | |
| Throwing Star | Shiny Jump |
| Shiny Hammer | |
| Shiny Leaf x3 | |
| Leaf x3 |