Mario Baseball: Home Run

Mario Baseball: Home Run is a baseball game for the Nintendo Switch developed by Crash Co. It is the third game in the Mario Baseball series, and is a follow-up to the 2008 Wii title Mario Super Sluggers. Many of the features from the series return, including chemistry between characters, special moves, and a story-based Challenge Mode.
The game's premise is centered on the newly-created Baseball Planet, where Mario and friends are able to play baseball to their heart's content. However, enraged that he wasn't invited to the grand opening, Bowser and his army invades to create his own baseball park and take over the planet.
==Gameplay==
Mario Baseball: Home Run follows the gameplay of Mario Superstar Baseball and Mario Super Sluggers; the game sees Mario and friends playing baseball. Players can choose from one Captain, and much select eight other characters to be sidekicks. Before a match, players can also set the batter lineup and everyone's positions on the field.
Like actual baseball, the teams take turns batting to run on the bases and fielding. Which team starts to bat is decided by a coin toss at the beginning of the match. Standard baseball rules apply, including a runner making it to home base making a point, a batter missing three pitches resulting in an out, and three outs resulting in the teams switching sides. Every two switches is an inning, and whichever team has the most points by the end of all innings (which can be set from one to nine) wins.
As with other Mario spin-offs, Mario Baseball: Home Run adds extra mechanics to make the gameplay more interesting. Many characters share Chemistry with one another, which can either improve or worsen their performance depending on where they are placed in the batting lineup or on the field. Items can be used when batters that have good chemistry are next to each other in the lineup, and fielders that have good chemistry can use special abilities, such as the Buddy Toss that lets them throw the ball very fast or the Buddy Jump that lets them catch a high fly before it results in a home run. Players can also use Star Skills to improve their pitches and swings, which can be done after filling the Star meter with good plays. Lastly, pitchers can run low on stamina if they let too many runs happen, which worsens their pitching.
At the end of a game, the teammate who had the most potential for their team will be given the MVP award. Players can earn MVP points by striking out opponents, executing nice plays on defense, successful hits while batting, stealing bases, Close Plays, and using items.
==Playable Characters==
Every character from Mario Super Sluggers returns, along with several new ones. Every character is split into teams, each with one captain, one sub-captain, and 10 sidekicks. Captains and sub-captains all have special pitches and swings, called Star Pitches and Star Swings, as well as a fielding or running ability. Meanwhile, sidekicks only have a fielding or running ability. Like Mario Super Sluggers, many characters have alternates of themselves, and any amount of alternates can be put on a team. Other captains can also be selected as sidekicks, and they retain their Star Swings and Star Pitches.
Mario Fireballs	Luigi Gentlemen
Character	Description
 	A five-tool player who is good basically anywhere on the field!
*Star Swing - Fire Swing: Mario covers his bat in flames and swings, covering the ball in flames too. This causes it to fly really fast and far.
*Star Pitch - Fire Pitch: Mario covers the ball in flames and pitches. This causes it to fly really fast.
*Running Ability - Enlarge: If he wins a Close Play, Mario grows in size, knocking the baseman away and making them lose the ball.
 	An all-around player whose best feature is his pitch.
*Star Swing - Thunder Swing: Luigi covers his bat in electricity and swings, covering the ball in electricity too. This causes it to create an electric shockwave upon landing, stunning any fielder in range.
*Star Pitch - Thunder Pitch: Luigi covers the ball in electricity and pitches. This causes it to fly in an erratic pattern.
*Fielding Ability - Super Jump: Luigi can jump higher to catch the ball.
 	A speedy little guy who's the master of Close Plays!
*Running Ability - Enlarge: If he wins a Close Play, Baby Mario will grow in size, knocking the baseman away and making them lose the ball.
 	Small and fast, his speed is only matched by his pitch.
*Fielding Ability - Super Jump: Baby Luigi can jump higher to catch the ball.
 	A great fielder with good speed to boot.
*Fielding Ability - Ball Dash: Blue Noki runs faster while holding the ball.
 	A great fielder, and the fastest of the Nokis.
*Fielding Ability - Ball Dash: Red Noki runs faster while holding the ball.
 	Among Nokis, she's an offensive powerhouse!
*Fielding Ability - Ball Dash: Green Noki runs faster while holding the ball.
 	Strong but slow, he has a powerful arm.
*Fielding Ability - Laser Beam: Blue Pianta can throw the ball to home base much faster.
 	A defensive specialist among Piantas.
*Fielding Ability - Laser Beam: Red Pianta can throw the ball to home base much faster.
 	His brawn gives his pitches extra oomph!
*Fielding Ability - Laser Beam: Yellow Pianta can throw the ball to home base much faster.
 	A great fielder with not too shabby a pitch.
*Running Ability - Explosion: If it wins a Close Play, Bob-omb Buddy will explode, knocking the baseman away and causing them to miss the ball.
 	Running the bases is his specialty!
*Fielding Ability - Super Jump: MIPS can jump higher to reach the ball.
 	The cloud he rides on makes him a fielding specialist.
*Fielding Ability - Quick Throw: Lakitu can throw the ball to the basemen quicker.
 	His combination of speed and power make him an invaluable asset!
*Fielding Ability - Laser Beam: Metal Mario can throw the ball to home base much faster.
 	This old man's pitches are not to be taken lightly!
*Fielding Ability - Poltergust Catch: Professor E. Gadd uses the Poltergust G-00 to catch the ball from further away.
 	A balanced player who loves to steal bases.
*Fielding Ability - Poltergust Catch: Gooigi uses the Poltergust G-00 to catch the ball from further away.
Peach Dynasties	Daisy Petals
Character	Description
 	When Peach is out in the fields, she becomes a damsel in success!
*Star Swing - Heart Swing: Peach draws a heart with her bat and swings. This causes several hearts to fly with the ball, which stun any players hit by them.
*Star Pitch - Heart Pitch: Peach pitches as hearts surround the ball. This slows the ball down for a bit before quickly speeding it up.
*Fielding Ability - Quick Throw: Peach can throw the ball to the basemen quicker.
 	Sweet as flower, but her precise pitches will be a thorn on your side!
*Star Swing - Flower Swing: A flower blooms on Daisy's bat as she swings. This causes a flower garden to appear where the ball lands, preventing the outfielders from catching it.
*Star Pitch - Flower Pitch: Daisy pitches the ball as petals fly out. This causes the ball to move up and down.
*Fielding Ability - Super Jump: Daisy can jump higher to catch the ball.
 	Owner of the wickedest curveball around!
*Fielding Ability - Quick Throw: Baby Peach can throw the ball to the basemen quicker.
 	What she lacks in power, she makes up for in her pitch.
*Fielding Ability - Super Jump: Baby Daisy can jump higher to catch the ball.
 	A well-balanced Toad with a decent bat.
*Running Ability - Enlarge: If he wins a Close Play, Toad grows in size, knocking the baseman away and making them lose the ball.
 	A well-balanced Toad with extra pitching power.
*Running Ability - Enlarge: If he wins a Close Play, Blue Toad grows in size, knocking the baseman away and making them lose the ball.
 	He's slower than other Toads, but is a good fielder.
*Running Ability - Enlarge: If he wins a Close Play, Green Toad grows in size, knocking the baseman away and making them lose the ball.
 	A Toad whose best at running the bases.
*Running Ability - Enlarge: If he wins a Close Play, Yellow Toad grows in size, knocking the baseman away and making them lose the ball.
 	A well-balanced Toad with a fine glove.
*Running Ability - Enlarge: If he wins a Close Play, Purple Toad grows in size, knocking the baseman away and making them lose the ball.
 	A steal machine with speed to spare.
*Running Ability - Enlarge: If she wins a Close Play, Toadette grows in size, knocking the baseman away and making them lose the ball.
 	A slow runner, but has a masterful pitch!
*Running Ability - Enlarge: If he wins a Close Play, Toadsworth grows in size, knocking the baseman away and making them lose the ball.
 	A master in the art of the bat and pitch.
*Fielding Ability - Laser Beam: Pink Gold Peach can throw the ball to home base much faster.
 	A good batter with more speed than you'd think.
*Running Ability - Angry Attack: If it wins a Close Play, Wiggler becomes angry and charges at the baseman, knocking them away and making them lose the ball.
 	Those wings make Flutter ideal for the outfield.
*Running Ability - Angry Attack: If it wins a Close Play, Flutter becomes angry and charges at the baseman, knocking them away and making them lose the ball.
 	Sacrifices batting power for high speed.
*Fielding Ability - Super Dive: Stingby can dive further to catch the ball.
 	Using his whole body as a bat means he has good ball control!
*Fielding Ability - Ball Dash: Perry can run faster if he has the ball.
Yoshi Eggs	Birdo Beauties
Character	Description
 	Top-class speed on the field and base!
*Star Swing - Rainbow Swing: Yoshi eats the ball, turns it into a Yoshi Egg, and swings. The Yoshi Egg will bounce around erratically before breaking and turning into the ball, and players who touch the egg will be knocked away.
*Star Pitch - Rainbow Pitch: Yoshi creates a rainbow when he pitches, obscuring the batter's vision.
*Fielding Ability - Tongue Catch: Yoshi can grab the ball with his tongue from farther away than a dive.
 	A speedy Yoshi with all-around skills.
*Fielding Ability - Tongue Catch: Red Yoshi can grab the ball with his tongue from farther away than a dive.
 	A speedy Yoshi with a good bat.
*Fielding Ability - Tongue Catch: Blue Yoshi can grab the ball with his tongue from farther away than a dive.
 	A Yoshi who specializes in stealing.
*Fielding Ability - Tongue Catch: Light-Blue Yoshi can grab the ball with his tongue from farther away than a dive.
 	A speedy Yoshi with a nice glove.
*Fielding Ability - Tongue Catch: Pink Yoshi can grab the ball with his tongue from farther away than a dive.
 	A speedy Yoshi with excellent ball control.
*Fielding Ability - Tongue Catch: Purple Yoshi can grab the ball with his tongue from farther away than a dive.
 	A Yoshi who sacrifices some speed for pitching power.
*Fielding Ability - Tongue Catch: Yellow Yoshi can grab the ball with his tongue from farther away than a dive.
 	A Yoshi who trades batting power for a better glove.
*Fielding Ability - Tongue Catch: Orange Yoshi can grab the ball with his tongue from farther away than a dive.
 	Has the best batting power of the Yoshis!
*Fielding Ability - Tongue Catch: Brown Yoshi can grab the ball with his tongue from farther away than a dive.
 	A Yoshi with a nasty changeup.
*Fielding Ability - Tongue Catch: Black Yoshi can grab the ball with his tongue from farther away than a dive.
 	A speedy Yoshi who has trouble hitting curves.
*Fielding Ability - Tongue Catch: White Yoshi can grab the ball with his tongue from farther away than a dive.
 	A good batter who can also field.
*Star Swing - Cannon Swing: Birdo creates a Birdo Egg from her snout and swings it with the ball. The egg bounces ahead of the ball and stuns any opponents hit by it.
*Star Pitch - Suction Pitch: Birdo pitches the ball, then sucks it back toward her with her snout to make it fly backwards for a bit.
*Fielding Ability - Suction Catch: Birdo can grab the ball with her snout from farther away than a dive.
 	He's not very fast, but he's got a great glove.
*Fielding Ability - Bubble Catch: Bubble Baby Yoshi can grab the ball with his bubbles from farther away than a dive.
 	A master of Team Plays.
*Fielding Ability - Super Jump: Balloon Baby Yoshi can jump higher to catch the ball.
 	A good fielder with admirable speed.
*Fielding Ability - Super Dive: Glowing Baby Yoshi can dive further to catch the ball.
 	An all-around player with a nice glove.
*Fielding Ability - Super Dive: Shy Guy can dive further to catch the ball.
 	A Shy Guy who loves to pitch!
*Fielding Ability - Super Dive: Blue Shy Guy can dive further to catch the ball.
 	A Shy Guy who loves to hit and run!
*Fielding Ability - Super Dive: Green Shy Guy can dive further to catch the ball.
 	A Shy Guy who loves to steal bases!
*Fielding Ability - Super Dive: Yellow Shy Guy can dive further to catch the ball.
 	A Shy Guy with an extra-good glove!
*Fielding Ability - Super Dive: Black Shy Guy can dive further to catch the ball.
 	He's got a great pitch to make up for his lack of batting power.
*Fielding Ability - Super Jump: Fly Guy can jump higher to catch the ball.
 	His swings have more power than you think!
*Fielding Ability - Ball Dash: Bandit runs faster while holding the ball.
 	He has a monster of a charge pitch!
*Fielding Ability - Quick Throw: Green Glove can throw the ball to the basemen quicker.
 	A hard hitter who swings for the fences!
*Running Ability - Batattack: If he wins a Close Play, Slugger hits the baseman with his baseball bat, knocking them away and causing them to lose the ball.
 	It'll be hard to tag this little guy out!
*Running Ability - Roll Attack: If it wins a Close Play, Silver Tap-Tap will roll forward, knocking the baseman away and causing them to lose the ball.
 	A speedy little guy who has his other stats balanced.
*Running Ability - Roll Attack: If it wins a Close Play, Gold Tap-Tap will roll forward, knocking the baseman away and causing them to lose the ball.
 	A pitching expert with mean curveballs.
*Running Ability - Lullaby: If it wins a Close Play, Crazee Dayzee will sing a lullaby, causing the baseman to fall asleep and make them lose the ball.
 	He has a good glove and can take on any part of the field!
*Fielding Ability - Super Jump: Little Mouser can jump higher to catch the ball.
 	He has weak batting power in exchange for excellent ball control.
*Fielding Ability - Clamber: Ukiki can climb and jump off the walls to catch balls just as they fly over.
DK Wilds	Diddy Bananas
Character	Description
 	A hard hitter who can also climb walls.
*Star Swing - Barrel Swing: Donkey Kong swings with the ball inside a barrel. It will roll across the field and break on impact with an opponent or wall.
*Star Pitch - Barrel Pitch: Donkey Kong pitches the ball inside a barrel. This makes it harder to hit and significantly weaken's the batter's swing power.
*Fielding Ability - Clamber: Donkey Kong can climb and jump off walls to catch balls just as they fly over.
 	His hits and pitches move like crazy!
*Star Swing - Banana Swing: Diddy Kong hits the ball as it glows yellow. This makes it curve really hard in either direction.
*Star Pitch - Banana Pitch: Diddy Kong pitches the ball as it glows yellow. This makes it curve really hard in either direction.
*Fielding Ability - Clamber: Diddy Kong can climb and jump off walls to catch balls just as they fly over.
 	A defensive specialist who can also climb walls.
*Fielding Ability - Clamber: Dixie Kong can climb and jump off walls to catch balls just as they fly over.
 	A powerhouse who's not so great at pitching.
*Fielding Ability - Clamber: Funky Kong can climb and jump off walls to catch balls just as they fly over.
 	A well-rounded player with a mean glove!
*Fielding Ability - Clamber: Tiny Kong can climb and jump off walls to catch balls just as they fly over.
 	Those long arms make him ideal for the outfield!
*Fielding Ability - Clamber: Lanky Kong can climb and jump off walls to catch balls just as they fly over.
 	That batting strength comes at the cost of his speed.
*Fielding Ability - Clamber: Chunky Kong can climb and jump off walls to catch balls just as they fly over.
 	A miniature speed machine who can field!
*Fielding Ability - Clamber: Baby DK can climb and jump off walls to catch balls just as they fly over.
 	His age may affect his stamina, but certainly not his fielding!
*Fielding Ability - Clamber: Cranky Kong can climb and jump off walls to catch balls just as they fly over.
 	A defensive specialist who has trouble hitting changeups.
*Fielding Ability - Clamber: Wrinkly Kong can climb and jump off walls to catch balls just as they fly over.
 	A good pitcher with balanced stats.
*Fielding Ability - Ball Dash: Professor Chops can run faster while holding the ball.
Rosalina Stargazers	Lubba Comets
Character	Description
 	Her pitches are out of this world!
*Star Swing - Meteor Swing: Rosalina surrounds herself in stars as she swings the ball. This causes meteors to fall on random parts of the field, stunning players hit by them.
*Star Pitch - Meteor Pitch: Rosalina surrounds herself in stars as she pitches. This sends the ball upward in a changeup as it quickly rockets downwards, making it harder to hit.
*Fielding Ability - Star Catch: Rosalina can use her magic to grab the ball from further away than a dive.
 	A pitcher who also has a good glove.
*Star Swing - Comet Swing: Lubba summons a comet, and he swings it with the ball. The comet will home in on the nearest player to hit them, stunning them.
*Star Pitch - Comet Pitch: Lubba summons a comet, and he pitches it with the ball. The comet creates a smoke trail that makes it harder to see where the ball is.
*Running Ability - Star Bits: If he wins a close play, Lubba will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	Has a mean curve to his pitches!
*Running Ability - Star Bits: If he wins a close play, Polari will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	A Luma with balanced stats.
*Running Ability - Star Bits: If it wins a close play, Luma will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	A Luma with extra batting power.
*Running Ability - Star Bits: If it wins a close play, Blue Luma will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	A Luma who loves tor un.
*Running Ability - Star Bits: If it wins a close play, Red Luma will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	A Luma with a good glove.
*Running Ability - Star Bits: If it wins a close play, Green Luma will shoot Star Bits at the baseman, knocking them away and causing them to miss the ball.
 	A great fielder who can jump higher than most!
*Fielding Ability - Super Jump: Star Bunny can jump higher to catch the ball.
 	A great fielder who can also run!
*Fielding Ability - Super Jump: Blue Star Bunny can jump higher to catch the ball.
 	A great fielder who can also bat!
*Fielding Ability - Super Jump: Red Star Bunny can jump higher to catch the ball.
 	An extra-good fielder who can jump higher than most!
*Fielding Ability - Super Jump: Green Star Bunny can jump higher to catch the ball.
 	He can run the bases in no time flat!
*Fielding Ability - Super Dive: Penguin can dive further to catch the ball.
 	An offensive specialist who can also pitch!
*Fielding Ability - Magnet Catch: Gearmo can use a magnet to catch the ball from farther than a dive.
 	An offensive specialist with extra batting power!
*Fielding Ability - Magnet Catch: Blue Gearmo can use a magnet to catch the ball from farther than a dive.
 	An offensive specialist with a decent glove.
*Fielding Ability - Magnet Catch: Yellow Gearmo can use a magnet to catch the ball from farther than a dive.
 	An offensive specialist who can also run!
*Fielding Ability - Magnet Catch: Pink Gearmo can use a magnet to catch the ball from farther than a dive.
 	An offensive specialist with a slow charge pitch
*Fielding Ability - Magnet Catch: Silver Gearmo can use a magnet to catch the ball from farther than a dive.
 	An offensive specialist with balanced stats all around.
*Fielding Ability - Magnet Catch: Gold Gearmo can use a magnet to catch the ball from farther than a dive.
 	A hard hitter whose large frame gives them great fielding range!
*Fielding Ability - Quick Throw: Honey Queen can throw the ball to the basemen quicker.
 	A masterful pitcher, but can't run fast.
*Fielding Ability - Quick Throw: Baby Rosalina can throw the ball to the basemen quicker.
 	An all around player who specializes in the outfield.
*Fielding Ability - Laser Beam: Octoomba can throw the ball to home base quicker.
 	An all around player who can also run the bases.
*Fielding Ability - Laser Beam: Elite Octoomba can throw the ball to home base quicker.
 	A great runner who loves to steal bases!
*Fielding Ability - Laser Beam: Octoguy can throw the ball to home base quicker.
 	One of the strongest hitters around!
*Fielding Ability - Piranha Catch: Dino Piranha can catch the ball with his mouth from farther away than a dive.
 	His dominating bat and arm hides his pitiful pitches.
*Fielding Ability - Piranha Catch: Fiery Dino Piranha can catch the ball with his mouth from farther away than a dive.
Pauline Hearts	Cappy Travellers
Character	Description
 	Don't let her good looks fool you, Paluine is a force to be reckoned with!
*Star Swing - Musical Swing: Pauline sings a song while swinging. This causes New Donk City buildings to grow around the field, blocking players.
*Star Pitch - Musical Pitch: Pauline sings a song while pitching. This causes the ball to move slow, but if hit, it will fly in a slow, high arc that makes it very easy to catch.
*Fielding Ability - Quick Throw: Pauline can throw the ball to the basemen quicker.
 	A fast runner with some tricky pitches.
*Star Swing - Tophat Swing: Cappy covers the ball with a tophat, shuffles it with two others, and swings. The tophats spin around randomly as they fly, making it hard to catch the right one.
*Star Pitch - Tophat Pitch: Cappy covers the ball with a tophat, shuffles it with two others, and pitches. The Tophats spin around randomly as they fly, making it hard to hit the right one.
*Running Ability - Teleport: If he wins a Close Play, Cappy will vanish and reappear on the base before the baseman catches the ball.
 	She makes up for her lack of power with a mean pitch!
*Running Ability - Teleport: If she wins a Close Play, Tiara will vanish and reappear on the base before the baseman catches the ball.
 	A balanced player with poor stamina.
*Fielding Ability - Super Jump: Glydon can jump higher to catch the ball.
 	A top-class fielder with a good arm!
*Running Ability - Spin Samba: If he wins a Close Play, Tostarena will spin around, knocking the baseman away and making them miss the ball.
 	A Lochlady who can hit and run!
*Fielding Ability - Quick Throw: Lochlady can throw the ball to the basemen quicker.
 	A Lochlady who can hit and steal!
*Fielding Ability - Quick Throw: Blue Lochlady can throw the ball to the basemen quicker.
 	A Lochlady with balanced stats.
*Fielding Ability - Quick Throw: Silver Lochlady can throw the ball to the basemen quicker.
 	A batter with more power than you'd think.
*Fielding Ability - Laser Beam: Volbonan will throw the ball to home base much faster.
 	A batter who can also pitch.
*Fielding Ability - Laser Beam: Red Volbonan will throw the ball to home base much faster.
 	A batter who has trouble hitting curves.
*Fielding Ability - Laser Beam: Green Volbonan will throw the ball to home base much faster.
 	A batter who can run a bit.
*Fielding Ability - Laser Beam: Purple Volbonan will throw the ball to home base much faster.
 	A speedy guy with a good glove!
*Running Ability - Enlarge: If he wins a Close Play, Mini Mario will grow bigger, knocking the baseman away and making them miss the ball.
 	A speedy guy who loves to run!
*Running Ability - Enlarge: If he wins a Close Play, Mini Toad will grow bigger, knocking the baseman away and making them miss the ball.
 	A masterful changeup with good stamina to boot.
*Fielding Ability - Quick Throw: Mini Peach can throw the ball to the basemen quicker.
 	A speedy guy with a surprisingly strong bat!
*Fielding Ability - Clamber: Mini Donkey Kong can climb and jump off of walls to catch balls just as they fly over.
 	A great pitcher with a mean curve!
*Fielding Ability - Quick Throw: Mini Pauline can throw the ball to the basemen quicker.
Wario Muscles	Waluigi Spitballs
Character	Description
 	Good stamina with excellent ball control.
*Star Swing - Phony Swing: Wario swings and hits a Bob-omb with the ball. The Bob-omb lands first, creating an explosion and damaging any players in the blast radius.
*Star Pitch - Phony Pitch: Wario throws two balls at different speeds. The false ball will disappear if the player tries to hit it.
*Fielding Ability - Laser Beam: Wario will throw the ball to home base much faster.
 	Charge swings decrease power, but increase hits.
*Star Swing - Liar Swing: Waluigi swings and hits the ball, causing it to glow purple. It will fly fast and randomly change directions away from the players.
*Star Pitch - Liar Pitch: Waluigi spins the ball, making it larger. He then pitches it, and it will become normal size just as the batter is supposed to swing.
*Fielding Ability - Quick Throw: Waluigi can throw the ball to the basemen quicker.
 	An excellent fielder with a powerful arm.
*Fielding Ability - Super Dive: Captain Syrup can dive further to catch the ball.
 	One of the best pitches around!
*Fielding Ability - Quick Throw: Shokora can throw the ball to the basemen quicker.
 	She loves to field and pitch!
*Fielding Ability - Quick Throw: Merelda can throw the ball to the basemen quicker.
 	A Merfle with a great bat!
*Fielding Ability - Ball Dash: Merfle runs faster while holding the ball.
 	A Merfle with a great glove!
*Fielding Ability - Ball Dash: Blue Merfle runs faster while holding the ball.
 	A Merfle with a mean curve!
*Fielding Ability - Ball Dash: Yellow Merfle runs faster while holding the ball.
 	A an extra-fast Merfle who's also a good bunter!
*Fielding Ability - Ball Dash: Purple Merfle runs faster while holding the ball.
 	A Merfle with good stamina!
*Fielding Ability - Ball Dash: Brown Merfle runs faster while holding the ball.
 	A Merfle with balanced stats.
*Fielding Ability - Ball Dash: Black Merfle runs faster while holding the ball.
 	A Merfle with a wicked charge pitch!
*Fielding Ability - Ball Dash: Merfle runs faster while holding the ball.
 	A Merfle who loves to steal!
*Fielding Ability - Ball Dash: Turquoise Merfle runs faster while holding the ball.
 	A good bunter who can also run!
*Fielding Ability - Ball Dash: Wanderin' Goom runs faster while holding the ball.
 	A mean pitch makes up for his weak fielding.
*Fielding Ability - Super Jump: DD can jump higher to catch the ball.
 	A well-balanced Bandinero.
*Fielding Ability - Ball Dash: Bandinero runs faster while holding the ball.
 	A defensive specialist among Bandineros.
*Fielding Ability - Ball Dash: Blue Bandinero runs faster while holding the ball.
 	A Bandinero with quick feet!
*Fielding Ability - Ball Dash: Yellow Bandinero runs faster while holding the ball.
 	An offensive player with nicely balanced stats.
*Running Ability - Sting Dash: If it wins a Close Play, Flipsting will sting the baseman, knocking them away and making them miss the ball.
 	An offensive player with a good glove.
*Running Ability - Sting Dash: If it wins a Close Play, Red Flipsting will sting the baseman, knocking them away and making them miss the ball.
 	A quick runner capable of the Scatter Dive.
*Running Ability - Scatter Dive: If it wins a Close Play, Recapitator will scatter its bones and make it to home base before the baseman catches the ball.
 	A big bat means big hits!
*Fielding Ability - Laser Beam: Shake King will throw the ball to home base much faster.
Mona Riders	Jimmy T. Smooth Moves
Character	Description
 	A good pitcher with better ball control!
*Star Swing - Pizza Swing: Mona swings the ball while it's in a pizza box. The box then flies, sending pizza slices flying in different directions, damaging players hit by them.
*Star Pitch - Pizza Pitch: Mona putz the ball in a pizza box and pitches. The pizza box flies slowly, but it opens and releases the ball halfway, which travels fast.
*Fielding Ability - Super Dive: Mona can dive further to catch the ball.
 	His fielding skills are second to none!
*Star Swing - Groovy Swing: Jimmy T. dances while hitting the ball. This sends it spiraling as it flies, making it harder to catch.
*Star Pitch - Groovy Pitch: Jimmy T. dances while pitching. This sends it spiraling as it flies, making it harder to hit.
*Fielding Ability - Quick Throw: Jimmy T. can throw the ball to the basemen quicker.
 	Her curved pitch is downright evil!
*Running Ability - Red: If she wins a Close Play, Ashley will summon Red who attacks the baseman, knocking them away before they catch the ball.
 	A steal machine with fast feet!
*Running Ability - Oinker Attack: If he wins a Close Play, Orbulon will ram the baseman with the Oinker, knocking them away before they catch the ball.
 	A speedy player who's best on the bases!
*Fielding Ability - Ball Dash: Kat runs faster while holding the ball.
 	Her good pitch and fast feet makes up for her pitiful swings.
*Fielding Ability - Ball Dash: Ana runs faster while holding the ball.
 	A balanced player who can use the Ball Dash!
*Fielding Ability - Ball Dash: 9-Volt runs faster while holding the ball.
 	A good fielder who's not bad at pitching either.
*Fielding Ability - Super Jump: 5-Volt can jump higher to catch the ball.
 	A player best on the outfield.
*Fielding Ability - Laser Beam: Dr. Crygor will throw the ball to home base much faster.
 	A great glove and pitch hides her slow feet.
*Fielding Ability - Super Dive: Penny can dive further to catch the ball.
 	A good bat and arm who can also run a bit.
*Fielding Ability - Super Dive: Dribble can dive further to catch the ball.
 	His running speed is near unrivaled!
*Fielding Ability - Super Dive: Spitz can dive further to catch the ball.
Bowser Monsters	Bowser Jr. Rookies
Character	Description
 	His power and stamina baffles batters!
*Star Swing - Killer Swing: Bowser breathes fire on his bat before swinging. This sends three fireballs that bounce along the ground with the ball, which burn players they hit.
*Star Pitch - Killer Pitch: Bowser summons a Bullet Bill, which he pitches with the ball. The Bullet Bill does either one or two loop-de-loops before rocketing forward at a high speed, making it hard to hit.
*Running Ability - Spin Attack: If he wins a Close Play, Bowser spins in his shell and knocks away the baseman, making them miss the ball.
 	His Jr. Clown Car gives his swings extra power!
*Star Swing - Paint Swing: Bowser Jr. creates the ball in paint with his Magic Paintbrush and swings both it and the ball. The paint ball falls first, which creates a pool of paint when it lands and stuns players that step in it.
*Star Pitch - Paint Pitch: Bowser Jr. uses his Magic Paintbrush to cover the batter's screen in paint, making it harder to hit the ball.
*Fielding Ability - Clown Car Catch: Bowser Jr. can use the Jr. Clown Car to catch the ball from farther away than a dive.
 	A fast runner who can hit and steal!
*Running Ability - Spin Attack: If he wins a Close Play, Larry spins in his shell and knocks away the baseman, making them miss the ball.
 	A home run machine, but with poor feet.
*Running Ability - Spin Attack: If he wins a Close Play, Morton spins in his shell and knocks away the baseman, making them miss the ball.
 	A well-balanced player who can pitch and field!
*Running Ability - Spin Attack: If she wins a Close Play, Wendy spins in his shell and knocks away the baseman, making them miss the ball.
 	His speed among the Koopalings is unmatched!
*Running Ability - Spin Attack: If he wins a Close Play, Iggy spins in his shell and knocks away the baseman, making them miss the ball.
 	A hard hitter who can also pitch a bit.
*Running Ability - Spin Attack: If he wins a Close Play, Roy spins in his shell and knocks away the baseman, making them miss the ball.
 	A good fielder, but a better pitcher!
*Running Ability - Spin Attack: If he wins a Close Play, Lemmy spins in his shell and knocks away the baseman, making them miss the ball.
 	A well-balanced Koopaling who's best at swinging.
*Running Ability - Spin Attack: If he wins a Close Play, Larry spins in his shell and knocks away the baseman, making them miss the ball.
 	A decent bunter with speed to spare.
*Running Ability - Explosion: If it wins a Close Play, Mechakoopa will explode and knocks away the baseman, making them miss the ball.
 	A well-balanced Koopa Kid.
*Running Ability - Spin Attack: If he wins a Close Play, Koopa Kid spins in his shell and knocks away the baseman, making them miss the ball.
 	A Koopa Kid who can run the bases!
*Running Ability - Spin Attack: If he wins a Close Play, Red Koopa Kid spins in his shell and knocks away the baseman, making them miss the ball.
 	A Koopa Kid with a wicked curveball!
*Running Ability - Spin Attack: If he wins a Close Play, Blue Koopa Kid spins in his shell and knocks away the baseman, making them miss the ball.
 	A Koopa Kid with an extra-strong arm!
*Running Ability - Spin Attack: If he wins a Close Play, Green Koopa Kid spins in his shell and knocks away the baseman, making them miss the ball.
 	A hard hitter with stamina to spare.
*Running Ability - Scatter Dive: If he wins a Close Play, Dry Bowser will scatter his bones and make it to the base before the baseman can catch the ball.
Boom Boom Bombers	Pom Pom Ninjas
Character	Description
 	An aggressive batter with a powerful arm!
*Star Swing - Shell Swing: Boom Boom creates two copies of his shell as he swings. The shells will fly outward and slide across the field, damaging players they hit.
*Star Pitch - Shell Pitch: Boom Boom creates a copy of his shell as he pitches. The shell will bounce around the ground before turning into the ball just as the batter is supposed to swing.
*Running Ability - Spin Attack: If he wins a Close Play, Boom Boom spins in his shell and knocks away the baseman, making them miss the ball.
 	A good batter whose pitch isn't half bad either.
*Star Swing - Ninja Swing: Pom Pom swings and turns the ball invisible, making it harder to catch.
*Star Pitch - Ninja Pitch: Pom Pom pitches and turns the ball invisible. It travels slowly at first, but then reappears and flies really fast.
*Running Ability - Spin Attack: If she wins a Close Play, Pom Pom spins in her shell and knocks away the baseman, making them miss the ball.
 	A player whose good on the defense.
*Fielding Ability - Ball Dash: Goomba runs faster while holding the ball.
 	A fielder with good hops.
*Fielding Ability - Super Jump: Paragoomba can jump higher to catch the ball.
 	A balanced player capable of the Spin Attack!
*Running Ability - Spin Attack: If it wins a Close Play, Koopa spins in its shell and knocks away the baseman, making them miss the ball.
 	A balanced player with a decent glove.
*Running Ability - Spin Attack: If it wins a Close Play, Red Koopa spins in its shell and knocks away the baseman, making them miss the ball.
 	A balanced player with fast feet.
*Running Ability - Spin Attack: If it wins a Close Play, Blue Koopa spins in its shell and knocks away the baseman, making them miss the ball.
 	A balanced player who can hit and steal!
*Running Ability - Spin Attack: If it wins a Close Play, Yellow Koopa spins in its shell and knocks away the baseman, making them miss the ball.
 	A player whose good pitch makes up for slow speed.
*Running Ability - Spin Attack: If it wins a Close Play, Pink Koopa spins in its shell and knocks away the baseman, making them miss the ball.
 	An excellent fielder who pitches with grace!
*Fielding Ability - Super Jump: Paratroopa can jump higher to catch the ball.
 	An excellent fielder who can run!
*Fielding Ability - Super Jump: Green Paratroopa can jump higher to catch the ball.
 	An excellent fielder who can jump extra high!
*Fielding Ability - Super Jump: Blue Paratroopa can jump higher to catch the ball.
 	An excellent fielder who also bats!
*Fielding Ability - Super Jump: Yellow Paratroopa can jump higher to catch the ball.
 	A slow fielder who has a mean curve.
*Fielding Ability - Super Jump: Pink Paratroopa can jump higher to catch the ball.
 	A good batter with quick feet.
*Running Ability - Scatter Dive: If it wins a Close Play, Dry Bones will scatter its bones and make it to the base before the baseman catches the ball.
 	A good batter with a decent glove.
*Running Ability - Scatter Dive: If it wins a Close Play, Blue Dry Bones will scatter its bones and make it to the base before the baseman catches the ball.
 	A good batter with poor stamina.
*Running Ability - Scatter Dive: If it wins a Close Play, Green Dry Bones will scatter its bones and make it to the base before the baseman catches the ball.
 	The hardest hitter of the Dry Bones!
*Running Ability - Scatter Dive: If it wins a Close Play, Dark Bones will scatter its bones and make it to the base before the baseman catches the ball.
 	His hammer can catch distant balls!
*Fielding Ability - Hammer Throw: Hammer Bro. can throw his hammer to catch balls from further away than a dive.
 	A player with a mighty charge swing!
*Fielding Ability - Boomerang Throw: Boomerang Bro. can throw his boomerang to catch balls from further away than a dive.
 	A player with a mean charge pitch!
*Fielding Ability - Fireball Throw: Fire Bro. can throw a fireball to catch balls from further away than a dive.
 	Great bat and greater ball control!
*Fielding Ability - Iceball Throw: Ice Bro. can throw an iceball to catch balls from further away than a dive.
 	A steady guy with a decent bat and glove.
*Fielding Ability - Magical Catch: Magikoopa can catch the ball with its scepter from farther away than a dive.
 	A great pitcher with a nasty changeup!
*Fielding Ability - Magical Catch: Red Magikoopa can catch the ball with its scepter from farther away than a dive.
 	A pitcher who can also run a bit.
*Fielding Ability - Magical Catch: Green Magikoopa can catch the ball with its scepter from farther away than a dive.
 	A good pitcher, but an amazing fielder!
*Fielding Ability - Magical Catch: Yellow Magikoopa can catch the ball with its scepter from farther away than a dive.
 	A speedy guy with a great contact zone.
*Fielding Ability - Lava Catch: Lava Bubble can slide across lava to catch the ball from farther away than a dive.
 	A runner who can avoid most tags.
*Running Ability - Spin Attack: If it wins a Close Play, Terrapin spins in its shell and knocks away the baseman, making them miss the ball.
 	Excellent ball control and contact zone, but poor power.
*Running Ability - Spin Attack: If it wins a Close Play, Terra Cotta spins in its shell and knocks away the baseman, making them miss the ball.
 	A powerful batter with enviable charge swings.
*Running Ability - Spin Attack: If it wins a Close Play, Koopatrol spins in its shell and knocks away the baseman, making them miss the ball.
 	A powerful batter with great running speed!
*Running Ability - Spin Attack: If it wins a Close Play, Dark Koopatrol spins in its shell and knocks away the baseman, making them miss the ball.
Broode Tiaras	Chompikins Beasts
Character	Description
 	Her poor running and stamina is masked by her powerful arm!
*Star Swing - Broodal Swing: Madame Broode summons the Broodal Airship and hits it with the ball. The Airship flies forward, damaging anyone it hits, until it hits the wall and drops the ball.
*Star Pitch - Broodal Pitch: Madame Broode summons the Broodal Airship and pitches it with the ball. It flies forward before disappearing, dropping the ball straight downward.
*Fielding Ability - Laser Beam: Madame Broode will throw the ball to home base much quicker.
 	An aggressive fielder and runner!
*Star Swing - Chomp Swing: Chain Chompikins becomes angry and swings. This sends the ball rocketing to the wall at really fast speeds.
*Star Pitch - Chomp Pitch: Chain Chompikins angrily pitches the ball. This sends it flying really fast at a curve, making it hard to hit.
*Running Ability - Chomp Attack: If he wins a Close Play, Chain Chompikins will bite the baseman, knocking them away and making them miss the ball.
 	A balanced player with high jumps!
*Fielding Ability - Super Jump: Topper can jump higher to catch the ball.
 	A technical player with a masterful pitch!
*Fielding Ability - Super Jump: Hariet can jump higher to catch the ball.
 	A hard bat compensates for his poor ball control.
*Fielding Ability - Laser Beam: Spewart will throw the ball to home base much quicker.
 	A slow runner with a good glove.
*Fielding Ability - Quick Throw: Rango can throw the ball to the basemen quicker.
 	A speedy Burrbo who has trouble getting big hits.
*Fielding Ability - Ball Dash: Burrbo runs faster while holding the ball.
 	A Burrbo with a good glove.
*Fielding Ability - Ball Dash: Blue Burrbo runs faster while holding the ball.
 	A Burrbo with a mean charge pitch!
*Fielding Ability - Ball Dash: Green Burrbo runs faster while holding the ball.
 	A Burrbo with decent batting power.
*Fielding Ability - Ball Dash: Yellow Burrbo runs faster while holding the ball.
 	A Burrbo with a good bunt!
*Fielding Ability - Ball Dash: Pink Burrbo runs faster while holding the ball.
 	A Virus best at batting!
*Fielding Ability - Ball Dash: Chill Virus runs faster while holding the ball.
 	A Virus best at running and stealing!
*Fielding Ability - Ball Dash: Fever Virus runs faster while holding the ball.
 	A Virus best at pitching!
*Fielding Ability - Ball Dash: Weird Virus runs faster while holding the ball.
 	Good stamina to make up for slow charge pitches.
*Fielding Ability - Super Jump: Cookatiel can jump higher to catch the ball.
 	Good bat and good pitches are his trademarks!
*Fielding Ability - Laser Beam: Mollusque-Lancer will throw the ball to home base much faster.
 	That long beak has an excellent contact zone!
*Running Ability - Beak Strike: If it wins a Close Play, Pokio will strike the baseman with its beak, knocking them away and making them miss the ball.
 	A deceptively good pitcher who can also run!
*Running Ability - Sneak Thief: If he wins a Close Play, Nabbit will vanish and reappear in a cloud of smoke on the base, causing the baseman to miss the ball.
Petey Pipes	King Boo Tongues
Character	Description
 	A hard hitter who swings for the fences!
*Star Swing - Goopy Swing: Petey Piranha covers the ball in goop as he swings it. The ball creates puddles of goop as it bounces, causing opponents to slip if they walk over them.
*Star Pitch - Goopy Pitch: Petey Piranha eats the ball and spits it out, covered in goop. It spews goop around as it flies and randomly changes speed, making it harder to hit.
*Fielding Ability - Piranha Catch: Petey Piranha leaps forward to catch the ball in his mouth.
Character	Description
 	Has a good bat and a better pitch!
*Star Swing - Vanish Swing: King Boo turns the ball invisible when he hits it, making it harder for opponents to catch it.
*Star Pitch - Vanish Pitch: King Boo throws the ball slowly, and it disappears halfway through its path, making it harder to hit.
*Running Ability - Teleport: If he wins a Close Play, King Boo will teleport safely to the base.
 	A balanced potted plant with a good arm!
*Fielding Ability - Piranha Catch: Piranha Plant leaps forward to catch the ball in its mouth.
 	A potted plant who hits the ball hard!
*Fielding Ability - Piranha Catch: Fire Piranha Plant leaps forward to catch the ball in its mouth.
 	A potted plant with an extra-good picth.
*Fielding Ability - Piranha Catch: Inky Piranha Plant leaps forward to catch the ball in its mouth.
 	A potted plant with stamina to spare!
*Fielding Ability - Piranha Catch: Pale Piranha leaps forward to catch the ball in its mouth.
 	A potted plant who loves to run!
*Fielding Ability - Piranha Catch: Putrid Piranha leaps forward to catch the ball in its mouth.
 	A potted plant who specializes in stealing.
*Fielding Ability - Piranha Catch: Frost Piranha leaps forward to catch the ball in its mouth.
 	This ghost can pitch the lights out!
*Running Ability - Teleport: If it wins a Close Play, Boo will teleport safely to the base.
 	A sneaky ghoul who can win Close Plays!
*Running Ability - Teleport: If it wins a Close Play, Peepa will teleport safely to the base.
 	An unlikely powerhouse, he can send the ball far!
*Running Ability - Unleash: If it wins a Close Play, Chain Chomp will lunge forward and bite an opponent, knocking them away and making them miss the ball.
 	A sneaky little guy who loves to run the bases.
*Running Ability - Burrow: If it wins a Close Play, Monty Mole will burrow underground and appear safely on the base.
 	A masterful fielder, but not so good with the bat.
*Fielding Ability - Clamber: Ant Trooper can climb and jump off of walls to catch balls just as they fly over.
 	A good pitch and glove, fit for any team.
*Running Ability - Ink Dash: If it wins a Close Play, Blooper will cover the opponent in ink, making them miss the ball.
 	An all-around player whose fielding is his specialty.
*Fielding Ability - Quick Throw: Spike can throw the ball to the basemen quicker.
 	A ghost who loves to run and field!
*Running Ability - Teleport: If it wins a Close Play, Goob will teleport safely to the base.
 	A power hitter who sacrifices batting strength for better fielding.
*Running Ability - Teleport: If it wins a Close Play, Hammer will teleport safely to the base.
K. Rool Kings	Klubba Wreckers
Character	Description
 	Dominating bat and arm, but poor speed.
*Star Swing - Kannonball Swing: King K. Rool snaps his fingers as three Kannonballs drop from the sky, and he swings to hit them and the ball. The Kannonballs will fly outward and stun opponents they hit.
*Star Pitch - Blunder Pitch: King K. Rool pitches the ball with the Blunderbuss. He can fire anywhere from one to five Kannonballs before the real ball, which must be hit.
*Fielding Ability - Laser Beam: King K. Rool can throw the ball to home base much faster.
 	A true brute that can hit and run!
*Star Swing - Quake Swing: Klubba throws his club as he swings. It creates a shockwave upon landing, stunning all players on-screen.
*Star Pitch - Quake Pitch: Klubba pitches the ball, then slams his club on the ground to shake the screen, making it harder to hit.
*Fielding Ability - Keeper Catch: Klubba can dive further to catch the ball.
 	His good bat and arm hides his slow feet.
*Fielding Ability - Keeper Catch: Kritter can dive further to catch the ball.
 	A brute with extra batting power.
*Fielding Ability - Keeper Catch: Red Kritter can dive further to catch the ball.
 	A Kritter that can hit and run.
*Fielding Ability - Keeper Catch: Blue Kritter can dive further to catch the ball.
 	A Kritter who can field well.
*Fielding Ability - Keeper Catch: Brown Kritter can dive further to catch the ball.
 	A speedy guy with a good bat.
*Running Ability - Klamptrap: If it wins a Close Play, Klaptrap will bite the baseman, knocking them away and causing them to lose the ball.
 	A speedy guy who loves to steal.
*Running Ability - Klamptrap: If it wins a Close Play, Red Klaptrap will bite the baseman, knocking them away and causing them to lose the ball.
 	A great bat, but really poor stamina.
*Fielding Ability - Laser Beam: Klump can throw the ball to home base much quicker.
 	A dominating batter who can also play field.
*Fielding Ability - Quick Throw: Krusha throws the ball to the basemen quicker.
 	A fast runner and a Close Play specialist!
*Fielding Ability - Super Jump: Kip can jump higher to catch the ball.
 	She plays best on the pitcher's mound!
*Fielding Ability - Super Jump: Kass can jump higher to catch the ball.
 	A fielder with a better bat than one would initially think.
*Fielding Ability - Quick Throw: Kalypso throws the ball to the basemen quicker.
 	He hits for home runs!
*Fielding Ability - Laser Beam: Kludge can throw the ball to home base much quicker.
 	This fast runner can jump higher than most!
*Fielding Ability - Super Jump: Zinger can jump higher to catch the ball.
 	An S-rank runner on the bases!
*Fielding Ability - Keeper Catch: Slippa can dive further to catch the ball.
==Ballparks==
As with Mario Super Sluggers, all ballparks have a day and night variation, which alter their hazards. Every captain and sub-captain has a ballpark associated with them, and the player explores both in Challenge Mode when recruiting teammates.
Mario Stadium 	
A standard baseball stadium located on the coastline, with bleachers full of cheering fans. Neither the day or night variations have obstacles, though the night version has fireworks whenever a home run is scored. This ballpark belongs to the Mario Fireballs.
Luigi's Mansion	
A ballpark located in front of a giant haunted mansion. There are tombstones scattered around the outfield. In the day version, these only serve as walls that hinder the player's movement, while in the night version, they create ghosts that try to spook the players, stunning them for a bit when they come near. This ballpark belongs to the Luigi Gentlemen.
Peach Castle 	
A ballpark built in the gardens of Peach's castle. There are flowers scattered around the outfield, which will sometimes emit mist when players are nearby. In the day version, this mist will stun the players, while in the night version the mist makes them run faster. This ballpark belongs to the Peach Dynasties.
Daisy Cruiser	
A ballpark set on a cruise ship. In the day version, there are tables on the sides of the deck, and sometimes the ship will turn lightly to make the tables slide across the ground and hinder the players. In the night version, Gooper Blooper can appear and hold the ship down, tilting it for longer. This ballpark belongs to the Daisy Petals.
Yoshi's Craft Island	
A ballpark completely made of arts and crafts, with giant plush Yoshis in the background. A train rides along the outside of the field, which will stun players if they are in the way. In the night version, the train is longer. This ballpark belongs to the Yoshi Eggs.
Birdo Dance Studio 	
A ballpark built inside a dance studio made in Birdo's image. Amplifiers cover the outfield, and will blast music at random intervals that damage the players and stun them. In the night version, the amplifiers are even more active. This ballpark belongs to the Birdo Beauties.
Kongo Jungle 	
A ballpark built in the jungle. Cannons on either side of the field can shoot barrels that roll across, and stun players they run over. In the night version, these barrels are fiery and travel faster, but appeal less frequently. This ballpark belongs to the DK Wilds.
Banana Island	
A ballpark that takes place on a tropical island full of bananas. Sometimes, Banana Peels can fall from the overhanging trees, causing players to slip if they step over them. In the night version, full banana bunches can fall, creating several Banana Peels at once upon landing. This ballpark belongs to the Diddy Bananas.
Galaxy Colosseum	
A ballpark that takes place in deep space, completely made of stars. In the day version, shooting stars can fly over the field and increase the speed of players temporarily if they are underneath them. In the night version, shooting stars instead fall to the ground and stun players they hit. This ballpark belongs to the Rosalina Stargazers.
Lubba's Starship	
A ballpark taking place inside a spaceship built by Lubba. There are conveyor belts that will move the ball and players on them, making it harder to travel around. In the night version, these conveyor belts will alter between only moving the ball and only moving the players. This ballpark belongs to the Lubba Comets.
New Donk Stadium	
A stadium built within New Donk City. Taxis will sometimes drive through the field, which can knock away players. In the night version, these Taxis are replaced with Sherms, which are slower but can fire tank shells at the players, making them more dangerous. This ballpark belongs to the Pauline Hearts.
Bonneton Fields 	
A ballpark taking place at Bonneton. There's mist that sometimes covers the field and can obscure the players' vision. In the night version, while the mist is less dense, it covers much more of the field. This ballpark belongs to the Cappy Travellers.
Wario Palace 	
A ballpark built in a palace made in Wario's image. Tornadoes can sometimes form on the field, which can take the ball and players and throw them around. In the night version, the tornadoes are less frequent, but are larger and stronger. This ballpark belongs to the Wario Muscles.
Waluigi Pinball	
A ballpark set inside a Waluigi-themed pinball machine. Bumpers can sometimes move around the field and bounce players around, and a giant Waluigi-like robot will spit giant pinballs that move around the field, which can damage players. In the night version, the bumpers have spiked rings and the pinballs have duck floaties on them, reversing their properties. This ballpark belongs to the Waluigi Spitballs.
Diamond City	
A ballpark taking place in Diamond City. There are arrows around the field that can change the ball's direction if it lands on them. In the night version, there are also manhole covers that sometimes sprout water pillars, damaging players caught in them. This ballpark belongs to the Mona Riders.
Club Sugar 	
A ballpark taking place in a giant pool on top of Club Sugar. There are numbers that move along the ground, and if the ball lands on them without a player catching it, that number is added to the batting team's points. In the night version, this is reversed, and the fielding team gets the points. This ballpark belongs to the Jimmy T. Smooth Moves.
Bowser Stadium 	
A stadium built inside Bowser's castle. King Bob-omb flies around the field in a Koopa Clown Car, and will drop Bob-ombs that explode and stun players. In the night version, King Bob-omb is replaced with Lava Bubbles that sometimes fall on the field and create pools of lava, which burn players that touch them. This ballpark belongs to the Bowser Monsters.
Bowser Jr. Playroom	
A ballpark set inside a giant playhouse built after Bowser Jr. The ground is covered in drawings of Chain Chomps and Bullet Bills, which manifest into a physical form when the ball lands on them. They will rampage around the field and damage players they hit. In the Night version, there are more pictures, though the Chain Chomps and Bullet Bills are smaller. This ballpark belongs to the Bowser Jr. Rookies.
Airship Central	
A ballpark built on top of an Airship. Cannons lined on the outside of the field can fire cannonballs which fly straight forward, damaging players they hit. In the night version, the cannonballs are red and fly much faster. This ballpark belongs to the Boom Boom Bombers.
Pom Pom Express	
A ballpark built on a giant train designed after Pom Pom. The train will sometimes pass Bill Blasters, which will fire Cat Bullet Bills that home in on the players. In the night version, Cat Banzai Bills are fired instead, which are much larger. This ballpark belongs to the Pom Pom Ninjas.
Darker Side 	
A ballpark set on the Darker Side, with several Airships themed after Madame Broode flying around. Moonsnakes appear on the field and will move towards players, damaging them if they can't dodge them. In the night version, the Moonsnakes are replaced with an Astro-Lancer, which will float around and fire projectiles at the players. This ballpark belongs to the Broode Tiaras.
Chomp Factory	
A ballpark taking place in a factory producing Chain Chomps. Chomps will roll around the field, damaging players they hit. In the night version, they are replaced by Mini Chomps, which are smaller, but faster and are produced in higher numbers. This ballpark belongs to the Chompikins Beasts.
Pipe Mountain 	
A ballpark built on a mountainside covered in Warp Pipes. The ball can sometimes fall into them, causing it to reappear on the other side of the field. In the night version, Piranha Plants appear in the Warp Pipes, and can bite opponents that walk near them. This ballpark belongs to the Petey Pipes.
Spooked Shipwreck	
A ballpark taking place inside a sunken ship. Fishbones will bounce along the ground, damaging players that touch them. In the Night version, the Fishbones will float in the air instead of bouncing on the ground, and will chase down players if they approach them. This ballpark belongs to the King Boo Tongues.
Kroc Kastle 	
A ballpark built atop Crocodile Isle. Krimps can sometimes enter the field, and will chase the players and try to bite them. In the night version, they are replaced with a Krumple that sometimes appears and slams the ground to create a shockwave. This ballpark belongs to the K. Rool Kings.
Thunder Dome	
A ballpark taking place on a plateau above a stormy sea. In the day version, strong winds can blow objects across the field and push players around. In the night version, lightning can randomly strike players and stun them for a bit. This ballpark belongs to the Klubba Wreckers.
==Challenge Mode==
==Minigames==
==Trivia==
*While this game had been in development for some time before then, the push to get the article made was because of a blog by about rosters in the Mario series.
*Credit to for help with the stats template.
Category:Crash Co.
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