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Paper Mario: Sticker Star / Stickers and battles

Paper Mario: Sticker Star Stickers and battles: targeting, action commands and coins

Spend the right sticker on the right enemy.

Edition covered

Original Nintendo 3DS game. Battles spend stickers and do not award experience points; this is not the partner-and-badge system of the earlier Paper Mario games.

Selected stickers are consumed

A Fire Flower attack hits a line of enemies.
A Fire Flower attack hits a line of enemies.

Do not queue rare stickers after an attack likely to end the battle; selected commands can be lost even if the enemy falls first.

Sticker families
FamilyPurposeWatch for
JumpAerial stomp damageSpiked or burning targets
HammerGround strikeEnemies out of reach
Fire / Ice FlowerElemental attackEnemy resistance or weakness
MushroomHealingMissing HP before use
ThingSpecial effectPuzzle use or boss timing

Jump and hammer solve different targets

Spikes punish unsafe jumps and grounded hammers cannot simply reach every airborne foe. Keep several attack families ready.

Efficient turns
SituationChoiceReason
Weak enemy first in lineSmall basic stickerConserve expensive attacks
Several threats remainConsider Battle SpinCreate a multi-action turn
Enemy nearly defeatedAvoid excess queued stickersPrevent wasted inventory
Low HP before a bossHeal and inspect albumThere is no level-grind shortcut

Battle Spin buys extra action slots

It costs coins and depends on the slot result. Use it when a multi-sticker turn will materially change the fight.

There is no experience-point leveling

Routine battles supply resources rather than levels. Exploration and HP-Up Hearts are essential preparation for harder areas.

References
Guide references
ReferenceWebsite
Nintendo original game informationwww.nintendo.com
Edition-specific mechanics referencewww.mariowiki.com