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Walkthrough & guides

Special Moves

Super Mario RPG: Legend of the Seven Stars guide hub

Special moves draw from one shared FP pool. Check the whole party’s recovery needs before spending the last points on damage. “Starting move” means the character already knows it when recruited; it does not mean every character joins at level one.

Mario

Move Learned at level FP Element / purpose Target
Jump Starting move 3 Jump One enemy
Fire Orb 3 5 Fire One enemy
Super Jump 6 7 Jump One enemy
Super Flame 10 9 Fire One enemy
Ultra Jump 14 11 Jump All enemies
Ultra Flame 18 14 Fire All enemies

Mallow

Move Learned at level FP Element / purpose Target
Thunderbolt Starting move 2 Thunder All enemies
HP Rain 3 2 Healing One ally
Psychopath 6 1 Status / information One enemy
Shocker 10 8 Thunder One enemy
Snowy 14 12 Ice All enemies
Star Rain 18 14 Neutral All enemies

Geno

Move Learned at level FP Element / purpose Target
Geno Beam Starting move 3 Neutral One enemy
Geno Boost 8 4 Stat Boost One ally
Geno Whirl 11 8 Neutral One enemy
Geno Blast 14 12 Neutral All enemies
Geno Flash 17 16 Neutral All enemies

Bowser

Move Learned at level FP Element / purpose Target
Terrorize Starting move 6 Neutral All enemies
Poison Gas 12 10 Neutral All enemies
Crusher 15 12 Neutral One enemy
Bowser Crush 18 16 Neutral All enemies

Toadstool

Move Learned at level FP Element / purpose Target
Therapy Starting move 2 Healing One ally
Group Hug Starting move 4 Healing All allies
Sleepy Time 11 4 Status / information All enemies
Come Back 13 2 Healing One ally
Mute 15 3 Status / information One enemy
Psych Bomb 18 15 Neutral All enemies

Use the move’s own timing

Jump chains require repeated timed contacts, while fire attacks use repeated presses. Geno Beam charges before release. Practice the input shown for each move instead of applying the normal weapon timing to every spell.

Geno Boost always helps offense; a successful Action Command adds defense. Group Hug heals the active group and removes statuses, but it does not revive fallen allies. Come Back is the two-FP revival move, with full restored HP when timed correctly. Reserve at least the FP needed for your next recovery before choosing another expensive group attack.