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The 10 Worst Power-Ups In Mario Kart & The 10 Best


The 10 Worst Power-Ups In Mario Kart & The 10 Best


Speed Vs Sabotage

Item boxes are the heartbeat of every Mario Kart race. You slam into one and hold your breath, hoping for something game-changing. Sometimes you get a shell that homes in on your rival. Other times, you get a coin and want to throw your controller. Not all power-ups are created equal, and some are downright useless. So, let's start by looking at 10 truly bad power-ups.

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1. Coin

Getting a Coin from an item box feels like the Mario Kart equivalent of finding socks on Christmas morning. It shows up when you're racing in first place or near the front, the worst possible timing since leaders actually need shells or defensive items.

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2. Single Banana

You can drag it behind your kart for continuous rear defense against trailing shells, which sounds handy until you realize one banana is pathetically inadequate in chaotic mid-pack battles. The single banana lets you drop it behind your kart or hurl it forward.

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3. Blooper

Experienced players barely slow down because they can clear ink faster by hitting boost pads, using boost items, entering water (from Mario Kart 8 onward), or countering with Boo or Piranha Plant. Bloopers spray ink across the screens of every driver ahead of you.

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4. Fake Item Box

While the deception concept is clever, experienced racers rarely fall for it anymore since they've memorized item box placements and can spot the visual differences instantly. The Fake Item Box mimics real Item Boxes to trick opponents into flipping over.

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5. Thunder Cloud

Exclusive to Mario Kart Wii, the Thunder Cloud automatically activates upon pickup, temporarily boosting your top speed and letting you ignore off-road slowdowns before zapping you, shrinking your kart, and tanking your speed. The problem? The looming penalty makes this item a liability.

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6. Piranha Plant (When In First Place)

When you're leading the pack, the Piranha Plant becomes frustratingly toothless since it primarily leans and lunges forward where no opponents are. This limits its offensive potential to only clearing track items ahead. The potted predator periodically lunges from your kart toward the nearest opponent.

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7. Fire Flower

The problem is its limited ammo and narrow hit detection. Fireballs travel in straight lines, making them easy to dodge on wide tracks, and you'll burn through all your shots without landing a single meaningful hit. 

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8. Boomerang Flower

Letting you throw a boomerang up to three times, this item spins out and hits drivers on both the outward and return trajectories. Unfortunately, the boomerang's arc is predictable, making it easy to dodge, yet hard to aim. In Mario Kart 8, picking up a new item mid-throw causes the boomerang to vanish upon return.

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9. Super Horn (Situational Use)

While this item can stop a Blue Shell and other items getting thrown your way, people say the rarity of getting this item makes it a useless one. It's not always reliable in your time of need, which makes many players argue that other defensive power-ups are much handier and stronger.

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10. Feather

While it's fun and situational in Battle Mode, its utility in track racing is minimal. You're better off with a Mushroom for speed or a shell for offense, making the Feather more of a nostalgic novelty than a competitive tool.

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1. Bullet Bill

Turning the user into a high-speed, automatically steering Bullet Bill rocket that flies straight toward opponents ahead, this is a fan favorite power-up. It knocks other players over and destroys certain items or hazards in its path. This one is one of the strongest recovery items for last-place drivers.

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2. Lightning Bolt

Present in every mainline Mario Kart game from Super Mario Kart to Mario Kart 8 Deluxe, plus Tour and Mario Kart Live: Home Circuit, the Lightning Bolt is the undisputed king of chaos. It strikes all opponents with electricity, shrinking their karts.

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3. Spiny Shell (Blue Shell)

The Blue Shell is simultaneously the most feared and most satisfying power-up in Mario Kart history because it guarantees the leader's downfall regardless of skill. It hones in on the race leader, flying over obstacles, and explodes on impact.

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4. Triple Red Shells

Three Red Shells orbit the kart, fired one-by-one to automatically chase and spin out the nearest opponent ahead. No aiming required, just pure guaranteed destruction. The debut was in Mario Kart 64 (1996), and this power-up has remained a mid-pack climber's dream.

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5. Golden Mushroom

Grants unlimited Mushroom boosts for roughly 10 seconds, allowing off-road traversal, shortcuts, and rapid overtakes without slowdown, basically turning your kart into a turbo-charged rocket with infinite fuel. It's a top-tier recovery tool for chaining boosts to erase leads, especially effective on twisty tracks.

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6. Star (Super Star)

What makes the user invincible? The Star. It grants a massive speed boost, and damages or flips anyone touched while the iconic "invincible" music plays—essentially turning you into an unstoppable wrecking ball. It's a core item in every mainline Mario Kart game.

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7. Triple Bananas

Unlike single-use items, Triple Bananas orbit your kart, acting as mobile shields against shells while also giving you the option to drop traps behind you. They shine in first place, helping you defend narrow sections, disrupt racers behind, and maintain control.

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8. Triple Mushrooms

Three Mushrooms orbiting the kart provide sequential speed boosts for quick position gains without wasting precious seconds cycling through menus or waiting for cooldowns. They're reliable for consistent overtakes and shortcut chaining, giving you just enough boosts to execute daring maneuvers.

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9. Super Leaf

Introduced in Mario Kart 7, in 8/Deluxe and Tour, it's special for Tanooki variants. Super Leaf’s excellent situational defense against common shells and bananas preserves momentum in chases where one hit could cost you the race. 

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10. Bob-omb

Not only does it look cute, but this high-impact item explodes on contact or after a short delay, clearing space and punishing clusters. It's best used strategically in tight sections, at corners, or when dropped behind to catch tailgaters.

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