Many players are accustomed to role-playing games typically featuring special moves of some kind, but Super Mario RPG went without them until the recent Switch remake. The newer version of the classic game expands its strategic options by allowing players to fill up the Action Gauge to perform team attacks with the three members of the party that are currently in battle, all strengthened by the Action Command mechanic Super Mario RPG started back in 1996.

However, making it to 100% on the Action Gauge in the Switch version of Super Mario RPG takes time and a lot of patience. As a result, once fans can pull off a Triple Move, they may want to use the switch feature to change their party members around to get the most literal bang of damage for the time spent. This is only made even more important as not all Triple Moves are equal, and some have a bigger impact than others.

There are seven Triple Moves in total, including Mario's Toad Assist. Activating these moves not only requires a full 100% Action Gauge, but also for the specific party members highlighted in the Triple Move to be out on the field and alive. Players should keep that in mind before switching party members out to use a specific special attack.

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S Tier

Clown Car Barrage and Healing Rainbow

Out of all the Triple Moves, Clown Car Barrage and Healing Rainbow sit as some of the most overpowered options in the game. One deals fire, lightning, and ice damage to enemies all at once, hitting numerous weaknesses, while the other has the power to heal and resurrect the entire party including benched characters. As Mallow is the underdog of Super Mario RPG, two of his Triple Moves being critical game-changers serve as a great reason why he belongs with the rest of the party despite his meager stats.

A Tier

Starry Shell Spike and Shooting Star Shot

Both Starry Shell Spike and Shooting Star Shot damage all enemies, but don't have the added benefit that Clown Car Barrage does for fitting multiple weaknesses at once. Starry Shell Spike is a Mario spectacular as it combines Peach, Mario, and Bowser to kick Bowser's shell like a Koopa shell and then upgrade it with a Super Star to make him invincible, complete with Super Mario RPG's special invincibility medley. Shooting Star Shot deals a great deal of damage, but the effect mentions it "boosts allies" when no such bonus is applied after the move is used.

B Tier

Star Riders and Toad Assist

After players gain more party members and increase the number of Triple Moves they can pull off, sadly, the starting Triple Moves fall below the other options substantially. Star Riders, which helps defeat the Bowyer boss, only hits one enemy at a time, which makes it useful in only a select few encounters compared to the time it takes to build up the attack. Toad Assist, the starting move that may be helpful in a pinch when Mario's the only active team member, doesn't necessarily give poor little Toad a chance to shine. The items he gives are completely random, making it more likely to waste a Triple Move than being decently helpful during the late game.

C Tier

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Spare-Us-All

Unfortunately, Mario, Peach, and Geno's Triple Move ends up being the last one in the pack as it serves very little purpose compared to the other additions to this new feature in Super Mario RPG. Spare-Us-All gives the three characters a shield to protect them from one hit entirely, no matter what it is, but the problem with this is that one hit is all it's good for. This means that the Triple Move's protection will likely be used for a random smaller attack rather than the unblockable AOEs it was likely designed against. All the other Triple Moves are far more helpful in the long run.