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[[File:Character's Spirits.jpg|300px|thumb|Characters shown as spirits]]
[[File:Character's Spirits.jpg|300px|thumb|Characters shown as spirits]]
{{disambig2|the equippable characters|the menu featuring them|Spirits (menu)}}
{{disambig2|the equipabble characters|the menu featuring them|Spirits (menu)}}
{{cquote|''Spirits are characters that have lost their physical forms. Equipping your fighter with spirits will power them up with all sorts of new abilties. Wondering how many kinds of spirits there are? You'll have to see for yourself!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
{{cquote|''Spirits are characters that have lost their physical forms. Equipping your fighter with spirits will power them up with all sorts of new abilties. Wondering how many kinds of spirits there are? You'll have to see for yourself!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Spirits''' ({{ja|スピリット|Supiritto}}, ''Spirit'') are a type of power-up and collectible in ''[[Super Smash Bros. Ultimate]]''. They are featured prominently in [[Adventure Mode: World of Light]], which depicts them as characters from various video game series who lost their bodies in [[Galeem]]'s attack and were reduced to disembodied souls.
'''Spirits''' ({{ja|スピリット|Supiritto}}, ''Spirit'') are a type of power-up in ''[[Super Smash Bros. Ultimate]]''. They are also featured in [[Adventure Mode: World of Light]], where they assist the fighters in defeating [[Galeem]] and [[Dharkon]]. Spirits can be seen as similar to [[stickers]] in ''[[Super Smash Bros. Brawl]]'' and [[equipment]] in ''[[Super Smash Bros. 4]]'', while they also replace [[Trophies]] from earlier installments as the successor.


Spirits effectively replace [[Trophy|trophies]] from earlier ''Smash'' installments as the game's main collectible. Gameplay-wise, most spirits can be equipped to fighters to enhance their stats and/or provide positive effects. Thus, they are also similar to [[stickers]] in ''[[Super Smash Bros. Brawl]]'' and [[equipment]] in ''[[Super Smash Bros. 4]]''.
Spirits are characters who lost their bodies through disintegration (due to Galeem's attack) and were transformed into disembodied souls, which were then trapped into [[False character|Puppet Fighters]] and made to do the bidding of Galeem and Dharkon.  


A total of [[List of spirits (complete list)|1528 spirits]] can be obtained in game, all sorted into [[List of spirits (disambiguation)|42 series]].
As of version '''8.0.0''', a total of [[List_of_spirits_(complete_list)|1420 spirits]] can be obtained in game, all sorted into [[List of spirits (disambiguation)|39 series]].


==Collecting spirits==
==Collecting Spirits==
There are many ways to collect spirits:
There are many ways to collect Spirits:
*The player always receives a random primary advanced-class spirit that has 1 or 2 slots when opening up the game for the first time.
*The player always receives a random spirit when opening up the game for the first time.
**The obtained spirit can not be an enhanceable, summonable, or paid DLC spirit. It also cannot be a spirit that is obtained through a [[Challenge]] or is exclusive to World of Light.
*Completing {{SSBU|Classic Mode}} will reward random spirits, as well as a Fighter Spirit of the character played if not obtained yet. More spirits are earned on higher intensities.
*Completing {{SSBU|Classic Mode}} will reward random spirits, as well as a fighter spirit of the character played if it has not already been obtained yet. More spirits are earned on higher intensities.
*[[Adventure Mode: World of Light]] features players navigating through a map and entering spirit battles and winning them will unlock its spirit. Master Spirits and certain spirits are exclusive through this method. Some spirits can be obtained through chests in the mode.
*[[Adventure Mode: World of Light]] features players navigating through a map to engage in Spirit Battles. Winning each battle awards the corresponding spirit. Also scattered throughout the map are chests that contain spirits. All master spirits (with one exception noted below) and spirits of in-game bosses can only be obtained in World of Light.
*The [[Spirit Board]] also features spirit battles like in World of Light but after clearing a spirit battle, players must shoot the puppet fighter without hitting its shield to obtain it. Some spirits can only be obtained through this method.
*The [[Spirit Board]] also features Spirit Battles like in World of Light but after clearing a battle, players must play a minigame where they must shoot the puppet fighter without hitting its shield to obtain it. Some spirits can only be obtained through this method.
*Some spirits can be [[Enhanceable Spirit|enhanced]] into new, stronger spirits. There are numerous spirits that can only be gotten this way.
*Some primary spirits can be [[Enhanceable spirit|enhanced]] into new, stronger spirits upon reaching level 99. There are numerous spirits that can only be collected this way.
*Can be [[summon]]ed from the cores of other spirits obtained. Some spirits can only be obtained through summoning. Summoning certain spirits will have them available for the Spirit Board.
*Spirits can be [[summon]]ed from the cores of other spirits obtained. Some spirits can only be obtained through summoning. Certain spirits will be added to the Spirit Board rotation after they are summoned for the first time.
*Some spirits are obtained through challenges. Some spirits will be available on the Spirit Board once its challenge is completed.
*Certain spirits are obtained through challenges. Some of these spirits may also appear on the Spirit Board once their challenges are completed.
*Can be purchased through the [[Shop]] with [[Gold (collectible)|Gold]].
*Spirits can be purchased through the [[Shop]] with {{b|Gold|collectible}}. These include fighter spirits and spirits otherwise exclusive to {{b|DLC Spirits|mode}}, even if the player has not purchased the corresponding Challenger Pack(s).
*Can be purchased through spirit shops with [[SP]]. Certain spirits are exclusive to these shops. Their respective Master Spirits must be unlocked in World of Light in order to access them.
*Can be purchased through spirit shops with [[SP]]. Certain spirits are exclusive to these shops. Their respective master spirits must be unlocked in World of Light in order to access them.
*Scanning a non-Fighter [[amiibo]] for a character that appears as a spirit will award that spirit to the player. This also applies to [[Timmy & Tommy]], a Master Spirit - scanning them before their shop is opened in World of Light will unlock it in the Collection menu, though they still must be defeated to access their store in World of Light's menus.
*Scanning a non-Fighter [[amiibo]] for a character that appears as a spirit will award that spirit to the player. This also applies to [[Timmy & Tommy]], a master spirit - scanning them before their shop is opened in World of Light will unlock it in the Collection menu, though they still must be defeated to access their store within World of Light's menus.
*If the player had purchased DLC from the Fighters Pass, the player can collect DLC Spirits by going to a mode called [[DLC Spirits (mode)|DLC Spirits]].
*Purchasing a [[Downloadable content (SSBU)|Challenger Pack]] (either individually or as part of a Fighters Pass) will unlock a corresponding exclusive [[DLC Spirits (mode)|DLC Spirit Board]]. Unlike the regular Spirit Board, spirits featured here do not expire after time, nor vanish if the player loses their Spirit Battle, and winning a Spirit Battle rewards the player with the spirit immediately instead of having to free the spirit first.
*Having save data of certain other games will unlock a spirit from said game.


==Spirit classes==
==Spirit Classes==
Primary and support spirits are classified by their tier of strength, which is referred to as "class". This is sometimes also called "rank" (such as when sorting spirits).
Spirits are separated by their strength which is referred to as ''class''. This is sometimes called ''rank'' (such as when sorting Spirits).
*★☆☆☆ Novice
*★☆☆☆ Novice
*★★☆☆ Advanced ("Hope" in the Japanese version)
*★★☆☆ Advanced
*★★★☆ Ace
*★★★☆ Ace
*★★★★ Legend
*★★★★ Legend


==Spirit categories==
==Spirit Categories==
{{cquote|''There are two kinds of spirits. Primary spirits boost the physical abilities of the fighter you equip them to, while support spirits provide special skills. Try out different combinations to power up your fighters!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
{{cquote|''There are two kinds of spirits. Primary spirits boost the physical abilities of the fighter you equip them to, while support spirits provide special skills. Try out different combinations to power up your fighters!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
===Primary spirits===
===Primary spirits===
{{main|Primary spirit}}
{{main|Primary spirit}}
Characters can have a single primary spirit equipped at a time. Primary spirits have two main stats: an attack rating and a defense rating, which are added together to form its total power. Primary spirits may also have a trait, which applies an additional multiplier to their power, as well as up to three slots for support spirits to be attached, which apply their own multipliers. Generally, a primary spirit that lacks slots will be compensated with higher stats. If a primary spirit is from the same series as the character equipping it, its stats are increased by 1.1x (10%), resulting in more damage dealt and less damage received. Even though this series bonus can increase stats above 10,000, the stats used for attack and defense multipliers are capped at 10,000.
Characters can have a single primary spirit equipped at a time. Primary spirits have two main stats: an attack rating and a defense rating, which are added together to form its total power. Primary spirits may also have a trait, which applies an additional multiplier to their power, as well as up to three slots for support spirits to be attached, which apply their own multipliers. Generally, a primary spirit that lacks slots will be compensated with higher stats. If a primary spirit is from the same series as the character equipping it, its stats are increased by 1.1x (10%), resulting in more damage dealt and less damage received.


Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not directly affect knockback dealt, and are not factored into the knockback formula. For both stats, a value of 0 results in no change from base damage.
Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not directly affect knockback dealt, and are not factored into the knockback formula. For both stats, a value of 0 results in no change from base damage.
Some primary spirits can be [[Enhanceable spirit|enhanced]] at level 99, which transforms them into a different primary spirit with a higher class, more powerful stats, and an additional trait. Furthermore, enhanced spirits tend to have higher stats than non-enhanced spirits of the same class.
Primary spirits also have strengths based on their type, and grant a 1.3x increase in damage dealt to spirits that their type is strong against. However, they will also impose a weakness of 0.85x damage dealt to the type of spirit that they are weak against.<ref>https://gaming.stackexchange.com/questions/344041/what-does-a-spirit-primary-type-advantage-do</ref> There is also a fourth type, Neutral, which is not strong or weak against any other type. When attacking a fighter using a type that the attacker's type is strong against, the type advantage is indicated by an additional "wind-rush" sound effect and sparks of a color corresponding to the spirit type of the attacker.
{{cquote|''Primary spirits come in different types: Attack, Shield, and Grab. Attack has an advantage over Grab, Grab has an advantage over Shield, and Shield has an advantage over Attack. Try to equip spirits that are strong against your opponent's spirit team!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
====Attack====
====Attack====
*The damage dealt multiplier is equal to <code>1 + (attack×4/10000)</code>. Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.
*The damage dealt multiplier is equal to <code>1 + (attack×4/10000)</code>. Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.
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**When using an [[item]] the damage dealt multiplier is <code>1 + (attack×1.5/10000)</code>. When throwing a non-throwing item (e.g. a [[Beam Sword]] or [[Super Scope]]), the damage dealt multiplier is applied to the item's base damage before being affected by its speed.
**When using an [[item]] the damage dealt multiplier is <code>1 + (attack×1.5/10000)</code>. When throwing a non-throwing item (e.g. a [[Beam Sword]] or [[Super Scope]]), the damage dealt multiplier is applied to the item's base damage before being affected by its speed.
**[[Smash attack]] charging speed is multiplied by <code>1/(1 + (attack×4/10000))</code>. An attack of 2,500 will make smash attacks charge in 30 frames, 5,000 is 20 frames, etc.
**[[Smash attack]] charging speed is multiplied by <code>1/(1 + (attack×4/10000))</code>. An attack of 2,500 will make smash attacks charge in 30 frames, 5,000 is 20 frames, etc.
 
Although the base damage of a move is still used when calculating knockback, 70 percent of the additional damage is added onto the value of the unmodified final damage, resulting in more knockback being dealt overall. For example, a move which deals 10% damage will KO 7% earlier than usual if its damage is doubled overall by spirits.
Although the base damage of a move is still used when calculating knockback, 70 percent of the additional damage is added onto the value of the unmodified final damage, resulting in more knockback being dealt overall. For example, a move which deals 10% damage will KO 7% earlier than usual if its damage is doubled overall by spirits. Spirit effects that give "[[Armor#Knockback-based Armor|super armor]]" will use the full amount of damage when calculating for the amount of knockback needed to launch the user.
 
====Defense====
====Defense====
*The damage taken multiplier is equal to <code>1/(1 + (defense×6/10000))</code>. Therefore, a defense of 2,500 results in taking 0.4x damage, while a defense of 5,000 results in taking 0.25x damage.
*The damage taken multiplier is equal to <code>1/(1 + (defense×6/10000))</code>. Therefore, a defense of 2,500 results in taking 0.4x damage, while a defense of 5,000 results in taking 0.25x damage.
**[[Shield]] regeneration is increased by a multiplier of <code>1 + (defense/10000)</code> and shield depletion is reduced at the same amount. A defense of 10,000 will double shield regeneration and halve shield depletion.
**[[Shield]] regeneration is increased by a multiplier of <code>1 + (defense/10000)</code> and shield depletion is reduced at the same amount. A defense of 10,000 will double shield regeneration and halve shield depletion.
**Stun duration after a shield break is reduced by <code>defense/50</code> frames. A defense of 2,500 will reduce the duration by 50 frames, 100 frames at 5,000, and 200 frames at 10,000.
**Stun duration after a shield break is reduced by <code>defense/50</code> frames. A defense of 2,500 will reduce the duration by 50 frames, 100 frames at 5,000, and 200 frames at 10,000.
As with attack, defense does not directly affect knockback, but if damage taken is reduced overall by spirits, the resulting final damage is used in the knockback formula, resulting in moves dealing slightly less damage overall. For example, a move which deals 10% damage will KO 5% later if it's damage is halved overall by spirits.
As with attack, defense does not directly affect knockback, but if damage taken is reduced overall by spirits, the resulting final damage is used in the knockback formula, resulting in moves dealing slightly less damage overall. For example, a move which deals 10% damage will KO 5% later if it's damage is halved overall by spirits.
Because of the nature of these functions, defense is a more effective stat in terms of raw numbers, in the sense that a defense of 1,000 is stronger than an attack of 1,000 (which is the case when stats are equal at any value).
Because of the nature of these functions, defense is a more effective stat in terms of raw numbers, in the sense that a defense of 1,000 is stronger than an attack of 1,000 (which is the case when stats are equal at any value).
Some primary spirits can be [[enhance|enhanced]] at level 99, which functionally means they transform into a different primary spirit with a higher class, more powerful stats, and an added ability. Furthermore, enhanced spirits tend to have higher stats than non-enhanced spirits of the same class.
Primary spirits also have strengths based on their type, and grant a 1.3x increase in damage dealt to spirits that their type is strong against. However, they will also impose a weakness of 0.85x damage dealt to the type of Spirit that they are weak against.<ref>https://gaming.stackexchange.com/questions/344041/what-does-a-spirit-primary-type-advantage-do</ref> There is also a fourth type, Neutral, which is not strong or weak against any other type. When attacking a fighter using a type that the attacker's type is strong against, the type advantage is indicated by an additional "wind-rush" sound effect and sparks of a colour corresponding to the spirit type of the attacker.
{{cquote|''Primary spirits come in different types: Attack, Shield, and Grab. Attack has an advantage over Grab, Grab has an advantage over Shield, and Shield has an advantage over Attack. Try to equip spirits that are strong against your opponent's spirit team!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}


===Support spirits===
===Support spirits===
{{main|Support spirit}}
{{main|Support spirit}}
Support spirits are spirits that are equipped in slots provided by primary spirits. They give fighters skills: passive bonuses such as starting with an item, resistance to certain damage types or status effects, added abilities, and more. A primary spirit provides between 0 and 3 slots to equip support spirits, allowing up to 3 support spirits to be equipped to a single fighter, although some support spirits can take up more than one slot. When equipped, support spirits apply a multiplier to the primary spirit's power based on the type of skill.  
Most primary spirits have slots, which can be filled by support spirits. The support spirits will give fighters skills: passive bonuses such as starting with an item, resistance to certain damage types or status effects, added abilities, and more. They can be useful when encountering traps that appear in certain Spirit Battles, such as winds that constantly push fighters or floors that put any fighter to sleep on contact. The fighter can equip up to three Support Spirits at a time depending on how many slots the Primary Spirit has, although some Support Spirits can take up more than one slot. When equipped, Support Spirits apply a multiplier to the Primary Spirit's power based on the type of skill. Support Spirits are also divided into types like Primary Spirits, but only during Spirit Battles where they are equipped by an enemy Puppet Fighter.
 
Despite normally not having types, support spirits are assigned them for the purposes of Spirit Battles.


===Fighter spirits===
===Fighter spirits===
{{Main|Fighter spirit}}
{{Main|Fighter spirit}}
Fighter spirits are based on an existing playable character in the game, do not have classes and types,  and also cannot be equipped. Rather, they simply exist to allow the players to view their artwork. They are earned by completing {{SSBU|Classic Mode}} with the indicated fighter,<ref>https://www.youtube.com/watch?v=4PRS0UHXJt4 Super Smash Bros. SPECIAL Demonstration Play Video</ref> by purchasing them when they appear randomly in the shop, or through completing some challenges. With some exceptions, the fighter spirits generally use the fighter's artwork from their franchise of origin, with the option to swap to their ''Ultimate'' render. Characters with significant alternate costumes, such as {{SSBU|Cloud}} in his Advent Children outfit or {{SSBU|Mario}} in his Builder and Wedding attires, or those who are changed into different individuals, such as Male {{SSBU|Wii Fit Trainer}}, each of the [[Koopalings]], and the four {{uv|Dragon Quest}} {{SSBU|hero}}es, will have fighter spirits based on them as well, all of which must be purchased in the Shop after completing Classic Mode with the respective character, as completing Classic Mode only awards the fighter spirit for the fighter's primary appearance. This notably does not include {{SSBU|Isabelle}} in her winter outfit, {{SSBU|Link}}'s Hero of the Wild set, the [[Zombie]] and [[Enderman]] costumes for {{SSBU|Steve}} or {{SSBU|Sephiroth}}'s coatless costume.
Fighter spirits are based on an existing playable character in the game, do not have classes and types,  and also cannot be equipped. Rather, they simply exist to allow the players to view their artwork. They are earned by completing {{SSBU|Classic Mode}} with the indicated fighter,<ref>https://www.youtube.com/watch?v=4PRS0UHXJt4 Super Smash Bros. SPECIAL Demonstration Play Video</ref> by purchasing them when they appear randomly in the shop, or through completing some challenges. With some exceptions, the Fighter Spirits generally use the fighter's artwork from their franchise of origin, with the option to swap to their ''Ultimate'' render. Characters with significant alternate costumes will have fighter spirits based on them as well, such as {{SSBU|Cloud}} in his Advent Children outfit or {{SSBU|Mario}} in his Builder and Wedding attires, or those who are changed into different individuals, such as Male {{SSBU|Wii Fit Trainer}} and each of the [[Koopalings]]. This notably does not include {{SSBU|Isabelle}} in her winter outfit or {{SSBU|Link}}'s Hero of the Wild set.
 
===Master Spirits===
{{Main|Master Spirit}}
Master Spirits are a type of spirit that cannot be equipped. Once unlocked, Master Spirits run facilities that can be used. These facilities include Shopping (which sell spirits, items, and Skill Spheres), Gym (which levels up spirits; there is only one), Explore (which bring back rewards), and Dojo (which teach styles to spirits). Master Spirits have dialogue boxes, though certain spirits (such as [[Kraid]]) communicate unintelligibly and therefore have provided translations. Master Spirits are all considered Neutral types when used by puppet fighters in Spirit Battles.


===Master spirits===
Players can only hold up to 6,000 Primary and Support Spirits combined. Should they go over the limit, they'll have to choose whether to discard newely-acquired Spirits or [[dismiss]] them.
{{Main|Master spirit}}
Master spirits are a type of spirit that cannot be equipped. Once unlocked, master spirits run facilities that can be used. These facilities include Shopping (which sell spirits, items, and Skill Spheres), Gym (which levels up spirits; there is only one), Explore (which bring back rewards), and Dojo (which teach styles to spirits). Master spirits have dialogue boxes, though certain spirits (such as [[Kraid]]) communicate unintelligibly and therefore have provided translations. Master spirits are all considered Neutral types when used by puppet fighters in Spirit Battles.


==Spirit Battles==
==Spirit Battles==
{{cquote|''Spirit battles have various conditions that may remind you of the character you're battling. If you manage to win one of these matches, you'll get a chance to capture the spirit for yourself!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
{{cquote|''Spirit battles have various conditions that may remind you of the character you're battling. If you manage to win one of these matches, you'll get a chance to capture the spirit for yourself!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
Most spirits can be obtained via Spirit Battles, which appear similar to the thematic missions seen in [[Event Matches]] and {{forwiiu}}{{'}}s [[Special Orders]]. Battles can randomly appear on the [[Spirit Board]] and/or be accessible in [[World of Light]]. Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a [[team battle]] with [[team attack]] turned off, or a horde battle similar to the ones seen in {{SSBU|Classic Mode}}. Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. The battle is won when the victory conditions are met, such as defeating all opponents are surviving for long enough.
Most spirits can be obtained via Spirit Battles, which appear similar to the thematic missions seen in [[Event Matches]] and {{forwiiu}}{{'}}s [[Special Orders]]. Battles can be selected from the Spirit Board, containing up to ten spirits to challenge. The Spirit Board will cycle out new spirits after a short period of time (5 minutes for most spirits and 15 minutes for Legend-class spirits; if a Legend-class spirit is part of a weekend event, it can stay on the Spirit Board for up to an hour). Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a [[team battle]] with [[team attack]] turned off, or a horde battle similar to the one seen in {{SSBU|Classic Mode}}. Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. A spirit can be acquired by defeating its respective puppet fighter, then attacking the fighter in a shooting-style minigame, except when fighting in World of Light or the DLC Spirit Board, which automatically reward the player with the spirit upon victory. There is a shield that prevents the spirit from being acquired; however, the damage to the shield carries over to the next time that spirit is encountered and Spirit Points can be spent for one additional attempt per battle. There are also usable items that can slow the speed the shield rotates at or remove part of the shield.


Before each Spirit Battle, the two sides' strengths will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's. The player's strength is dictated by the spirit team the player has the option to use. This team can include one primary spirit and 0 to 3 support spirits depending on the number of slots the primary spirit possesses and the number of slots each support spirit fills. The player can manually choose the spirits for a team, or they can press they [[Y button]] for the game to automatically create what it calculates to be the most optimal spirit team for the specific battle. Factors for spirit selection include the rules and strength of the spirit battle, the fighter the player uses, the amount of slots the primary spirit possesses, and the abilities of each spirit, all while creating the minimum strength team possible. The player can also use no spirits if they wish.
Before each Spirit Battle, the two sides' strength will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's.  


There are [[Support Item]]s one can earn or purchase to make the spirit obtaining process easier. Examples include slow [[Final Smash Meter]] Charging, draining the health of opponents, making minions weaker, disabling items, and dealing a collective 50% damage split among all enemies.
There are consumable items one can earn or purchase to make the spirit obtaining process easier. Examples include restocking the Spirit Board, rerolling the board, or forcing the reappearance of a previously fought Spirit, for either a second attempt at acquiring it or the chance of acquiring a duplicate.


One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to [[character customization]] from ''Super Smash Bros. 4''. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.
One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to [[character customization]] from ''Super Smash Bros. 4''. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.


===Spirit shield===
==Raising Spirits==
[[File:SpiritFromSpiritBoard.jpg|thumb|Bowser attempting to get Magneton]]
[[File:Fighter's Spirits.jpg|thumb|left|{{SSBU|Inkling}} equipped with the spirits of Gooey (Primary), [[Lip]], [[Nabbit]] and the Ouendan (Supports).]]
Defeating a spirit in battle does not guarantee its acquisition. Once a spirit battle has ended, the player is taken to a shooting-style minigame where the player character holds a special weapon and the main opponent of the battle is in a stunned pose with heavily desaturated colors. A cyan shield with a small gap circles around the opponent in an attempt to prevent the spirit from being acquired. The player must shoot through the gap to acquire the spirit. The shield spins faster for higher ranked spirits, making the minigame more difficult. If the player mistimes the shot, they will shoot the shield instead and the minigame will end with no spirit acquired. However, the next time the player battles that specific spirit, the portion of the shield that was shot will be removed, making each successive attempt easier than the last. Spirit Points can also be spent for one additional attempt per battle. The player can also use support items to make the minigame easier, including slowing down the shield rotation and instantly removing a large portion of the shield. Only one of each item can be used per battle. These items are randomly rewarded in certain modes and occasionally available in the shop.
 
This minigame does not exist in World of Light or the DLC Spirit Board, which instead automatically reward the player with the spirit upon victory.
 
==Raising spirits==
[[File:Fighter's Spirits.jpg|thumb|left|{{SSBU|Inkling}} equipped with the spirits of Gooey (Primary), [[Lip]], [[Nabbit]], and the Ouendan (Supports).]]


When used in a battle, primary spirits will gain experience regardless of its outcome. A sufficient amount of experience will allow the spirit to level up, which increases its stats. Some spirits can also be [[Enhanceable spirit|enhanced]] upon reaching level 99; this causes the spirit to change to a new spirit, which will be at level 1 but compensate with a higher class and superior base stats. Additionally, spirits available via enhancement typically cannot be found in Spirit Battles.  
When used in a battle, Primary Spirits will gain experience regardless of its outcome. A sufficient amount of experience will allow the spirit to level up, which increases its stats. Some Spirits can also be [[Enhanceable Spirit|enhanced]] upon reaching level 99; this causes the spirit to change to a new spirit, which will be at level 1 but compensate with a higher class and superior base stats. Additionally, spirits available via enhancement typically cannot be found in Spirit Battles.  


Spirits can also level up by using Snacks or Cores on them in exchange for Spirit Points. Using a Core of the same type as the spirit will give 30% more experience at no extra cost. Using a Core of a DLC spirit will only give 25% of the experience of a similar non-DLC spirit Core.
Spirits can also level up by using Snacks or Cores on them in exchange for Spirit Points. Using a Core of the same type as the spirit will give 30% more experience at no extra cost. Using a Core of a DLC Spirit will only give 25% of the experience of a similar non-DLC Spirit Core.
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{{clrl}}


===Facilities===
===Facilities===
Spirits can level up by training in the gym, learn a style that alters their stats in the dojo or hunt for treasure. Spirits must remain in a facility for an extended period of time to gain its benefits and cannot be used while deployed in a facility, but they can be recalled at any time; however, a spirit recalled from a facility must wait a short time before being sent to a different facility. All facilities must be unlocked by defeating their corresponding master spirits in World of Light before they can be used.  
Spirits can level up by training in the gym, learn a style that alters their stats in the dojo or hunt for treasure. Spirits must remain in a facility for an extended period of time to gain its benefits and cannot be used while deployed in a facility, but they can be recalled at any time; however, a Spirit recalled from a facility must wait a short time before being sent to a different facility. All facilities must be unlocked by defeating their corresponding Master Spirits in World of Light before they can be used.  


When selecting spirits to use a facility, some of them may have arrows displayed on them. These spirits will be more or less efficient at whatever they were assigned to do, depending on the way the arrow points. All unlocked facilities can be accessed at any time from the Adventure Mode's pause menu, or from the Collection subpage at the [[Spirits (menu)|Spirits menu]].
When selecting Spirits to use a facility, some of them may have arrows displayed on them. These spirits will be more or less efficient at whatever they were assigned to do, depending on the way the arrow points. All unlocked facilities can be accessed at any time from the Adventure Mode's Pause Menu, or from the Collection subpage at the Spirits menu.


====Gym====
====Gym====
The Gym will level up spirits as long as they remain assigned there. It is operated by [[Doc Louis]].
The Gym will level up Spirits as long as they remain assigned there. It is operated by [[Doc Louis]].


====Dojo====
====Dojo====
Dojos teach spirits different Styles. A spirit with a Style active will alter its user's stats, boosting some stats at the expense of other stats. A spirit can only know one Style at a time. Learning a new Style will cause the spirit to forget any pre-existing Style. Previously forgotten Styles can be re-taught instantly.
Dojos teach Spirits different Styles. A spirit with a Style active will alter its user's stats, boosting some stats at the expense of other stats. A Spirit can only know one Style at a time. Learning a new Style will cause the Spirit to forget any pre-existing Style. Previously forgotten Styles can be re-taught instantly.


{| class="wikitable"
{| class="wikitable"
!scope="row"| {{rollover|Standard Attacks|Any attack that requires only the standard-button|y}}
!scope="row"| {{rollover|Standard Attacks|Any attack that requires only the standard-button}}
|Neutral Attack, Tilt Attack, Dash Attack, Smash Attack, Edge Attack, Floor Attack
|Neutral Attack, Tilt Attack, Dash Attack, Smash Attack, Edge Attack, Floor Attack
|-
|-
!scope="row"| Ground Mobility
!scope="row"| Ground Mobility
|Max Walk Speed, Base Acceleration, Additional Acceleration, Initial Dash Speed, Run Speed, Base Run Acceleration, Additional Run Acceleration, Crawl Speed
|Max Walk Speed, Base Acceleration, Additional Acceleration, Initial Dash Speed, Max Dash Speed, Base Dash Acceleration, Additional Dash Acceleration, Crawl Speed
|-
|-
!scope="row"| Air Mobility
!scope="row"| Air Mobility
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|-
|-
!scope="row"| Item Mobility
!scope="row"| Item Mobility
|Same as Ground Mobility, but for carrying heavy items or using shooting items
|Same as Ground Mobility, but for carrying heavy items are using shooting items
|}
|}


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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.2
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.2
*Damage resistance ×0.8
*Defense ×0.8
|
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.2
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.2
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*Aerials, Aerial Specials ×0.3
*Aerials, Aerial Specials ×0.3
*Ground & Item Mobility ×1.2
*Ground & Item Mobility ×1.2
*Jump ×0.8
*Jump ×1.2
*Air Mobility ×0.85
*Air Mobility ×0.85
*Wall & Ledge Jump ×0.8
*Wall & Ledge Jump ×0.8
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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.5
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.5
*Damage resistance ×1.3
*Defense ×1.3
|
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×0.8
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×0.8
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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.7
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.7
*Damage resistance ×1.1
*Defense ×1.1
*Ground & Item Mobility ×1.2
*Ground & Item Mobility ×1.2
*Jump, Wall jump, Ledge jump ×0.8
*Jump, Wall jump, Ledge jump ×0.8
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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×1.15
*Defense ×1.15
*Ground & Item Mobility ×0.7
*Ground & Item Mobility ×0.7
*Jump, Wall jump, Ledge jump ×1.2
*Jump, Wall jump, Ledge jump ×1.2
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| Dr. Stewart
| Dr. Stewart
|
|
*{{rollover|Ground & Item Mobility ×1.5|Excluding initial dash|?}}
*Ground & Item Mobility ×1.5
*Initial dash ×1.3
*Jump ×0.6
*Jump ×0.6
*Air Mobility ×1.2
*Air Mobility ×1.2
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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.1
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.1
*Damage resistance ×1.2
*Defense ×1.2
*Ground & Item Mobility ×0.8
*Ground & Item Mobility ×0.8
*Jump, Wall jump, Ledge jump ×0.8
*Jump, Wall jump, Ledge jump ×0.8
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|
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×0.85
*Defense ×0.85
*Ground Mobility{{rollover|*|Minus Additional Acceleration|y}} ×1.4
*Ground Mobility{{rollover|*|Minus Additional Acceleration}} ×1.4
*Additional Acceleration ×0.8
*Additional Acceleration ×0.8
*Jump, Wall jump, Ledge jump ×1.4
*Jump, Wall jump, Ledge jump ×1.4
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*Standard Attacks, Aerials, Specials ×0.5
*Standard Attacks, Aerials, Specials ×0.5
*Throws/Pummels ×1.3
*Throws/Pummels ×1.3
*Damage resistance ×0.8
*Defense ×0.8
*Ground & Item Mobility ×1.6
*Ground & Item Mobility ×1.6
*Jump, Wall jump, Ledge jump ×1.1
*Jump, Wall jump, Ledge jump ×1.1
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!scope="row"| Forgetful
!scope="row"| Forgetful
| Slowpoke
| Slowpoke
| Makes a spirit forget its current Style and removes any stat changes imposed by it.
| Makes a Spirit forget its current Style and removes any stat changes imposed by it.
|
|
|}
|}
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{{Main|Shopping}}
{{Main|Shopping}}


While spirits can sometimes be bought from the Vault's Shop for Gold, there are also five other shops that can be unlocked after defeating their corresponding master spirits in World of Light that uses SP for payment. Each of these has a selection of spirits with a particular theme, and may also sell snacks, support items, and Skill Spheres. A few spirits can only be found in these shops.  
While Spirits can sometimes be bought from the Vault's Shop for Gold, there are also five other shops that can be unlocked after defeating their corresponding Master Spirits in World of Light that uses SP for payment. Each of these has a selection of spirits with a particular theme, and may also sell snacks, support items, and Skill Spheres. A few spirits can only be found in these shops.  
*'''Anna's Emporium'''- Tends to have spirits with equipment
*'''Anna's Emporium'''- Tends to have spirits with equipment
*'''Sheldon's Place'''- Tends to have spirits related to weapons
*'''Sheldon's Place'''- Tends to have spirits related to weapons
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*'''Timmy and Tommy's'''- Tends to have spirits that are related to items
*'''Timmy and Tommy's'''- Tends to have spirits that are related to items


===Dismissing and Summoning===
===Dismiss and Summon===
{{Main|Dismiss|Summon}}
{{Main|Summon}}
 
Spirits can also be dismissed; while this removes the spirit, the [[core]] a dismissed spirit leaves behind can be used to create a new spirit when combined with other cores or level up other spirits. Some spirits can only be found by summoning them with specific cores.


Spirits can also power up [[Amiibo|Figure Players]] but will be permanently consumed. The Figure Player will gain any abilities the spirit used to power it up may have possessed and will be considered the same type as that spirit.  
Spirits can also be dismissed; while this removes the spirit, the core a dismissed spirit leaves behind can be used to create a new spirit when combined with other cores or level up other spirits. Some spirits can only be found by [[summon]]ing them with specific cores.  


Players can only hold up to 6,000 primary and support spirits combined. Should they go over the limit, they'll have to choose whether to discard newly-acquired spirits or dismiss them.
Spirits can also power up [[Amiibo|Figure Players]] but will be permanently consumed. The Figure Player will gain any abilities the Spirit used to power it up may have possessed and will be considered the same type as that Spirit.  
{{clrl}}
{{clrl}}


==Spirit effects==
==Spirit Effects==
All support spirits and enhanced primary spirits come with a skill that augments the fighter they are applied to. Unenhanced primary spirits come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below. Effects in a shaded cell are not possible to obtain (such as a 3x effect of a 2 slot skill, requiring an impossible 6 slots), although they still exist in the game's code. Effects in <b>bold</b> are possible, but only when paired with [[Skill Tree|Adventure Skill]]s.
All Support Spirits and enhanced Primary Spirits come with a skill that augments the fighter they are applied to. Unenhanced Primary Spirits come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below. Effects in a shaded cell are not possible to obtain (such as a 3x effect of a 2 slot skill, requiring an impossible 6 slots), however they still exist in the game's code. Effects in <b>bold</b> are possible, but only when paired with [[Skill Tree|Adventure Skill]]s.


Each skill or trait will increase the primary spirit's team power by a set multiplier. This does not affect the Spirit's stats, but instead affects rewards based on relative power. Note that detrimental traits will still increase the power rather than lowering it.
Each skill or trait will increase the Primary Spirit's team power by a set multiplier. This does not affect the Spirit's stats, but instead affects rewards based on relative power. Note that detrimental traits will still increase the power rather than lowering it.


Fighters receive an aura of a specific color if they receive a certain boost; red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.
Fighters receive aura of a specific color if they receive a certain boost, red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.


Skills and traits that affect a kind of attack (e.g. smashes, tilts, specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and [[Weapon (type)]] is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using skills or traits that affect types/effects or investing in another stat such as defense or speed. (Note: values in the tables below are without reductions. {{rollover|Hover text|Alt text|y}} will note values found in practice when applicable).
Skills and traits that affect a kind of attack (e.g. Smashes, Tilts, Specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and [[Weapon (type)]] is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using abilities that affect types/effects or investing in another stat such as defense or speed.
 
*Multiplier > 1.3
<math>\mbox{final mult}=
**Multiplier = Multiplier*0.5 + 0.65
\begin{cases}
*1.3 > Multiplier > 1.5
m,  & \mbox{if }m \le 1.3 \\
**Multiplier = Multiplier*0.2 + 1.2
m*0.5+0.65, & \mbox{if }1.3 < m \le 1.5 \\
m*0.2+1.2, & \mbox{if }m > 1.5
\end{cases}</math>


{| class="wikitable"
{| class="wikitable"
! Walking mobility
! scope=row | Walking mobility
| Max speed, accel., additional accel.
| Max speed, accel., additional accel.
|-
|-
! Run mobility  
! scope=row | Dash mobility  
| Max speed, accel., additional accel., initial dash
| Max speed, accel., additional accel., initial dash
|-
|-
! Item mobility  
! scope=row | Item mobility  
| Heavy item max speed, accel., additional accel., shooting item dash, max speed, accel., additional accel.
| Heavy item max speed, accel., additional accel., shooting item dash, max speed, accel., additional accel.
|-
|-
! Ground mobility  
! scope=row | Ground mobility  
| Walk, Dash, and Item mobility; Crawl max speed, acceleration, additional acceleration
| Walk, Dash, and Item mobility; Crawl max speed, acceleration, additional acceleration
|-
|-
! Ground/Aerial/Short-/etc. Jump stats
! scope=row | Ground/Aerial/Short-/etc. Jump stats
| Jump height, speed
| Jump height, speed
|-
|-
! All Damage  
! scope=row | All Damage  
| Neutral attack, dash attack, tilts, smashes, specials, throws, pummels, edge attack, floor attack, items
| Neutral attack, dash attack, tilts, smashes, specials, throws, pummels, edge attack, floor attack, items
|}
|}


===Attack skills===
===Attack Skills===
Abilities that increase the power of specific attack types, or increase damage dealt under specific circumstances. Attack skill spirits are indicated by a sword.
Abilities that increase the power of specific attack types, or increase damage dealt under specific circumstances. Attack skill spirits are indicated by a sword.


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| 1.06×
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3x
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3x
| {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Parasol}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
| {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Umbrella}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
|-
|-
| Shooting Attack ↑
| Shooting Attack ↑
Line 454: Line 436:
| 1.2× Initial dash speed || 1.4× || 1.6× || 1.8×
| 1.2× Initial dash speed || 1.4× || 1.6× || 1.8×
|-
|-
| 1.1× Max run speed, run accel., run additional accel.|| 1.2× || 1.3× || 1.4×  
| 1.1× Max dash speed, dash accel., dash additional accel.|| 1.2× || 1.3× || 1.4×  
|-
|-
| rowspan=2 | Hyper Smash Attacks
| rowspan=2 | Hyper Smash Attacks
Line 507: Line 489:
|-
|-
| Aura Attack ↑
| Aura Attack ↑
| Slightly increases the power of {{SSBU|Lucario}}'s {{b|Aura|effect}} attacks.
| Slightly increases the power of {{SSBU|Lucario}}'s [[Aura]] attacks.
| 1
| 1
| 1
| 1
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| 1.26×
| 1.26×
| style="background-color:#DDD" | 1.3×
| style="background-color:#DDD" | 1.3×
| Also applies to {{SSBU|Richter}}'s [[Holy Water]]<br> {{EffectIcon|Aura}}
| {{EffectIcon|Aura}}<br>Also applies to {{SSBU|Richter}}'s [[Holy Water]].
|-
|-
| Magic Attack ↑
| Magic Attack ↑
| Slightly increases the power of {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| Slightly increases the power of [[Magic (type)|magic]] attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1
| 1
| 1
| 1
Line 539: Line 521:
| 1.04×
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
| {{EffectIcon|Flame}}{{EffectIcon|Darkness}}<br>Also applies to [[darkness]] attacks.
|-
|-
| Water & Ice Attack ↑
| Water & Ice Attack ↑
| Slightly increases the power of {{b|water|effect}} and [[Freezing|ice]] attacks.
| Slightly increases the power of [[Water (effect)|water]] and [[Freezing|ice]] attacks.
| 1
| 1
| 1
| 1
Line 598: Line 580:
|-
|-
| Assist Killer
| Assist Killer
| Increases the damage dealt to [[Assist Trophies]].
| Increases the damage dealt to [[assist]] trophies.
| 4
| 4
| 1
| 1
Line 611: Line 593:
| 1.08×
| 1.08×
| 5% chance || 10% || 15% || style="background-color:#DDD" | 20%
| 5% chance || 10% || 15% || style="background-color:#DDD" | 20%
| Critical hits deals 1.2× damage<br> Similar to the 1v1 multiplier, the extra damage doesn't affect [[knockback]] or [[shield]]s
| Critical hit deals 1.2× damage<br> Similar to the 1v1 multiplier the extra damage doesn't affect knockback or shields
|-
|-
| Impact Run
| Impact Run
Line 619: Line 601:
| 1.04×
| 1.04×
| 3 - 5 damage || 6 - 10 || 9 - 15 || 12 - 20
| 3 - 5 damage || 6 - 10 || 9 - 15 || 12 - 20
| Scales linearly over 30 frames starting after the initial dash<br> Damage is not increased by the player's attack stat, however it is decreased by the opponent's defense stat<br> Does not stale
| Scales linearly over 30 frames starting after the initial dash.<br> Damage is not increased by the player's attack stat, however it is decreased by the opponent's defense stat.<br> Does not stale
|}
|}


===Defense skills===
 
===Defense Skills===
Abilities that decrease damage received by specific attack types, modify shield behavior, or grant super armor. Defense skill spirits are indicated by a shield.
Abilities that decrease damage received by specific attack types, modify shield behavior, or grant super armor. Defense skill spirits are indicated by a shield.


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| 1.06×
| 1.06×
| colspan=4 | 1.2× Reflected projectile
| colspan=4 | 1.2× Reflected projectile
<!--| style="background-color:#DDD" colspan=3 |-->
|  
|  
|-
|-
Line 672: Line 656:
| 1.06×
| 1.06×
| 1.3× Defense || 1.38× || 1.46× || style="background-color:#DDD" | 1.5×
| 1.3× Defense || 1.38× || 1.46× || style="background-color:#DDD" | 1.5×
| The description is slightly misleading. The player gets resistance while in the air, not resistance to aerial attacks like it suggests.
| The description is slightly misleading. The player gets extra defense while in the air, not resistance to aerial attacks like it suggests.
|-
|-
| Weapon Resist ↑
| Weapon Resist ↑
Line 680: Line 664:
| 1.11×
| 1.11×
| 0.6× Damage received || style="background-color:#DDD" | 0.55× || style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.5×
| 0.6× Damage received || style="background-color:#DDD" | 0.55× || style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.5×
| {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Parasol}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
| {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Umbrella}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
|-
|-
| Aura Resist ↑
| Aura Resist ↑
| Slightly reduces damage taken from {{SSBU|Lucario}}'s {{b|Aura|effect}} attacks.
| Slightly reduces damage taken from {{SSBU|Lucario}}'s [[Aura]] attacks.
| 1
| 1
| 1
| 1
| 1.04×
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| Also applies to {{SSBU|Richter}}'s [[Holy Water]]<br> {{EffectIcon|Aura}}
| {{EffectIcon|Aura}}<br>Also applies to {{SSBU|Richter}}'s [[Holy Water]].
|-
|-
| Magic Resist ↑
| Magic Resist ↑
| Slightly reduces damage taken from {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| Slightly reduces damage taken from [[Magic (type)|magic]] attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1
| 1
| 1
| 1
Line 712: Line 696:
| 1.04×
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || 0.5×
| 0.6× Damage received || 0.55× || 0.5× || 0.5×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
| {{EffectIcon|Flame}}{{EffectIcon|Darkness}}<br>Also applies to [[darkness]] attacks.
|-
|-
| Water/Freezing Resist ↑
| Water/Freezing Resist ↑
| Slightly reduces damage taken from {{b|water|effect}} attacks.
| Slightly reduces damage taken from [[Water (effect)|water]] attacks.
| 1
| 1
| 1
| 1
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|}
|}


===Recovery skills===
===Recovery Skills===
Abilities that allow health recovery mid-battle. Recovery skill spirits are indicated by a vial with a medical cross.
Abilities that allow health recovery mid-battle. Recovery skill spirits are indicated by a vial with a medical cross.


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|  
|  
|-
|-
| Great Autoheal <ref group=Note>Found only on the ''Celebi'' spirit</ref>
| Great Autoheal
| Recovers some health automatically every five seconds.
| Recovers some health automatically every five seconds.
| 4
| 4
Line 810: Line 794:
| 2
| 2
| 1.15×
| 1.15×
| colspan=4 | Heals damage blocked ×0.15
| colspan=4 | Heals <code>damage blocked ×0.15</code>
| Does not factor in the 1.19× shield damage multiplier
| Does not factor in the 1.19× shield damage multiplier
|-
|-
Line 829: Line 813:
| Activates once per match when above 100% damage or below 20% health in Stamina.
| Activates once per match when above 100% damage or below 20% health in Stamina.
|-
|-
| Critical-Health Healing ↑ ↑ <ref group=Note>Found only on the ''Sothis'' spirit</ref>
| Critical-Health Healing ↑ ↑<ref group=Note>Found only on the ''Sothis'' Spirit</ref>
| Recovers a ton of health when a certain amount of damage is taken.
| Recovers a ton of health when a certain amount of damage is taken.
| 4
| 4
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| Steals opponents' life force when you strike.
| Steals opponents' life force when you strike.
| N/A
| N/A
| 3<ref group=Note>Only found on the ''Nightmare'' and ''Skull Kid & Majora's Mask'' enhanced primary spirits</ref>
| 3<ref group=Note>Only found on the ''Nightmare'' and ''Skull Kid & Majora's Mask'' enhanced Primary Spirits</ref>
| 1.15×
| 1.15×
| colspan=4 | Heals damage×0.03
| colspan=4 | Heals <code>damage×0.03</code>
| Does not activate with projectiles.
| Does not activate with projectiles.
|}
|}


===Mobility skills===
===Mobility Skills===
Abilities that increase ground and aerial mobility. Mobility skill spirits are indicated by a shoe.
Abilities that increase ground and aerial mobility. Mobility skill spirits are indicated by a shoe.


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| 1.04×
| 1.04×
| 0.7× Landing lag duration || 0.6× || 0.5× || <b>0.4×</b>
| 0.7× Landing lag duration || 0.6× || 0.5× || <b>0.4×</b>
| Does not reduce the additional landing lag incurred by {{SSBU|Bayonetta}}'s [[Bullet Arts]] extended neutral and up aerials, only reducing the base landing lag frames.
|  
|-
|-
| rowspan=2 | Easier Dodging
| rowspan=2 | Easier Dodging
Line 955: Line 939:
| 1.09×
| 1.09×
| colspan=4 | 3× Fast fall speed
| colspan=4 | 3× Fast fall speed
| 3% Falling<br>6% Landing<br>The effects expire after {{rollover|1000 seconds|16 minutes and 40 seconds|y}}. If the player respawns within the 1000 seconds, the duration is reset, if the player respawns after the 1000 seconds have passed, then the effect is permanently disabled.<!--<ref>{{YouTube|KJ5-PwBbORY|t=15m47s|Instadrop is weird}}</ref>-->
| 3% Falling<br> 6% landing<br> The effects stay active for {{rollover|1000 seconds|16 minutes and 40 seconds|y}}
|}
|}


===Item skills===
 
===Item Skills===
Abilities that allow the fighter to start with an [[item]] or make items more effective. Item skill spirits are indicated by a hammer.
Abilities that allow the fighter to start with an [[item]] or make items more effective. Item skill spirits are indicated by a hammer.


Line 1,007: Line 992:
| Increases the amount of time the [[Hammer]] and [[Golden Hammer]] items last.
| Increases the amount of time the [[Hammer]] and [[Golden Hammer]] items last.
| N/A
| N/A
| 1<ref group=Note>Only found on the ''Mini Mario & Hammers'' enhanced primary spirit</ref>
| 1<ref group=Note>Only found on the ''Mini Mario & Hammers'' enhanced Primary Spirit</ref>
| 1.08×
| 1.08×
| 2× duration || style="background-color:#DDD" | 3× || style="background-color:#DDD" | 4× || style="background-color:#DDD" | 5×
| 2× duration || style="background-color:#DDD" | 3× || style="background-color:#DDD" | 4× || style="background-color:#DDD" | 5×
Line 1,016: Line 1,001:
| 2
| 2
| 1
| 1
| 1.04×
| 1.06×
| 0.5 units per frame || 0.65 || 0.8 || 1.0
| 0.5 units per frame || 0.65 || 0.8 || 1.0
| Attracts items within 45 units
| Attracts items within 45 units
Line 1,025: Line 1,010:
| 1
| 1
| 1.06×
| 1.06×
| rowspan=28 colspan=4 | The player will start their stock with the item indicated by the skill in slot 1 (or the skill of the primary spirit if possible). Stock 2 will start with the slot 2, and so on until all are used.
| rowspan=28 colspan=4 | The player will start their stock with the item indicated by the skill in slot 1 (or the skill of the Primary spirit if possible). Stock 2 will start with the slot 2, and so on until all are used.
| rowspan=28 |
| rowspan=28 |
|-
|-
Line 1,044: Line 1,029:
| 2
| 2
| 1
| 1
| 1.04×
| 1.06×
|-
|-
| Lip's Stick Equipped
| Lip's Stick Equipped
| Start battles with a [[Lip's Stick]]. Hit an opponent with it to slowly drain their health.
| Start battles with a [[Lip's Stick]]. Hit an opponent with it to slowly drain their health.
| 1<ref group=Note>Rank 3 for the Lip spirit</ref>
| 1<ref group=Note>Rank 3 for the Lip Spirit</ref>
| 1
| 1
| 1.04×
| 1.04×
Line 1,070: Line 1,055:
| 1.06×
| 1.06×
|-
|-
| Super Scope Equipped {{Flag|United States}}<br>Nintendo Scope Equipped {{Flag|Europe}}
| Super Scope Equipped [[File:Flag of the United States.svg|20x20px|NTSC]]<br>Nintendo Scope Equipped [[File:Flag of Europe.svg|20x20px|PAL]]
| Start battles with a [[Super Scope]] {{Flag|United States}}/Nintendo Scope {{Flag|Europe}}. Fire multiple shots, or charge up for a stronger blast.
| Start battles with a [[Super Scope]] [[File:Flag of the United States.svg|20x20px|NTSC]]/Nintendo Scope [[File:Flag of Europe.svg|20x20px|PAL]]. Fire multiple shots, or charge up for a stronger blast.
| 2
| 2
| 2
| 2
Line 1,158: Line 1,143:
| 2
| 2
| 1
| 1
| 1.04×
| 1.06×
|-
|-
| Bob-omb Equipped
| Bob-omb Equipped
Line 1,267: Line 1,252:
| rowspan=4 | 2
| rowspan=4 | 2
| rowspan=4 | 1.13×
| rowspan=4 | 1.13×
| 1.18× All Damage || 1.26× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | {{rollover|1.34×|≤1.32×|y}}
| 1.18× All Damage || 1.26× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | 1.34×
| rowspan=4 |<!--note-->
| rowspan=4 |<!--note-->
|-
|-
Line 1,276: Line 1,261:
| 7 Seconds || 8 || style="background-color:#DDD" | 9 || style="background-color:#DDD" | 10
| 7 Seconds || 8 || style="background-color:#DDD" | 9 || style="background-color:#DDD" | 10
|-
|-
| Invincibility after Eating <ref group=Note>Found only on the ''Super Happy Tree'' spirit</ref>
| Invincibility after Eating
| Become invincible for a while after eating food.
| Become invincible for a while after eating food.
| 4
| 4
Line 1,285: Line 1,270:
|}
|}


===Hazard skills===
 
===Hazard Skills===
Abilities that mitigate or nullify the effects of [[Conditions#Hazards|hazards]] that may be encountered in the [[Spirit Board]] and [[World of Light]]. Some of these may negate normal stage hazards and certain attacks as well. Hazard skill spirits are indicated by a stage with a hazard it counters against.
Abilities that mitigate or nullify the effects of [[Conditions#Hazards|hazards]] that may be encountered in the [[Spirit Board]] and [[World of Light]]. Some of these may negate normal stage hazards and certain attacks as well. Hazard skill spirits are indicated by a stage with a hazard it counters against.


Line 1,319: Line 1,305:
|  
|  
|-
|-
| Poison Heals <ref group=Note>Found only on the ''Madama Butterfly'' spirit</ref>
| Poison Heals
| [[Poison]] heals instead of harms.<ref group=Note name=poison/>
| [[Poison]] heals instead of harms.<ref group=Note name=poison/>
| 4
| 4
| 3
| 3
| 1.30×
| 1.20×
| colspan=4 | Heals <code>damage×0.15</code>
| colspan=4 | Heals <code>damage×0.15</code>
| Lasts the full duration of poison.
| Lasts the full duration of poison.
|-
|-
| rowspan=3 | Poison Power Up <ref group=Note>Found only on the ''Gruntilda'' spirit</ref>
| rowspan=3 | Poison Power Up <ref group=Note>Found only on the ''Gruntilda'' Spirit</ref>
| rowspan=3 | Being [[poison]]ed greatly increases your power, defense, and speed.
| rowspan=3 | Being [[poison]]ed greatly increases your power, defense, and speed.
| rowspan=3 | 4
| rowspan=3 | 4
| rowspan=3 | 3
| rowspan=3 | 3
| rowspan=3 | 1.30×
| rowspan=3 | 1.20%
| {{rollover|2.0×|≤1.6×|y}} All Damage || style="background-color:#DDD" | {{rollover|2.5×|≤1.7×|y}} || style="background-color:#DDD" | {{rollover|3.0×|≤1.8×|y}} || style="background-color:#DDD" | {{rollover|3.0×|≤1.8×|y}}
| 2.0× All Damage || style="background-color:#DDD" | 2.5× || style="background-color:#DDD" | 3.0× || style="background-color:#DDD" | 3.0×
| rowspan=3 | Lasts 5 seconds.
| rowspan=3 | Lasts 5 seconds.
|-
|-
Line 1,405: Line 1,391:
| Fog Immunity
| Fog Immunity
| Removes fog from the stage.
| Removes fog from the stage.
| 2<ref group=Note>Rank 3 for the ''Tockles'' spirit</ref>
| 2<ref group=Note>Rank 3 for the Tockles Spirit</ref>
| 2
| 2
| 1.11×
| 1.11×
Line 1,425: Line 1,411:
| 1.11×
| 1.11×
| style="background-color:#DDD" colspan=4 |
| style="background-color:#DDD" colspan=4 |
| Applies to all sources of reversed controls. {{b|Mushroom|effect}}s do not appear when hit by spores from a [[Ramblin' Evil Mushroom]].
| Also applies to Skull Kid's effects.
|-
|-
| Gravity-Change Immunity
| Gravity-Change Immunity
Line 1,436: Line 1,422:
|}
|}


===Other skills===
 
Abilities with unusual effects or otherwise do not fit into any other category. May be used to counter certain stage hazards or conditions. Can also be multiple effects combined into a single skill. Other skill spirits are indicated by a diamond with an inscribed "X".
 
===Other Skills===
Abilities with unusual effects or otherwise do not fit into any other category. May be used to counter certain stage hazards or conditions. Other skill spirits are indicated by a diamond with an inscribed "X".


{| class="wikitable sortable" width=100%
{| class="wikitable sortable" width=100%
Line 1,454: Line 1,442:
! 4x
! 4x
|-
|-
| Falling Immunity
| Falling Immunity  
| Grants immunity to [[trip]]ping from earthquakes, [[Banana Peel]]s, etc.
| Grants immunity to [[trip]]ping from earthquakes, [[Banana Peel]]s, etc.  
| 2
| 2  
| 1
| 1  
| 1.06×
| 1.06×
| style="background-color:#DDD" colspan=4 rowspan=3 |
| style="background-color:#DDD" colspan=4 rowspan=3 |
| Attacks and items that deal damage and also trip will still deal damage.
| Attacks and items that deal damage and also trip will still deal damage.
|-
|-
| Bury Immunity
| Bury Immunity  
| Grants immunity to being [[Bury|buried]] by [[Pitfall]]s, bury attacks, etc.
| Grants immunity to being [[Bury|buried]] by [[Pitfall]]s, bury attacks, etc.  
| 2
| 2  
| 1
| 1  
| 1.06×
| 1.06×
| Attacks and items that deal damage and also ground will still deal damage and [[knockback]], with the exception of Pitfall seeds.
| Attacks and items that deal damage and also ground will still deal damage and [[knockback]], with the exception of Pitfall seeds.
|-
|-
| Swimmer
| Swimmer  
| Grants the ability to stay in [[Swim|water]] indefinitely.
| Grants the ability to stay in [[Swim|water]] indefinitely.  
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}}, and {{SSBU|Sonic}} still take damage while swimming
| {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}}, and {{SSBU|Sonic}} still take damage while swimming
|-
|-
| Improved Escape
| Improved Escape  
| Makes [[grab]]s and [[stun]]s easier to escape.
| Makes [[grab]]s and [[stun]]s easier to escape.
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| 0.6× grab/stun duration || 0.4× || 0.2× || <b>0.1×</b>
| 0.6× grab/stun duration || 0.4× || 0.2× || <b>0.1×</b>
| Applies to grabs, burying, sleeping, freezing, stunning, paralysis and [[crumple|crumpling]]. Does not apply to throw burying, command grabs or character specific effects such as [[Egg Lay]]'s eggs.
| Applies to grabs, burying, sleeping, freezing, stunning, paralysis and [[crumple|crumpling]]. Does not apply to throw burying, command grabs or character specific effects such as [[Egg Lay]]'s eggs.
|-
|-
| Transformation Duration ↑
| Transformation Duration ↑  
| Extends the amount of time transformation items like the [[Super Mushroom]] last.
| Extends the amount of time transformation items like the [[Super Mushroom]] last.  
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| 1.5× Transformation time || 1.8× || 2.0× || style="background-color:#DDD" | 2.2×
| 1.5× Transformation time || 1.8× || 2.0× || style="background-color:#DDD" | 2.2×
|
|  
|-
|-
| Critical-Health Attack ↑
| Critical-Health Attack ↑  
| Increases attack power for a while when badly damaged.
| Increases attack power for a while when badly damaged.  
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| 1.1× All Damage || 1.18× || 1.26× || 1.3×
| 1.1× All Damage || 1.18× || 1.26× || 1.3×
| Activates once per stock when above 80% damage or below 30% health in Stamina<br> Lasts 20 seconds
| Activates once per stock when above 80% damage or below 30% health in Stamina. <br> Lasts 20 seconds
|-
|-
| Critical-Health Defense ↑
| Critical-Health Defense ↑  
| Increases defense for a while when badly damaged.
| Increases defense for a while when badly damaged.  
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| 1.3× Defense || 1.38× || 1.46× || <b>1.5×</b>
| 1.3× Defense || 1.38× || 1.46× || <b>1.5×</b>
| Activates once per stock when above 80% damage or below 30% health in Stamina<br> Lasts 20 seconds
| Activates once per stock when above 80% damage or below 30% health in Stamina. <br> Lasts 20 seconds
|-
|-
| rowspan=3 | Critical-Health Stats ↑
| rowspan=3 | Critical-Health Stats ↑  
| rowspan=3 | Slightly increases attack, defense, and move speed for a while when badly damaged.
| rowspan=3 | Slightly increases attack, defense, and move speed for a while when badly damaged.  
| rowspan=3 | 2
| rowspan=3 | 2  
| rowspan=3 | 1
| rowspan=3 | 1  
| rowspan=3 | 1.06×
| rowspan=3 | 1.06×
| 1.1× All Damage || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| 1.1× All Damage || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=3 | Activates once per stock when above 80% damage or below 30% health in Stamina<br> Lasts 20 seconds
| rowspan=3 | Activates once per stock when above 80% damage or below 30% health in Stamina. <br> Lasts 20 seconds
|-
|-
| 1.3× Defense || 1.38× || 1.46× || style="background-color:#DDD" | 1.5×
| 1.3× Defense || 1.38× || 1.46× || style="background-color:#DDD" | 1.5×
Line 1,520: Line 1,508:
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || style="background-color:#DDD" | 2.2×
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || style="background-color:#DDD" | 2.2×
|-
|-
| rowspan=3 | Critical-Health Stats ↑ ↑
| rowspan=3 | Critical-Health Stats ↑ ↑  
| rowspan=3 | Increases attack, defense, and move speed for a while when badly damaged.
| rowspan=3 | Increases attack, defense, and move speed for a while when badly damaged.  
| rowspan=3 | 3
| rowspan=3 | 3  
| rowspan=3 | 2
| rowspan=3 | 2  
| rowspan=3 | 1.13×
| rowspan=3 | 1.13×
| 1.18× All Damage || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | {{rollover|1.34×|≤1.32×|y}}
| 1.18× All Damage || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | 1.34×
| rowspan=3 | Activates once per stock when above 80% damage or below 30% health in Stamina<br> Lasts 25 seconds
| rowspan=3 | Activates once per stock when above 80% damage or below 30% health in Stamina. <br> Lasts 25 seconds
|-
|-
| 1.38× Defense || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.53×
| 1.38× Defense || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.53×
Line 1,532: Line 1,520:
| 1.4× Ground mobility & max air speed || style="background-color:#DDD" | 1.8× || style="background-color:#DDD" | 2.2× || style="background-color:#DDD" | 2.6×
| 1.4× Ground mobility & max air speed || style="background-color:#DDD" | 1.8× || style="background-color:#DDD" | 2.2× || style="background-color:#DDD" | 2.6×
|-
|-
| Critical Immunity <ref group=Note>Found only on the ''Hinawa'' spirit</ref>
| Critical Immunity  
| Become invincible for a while when badly damaged.
| Become invincible for a while when badly damaged.  
| 4
| 4  
| 2
| 2  
| 1.15×
| 1.15×
| 7 seconds || style="background-color:#DDD" | 8 || style="background-color:#DDD" | 9 || style="background-color:#DDD" | 10
| 7 seconds || style="background-color:#DDD" | 8 || style="background-color:#DDD" | 9 || style="background-color:#DDD" | 10
| Activates once per stock when above 100% damage or below 20% health in Stamina.
| Activates once per stock when above 100% damage or below 20% health in Stamina.
|-
|-
| rowspan=2 | Trade-Off Attacks ↑
| rowspan=2 | Trade-Off Attacks ↑  
| rowspan=2 | Start battles with 30% damage and higher attack power.
| rowspan=2 | Start battles with 30% damage and higher attack power.  
| rowspan=2 | 2
| rowspan=2 | 2  
| rowspan=2 | 1
| rowspan=2 | 1  
| rowspan=2 | 1.06×
| rowspan=2 | 1.06×
| 1.23× All Damage || {{rollover|1.34×|≤1.32×|y}} || {{rollover|1.41×|≤1.355×|y}} || style="background-color:#DDD" | {{rollover|1.46×|≤1.38×|y}}
| 1.23× All Damage || 1.34× || 1.41× || style="background-color:#DDD" | 1.46×
| rowspan=2 |<!--note-->
| rowspan=2 |<!--note-->
|-
|-
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
|-
| rowspan=2 | Trade-Off Defense ↑
| rowspan=2 | Trade-Off Defense ↑  
| rowspan=2 | Start battles with 30% damage and higher defense.
| rowspan=2 | Start battles with 30% damage and higher defense.  
| rowspan=2 | 2
| rowspan=2 | 2  
| rowspan=2 | 1
| rowspan=2 | 1  
| rowspan=2 | 1.06×
| rowspan=2 | 1.06×
| 1.4× Defense || 1.7× || 2.0× || style="background-color:#DDD" | 2.2×
| 1.4× Defense || 1.7× || 2.0× || style="background-color:#DDD" | 2.2×
Line 1,560: Line 1,548:
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
|-
| rowspan=2 | Trade-Off Speed ↑
| rowspan=2 | Trade-Off Speed ↑  
| rowspan=2 | Start battles with 30% damage and increased move speed.
| rowspan=2 | Start battles with 30% damage and increased move speed.  
| rowspan=2 | 1
| rowspan=2 | 1  
| rowspan=2 | 1
| rowspan=2 | 1  
| rowspan=2 | 1.04×
| rowspan=2 | 1.04×
| 1.4× Ground mobility & max air speed || 1.8× || 2.2× || style="background-color:#DDD" | 2.6×
| 1.4× Ground mobility & max air speed || 1.8× || 2.2× || style="background-color:#DDD" | 2.6×
Line 1,570: Line 1,558:
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
|-
| rowspan=4 | Trade-Off Ability ↑
| rowspan=4 | Trade-Off Ability ↑  
| rowspan=4 | Start battles with 30% damage and slightly increased attack, defense, and move speed.
| rowspan=4 | Start battles with 30% damage and slightly increased attack, defense, and move speed.  
| rowspan=4 | 3
| rowspan=4 | 3  
| rowspan=4 | 1
| rowspan=4 | 1  
| rowspan=4 | 1.08×
| rowspan=4 | 1.08×
| 1.18× All Damage || 1.29× || {{rollover|1.36×|≤1.33×|y}} || style="background-color:#DDD" | {{rollover|1.41×|≤1.355×|y}}
| 1.18× All Damage || 1.29 || 1.36 || style="background-color:#DDD" | 1.41
| rowspan=4 |<!--note-->
| rowspan=4 |<!--note-->
|-
|-
Line 1,584: Line 1,572:
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
|-
| Undamaged Attack ↑
| Undamaged Attack ↑  
| Increases attack power while at 0% damage.
| Increases attack power while at 0% damage.  
| 2
| 2  
| 1
| 1  
| 1.06×
| 1.06×
| 1.1× All Damage || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| 1.1× All Damage || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|  
|-
|-
| Undamaged Speed ↑
| Undamaged Speed ↑  
| Increases move speed while at 0% damage.
| Increases move speed while at 0% damage.  
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| 1.5× Ground mobility & max air speed || 2.0× || 2.5× || style="background-color:#DDD" | 3.0×
| 1.5× Ground mobility & max air speed || 2.0× || 2.5× || style="background-color:#DDD" | 3.0×
|
|  
|-
|-
| rowspan=2 | Undamaged Attack & Speed ↑
| rowspan=2 | Undamaged Attack & Speed ↑  
| rowspan=2 | Slightly increases attack and move speed while at 0% damage.
| rowspan=2 | Slightly increases attack and move speed while at 0% damage.  
| rowspan=2 | 3
| rowspan=2 | 3  
| rowspan=2 | 1
| rowspan=2 | 1  
| rowspan=2 | 1.08×
| rowspan=2 | 1.08×
| 1.1× All Damage || 1.18× || 1.26× || <b>1.3×</b>
| 1.1× All Damage || 1.18× || 1.26× || <b>1.3×</b>
Line 1,610: Line 1,598:
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || <b>2.2×</b>
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || <b>2.2×</b>
|-
|-
| rowspan=4 | Running Start
| rowspan=4 | Running Start  
| rowspan=4 | Increases attack, defense, and move speed for a while at the start of the battle.
| rowspan=4 | Increases attack, defense, and move speed for a while at the start of the battle.  
| rowspan=4 | 4
| rowspan=4 | 4  
| rowspan=4 | 2
| rowspan=4 | 2  
| rowspan=4 | 1.15×
| rowspan=4 | 1.15×
| 1.1× All Damage || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| 1.1× All Damage || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=4 |Lasts 20 seconds
| rowspan=4 |<!--note-->
|-
|-
| 1.3× Defense || 1.38× || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5×
| 1.3× Defense || 1.38× || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5×
Line 1,622: Line 1,610:
| 1.3× Walking/Item mobility, & max air speed || 1.4× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
| 1.3× Walking/Item mobility, & max air speed || 1.4× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
|-
|-
| 1.3× Run accel., additional accel., & max run speed || 1.4× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
| 1.3× Dash accel., additional accel., & max dash speed || 1.4× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
|-
|-
| First-Strike Advantage
| First-Strike Advantage  
| Become invincible for a while after landing the first hit of the battle.
| Become invincible for a while after landing the first hit of the battle.  
| 3
| 3  
| 2
| 2  
| 1.13×
| 1.13×
| 5 Seconds || 7 || style="background-color:#DDD" | 10 || style="background-color:#DDD" | 15
| 5 Seconds || 7 || style="background-color:#DDD" | 10 || style="background-color:#DDD" | 15
|
|  
|-
|-
| Fast Final Smash Meter
| Fast Final Smash Meter  
| Increases [[FS Meter]] charging speed.
| Increases [[FS Meter]] charging speed.  
| 4
| 4  
| 2
| 2  
| 1.15×
| 1.15×
| 1.3× Charge rate || 1.35× || <b>1.4×</b> || style="background-color:#DDD" | 1.42×
| 1.3× Charge rate || 1.35× || <b>1.4×</b> || style="background-color:#DDD" | 1.42×
|
|  
|-
|-
| Chance of Double Final Smash
| Chance of Double Final Smash  
| Sometimes grants a second [[Final Smash]] after using a Final Smash.
| Sometimes grants a second [[Final Smash]] after using a Final Smash.  
| 3
| 3  
| 2
| 2  
| 1.13×
| 1.13×
| 40% chance || 60% || style="background-color:#DDD" | 80% || style="background-color:#DDD" | 100%
| 40% chance || 60% || style="background-color:#DDD" | 80% || style="background-color:#DDD" | 100%
|
|-
|-
| Double Final Smash <ref group=Note>Found only on the ''Judd'' spirit</ref>
| Double Final Smash  
| Grants a second [[Final Smash]] after using a Final Smash.
| Grants a second [[Final Smash]] after using a Final Smash.  
| 4
| 4  
| 3
| 3  
| 1.20×
| 1.20×
| style="background-color:#DDD" colspan=4 |
| style="background-color:#DDD" colspan=4 |
|
|  
|-
|-
| Jam FS Charge
| Jam FS Charge  
| Slows down the charge rate of the opposition's [[FS Meter]].
| Slows down the charge rate of the opposition's [[FS Meter]].
| 4
| 4  
| 2
| 2  
| 1.15×
| 1.15×
| 0.6× charge rate || 0.4× || style="background-color:#DDD" | 0.2× || style="background-color:#DDD" | 0.1×
| 0.6× charge rate || 0.4× || style="background-color:#DDD" | 0.2× || style="background-color:#DDD" | 0.1×
| The effect stacks for every player that has the skill equipped, meaning a rate of 0.4^, or 0.0016384× (0.16%), is possible. In a 4-player match it would take over an hour to fill the FS Meter if no one deals or takes damage.
| The effects stack for every player that has the skill equipped, meaning (at worst) a rate of 0.^7, or 0.0016384× (0.16%) is possible. In a 4-player match it would take over an hour if no one fights.
|-
|-
| rowspan=2 | Weapon Attack & Move Speed ↑
| rowspan=2 | Weapon Attack & Move Speed ↑  
| rowspan=2 | Increases the power of melee [[weapon]]s, and slightly increases move speed.
| rowspan=2 | Increases the power of melee [[weapon]]s, and slightly increases move speed.  
| rowspan=2 | 4
| rowspan=2 | 4  
| rowspan=2 | 2
| rowspan=2 | 2  
| rowspan=2 | 1.15×
| rowspan=2 | 1.15×
| 1.1× Damage dealt || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| 1.1× Damage dealt || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=2 | {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Parasol}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
| rowspan=2 | {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Umbrella}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
|-
|-
| 1.1× Ground mobility & max air speed || 1.2× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | 1.4×
| 1.1× Ground mobility & max air speed || 1.2× || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | 1.4×
|-
|-
| rowspan=2 | Energy Shot Attack/Resistance ↑
| rowspan=2 | Energy Shot Attack/Resistance ↑  
| rowspan=2 | Slightly reduces damage taken from [[energy]] attacks, and slightly increases energy attack power.
| rowspan=2 | Slightly reduces damage taken from [[energy]] attacks, and slightly increases energy attack power.  
| rowspan=2 | 2
| rowspan=2 | 2  
| rowspan=2 | 2
| rowspan=2 | 2  
| rowspan=2 | 1.11×
| rowspan=2 | 1.11×
| 1.1× Damage dealt || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| 1.1× Damage dealt || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
Line 1,684: Line 1,671:
| 0.6× Damage received || 0.55× || style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.5×
| 0.6× Damage received || 0.55× || style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.5×
|-
|-
| rowspan=3 | Armor Knight
| rowspan=3 | Armor Knight  
| rowspan=3 | Reduces move speed, but greatly increases defense and slightly increases attack.
| rowspan=3 | Reduces move speed, but greatly increases defense and slightly increases attack.  
| rowspan=3 | 4
| rowspan=3 | 4  
| rowspan=3 | 2
| rowspan=3 | 2  
| rowspan=3 | 1.15×
| rowspan=3 | 1.15×
| 1.15× All Damage || 1.25× || style="background-color:#DDD" | {{rollover|1.35×|≤1.325×|y}} || style="background-color:#DDD" | {{rollover|1.4×|≤1.35×|y}}
| 1.15× All Damage || 1.25× || style="background-color:#DDD" | 1.35× || style="background-color:#DDD" | 1.4×
| rowspan=3 |<!--note-->
| rowspan=3 |<!--note-->
|-
|-
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| colspan=4 | 0.7× Ground mobility & max air speed
| colspan=4 | 0.7× Ground mobility & max air speed
|-
|-
| Stamina ↑
| Stamina ↑  
| Start battles with extra [[HP|stamina]] when fighting in stamina battles.
| Start battles with extra [[HP|stamina]] when fighting in stamina battles.
| 1
| 1  
| 1
| 1  
| 1.04×
| 1.04×
| +25 starting health
| +25 starting health
Line 1,705: Line 1,692:
| +75
| +75
| +100
| +100
|
|  
|-
|-
| Item Autograb <ref group=Note>Found only on the ''Phantom Thieves of Hearts'' spirit</ref>
| Item Autograb <ref group=Note>Found only on the ''Phantom Thieves of Hearts'' Spirit</ref>
| Automatically pick up nearby [[item]]s when not running.
| Automatically pick up nearby [[item]]s when not running.  
| 4
| 4  
| 1
| 1  
| 1.04×
| 1.04×
| style="background-color:#DDD" colspan=4 |
| style="background-color:#DDD" colspan=4 |
|
|  
|-
|-
| rowspan=4 | Team Power Up <ref group=Note>Found only on the ''Hero's Comrades'' spirit</ref>
| rowspan=2 | Team Power Up <ref group=Note>Found only on the ''Hero's Comrades'' Spirit</ref>
| rowspan=4 | Increases power and defense when in a team.
| rowspan=2 | Increases power and defense when in a team.  
| rowspan=4 | 4
| rowspan=2 | 4  
| rowspan=4 | 2
| rowspan=2 | 2  
| rowspan=4 | 1.04×
| rowspan=2 | 1.03×
| 1.18× All Damage || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3 || style="background-color:#DDD" | {{rollover|1.34×|≤1.32×|y}}
| 1.26× All Damage || 1.|| style="background-color:#DDD" | 1.34× || style="background-color:#DDD" |1.34×
| rowspan=2 | 1 teammate (team of 2)<br>Counted at the start of the match; losing all teammates won't remove effects
| rowspan=2 |<!--note-->
|-
|-
| 1.Defense || style="background-color:#DDD" | 1.38× || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5×
| 1.38× Defense || 1.46× || style="background-color:#DDD" | 1.|| style="background-color:#DDD" | 1.5×
|-
|-
| 1.26× All Damage || style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | {{rollover|1.34×|≤1.32×|y}} || style="background-color:#DDD" | {{rollover|1.34×|≤1.32×|y}}
| Critical Fast Final Smash Meter ↑ ↑ <ref group=Note>Found only on the ''Geese Howard'' Spirit</ref>
| rowspan=2 | 2+ teammates (team of 3+)<br>Counted at the start of the match; losing all teammates won't remove or decrease effects
| [[FS Meter]] will charge quickly for a while when badly damaged.  
|-
| 4  
| 1.38× Defense || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.5×
| 3  
|-
| 1.20×
| Critical Fast Final Smash Meter ↑ ↑ <ref group=Note>Found only on the ''Geese Howard'' spirit</ref>
| colspan=4 | Charge 10% meter per second <br> Activates once per stock when above 80% damage or, in Stamina, below 30% health. <br> Lasts 25 seconds
| [[FS Meter]] will charge quickly for a while when badly damaged.
|  
| 4
| 3
| 1.20×
| colspan=4 | Charge 10% meter per second<br> Activates once per stock when above 80% damage or, in Stamina, below 30% health<br> Lasts 25 seconds
|
|-
| rowspan=2 |Critical Healing & Metal <ref group=Note>Found only on the ''Pneuma'' spirit</ref>
| rowspan=2 |Recovers some health when a certain amount of damage is taken and become heavy and harder to launch.
| rowspan=2 |4
| rowspan=2 |2
| rowspan=2 |1.20×
| 30 damage healed ||style="background-color:#DDD" colspan=3 rowspan=2 |
| rowspan=2 | Activates once per stock when above 80% damage or below 30% health in Stamina
|-
| 13 seconds
|-
| rowspan=2 | Weapon Attack & Move Speed ↑ ↑ <ref group=Note>Found only on the ''Roxas'' spirit</ref>
| rowspan=2 | Greatly Increases{{sic}} the power of melee [[weapon]]s, and increases move speed.
| rowspan=2 | 4
| rowspan=2 | 3
| rowspan=2 | 1.20×
| 1.2× Damage dealt || style="background-color:#DDD" colspan=3 rowspan=2 |
| rowspan=2 | {{TypeIcon|Weapon}}{{TypeIcon|Sword}}{{TypeIcon|Hammer}}{{TypeIcon|Sacred}}{{TypeIcon|Bat}}{{TypeIcon|Parasol}}{{TypeIcon|Whip}}{{TypeIcon|Pikmin}}
|-
| 1.28× Ground mobility & max air speed
|}
|}


===Special skills===
===Special Skills===
Especially rare abilities only found on a select few Rank 3 and 4 spirits. Though they can feasibly be categorized elsewhere, they were considered by the developers to be powerful enough to warrant a category all to themselves. Special skill spirits are indicated by a star.
Especially rare abilities only found on a select few Rank 3 and 4 Spirits. Though they can feasibly be categorized elsewhere, they were considered by the developers to be powerful enough to warrant a category all to themselves. Special skill spirits are indicated by a star.


{| class="wikitable sortable" width=100%
{| class="wikitable sortable" width=100%
Line 1,772: Line 1,734:
! width=20% rowspan=2 | Notes
! width=20% rowspan=2 | Notes
|-
|-
! 1x
! 1x
! 2x
! 2x
! 3x
! 3x
! 4x
! 4x
|-
|-
| Metal and Giant
| Metal and Giant
| Become [[giant]] and [[metal]] for a while at the start of the battle.
| Become [[giant]] and [[metal]] for a while at the start of the battle.
| N/A
| N/A
| 3<ref group=Note>Only found on the ''Metal Face'' and ''Sahelanthropus'' enhanced primary spirits</ref>
| 3<ref group=Note>Only found on the ''Metal Face'' and ''Sahelanthropus'' enhanced Primary Spirits</ref>
| 1.20×
| 1.20×
| 8 seconds || style="background-color:#DDD" | 16 || style="background-color:#DDD" | 24 || style="background-color:#DDD" | 32
| 8 seconds || style="background-color:#DDD" | 16 || style="background-color:#DDD" | 24 || style="background-color:#DDD" | 32
| Size and damage is identical to a [[Super Mushroom]]<br>Being giant grants a 1.56× damage multiplier<br>Transformation Duration ↑ uses the Metal Box's default duration of 13 seconds, leading to the metal transformation lasting longer than the giant transformation
|  
|-
|-
| Giant
| Giant
| Become [[giant]] for a while at the start of the battle.
| Become [[giant]] for a while at the start of the battle.
| 3
| 3
| 2
| 2
| 1.13×
| 1.13×
| 8 seconds || 16 || style="background-color:#DDD" | 24 || style="background-color:#DDD" | 32
| 8 seconds || 16 || style="background-color:#DDD" | 24 || style="background-color:#DDD" | 32
| Size and damage is identical to a [[Super Mushroom]]<br>Being giant grants a 1.56× damage multiplier
|  
|-
|-
| Critical Hit ↑ ↑
| Critical Hit ↑ ↑
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| 1.15×
| 1.15×
| 12% chance || 24% || style="background-color:#DDD" | 36% || style="background-color:#DDD" | 48%
| 12% chance || 24% || style="background-color:#DDD" | 36% || style="background-color:#DDD" | 48%
| Critical hits deals 1.3× damage<br> Similar to the 1v1 multiplier, the extra damage doesn't affect [[knockback]] or [[shield]]s
| Critical hit deals 1.3× damage<br> Similar to the 1v1 multiplier the extra damage doesn't affect [[knockback]] or [[shield]]s
|-
|-
| Critical Super Giant <ref group=Note>Found only on the ''Max Brass'' spirit</ref>
| Critical Super Giant <ref group=Note>Found only on the ''Max Brass'' Spirit</ref>
| Increases the fighter's size for a while when badly damaged.
| Increases the fighter's size for a while when badly damaged.
| 4
| 4
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| 1.30×
| 1.30×
| 10 seconds <!--+~.5 sec for the growth and shrink frames--> || colspan=3 style="background-color:#DDD" |
| 10 seconds <!--+~.5 sec for the growth and shrink frames--> || colspan=3 style="background-color:#DDD" |
| Activates once per match when above 85% damage or below 30% health in Stamina<br> Size and damage is identical to a [[Lightning Bolt]] backfire<br> Being giant grants a 1.84× damage multiplier
| Activates once per match when above 85% damage or below 30% health in Stamina<br>Size and damage is identical to a [[Lightning Bolt]] backfire
|-
| Mouthful of Curry ↑ ↑ <ref group=Note>Found only on the ''Ender Dragon'' spirit</ref>
| Start battles with [[Superspicy Curry]] breath. Continuously spit out a powerful fire.
| 4
| 3
| 1.30×
| 22 seconds || colspan=3 style="background-color:#DDD" |
| Activates once at the start of the match<br> The curry effect has 1.2× the range of normal Superspicy Curry
|-
| Final Smash ↑ <ref group=Note>Found only on the ''Bahamut ZERO'' spirit</ref>
| Increases the power of [[Final Smash]]es.
| 4
| 2
| 1.30×
| 1.5× damage dealt || colspan=3 style="background-color:#DDD" |
| Does not affect [[Psystrike]]
|}
|}


===Weight skills===
===Weight Skills===
Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.
Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.
{| class="wikitable sortable" width=100%
{| class="wikitable sortable" width=100%
|-
|-
Line 1,847: Line 1,792:
| rowspan=3 | Become more difficult to [[knockback|launch]], but movement speed is greatly decreased.
| rowspan=3 | Become more difficult to [[knockback|launch]], but movement speed is greatly decreased.
| rowspan=3 | N/A
| rowspan=3 | N/A
| rowspan=3 | 1<ref group=Note>Only found on the ''King Slime'' enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.</ref><!--Dragaux's Weight ↑ ↑ is identical, but is considered a trait instead of a skill https://i.imgur.com/xLTWj6Z.jpg-->
| rowspan=3 | 1<ref group=Note>Only found on the ''King Slime'' enhanced Primary Spirit. Functionally identical to the primary spirit trait of the same name.</ref><!--Dragaux's Weight ↑ ↑ is identical, but is considered a trait instead of a skill https://i.imgur.com/xLTWj6Z.jpg-->
| rowspan=3 | 1.05×
| rowspan=3 | 1.05×
| colspan=4 | 1.2× Weight
| colspan=4 | 1.2× Weight
Line 1,857: Line 1,802:
|}
|}


===Primary spirit traits===
===Primary Spirit Traits===
Abilities found on primary spirits that cannot be enhanced. Unlike skills, these traits aren't always necessarily beneficial, though spirits with negative traits might make up for it with greater stat boosts than usual for their rank or additional slots for support spirits. When applicable, these traits can also stack with skills with similar effects. Primary spirit traits can be seen as a weaker form of their support skill counterpart (i.e. the  primary spirit trait Shooting Items ↑ will increase damage dealt from shooting items, but does not increase its ammo unlike the support skill). In addition to other symbols, spirits which start the player with damage are indicated by a percent symbol and the Galeem and Dharkhon spirits use their silouettes.
Abilities found on Primary Spirits that cannot be enhanced. Unlike skills, these traits aren't always necessarily beneficial, though Spirits with negative traits might make up for it with greater stat boosts than usual for their rank or additional slots for support Spirits. When applicable, these traits can also stack with skills with similar effects. In addition to other symbols, spirits which start the player with damage are indicated by a percent symbol and the Galeem and Dharkhon spirits have exclusive usage of the "World of Light" symbol.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 1,885: Line 1,830:
|-
|-
| Sword Attack ↑
| Sword Attack ↑
| Slightly increases {{b|sword|type}}-attack power of fighters like {{SSBU|Link}} and {{SSBU|Marth}}.
| Slightly increases [[sword (type)|sword]]-attack power of fighters like {{SSBU|Link}} and {{SSBU|Marth}}.
| 1.10×
| 1.10×
| {{TypeIcon|Sword}}
| {{TypeIcon|Sword}}
|-
|-
| Magic Attack ↑
| Magic Attack ↑
| Slightly increases the power of {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| Slightly increases the power of [[Magic (type)|magic]] attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1.06×
| 1.06×
| {{TypeIcon|Magic}}
| {{TypeIcon|Magic}}
Line 1,902: Line 1,847:
| Slightly increases the power of [[flame|fire]]-type attacks.
| Slightly increases the power of [[flame|fire]]-type attacks.
| 1.10×
| 1.10×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
| {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
|-
|-
| Water Attack ↑
| Water Attack ↑
| Slightly increases the power of {{b|water|effect}} attacks.
| Slightly increases the power of [[Water (effect)|water]] attacks.
| 1.08×
| 1.08×
| {{EffectIcon|Water}}
| {{EffectIcon|Water}}
Line 1,924: Line 1,869:
|
|
|-
|-
| Item Throw ↑
| Item Throw ↑<ref group=Note>Found only on the ''Leon'' Spirit</ref>
| Slightly increases damage dealt by [[Item Throw|throwing items]].
| Slightly increases damage dealt by [[Item Throw|throwing items]].
| 1.05×
| 1.05×
Line 1,939: Line 1,884:
| 0.9× Jump stats
| 0.9× Jump stats
|-
|-
| rowspan=3 | Weight ↑ ↑ <ref group=Note>Found only on the ''Dragaux'' spirit. Functionally identical to the enhanceable spirit skill of the same name.</ref><!--King Slime's Weight ↑ ↑ is identical, but is considered a skill instead of a trait https://i.imgur.com/xLTWj6Z.jpg-->
| rowspan=3 | Weight ↑ ↑<ref group=Note>Found only on the ''Dragaux'' Spirit. Functionally identical to the enhanceable spirit skill of the same name.</ref><!--King Slime's Weight ↑ ↑ is identical, but is considered a skill instead of a trait https://i.imgur.com/xLTWj6Z.jpg-->
| rowspan=3 | Become much more difficult to [[knockback|launch]], but movement speed greatly decreases.
| rowspan=3 | Become much more difficult to [[knockback|launch]], but movement speed greatly decreases.
| rowspan=3 | 1.05×
| rowspan=3 | 1.05×
Line 1,962: Line 1,907:
| Slightly increases run speed.
| Slightly increases run speed.
| 1.04×
| 1.04×
| 1.1× Run mobility
| 1.1× Dash mobility
|
|
|-
|-
Line 1,968: Line 1,913:
| Slightly decreases run speed.
| Slightly decreases run speed.
| 1.08×
| 1.08×
| 0.9× Run mobility
| 0.9× Dash mobility
|
|
|-
|-
Line 1,990: Line 1,935:
|-
|-
| Water Weakness
| Water Weakness
| Increases the damage taken from {{b|water|effect}} attacks.
| Increases the damage taken from [[water (effect)|water]] attacks.
| 1.08×
| 1.08×
| {{EffectIcon|Water}}
| {{EffectIcon|Water}}
Line 2,005: Line 1,950:
|
|
|-
|-
| rowspan=2 | Bane of Light <ref group=Note>Found only on the ''Dharkon'' spirit</ref>
| rowspan=2 | Bane of Light<ref group=Note>Found only on the ''Dharkon'' Spirit</ref>
| rowspan=2 | Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode.
| rowspan=2 | Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode.
| rowspan=2 | 1.10×
| rowspan=2 | 1.10×
Line 2,013: Line 1,958:
| 0.77× Defense
| 0.77× Defense
|-
|-
| rowspan=2 | Bane of Darkness <ref group=Note>Found only on the ''Galeem'' spirit</ref>
| rowspan=2 | Bane of Darkness<ref group=Note>Found only on the ''Galeem'' Spirit</ref>
| rowspan=2 | Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode.
| rowspan=2 | Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode.
| rowspan=2 | 1.10×
| rowspan=2 | 1.10×
Line 2,020: Line 1,965:
|-
|-
| 0.77× Defense
| 0.77× Defense
|-
| Fist & Foot Attack ↑<ref group=Note>Found only on the ''Heihachi Mishima'' spirit.</ref>
| Increases the power of [[arm|punches]] and [[leg|kicks]].
| 1.05×
| 1.2× Damage dealt
| {{TypeIcon|Hand}}{{TypeIcon|Elbow}}{{TypeIcon|Foot}}{{TypeIcon|Knee}}
|}
|}


Line 2,034: Line 1,973:


==Trivia==
==Trivia==
*Chibi-Robo was the first Spirit to officially be revealed during the November 2018 [[Nintendo Direct]].
*Despite the lore referring to spirits as characters, some spirits (such as [[Gunship|Samus' Gunship]], the [[Shine Sprite]], and [[Cardboard box|Snake's cardboard box]]) are based on inanimate objects instead of characters.
*Despite the lore referring to spirits as characters:
*Toss & Meteor is the only spirit ability which factors its increased damage into the knockback formula, hence the description referencing launch power.
**Some spirits (such as [[Gunship|Samus' Gunship]], the [[Shine Sprite]], and [[Cardboard box|Snake's cardboard box]]) are based on inanimate objects instead of characters.
*Falling Immunity, Bury Immunity, Swimmer, and Item Autograb are the only stackable spirit abilities that yield no additional benefit when stacked.
**Alter egos and other versions of playable characters, such as [[mariowiki:King K. Rool#Donkey_Kong_Country_2:_Diddy's_Kong_Quest|Kaptain K. Rool]], Mario and Luigi in their ''{{iw|mariowiki|Mario Tennis Aces}}'' outfits, and various yoga poses being performed by {{SSBU|Wii Fit Trainer}}, also appear as spirits, despite not being separate characters.
*Alter egos and other versions of playable characters, such as Kaptain K. Rool, Mario and Luigi in their ''Mario Tennis Aces'' outfits, and various yoga poses being performed by Wii Fit Trainer, also appear as spirits, despite not being separate characters.
**There are also spirits based on groups of characters, such as {{iw|mariowiki|Piantas}} and the {{iw|mariowiki|Tiki Tak Tribe}}, although, by definition, each spirit should represent one individual character.
*Lip and Tockles are the only support spirits that share the same effect as other spirits, but are in different ranks. (Lip is Ace-class, while other spirits with the "Lip's stick" item are Novice-class and Tockles is Ace-class, while other fog immunity spirits are Advanced-class)
***There are also spirits such as [[Zelda|Zelda (Breath of the Wild)]] and Hero's Comrades, whose spirit battles feature several fighters that represent different characters.
*There are also spirits based on groups of characters, such as Piantas and the Tiki Tak Tribe, although, by definition, each spirit should represent one individual character.
*The first and last spirits added in each year are:
*The highest value for a single stat is possessed by the Absolutely Safe Capsule, which has a defense stat of 10,000, but 0 for attack.
**2018: The only spirits added were ''Super Mario'' spirits from the [[Oh Yeah! Mario Time!]] [[Spirit Board event]], which occurred only 21 days after the game's release and 3 days before the end of the year.
*With 1,297 Spirits contained within the base game of ''Ultimate'' (beginning with Mario and ending with Risky Boots), it surpasses the amount of Stickers in ''Brawl'' by 597, as there were only 700; it even surpasses the number by 53 when combined with the Trophies from ''Brawl'', as there were 544 Trophies, for a total of 1244 in ''Brawl''.
**2019: The {{SSBU|Piranha Plant}} fighter spirit was the first spirit added and the last were the ''[[Oust Resident Evil!|Resident Evil]]'' spirits.
**The first spirits to be added to the game as DLC were the Partner Eevee and Partner Pikachu, while the first spirits to be added via the Spirit Board were Dice Block, River Survival and Golden Dash Mushroom.
**2020: The first spirits added were ''ASTRAL CHAIN'' spirits from the [[Chain the Future to Spirits!]] Spirit Board event and the last were ''[[List of spirits (Final Fantasy series)|FINAL FANTASY]]'' spirits for {{SSBU|Sephiroth}}'s [[DLC Spirit Board]].
*There are only 7 support spirit effects that cost three support slots, those being Super Armor, Great Autoheal, Ore Club Equipped, Poison Heals, Double Final Smash, Poison Power Up, and Critical Fast Final Smash Meter ↑ ↑.
**2021: The first spirits added were ''[[Hyrule Warriors: Age of Calamity]]'' spirits from the Spirit Board event of the same name and the last were the ''[[List of spirits (Kingdom Hearts series)|KINGDOM HEARTS]]'' spirits from {{SSBU|Sora}}'s DLC Spirit Board.
**Among these effects, Ore Club Equipped is the only effect that doesn't pertain to a Legend-class spirit (being for Ace-class spirits). It is also the only three-slot effect used by multiple spirits.
**2022: The only spirit added was the {{h2|List of spirits (Street Fighter series)|Evil Ryu}} primary spirit from the Spirit Board event [[Street Fighter 35th Anniversary]].
*Timmy and Tommy is the only master spirit that can be obtained via amiibo.
**2024: The first spirits added were part of the [[Fresh New Faces!]] event, including characters from ''{{iw|zeldawiki|The Legend of Zelda: Tears of the Kingdom}}'', ''{{iw|xenoserieswiki|Xenoblade Chronicles 3}}'', ''{{iw|inkipedia|Splatoon 3}}'', and ''{{iw|pikipedia|Pikmin 4}}'' and the last were spirits from the [[Showtime and Wonder Spirits!]] event, including characters from ''{{iw|mariowiki|Super Mario Bros. Wonder}}'' and ''{{iw|mariowiki|Princess Peach Showtime!}}''
*Every Legend DLC spirit from the DLC Spirit Boards always have an ability that is unique to only that spirit.
***2023 is currently the only year to not see any new spirits added to the game.
*Out of all of the Fighter Spirits, 11 of them do not use artwork from their original games to swap out with their ''Ultimate'' artwork, with them solely using their ''Ultimate'' artwork instead. These Spirits are the respective male and female versions of {{SSBU|Pokémon Trainer}}, {{SSBU|Robin}} and {{SSBU|Wii Fit Trainer}}, the default and ''Advent Children'' versions of {{SSBU|Cloud}}, and the {{SSBU|Mii Fighter}}s.
*Falling Immunity, Bury Immunity, Slumber Immunity, Swimmer, Perfect-Shield Reflect, and Item Autograb are the only stackable spirit abilities that yield no additional benefit when stacked.
*For unknown reasons, {{SSBU|Chrom}} and {{SSBU|Daisy}} have different hitboxes compared to {{SSBU|Roy}} and {{SSBU|Peach}} when running with the Impact Run spirit ability equipped.<ref>[https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=963542361&range=MO2 Offset values for 'high_speed_dash_attack' (Impact Run)]</ref><ref>[https://i.imgur.com/gRBnia9.png Roy & Chrom hitting a Sandbag at different points], indicating a different hitbox</ref>
*[[Lip]] and Tockles are the only support spirits that share the same effect as other spirits, but are in different ranks (Lip is Ace-class while other Lip's Stick Equipped spirits are Novice-class, and Tockles is Ace-class while other Fog Immunity spirits are Advanced-class).
*The highest value for a single stat is possessed by the {{iw|wikibound|Absolutely Safe Capsule}}, which has a defense stat of 10,000, but an attack stat of 0.
**In addition, this is the only summonable spirit to summon with six cores instead of one or two.
*If not counting the [[bulbapedia:Eevee (Pokémon)#Partner Eevee|Partner Eevee]] and [[bulbapedia:Pikachu (Pokémon)#Partner Pikachu|Partner Pikachu]] spirits, ''Ultimate'' contains a total of 1,297 spirits at launch, which starts from {{SSBU|Mario}} and ends with [https://shantae.fandom.com/wiki/Risky_Boots Risky Boots] from the ''Shantae'' series. With this amount of spirits contained within the base game of ''Ultimate'', it surpasses the amount of Stickers in ''Brawl'' by 597, as there were only 700; it even surpasses the number by 53 when combined with the Trophies from ''Brawl'', as there were 544 Trophies, for a total of 1244 in ''Brawl''.
**The first spirits to be added to the game as DLC were Partner Eevee and Partner Pikachu, while the first spirits to be added via the Spirit Board were Dice Block, River Survival and {{iw|mariowiki|Golden Dash Mushroom}}.
*There are only 11 support spirit effects that cost three support slots, those being Ore Club Equipped, Super Armor, Great Autoheal, Poison Heals, Double Final Smash, Poison Power Up, Critical Fast Final Smash Meter ↑ ↑, Critical-Health Healing ↑ ↑, Critical Super Giant, Mouthful of Curry ↑ ↑, and Weapon Attack & Move Speed ↑ ↑.
**Among these effects, Ore Club Equipped is the only effect that does not pertain to a Legend-class spirit (being for Ace-class spirits). It is also the only three-slot effect used by multiple spirits.
*[[Timmy & Tommy]] is the only master spirit that can be obtained via amiibo.
*Every DLC Spirit Board introduces one Legend-class spirit with a new effect that is unique to that spirit.
**Fist & Foot Attack ↑ is the only Primary spirit trait to be introduced in this manner.
*Out of all of the fighter spirits, 11 of them do not use artwork from their original games to swap out with their ''Ultimate'' artwork, with them solely using their ''Ultimate'' artwork instead. These spirits are the respective male and female versions of {{SSBU|Pokémon Trainer}}, {{SSBU|Robin}}, and Wii Fit Trainer (though the latter's order is female and male, not the other way around), the ''[https://finalfantasy.fandom.com/wiki/Final_Fantasy_VII:_Advent_Children Advent Children]'' version of {{SSBU|Cloud}}, the 3 types of {{SSBU|Mii Fighter}}s, and the default version of {{SSBU|Kazuya}}.
**Previously, Cloud's fighter spirit for his default appearance was also represented by his ''Ultimate'' artwork. From version 10.1.0 onwards, his fighter spirit uses his original artwork from ''[https://finalfantasy.fandom.com/wiki/Final_Fantasy_VII Final Fantasy VII]''.
*If a spirit battle is played on Saturdays from 8:00 PM to 12:00 AM on either [[Smashville]] or [[Town and City]], [[K.K. Slider]] overrides any song played in the battle, but its original song is still played during the briefing.
*If a spirit battle is played on Saturdays from 8:00 PM to 12:00 AM on either [[Smashville]] or [[Town and City]], [[K.K. Slider]] overrides any song played in the battle, but its original song is still played during the briefing.
*A long-running debate in the ''Smash'' community was whether or not a character could be a DLC fighter if they were already a spirit in the game, as there would most likely be complications with artwork, naming conventions, and availability (such as World of Light). While {{SSB4|Mewtwo}} and {{SSB4|Lucas}} became DLC after being Trophies in ''Smash 4'', spirits are given a gameplay related purpose. This debate has been discredited with the announcements of {{SSBU|Min Min}}, {{SSBU|Pyra}} and {{SSBU|Mythra}} as fighters, who were spirits in the base game prior to becoming DLC fighters.
*A long-running debate in the ''Smash'' community was whether or not a character could be a DLC fighter if they were already a Spirit in the game, as there would most likely be complications with artwork, naming conventions, and availability (such as World of Light). While {{SSB4|Mewtwo}} and {{SSB4|Lucas}} became DLC after being Trophies in ''Smash 4'', Spirits are given a gameplay related purpose. This debate has been discredited with the announcement of {{SSBU|Min Min}} as a fighter, who was a Spirit in the base game prior to becoming a DLC fighter.
*[[Sheriff]] is the oldest character represented by a spirit, while the most recent are the Peach & {{iw|mariowiki|Stella}} and Swordfighter Peach from ''Princess Peach Showtime!''.
*Several spirits have had their series or game parenthetically appended to their names after another spirit with the same name was added in an update. These are:
**{{iw|zeldawiki|Dimitri}} (The Legend of Zelda) and {{iw|zeldawiki|Hilda}} (The Legend of Zelda), both of whom share names with characters on {{SSBU|Byleth}}'s Spirit Board: {{iw|fireemblem|Dimitri}} (Fire Emblem) and {{iw|fireemblem|Hilda}} (Fire Emblem).
**{{iw|xenoseries|Riki}} (Xenoblade Chronicles), who shares a name with a character added in the [[River City Smash]] spirit event: [https://kuniokun.fandom.com/wiki/Riki Riki] (River City) .
**[[Slime]] (Dragon Quest), who shares a name with an enemy on {{SSBU|Steve}}'s Spirit Board: [https://minecraft.wiki/w/Slime Slime] (Minecraft).
**[[zeldawiki:Impa#Ocarina of Time|Impa]] (Ocarina of Time), who shares a name with multiple similar characters in the ''Legend of Zelda'' series, one of which was added in the [[Hyrule Warriors: Age of Calamity]] spirit event: [[zeldawiki:Impa#Hyrule Warriors: Age of Calamity|Impa]] (Age of Calamity).
***Additionally, some spirits have appendices applied in other languages; in ''[[Mr. Sakurai Presents#Battling With Sora|Battling With Sora]]'', Sakurai lists {{iw|khwiki|Aqua}} and {{iw|khwiki|Axel}} as examples, as they share their Japanese names with {{iw|fireemblemwiki|Azura}} from ''Fire Emblem'' and [https://megaman.fandom.com/wiki/Axl Axl] from ''Mega Man'', respectively. However, in Japanese, the spirits the added ones share their names with were not updated to add appendices, unlike other translations.
***[https://cuphead.fandom.com/wiki/The_Devil The Devil] from ''Cuphead'' has an appendix, despite there not being another spirit named "The Devil". This is because of its Japanese name just being "Devil", thereby sharing a name with the [[Devil]] from ''Devil World''.
*Several spirits have had adjustments to their image since launch, being the {{iw|wikibound|Masked Man}}, Dungeon Man, Ness's Father, Boney, Kumatora, Buzz Buzz, Absolutely Safe Capsule, Flying Man, Mister Belch, Ultimate Chimera, EVE, {{iw|mariowiki|Fire Attack}}, and Cloud spirits. Due to controversy on Mr. Game & Watch's appearance when using his side smash negatively portraying Native Americans, his model was changed to remove a feather, and the same change was made to the Fire Attack spirit in the version 1.1.0 update. The Masked Man sprite was changed in version 2.0.0 to match its actual sprite from ''[[Mother 3]]'' instead of a fan-image, while the other EarthBound spirits had minor changes. In version 10.1.0, Cloud's fighter spirit was given artwork from ''Final Fantasy VII'' alongside his ''Ultimate'' artwork, rather than just the latter.
*Six spirits have had the ability to unlock them by having save data of a specific game, being Partner Pikachu, Partner Eevee, Tockles, [https://megamitensei.fandom.com/wiki/Sophia_(Persona_5_Strikers) Sophia], [https://ghostsngoblins.fandom.com/wiki/Arthur Arthur], and [https://monsterhunter.fandom.com/wiki/Ratha Razewing Ratha] which could be obtained with save data from [[bulbapedia:Pokémon:_Let's_Go,_Pikachu!_and_Let's_Go,_Eevee!|''Pokémon: Let's Go Pikachu'', ''Pokémon: Let's Go Eevee'']], ''{{s|wikipedia|Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition}}'', ''[https://megamitensei.fandom.com/wiki/Persona_5_Strikers Persona 5 Strikers]'', ''[https://ghostsngoblins.fandom.com/wiki/Ghosts_%27n_Goblins_Resurrection Ghosts 'n Goblins Resurrection]'', and ''[https://monsterhunter.fandom.com/wiki/Monster_Hunter_Stories_2:_Wings_of_Ruin Monster Hunter Stories 2: Wings of Ruin]'', respectively.
*{{SSBU|Battlefield}}, {{SSBU|Big Battlefield}}, [[Small Battlefield]], and [[Northern Cave]] are currently the only stages to not be used in a Spirit Battle in any form.
[[File:Spirit placeholder.jpg|thumb|200px|Dragaux replaced with a placeholder icon.]]
*The sound that plays when an event is scheduled to happen is re-purposed [https://youtu.be/d_Y7LxNaOSk?t=137 from Smash Run in SSB4], which also played similarly for that reason.
*A placeholder icon exists for spirits whose images cannot be loaded. This icon is a light gray version of the generic spirits logo. This situation typically occurs when a player's save data has been deleted, corrupted, or otherwise unobtainable and affects most spirits from [[Spirit Board event]]s. Once the player goes to the [[Spirit Board]] with an internet connection, the placeholders will be replaced with the appropriate images. Affected spirits can [https://www.youtube.com/watch?v=uOUi-m-51z8 still be used, battled, and collected] with no issue, albeit using the placeholder icon until the issue is resolved.
**All Spirit Board event spirits after {{iw|mariowiki|Peachette}} are affected. This is because Peachette was the last event spirit made obtainable outside of its event via an update. All event spirits after Peachette were made obtainable on a set date using the same method as the events themselves are added without needing a proper update&mdash;having no internet connection prevents the game from connecting to the service in charge of the events and related spirits. Spirits associated with a fighter from a [[Fighters Pass]] are not affected, as they are bundled with an update.<ref>[https://cdn.discordapp.com/attachments/520312822962323456/800190046925881394/odd.jpg Stitched screenshot of event spirits replaced with placeholders] (from 10.1.0)</ref>
{{clrr}}


==See also==
==See also==

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