Super Mario RPG is a faithful remake with exciting turn-based combat mechanics and a compelling cast of characters. The original game was released 27 years ago, which is enough time for many visual advancements in gaming. So, the remake benefits from revamped weather systems, better lighting and shadows, and upgraded textures. The end goal, as usual, is saving Mushroom Kingdom, which is easier said than done. Good luck! Because you’ll need it, especially as you’ll need seven Star Pieces to save the realm.
Along the way, you’ll get a repertoire of powers and abilities to crush your enemies. This article is dedicated to our favourite powers in Super Mario RPG so far. It’s a nostalgic experience that’s not long enough (The campaign is only 12 hours long). However, even basic combat is enjoyable, allowing players to chain timed button prompts to execute killer combos. The impressive repertoire of weapons available was also memorable, especially as your team is composed of five members. So, our reviewers at Player.com loved how we had to pick a weapon that fit each of their abilities. So, your approach to combat is boundless.
Also Similar: Super Mario Bros. Wonder | Expect New Powers and Levels
10 of Our Favourite Powers in Super Mario RPG
Super Mario RPG is a great game with many twists and turns. Bosses lurk around those twists and turns, making this a fun experience for fans of the action-adventure game genre. However, don’t be scared because there are Special Moves that characters such as Princess Peach, Geno, Bowser, and Mario can use. They’re magic-based spells like the one in Super Mario Bros. Wonder, so they’re easily more powerful than regular attacks.
#1: Geno Boost
Geno Boost is a lifesaving Special Move that’s only available to Geno. It’s the only buffing spell in Super Mario RPG and thankfully, it’s potent. However, players who are interested in buffs can check out different weapons and equipment that offer such boosts. That said, whenever Geno Boost is active, all your attacks will be buffed so it’s especially useful against tough bosses. To be specific, it increases your attacks by 50%, though this applies to Geno only. To use the Geno Boost, you need four Flower Points and when it’s executed, “Attack Up!” will be displayed in the wake of a Thunder effect.
The spell can also block enemy attacks but you’ll have to time the action button perfectly to get this benefit. Likewise, 50% of enemy attacks will be blocked, so you can fight for longer periods. “Defense Up!” will appear if you press the action button at the right time. Naturally, some bosses, such as Smithy and Culex, can neutralise your buffs using Shredder, an anti-buff spell. In essence, don’t lower your guard even when the buff is actively reducing the damage you’re dealt.
#2: Ultra Jump
Ultra Jump is one of the three Jump attacks that only Mario can use in Super Mario RPG. However, while the name oversimplifies the true purpose of the Ultra Jump, we’re here to clear your doubts. It’s a potent Special Move that’s more efficient against enemies who are weak to jump attacks. Mario can clear hordes of enemies using Ultra Jump to crush them afoot. However, timing these jumps takes proper practice, especially as the damage isn’t the best.
The Ultra Jump costs 11 Flower Points and it’s only unlocked after Mario reaches Level 14. If a boss is weak against Jump attacks, chances are that Ultra Jump will make quick work of the villain. Especially as Mario will keep the attack going if you can press the action button at the right times. Yes, this Special Move can be used on all enemies.
#3: Thunderbolt
Thunderbolt calls upon bolts of thunder to smite enemies, which reminds us of the PS5’s Final Fantasy games. However, the spell, in its base form, is relatively weak until you build Mallow, who’s the only character who can use this Special Move. It’s the perfect spell for destroying large groups of enemies once players have made the proper preparations. Still, the Special Move is memorable because it only consumes two Flower Points. This is much lower than the cost of any other ability in Super Mario RPG.
The trade-off to the low consumption is that timing the attack to increase its damage is trickier than usual. So, only players who have been using it since the early stages of the game will enjoy it later in the campaign. The one requirement is that you have to upgrade Mallow’s magic prowess and Thunderbolt will be one of the most powerful spells in your repertoire.
#4: Geno Whirl
Geno Whirl is another Special Move that only Geno can use and like the first one, it’s entirely focused on dealing as much damage as possible. Heck, it deals the most damage to monsters when compared to other skills in the Super Mario RPG. It’s tricky to use because you must time the trigger button, which has an extremely short window. Don’t get us wrong, Geno Whirl deals damage regardless of a button prompt. However, only veterans can deal extra damage while using Geno Whirl because it takes a lot of practice to master.
It’s a reliable skill for killing groups of enemies with a single move, thereby saving your Flower Points for other enemies. Nevertheless, you’ll waste your time and effort if you can’t reliably pull this move off. Also, some enemies are impervious to the extra damage that precise button presses usually guarantee with Geno Whirl. On the bright side, this is the only attack in Super Mario RPG that can inflict critical damage on foes.
#5: Group Hug
As the name sounds, this is a spell that affects the entire team. Only Princess Peach can use this Special Move because of her huge magic reserves and it’s a spell that comes in handy during boss encounters. For one, this is a healing spell that can fully restore the entire team’s health Levels. Princess Peach also has another healing spell but it consumes too much energy to use. To be specific, this power move takes 30 Flower points to execute, so use it only when your entire team’s health Levels are super low.
This is also considered the most powerful Special Move in Super Mario RPG because it gives you a second chance. Just like Sekiro never dies on the first fatal blow in Sekiro: Shadows Die Twice, your team can be revived in a heartbeat. You can check out other games like Sekiro: Shadows Die Twice and Elden Ring here. Group Hug also nullifies status ailments such as Sleep, Fear, Provoke, Poison, Mute, and Attack Down. These ailments are inflicted by both foot soldiers and bosses.
#6: Ultra Flame
Ultra Flame is the last move that Mario unlocks at Level 18 and yes, it’s a fire-based spell that can incinerate enemies. Mario will conjure multiple fireballs and he’ll then hurl them at enemies for devastating damage. Yes, this Special Move attacks multiple enemies at once, so mashing the trigger button when prompted will help you deal extra damage. Nevertheless, Ultra Flame is unlocked pretty late in Super Mario RPG so you don’t have enough time to enjoy the magic spell.
Additionally, there aren’t many enemies in the final stages of the game who are weak against fire spells. This is underwhelming, especially when you factor in the high energy cost of using Ultra Flame (It costs 14 Flower Points). So, you can’t use the spell haphazardly against every enemy you encounter because some of them are even slightly immune to fire. You might be better off using Special Moves from other characters like Geno and Bowser over Mario’s Ultra Flame.
#7: Psych Bomb
Princess Princess Peach unlocks this ability at Level 18 and it costs 15 Flower Points because it affects all the monsters on the battlefield. It’s the only offensive spell she knows and it’s devastating because she throws a cluster bomb at enemies. The initial bomb will explode and then rain down many bombs to decimate enemies. You must also repeatedly press the action button to deal more damage with this attack.
That said, we love this Special Move because it’s one of the only attacks that all enemies aren’t immune to. Monsters, bosses, and every foe in Super Mario RPG can be bombed to oblivion. Some other spells that boost Psych Bomb’s damage are Bowser Crush and Geno Blast. Bowser Crush summons a giant Mechakoopa that stomps enemies as they’re being bombed. Geno Blast also rains giant beams of corrosive energy on enemies.
#8: Thought Peek
Thought Peek is one of the first Special Moves that Mallow will be able to use in Super Mario RPG. It was originally known as Psychopath in the original game because it could expose an enemy’s stats. Like the other moves, if you press the right button at the right time, you’ll also read your opponent’s mind. These mind probes reveal a range of secrets, such as your enemy’s weaknesses, goals, and even an amusing quote.
Mallow won’t unlock this skill until he reaches Level 6 and even then, it only consumes a Flower Point. So, it’s one of the least demanding Special Moves in Super Mario RPG. Any monster’s stats and weaknesses that are revealed using Thought Peek will automatically appear in the Monster List. Yes, Thought Peek will also reveal your opponent’s HP.
#9: Poison Gas
Poison Gas is the best Special Move under Bowser’s belt, literally poisoning his enemies to death. The great part about this move is that most enemies are weak against poison, so when Bowser unleashes his gas on the battlefield, only the home team is safe. It also affects every enemy in sight, but in later rounds of the campaign, the majority of bosses you’ll fight are immune to the Poison Gas. You can also increase the spell’s power by hitting the trigger button when prompted.
This is the reason why it’s ranked so low on the list. Moreover, Bowser’s other spells aren’t very effective either, especially as he’s not capable of elemental attacks. If you like Bowser, you should look forward to other spells that inflict status effects, though, this is the best spell for status effects. You also won’t be able to use this Special Move until Bowser reaches Level 12 and even then, it costs 10 Flower Points to execute.
#10: Come Back
Come Back is another healing spell that Princess Peach can use to revive her teammates. Instead of healing all of her team members, this move only focuses on one fallen ally. So, it costs two Flower Points instead of 30 Flower Points compared to Group Hug. The trade-off to its ease of use is that you must press the action button at the precise time or else your fallen ally won’t be fully restored.
Thus, you must hit the trigger button just before the star touches your allies or only half of their health will be restored. Princess Peach won’t unlock this ability until she reaches Level 13. Naturally, this move is only second to Group Hug in terms of healing.
Our Final Say: Experiment with the Other Special Moves Too
Explore other Special Moves in Super Mario RPG besides the ones we mentioned. Sure, these moves are the most powerful, but Special Attacks tend to boost each other. Just make sure you keep Princess Peach alive, no matter how dire the combat becomes. She’s the team healer, so she’ll come in handy whenever bosses are close to death and you need to make a comeback. For other cartoonish games, you can check out some Disney games here. After all, Super Mario RPG is a short game.