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- FWOBAverageGuy's Super Mario Party tier list (Mario Party mode):
- First, a bit of discussion (Scroll down if you don't care about this stuff). You can find the raw information I'll talk about here: https://pastebin.com/MghuY3p0. Essentially, there are three types of character classes with different playstyles/strengths. The playstyles are gaining coins, rolling high, and pathing.
- Now, the coin-gainers' playstyle is probably the most insignificant. The average amount of coins gained from a minigame is 4.25; the most you can gain is always 8. Meanwhile, the best coin-gainer, DK, can get +0.83 coins on average and gain at most 5 coins. Thus, on average, mid and high-level players can gain more coins per turn than the best coin-gainers can with their ability and, because of that, catch up easily. Also remember, these coin rolls count as 0 in terms of distance travelled. So a class that focuses on rolling can get to the star quicker while gaining the necessary coins on the way. In high-level play, stopping to grab coins shouldn't be necessary (Ignoring the rare situation where it actually is)
- Now we're getting to the complicated stuff (Or just difficult to measure for me). The classes that focus on getting to the star quickly: rolling high and pathing. Pathing is by far the most strategy-heavy class. The main purpose is intentionally landing on spaces that take you towards the star or help you in some other way. As can be assumed, the best characters for this purpose are ones with high chances of rolling a certain number (See the raw-data tier list from the link). The question we're faced is what class benefits you more on getting to the star quickly. Let's analyze each map!
- In Whomp's Domino Ruins, there aren't any spaces that let you move forwards, in terms of star spawns, high-rollers are superior.
- In King Bob-omb's Powderkeg Mine, there are spaces that take you to the opposite side of the map, however, the event space that takes
- you right before 2 star spawns, is... after both of the star spawns. Pathing is good when lucky, however, high-rollers are still superior.
- In Megafruit Paradise, you need to land on event spaces that take you between islands. In fact, most (4) star spawns are away from the starting area, so in terms of star spawns, pathers are superior.
- In Kamek's Tantalizing Tower, there are pipes, however no spaces you can land on to go through one. There are a couple of spaces on which some fly guys take you forward, but still, as a linear map, high-rollers are superior.
- So, in 3 out of 4 maps high-rollers are superior in terms of star spawns. Still, an important factor has been left uncounted: spaces. There are hidden spaces, lucky spaces, event spaces, item spaces, ally spaces, plus spaces. In terms of landing on spaces, obviously, the pathers have the monopoly. These spaces can gain you coins, stars or make the opponents' life harder. Okay, so we need to figure out how much weight we give the ability to land on these spaces more. Personally, I feel the importance of this depends on the boards and the roll pattern. In order to get the tier list as accurate as possible, we need to look at the routes of each characters' dice pattern and at how they allow you to travel.
- Finally, onto my tier list!
- WDR - Whomp's Domino Ruins
- KBPM - King Bob-omb's Powderkeg Mine
- MFP - Megafruit Paradise
- KTT - Kamek's Tantalizing Tower
- Tier: SS
- Character: Bowser
- Explanation: Highest high-roller, great routes in all maps.
- Stages (Best to worst): KTT, KBPM, MFP, WDR
- Tier: S
- Characters: Diddy Kong, Donkey Kong
- Explanation: Both have a chance of rolling 0 or a high number. Because of this, if you keep using their dice, essentially you have a 100% chance of rolling the other number, it's just that that might take more than one turn. Diddy has a slightly higher roll average and better routes.
- Stages (Best to worst): KBPM/MFP, MFP/KBPM, WDR/WDR, KTT/KTT
- Tier: A+
- Character: Boo
- Explanation: Great high-roller, good routes.
- Stages (Best to worst): WDR, KBPM, MFP, KTT
- Tier: A
- Character: Wario
- Explanation: Good pather and high-roller, bad paths in almost all of the maps, however the regular dice block can be used to desync your 6-heavy pattern and get a better path.
- Stages (Best to worst): WDR, KTT, MFP, KBPM
- Tier: B+
- Characters: Shy Guy, Daisy
- Explanation: Shy Guy and Daisy are top-tier pathers, however both don't roll that high and their paths are only decent, especially for Daisy, since there aren't many routes for 3s. Shy Guy can use the regular dice to desync his route.
- Stages (Best to worst): WDR/MFP, MFP/WDR, KBPM/KBPM, KTT/KTT
- Tier: B
- Character: Bowser Jr, Dry Bones
- Explanation: Bowser Jr has good paths and a healthy amount of variety. Dry Bones is a good pather, has bad routes.
- Stages (Best to worst): KBPM/WDR, KTT/KTT, MFP/KBPM, WDR/MFP
- Tier: C
- Characters: Pom Pom, Peach
- Explanation: Both have decent paths. Peach has slightly better ones, Pom Pom is more consistent overall.
- Stages (Best to worst): WDR/MFP, KTT/KBPM, KBPM/KTT, MFP/WDR
- Tier: D
- Characters: Luigi, Mario, Koopa Troopa
- Explanation: All have OK routes. Luigi and Mario are pretty high rollers, however Mario has worse paths. Koopa Troopa's paths are quite random and is a lower roller.
- Stages (Best to worst): KBPM/MFP/WDR, MFP/KBPM/KTT, WDR/WDR/MFP, KTT/KTT/KBPM
- Tier: E
- Character: Hammer Bros, Waluigi, Rosalina
- Explanation: Rosalina has OK routes, bad roller overall. Waluigi's paths are slightly better but his dice is very random. Hammer bros are more consistent than both of them.
- Stages (Best to worst): KBPM/WDR/KBPM, MFP/KBPM/WDR, WDR/KTT/MFP, KTT/MFP/KTT
- Bonus tier: Regular dice
- Explanation: Everyone below this tier has a random and lackluster dice; their dice is pretty much an alternate or worse version of the regular one.
- Tier: F
- Characters: Yoshi, Goomba, Monty Mole
- Explanation: Yoshi's dice is very random. Basically an alternate dice with a bit more zest. Goomba's and Monty Mole's are both slight variations of the regular dice. The only reason to use Goomba's/Monty's dice is to gain more coins - something Goomba is objectively better at doing.
- Stages (Best to worst): KBPM/KBPM/KBPM, WDR/MFP/MFP, MFP/WDR/WDR, KTT/KTT/KTT
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