Super Smash Bros. Ultimate

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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 equipabble characters|the menu featuring them|Spirits (menu)}}
{{disambig2|the equippable 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 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''' ({{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 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.  
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]]''.


As of version '''6.1.0''', a total of [[List_of_spirits_(complete_list)|1375 spirits]] can be obtained in game, all sorted into [[List of spirits (disambiguation)|37 series]].
A total of [[List of spirits (complete list)|1528 spirits]] can be obtained in game, all sorted into [[List of spirits (disambiguation)|42 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 spirit when opening up the game for the first time.
*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.
*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.
**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.
*[[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.
*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.
*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.
*[[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.
*Some spirits can be [[Enhanceable Spirit|enhanced]] into new, stronger spirits. There are numerous spirits that can only be gotten this way.
*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.
*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.
*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.
*Some spirits are obtained through challenges. Some spirits will be available on the Spirit Board once its challenge is completed.
*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.
*Can be purchased through the [[Shop]] with [[Gold (collectible)|Gold]].
*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 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.
*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).
*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.
*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.
*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]].
*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.
*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==
Spirits are separated by their strength which is referred to as "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).
*★☆☆☆ Novice
*★☆☆☆ Novice
*★★☆☆ Advanced
*★★☆☆ Advanced ("Hope" in the Japanese version)
*★★★☆ 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, it gains a further 1.1x (10%) power boost.
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.


Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not 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.
*The damage dealt multiplier is equal to <code>1 + attack/2500</code>. Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.
*The damage taken multiplier is a more complicated <code>1/(1+(7-1)(defense/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.


In addition, increased attack will cause smash attacks to charge faster, while increased defense will improve shield durability. 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). However, defense is also slower to rise as its magnitude increases, whereas attack rises at a constant rate.
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.


Some primary spirits can be [[enhance|enhanced]] at level 99, which functionally means they transform into a different primary spirit with a higher rank, more powerful stats and an added ability. Furthermore, enhanced spirits tend to have higher stats than non-enhanced spirits of the same rank.
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]]}}


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.
====Attack====
{{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]]}}
*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.
**When using a [[Final Smash]] the damage dealt multiplier is <code>1 + (attack×1/10000)</code>.
**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.
 
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====
*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.
**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.
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).


===Support spirits===
===Support spirits===
{{main|Support spirit}}
{{main|Support spirit}}
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.
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.  


If a spirit team has two support spirits that start the battle with a held item, the player will only start with the item indicated by the support spirit in the first slot.
Despite normally not having types, support spirits are assigned them for the purposes of Spirit Battles.


===Fighter spirits===
===Fighter spirits===
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.
{{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.


===Master Spirits===
===Master spirits===
{{Main|Master Spirit}}
{{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 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 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. 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.
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.


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.  
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.


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.
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.


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.


==Raising Spirits==
===Spirit shield===
[[File:Fighter's Spirits.jpg|thumb|left|{{SSBU|Inkling}} equipped with the spirits of Gooey (Primary), [[Lip]], [[Nabbit]] and the Ouendan (Supports).]]
[[File:SpiritFromSpiritBoard.jpg|thumb|Bowser attempting to get Magneton]]
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; using a core of the same type as the spirit will give an additional boost.
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.
{{clrl}}
{{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.
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]].


====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.


*'''Demon Style''', operated by Ryoma. Majorly increases offense, but majorly decreases defense.
{| class="wikitable"
*'''Land Style''', operated by Cap'n Cuttlefish. Increases ground power and move speed, but decreases air power and jump height.
!scope="row"| {{rollover|Standard Attacks|Any attack that requires only the standard-button|y}}
*'''Air Style''', operated by Peppy Hare. Increases air power and jump height, but decreases ground power and move speed.
|Neutral Attack, Tilt Attack, Dash Attack, Smash Attack, Edge Attack, Floor Attack
*'''Brick-Wall Style''', operated by Copper & Booker. Majorly increases defense, but majorly decreases offense.
|-
*'''Boulder Style''', operated by Darunia. Increases defense and move speed, but decreases offense and jump height.
!scope="row"| Ground Mobility
*'''Big-Bee Style''', operated by Honey Queen. Increases defense, jump height, and weight, but decreases offense and move speed.
|Max Walk Speed, Base Acceleration, Additional Acceleration, Initial Dash Speed, Run Speed, Base Run Acceleration, Additional Run Acceleration, Crawl Speed
*'''Runner Style''', operated by Dr. Stewart. Majorly increases move speed, but majorly decreases jump height.
|-
*'''Gravity Style''', operated by Gravity Man. Majorly increases jump height, but majorly decreases move speed and fall speed.
!scope="row"| Air Mobility
*'''Tank Style''', operated by [[Kraid]]. Increases offense and defense, but decreases move speed and jump height.
|Max Air Speed, Base Acceleration, Additional Acceleration, Air Friction
*'''Lightweight Style''', operated by the [[Wii Balance Board]]. Increases move speed and jump height, but decreases offense, defense, and weight.
|-
*'''Strategist Style''', operated by [[Riki]]. Increases special-move power, but decreases attack power, throw power, and item power.
!scope="row"| Jump
*'''Equipment Style''', operated by Dyntos. Increases item power and amount of healing received by items, but decreases attack power, special-move power, and throw power.
|Jump, short hop, footstool height and speed
*'''Overthrow Style''', operated by Zangief. Increases throw power, grab range, and grab power, but decreases attack power, special-move power, and item power.
|-
*'''Ninja Style''', operated by [[Kat & Ana]]. Majorly increases throw power, grab power, item power, move speed, and fall speed, but majorly decreases attack power, special-move power, defense, and weight.
!scope="row"| Item Mobility
*'''Forgetful Style''', operated by Slowpoke. Allows a Spirit to instantly forget a Style, disabling any stat alterations it imposes.
|Same as Ground Mobility, but for carrying heavy items or using shooting items
|}


In addition, Spirit styles also alter the Team Power of a Spirit team like support Spirits do, however they can both increase and decrease the Team Power. Whether the Team Power is increased or decreased appears to depend on how well the style complements the spirit/team. For example if the Absolutely Safe Capsule, which has a defense stat of 10,000, is trained in Brick-Wall Style, the Team Power is increased 20%.
{| class="wikitable sortable"
!Style!!Master!!Effects!!Team Power
|-
!scope="row"| Demon
| Ryoma
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.2
*Damage resistance ×0.8
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.2
*[[File:Equipment Icon Protection Badge.png|20px|Def]] ×0.8
|-
!scope="row"| Land
| Cap'n Cuttlefish
|
*Standard Attacks, Grounded Specials, Throws, Pummels ×1.2
*Aerials, Aerial Specials ×0.3
*Ground & Item Mobility ×1.2
*Jump ×0.8
*Air Mobility ×0.85
*Wall & Ledge Jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.2
*[[File:Equipment Icon Protection Badge.png|20px|Def]] ×0.8
|-
!scope="row"| Air
| Peppy Hare
|
*Standard Attacks, Grounded Specials, Throws, Pummels ×0.3
*Aerials, Aerial Specials ×1.2
*Ground & Item Mobility ×0.8
*Jump, Wall jump, Ledge jump ×1.2
*Midair Jump Speed & Additional Speed ×1.2
*Air Mobility ×1.3
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Brick-Wall
| Copper & Booker
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.5
*Damage resistance ×1.3
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×0.8
*[[File:Equipment Icon Protection Badge.png|20px|Def]] ×1.2
|-
!scope="row"| Boulder
| Darunia
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.7
*Damage resistance ×1.1
*Ground & Item Mobility ×1.2
*Jump, Wall jump, Ledge jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8
*Air Mobility ×1.1
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Big-Bee
| Honey Queen
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×1.15
*Ground & Item Mobility ×0.7
*Jump, Wall jump, Ledge jump ×1.2
*Midair Jump Speed & Additional Speed ×1.2
*Air Mobility ×1.1
*Weight ×1.2
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Runner
| Dr. Stewart
|
*{{rollover|Ground & Item Mobility ×1.5|Excluding initial dash|?}}
*Initial dash ×1.3
*Jump ×0.6
*Air Mobility ×1.2
*Midair Jump Speed & Additional Speed ×0.7
*Wall & Ledge Jump ×0.7
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Gravity
| Gravity Man
|
*Ground & Item Mobility ×0.5
*Jump ×1.5
*Fall & Fastfall Speed ×0.8
*Air Mobility ×0.9
*Midair Jump Speed & Additional Speed ×1.3
*Wall & Ledge Jump ×1.3
<!--*Gravity ×1.0-->
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.4
*[[File:Equipment Icon Protection Badge.png|20px|Def]] ×0.6
|-
!scope="row"| Tank
| [[Kraid]]
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.1
*Damage resistance ×1.2
*Ground & Item Mobility ×0.8
*Jump, Wall jump, Ledge jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8
*Air Mobility ×0.9
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×0.6
*[[File:Equipment Icon Protection Badge.png|20px|Def]] ×1.4
|-
!scope="row"| Lightweight
| [[Wii Balance Board]]
|
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×0.85
*Ground Mobility{{rollover|*|Minus Additional Acceleration|y}} ×1.4
*Additional Acceleration ×0.8
*Jump, Wall jump, Ledge jump ×1.4
*Midair Jump Speed & Additional Speed ×1.4
*Air Mobility ×1.3
*Weight ×0.8
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Strategist
| [[Riki]]
|
*Standard Attacks, Aerials, Throws, Pummels, Items ×0.7
*Specials ×1.2
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Equipment
| Dyntos
|
*Standard Attacks, Aerials, Specials ×0.6
*Item Attack ×1.2
*Healing Amount ×1.2
*Assist Trophy Attack ×1.1
*Transformation & Equipment Duration ×1.2
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.1
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Overthrow
| Zangief
|
*Standard Attacks, Aerials, Specials, Items ×0.6
*Throws/Pummels ×1.5
*Grab Radius ×1.5
|
*[[File:Equipment Icon Brawn Badge.png|20px|Atk]] ×1.1
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Ninja
| [[Kat & Ana]]
|
*Standard Attacks, Aerials, Specials ×0.5
*Throws/Pummels ×1.3
*Damage resistance ×0.8
*Ground & Item Mobility ×1.6
*Jump, Wall jump, Ledge jump ×1.1
*Midair Jump Speed & Additional Speed ×1.2
*Fall & Fastfall Speed ×1.3
*Item Attack ×1.2
*Weight ×0.65
*Gravity ×1.6
|
*[[File:Equipment Icon Power Badge.png|20px|Power]] +100
|-
!scope="row"| Forgetful
| Slowpoke
| Makes a spirit forget its current Style and removes any stat changes imposed by it.
|
|}


====Explore====
====Explore====
Line 116: Line 314:
{{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 use 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
Line 123: Line 321:
*'''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


===Dismiss and Summon===
===Dismissing and Summoning===
{{Main|Summon}}
{{Main|Dismiss|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 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.  
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 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.  
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.
{{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 instead may come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below.
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.
 
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.
 
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).


Each skill or trait will increase the Primary Spirit's power by a set percentage; for instance, a 4% increase means the power is multiplied by 1.04 (104%). 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.
<math>\mbox{final mult}=
\begin{cases}
m, & \mbox{if }m \le 1.3 \\
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>


===Attack Skills===
{| class="wikitable"
Abilities that increase the power of specific attack types, or increase damage dealt under specific circumstances.
! Walking mobility
| Max speed, accel., additional accel.
|-
! Run mobility
| Max speed, accel., additional accel., initial dash
|-
! Item mobility
| Heavy item max speed, accel., additional accel., shooting item dash, max speed, accel., additional accel.
|-
! Ground mobility
| Walk, Dash, and Item mobility; Crawl max speed, acceleration, additional acceleration
|-
! Ground/Aerial/Short-/etc. Jump stats
| Jump height, speed
|-
! All Damage
| Neutral attack, dash attack, tilts, smashes, specials, throws, pummels, edge attack, floor attack, items
|}
 
===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.


{| class="wikitable sortable"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
| Fist Attack ↑
| Slightly increases the power of [[Arm|punches and elbow strikes]].
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{TypeIcon|Hand}}{{TypeIcon|Elbow}}
|-
| Foot Attack ↑
| Slightly increases the power of [[Leg|kicks and knee strikes]].
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{TypeIcon|Foot}}{{TypeIcon|Knee}}
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Physical Attack ↑
| Slightly increases the power of [[Arm|punches]], [[Leg|kicks]], and [[bite]]s.
| 2
| 1
| 1.06×
| 1.1× Damage dealt
| 1.18×
| 1.26×
| 1.3×
| {{TypeIcon|Hand}}{{TypeIcon|Elbow}}{{TypeIcon|Foot}}{{TypeIcon|Knee}}{{TypeIcon|Head}}{{TypeIcon|Butt}}{{TypeIcon|Body}}{{TypeIcon|Spin}}{{TypeIcon|Bite}}{{TypeIcon|Tail}}
|-
|-
| Fist Attack ↑ || Slightly increases the power of punches and elbow strikes. || 1 || 1 || 4%
| Air Attack ↑
| Slightly increases the power of [[item]]s and [[aerial attack|attacks used in the air]].
| 2
| 1
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Foot Attack ↑ || Slightly increases the power of kicks and knee strikes. || 1 || 1 || 4%
| Strong Throw
| Slightly increases the power of [[grab]]bing and [[throw]]ing attacks.
| 2
| 1
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|  
|-
|-
| Physical Attack ↑ || Slightly increases the power of punches, kicks, and bites. || 2 || 1 || 6%
| Weapon Attack ↑
| Slightly increases the power of [[Weapon|swords, whips, hammers, etc.]]
| 2
| 1
| 1.06×
| 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}}
|-
|-
| Air Attack ↑ || Slightly increases the power of items and attacks used in the air. || 2 || 1 || 6%
| Shooting Attack ↑
| Slightly increases the power of [[projectile]] weapons such as bows or guns.
| 2
| 1
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Strong Throw || Slightly increases the power of grabbing and throwing attacks. || 2 || 1 || 6%
| rowspan=3 | Dash Attack ↑
| rowspan=3 | Increases tackle and [[dash attack]] power, and slightly increases move speed.
| rowspan=3 | 2
| rowspan=3 | 1
| rowspan=3 | 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| rowspan=3 | <!--note-->
|-
|-
| Weapon Attack ↑ || Slightly increases the power of swords, whips, hammers, etc. || 2 || 1 || 6%
| 1.2× Initial dash speed || 1.|| 1.6× || 1.8×
|-
|-
| Shooting Attack ↑ || Slightly increases the power of projectile weapons such as bows or guns. || 2 || 1 || 6%
| 1.1× Max run speed, run accel., run additional accel.|| 1.|| 1.3× || 1.4×
|-
|-
| Dash Attack ↑ || Increases tackle and dash attack power, and slightly increases move speed. || 2 || 1 || 6%
| rowspan=2 | Hyper Smash Attacks
| rowspan=2 | Increases attack power and [[smash attack|smash-attack]] charge speed.
| rowspan=2 | 4
| rowspan=2 | 1
| rowspan=2 | 1.10×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=2 | <!--note-->
|-
|-
| Hyper Smash Attacks || Increases attack power and smash-attack charge speed. || 4 || 1 || 10%
| 1.2× Charge speed || 1.35× || 1.5× || style="background-color:#DDD" | 1.6×
|-
|-
| Neutral Special ↑ || Slightly increases the power of neutral special moves. || 3 || 1 || 8%
| Neutral Special ↑
| Slightly increases the power of [[neutral special move]]s.
| 3
| 1
| 1.08×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Side Special ↑ || Slightly increases the power of side special moves. || 3 || 1 || 8%
| Side Special ↑
| Slightly increases the power of [[side special move]]s.
| 3
| 1
| 1.08×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Up Special ↑ || Slightly increases the power of up special moves. || 3 || 1 || 8%
| Up Special ↑
| Slightly increases the power of [[up special move]]s.
| 3
| 1
| 1.08×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Down Special ↑ || Slightly increases the power of down special moves. || 3 || 1 || 8%
| Down Special ↑
| Slightly increases the power of [[down special move]]s.
| 3
| 1
| 1.08×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Special-Move Power ↑ || Slightly increases the power of all special moves. || 4 || 1 || 10%
| Special-Move Power ↑
| Slightly increases the power of all [[special move]]s.
| 4
| 1
| 1.10×
| 1.05× Damage dealt || 1.13× || 1.17× || style="background-color:#DDD" | 1.2×
|
|-
|-
| Aura Attack ↑ || Slightly increases the power of Lucario's Aura attacks.{{rollover|*|Also applies to Richter's Holy Water}} || 1 || 1 || 4%
| Aura Attack ↑
| Slightly increases the power of {{SSBU|Lucario}}'s {{b|Aura|effect}} attacks.
| 1
| 1
| 1.04×
| 1.1× Damage dealt
| 1.18×
| 1.26×
| style="background-color:#DDD" | 1.3×
| Also applies to {{SSBU|Richter}}'s [[Holy Water]]<br> {{EffectIcon|Aura}}
|-
|-
| Magic Attack ↑ || Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. || 1 || 1 || 4%
| Magic Attack ↑
| Slightly increases the power of {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| {{TypeIcon|Magic}}
|-
|-
| PSI Attack ↑ || Slightly increases the power of Ness's and Lucas's PSI attacks. || 1 || 1 || 4%
| PSI Attack ↑
| Slightly increases the power of {{SSBU|Ness}}'s and {{SSBU|Lucas}}'s [[PK|PSI]] attacks.
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{TypeIcon|PK}}
|-
|-
| Fire & Explosion Attack ↑ || Slightly increases the power of explosion and fire attacks. || 1 || 1 || 4%
| Fire & Explosion Attack ↑
| Slightly increases the power of explosion and [[flame|fire]] attacks.
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
|-
|-
| Water & Ice Attack ↑ || Slightly increases the power of water and ice attacks. || 1 || 1 || 4%
| Water & Ice Attack ↑
| Slightly increases the power of {{b|water|effect}} and [[Freezing|ice]] attacks.
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{EffectIcon|Water}}{{EffectIcon|Freezing}}<!--Only applies to Water (effect), not Water (type)-->
|-
|-
| Electric Attack ↑ || Slightly increases the power of electricity attacks. || 1 || 1 || 4%
| Electric Attack ↑
| Slightly increases the power of [[electric]]ity attacks.
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{EffectIcon|Electric}}
|-
|-
| Energy-Shot Attack ↑ || Slightly increases the power of energy attacks, such as Fox's Blaster. || 1 || 1 || 4%
| Energy-Shot Attack ↑
| Slightly increases the power of [[energy]] attacks, such as {{SSBU|Fox}}'s [[Blaster]].
| 1
| 1
| 1.04×
| 1.1× Damage dealt || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
| {{TypeIcon|Energy}}
|-
|-
| Toss & Meteor || Increases upward and downward launch power. || 2 || 1 || 6%
| Toss & Meteor
| Increases upward and [[meteor smash|downward]] launch power.
| 2
| 1
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| [[Angle]]s 60-120 and 241-300
|-
|-
| Shield Damage ↑ || Increases the damage dealt to enemy shields. || 3 || 1 || 8%
| Shield Damage ↑
| Increases the damage dealt to enemy [[shield]]s.
| 3
| 1
| 1.08×
| 1.3× Damage dealt || 1.45× || 1.55× || 1.6×
|
|-
|-
| Giant Killer || Increases the damage dealt to giant opponents. || 4 || 1 || 10%
| Giant Killer
| Increases the damage dealt to [[giant]] opponents.
| 4
| 1
| 1.10×
| 1.4× Damage dealt || 1.45× || 1.5× || 1.55×
|
|-
|-
| Metal Killer || Increases the damage dealt to metal opponents. || 4 || 1 || 10%
| Metal Killer
| Increases the damage dealt to [[metal]] opponents.
| 4
| 1
| 1.10×
| 1.4× Damage dealt || 1.45× || 1.5× || 1.55×
|
|-
|-
| Assist Killer || Increases the damage dealt to assist trophies. || 4 || 1 || 10%
| Assist Killer
| Increases the damage dealt to [[Assist Trophies]].
| 4
| 1
| 1.10×
| 1.3× Damage dealt || 1.4× || 1.5× || style="background-color:#DDD" | 1.55×
|
|-
|-
| Critical Hit ↑ || Grants a 5% chance to land a devastating critical hit. || 3 || 1 || 8%
| Critical Hit ↑
| Grants a 5% chance to land a devastating critical hit.
| 3
| 1
| 1.08×
| 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
|-
|-
| Impact Run || Damages enemies when dashing into them. || 1 || 1 || 4%
| Impact Run
| Damages enemies when [[dash]]ing into them.
| 1
| 1
| 1.04×
| 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
|}
|}


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


{| class="wikitable sortable"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
| rowspan=2 | Shield Durability ↑
| rowspan=2 | Increases shield strength.
| rowspan=2 | 3
| rowspan=2 | 1
| rowspan=2 | 1.08×
| 1.4× Shield health || 1.7× || 1.9× || style="background-color:#DDD" | 2.0×
| rowspan=2 | <!--note-->
|-
| colspan=4 | 1.5× Shield recovery
|-
| Easier Perfect Shield
| Widens the window for performing a [[perfect shield]].
| 3
| 1
| 1.08×
| 1.4× Frames extra || 1.6× || 1.8× || <b>2.0×</b>
|
|-
| Perfect-Shield Reflect
| Reflects incoming [[projectile]]s when you perform a [[perfect shield]].
| 2
| 1
| 1.06×
| colspan=4 | 1.2× Reflected projectile
|
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Air Defense ↑
| Slightly reduces the damage taken from [[aerial attack|air attacks]].
| 2
| 1
| 1.06×
| 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.
|-
|-
| Shield Durability ↑ || Increases shield strength. || 3 || 1 || 8%
| Weapon Resist
| Decreases damage taken from melee [[weapon]]s like [[sword]]s and [[whip]]s.
| 2
| 2
| 1.11×
| 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}}
|-
|-
| Easier Perfect Shield || Widens the window for performing a perfect shield. || 3 || 1 || 8%
| Aura Resist ↑
| Slightly reduces damage taken from {{SSBU|Lucario}}'s {{b|Aura|effect}} attacks.
| 1
| 1
| 1.04×
| 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}}
|-
|-
| Perfect-Shield Reflect || Reflects incoming projectiles when you perform a perfect shield. || 2 || 1 || 6%
| Magic Resist ↑
| Slightly reduces damage taken from {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| {{TypeIcon|Magic}}
|-
|-
| Air Defense || Slightly reduces the damage taken from air attacks. || 2 || 1 || 6%
| PSI Resist
| Slightly reduces damage taken from {{SSBU|Ness}}'s and {{SSBU|Lucas}}'s [[PK|PSI]] attacks.
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| {{TypeIcon|PK}}
|-
|-
| Weapon Resist ↑ || Decreases damage taken from melee weapons like swords and whips. || 2 || 2 || 11%
| Fire/Explosion Resist ↑
| Slightly reduces damage taken from explosion and [[flame|fire]] attacks.
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || 0.5×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
|-
|-
| Aura Resist ↑ || Slightly reduces damage taken from Lucario's Aura attacks. || 1 || 1 || 4%
| Water/Freezing Resist ↑
| Slightly reduces damage taken from {{b|water|effect}} attacks.
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || 0.5×
| {{EffectIcon|Water}}{{EffectIcon|Freezing}}<!--Only applies to Water (effect), not Water (type)-->
|-
|-
| Magic Resist ↑ || Slightly reduces damage taken from magic attacks, such as Zelda's and Robin's spells. || 1 || 1 || 4%
| Electric Resist ↑
| Slightly reduces damage taken from [[electric]]ity attacks.
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| {{EffectIcon|Electric}}
|-
|-
| PSI Resist ↑ || Slightly reduces damage taken from Ness's and Lucas's PSI attacks. || 1 || 1 || 4%
| Energy-Shot Resist ↑
| Slightly reduces damage taken from [[energy]] attacks, such as {{SSBU|Fox}}'s [[Blaster]].
| 1
| 1
| 1.04×
| 0.6× Damage received || 0.55× || 0.5× || style="background-color:#DDD" | 0.5×
| {{TypeIcon|Energy}}
|-
|-
| Fire/Explosion Resist ↑ || Slightly reduces damage taken from explosion and fire attacks. || 1 || 1 || 4%
| rowspan=4 | Slow Super Armor
| rowspan=4 | Makes it more difficult to [[flinch]] or be [[knockback|launched]], but move speed decreases.
| rowspan=4 | 3
| rowspan=4 | 2
| rowspan=4 | 1.13×
| colspan=4 | 132 KB limit
| rowspan=4 | Full knockback is taken when the limit is surpassed
|-
|-
| Water/Freezing Resist ↑ || Slightly reduces damage taken from water attacks. || 1 || 1 || 4%
| 0.3× Ground mobility || style="background-color:#DDD" | 0.|| style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.6×
|-
|-
| Electric Resist ↑ || Slightly reduces damage taken from electricity attacks. || 1 || 1 || 4%
| 0.5× Max air speed || style="background-color:#DDD" | 0.|| style="background-color:#DDD" | 0.7× || style="background-color:#DDD" | 0.85×
|-
|-
| Energy-Shot Resist ↑ || Slightly reduces damage taken from energy attacks, such as Fox's Blaster. || 1 || 1 || 4%
| 0.5× Jump stats || style="background-color:#DDD" | 0.|| style="background-color:#DDD" | 0.7× || style="background-color:#DDD" | 0.85×
|-
|-
| Slow Super Armor || Makes it more difficult to flinch or be launched, but move speed decreases. || 3 || 2 || 13%
| Super Armor
| Makes it more difficult to [[flinch]] or be [[knockback|launched]].
| 4
| 3
| 1.20×
| colspan=4 | 132 KB limit
| Full knockback is taken when the limit is surpassed
|-
|-
| Super Armor || Makes it more difficult to flinch or be launched. || 4 || 3 || 20%
| rowspan=2 | Unflinching Charged Smashes
| rowspan=2 | Gain [[armor|super armor]] while charging [[smash attack]]s.
| rowspan=2 | 3
| rowspan=2 | 2
| rowspan=2 | 1.13×
| 130 KB limit || <b>150</b> || style="background-color:#DDD" | 170 || style="background-color:#DDD" | 180
| rowspan=2 | Full knockback is taken when the limit is surpassed
|-
|-
| Unflinching Charged Smashes || Gain super armor while charging smash attacks. || 3 || 2 || 13%
| colspan=4 | 0.9× Damage received
|}
|}


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


{| class="wikitable sortable"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Autoheal
| Recover a small amount of health every five seconds.
| 3
| 2
| 1.13×
| 3 Damage recovered || style="background-color:#DDD" | 5 || style="background-color:#DDD" | 7 || style="background-color:#DDD" | 9
|
|-
|-
| Autoheal || Recover a small amount of health every five seconds. || 3 || 2 || 13%
| Great Autoheal <ref group=Note>Found only on the ''Celebi'' spirit</ref>
| Recovers some health automatically every five seconds.
| 4
| 3
| 1.20×
| colspan=4 | 5 Damage recovered
|  
|-
|-
| Great Autoheal || Recovers some health automatically every five seconds. || 4 || 3 || 20%
| Healing Shield
| Recovers health when enemy attacks are shielded.
| 4
| 2
| 1.15×
| colspan=4 | Heals damage blocked ×0.15
| Does not factor in the 1.19× shield damage multiplier
|-
|-
| Healing Shield || Recovers health when enemy attacks are shielded. || 4 || 2 || 15%
| KOs Heal Damage
| Recovers health when enemies are KO'd.
| 3
| 2
| 1.13×
| 20 Damage recovered || style="background-color:#DDD" | 30 || style="background-color:#DDD" | 40 || style="background-color:#DDD" | 50
| Applies to anything that gives the player a point (KO, Special Flag, Assist Trophy KO, etc.)
|-
|-
| KOs Heal Damage || Recovers health when enemies are KO'd. || 3 || 2 || 13%
| Critical-Health Healing
| Recovers a great deal of health when a certain amount of damage is taken.
| 3
| 2
| 1.13×
| 50 Damage recovered || 75 || style="background-color:#DDD" | 100 || style="background-color:#DDD" | 125
| Activates once per match when above 100% damage or below 20% health in Stamina.
|-
|-
| Critical-Health Healing || Recovers a great deal of health when a certain amount of damage is taken. || 3 || 2 || 13%
| 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.
| 4
| 3
| 1.20×
| 100 Damage healed
| style="background-color:#DDD" colspan=3 |
| Activates once per match when above 100% damage or below 20% health in Stamina.
|-
|-
| Lifesteal || Steals opponents' life force when you strike. || N/A || N/A† || 15%
| Lifesteal
| Steals opponents' life force when you strike.
| N/A
| 3<ref group=Note>Only found on the ''Nightmare'' and ''Skull Kid & Majora's Mask'' enhanced primary spirits</ref>
| 1.15×
| colspan=4 | Heals damage×0.03
| Does not activate with projectiles.
|}
|}
† Only found on the ''Nightmare'' and ''Skull Kid & Majora's Mask'' Primary Spirits


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


{| class="wikitable sortable"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
| Move Speed ↑
| Slightly increases left and right move speed.
| 2
| 1
| 1.06×
| 1.2× Ground mobility, max air speed || 1.4× || 1.6× || style="background-color:#DDD" | 1.8×
|
|-
| Braking Ability ↑
| Makes stopping easier when walking or running.
| 1
| 1
| 1.04×
| 2× Traction || 3× || 4× || <b>5×</b>
| Also removes the decreased traction of slippery surfaces
|-
| rowspan=5 | Lightweight
| rowspan=5 | Greatly increases jump and move speed, but become easier to launch.
| rowspan=5 | 1
| rowspan=5 | 1
| rowspan=5 | 1.04×
| 0.9× Weight || 0.8× || 0.7× || 0.6×
| rowspan=5 |<!--note-->
|-
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || 2.2×
|-
| 1.3× Ground & Short-hop jump || 1.6× || 1.9× || 2.2×
|-
| 1.2× Aerial & Wall jump || 1.4× || 1.6× || 1.8×
|-
| 1.15× Footstool jump || 1.3× || 1.45× || 1.6×
|-
| rowspan=4 | Jump ↑
| rowspan=4 | Increases jump height.
| rowspan=4 | 2
| rowspan=4 | 1
| rowspan=4 | 1.06×
| 1.4× Ground jump height || 1.8× || 2.2× || 2.6×
| rowspan=4 |<!--note-->
|-
| 1.2× Ground jump, short-hop, wall-jump, & ledge jump speed || 1.4× || 1.6× || 1.8×
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| 1.15× Aerial jump speed || 1.3× || 1.45× || 1.6×
|-
|-
| Move Speed ↑ || Slightly increases left and right move speed. || 2 || 1 || 6%
| 1.1× Footstool speed || 1.|| 1.3× || 1.4×
|-
|-
| Braking Ability ↑ || Makes stopping easier when walking or running. || 1 || 1 || 4%
| rowspan=3 | Floaty Jumps
| rowspan=3 | Slows your fall speed after jumping.
| rowspan=3 | 1
| rowspan=3 | 1
| rowspan=3 | 1.04×
| 0.65× Fall speed || 0.6× || 0.55× || 0.5×
| rowspan=3 | <!--note-->
|-
|-
| Lightweight || Greatly increases jump and move speed, but become easier to launch. || 1 || 1 || 4%
| colspan=4 | 0.8× Gravity & fast fall speed
|-
|-
| Jump ↑ || Increases jump height. || 2 || 1 || 6%
| colspan=4 | 0.9× Falling friction
|-
|-
| Floaty Jumps || Slows your fall speed after jumping. || 1 || 1 || 4%
| Additional Midair Jump
| Increases number of midair jumps by one.
| 4
| 2
| 1.15×
| 1 Extra jump || 2 || <b>3</b> || style="background-color:#DDD" | 4
|
|-
|-
| Additional Midair Jump || Increases number of midair jumps by one. || 4 || 2 || 15%
| Landing Lag ↓
| Reduces vulnerability when landing, making movement possible sooner.
| 1
| 1
| 1.04×
| 0.7× Landing lag duration || 0.|| 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.
|-
|-
| Landing Lag ↓ || Reduces vulnerability when landing, making movement possible sooner. || 1 || 1 || 4%
| rowspan=2 | Easier Dodging
| rowspan=2 | Increases period of invincibility when dodging, and air dodges travel farther.
| rowspan=2 | 3
| rowspan=2 | 1
| rowspan=2 | 1.08×
| 1.2× Intangible frames || 1.4× || 1.6× || <b>1.8×</b>
| rowspan=2 | <!--note-->
|-
|-
| Easier Dodging || Increases period of invincibility when dodging, and air dodges travel farther. || 3 || 1 || 8%
| 1.2× Dodging distance || 1.|| 1.6× || <b>1.8×</b>
|-
|-
| Instadrop || Grants the ability to do a quick-drop attack by tilting down while in the air. || 1 || 2 || 9%
| Instadrop
| Grants the ability to do a quick-drop attack by tilting down while in the air.
| 1
| 2
| 1.09×
| 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>-->
|}
|}


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


{| class="wikitable sortable"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! width=5% | 2x
! width=5% | 3x
! width=5% | 4x
|-
| Battering Items ↑
| Increases the power of [[Item#Types of items|battering items]]
| 2
| 1
| 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
|
|-
| rowspan=2 | Shooting Items ↑
| rowspan=2 | Increases the power and ammo of [[Item#Types of items|shooting items]].
| rowspan=2 | 2
| rowspan=2 | 1
| rowspan=2 | 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| rowspan=2 |<!--note-->
|-
| colspan=4 | 1.2× ammo
|-
| rowspan=2 | Thrown Items ↑
| rowspan=2 | Increases the distance and power of [[Item#Types of items|thrown items]].
| rowspan=2 | 2
| rowspan=2 | 1
| rowspan=2 | 1.06×
| 1.1× Damage dealt || 1.18× || 1.26× || 1.3×
| rowspan=2 |<!--note-->
|-
| colspan=4 | 1.3× Item throw speed & power
|-
| Hammer Duration ↑
| Increases the amount of time the [[Hammer]] and [[Golden Hammer]] items last.
| N/A
| 1<ref group=Note>Only found on the ''Mini Mario & Hammers'' enhanced primary spirit</ref>
| 1.08×
| 2× duration || style="background-color:#DDD" | 3× || style="background-color:#DDD" | 4× || style="background-color:#DDD" | 5×
|
|-
| Item Gravitation
| Draws nearby items closer.
| 2
| 1
| 1.04×
| 0.5 units per frame || 0.65 || 0.8 || 1.0
| Attracts items within 45 units
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Beam Sword Equipped
| Start battles with a [[Beam Sword]]. Use it to batter opponents.
| 2
| 1
| 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 |
|-
|-
| Battering Items ↑ || Increases the power of battering items. || 2 || 1 || 6%
| Killing Edge Equipped
| Start battles with a [[Killing Edge]]. Hit when it glows for extra power.
| 2
| 1
| 1.06×
|-
|-
| Shooting Items ↑ || Increases the power and ammo of shooting items. || 2 || 1 || 6%
| Fire Bar Equipped
| Start battles with a [[Fire Bar]]. Bash and burn opponents while it lasts.
| 1
| 1
| 1.04×
|-
|-
| Thrown Items ↑ || Increases the distance and power of thrown items. || 2 || 1 || 6%
| Death's Scythe Equipped
| Start battles with a [[Death's Scythe]]. KO badly injured opponents in one hit!
| 2
| 1
| 1.04×
|-
|-
| Hammer Duration ↑ || Increases the amount of time the [[Hammer]] and [[Golden Hammer]] items last. || N/A || N/A† || 8%
| Lip's Stick Equipped
| 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
| 1.04×
|-
|-
| Item Gravitation || Draws nearby items closer. || 2 || 1 || 6%
| Star Rod Equipped
| Start battles with a [[Star Rod]]. Swing it to launch projectiles.
| 1
| 1
| 1.04×
|-
|-
| Beam Sword Equipped || Start battles with a [[Beam Sword]]. Use it to batter opponents. || 2 || 1 || 6%
| Ore Club Equipped
| Start battles with an [[Ore Club]]. Create a tornado with a smash attack.
| 3
| 3
| 1.18×
|-
|-
| Killing Edge Equipped || Start battles with a [[Killing Edge]]. Hit when it glows for extra power. || 2 || 1 || 6%
| Ray Gun Equipped
| Start battles with a [[Ray Gun]]. Fire at opponents from a distance.
| 2
| 1
| 1.06×
|-
|-
| Fire Bar Equipped || Start battles with a [[Fire Bar]]. Bash and burn opponents while it lasts. || 1 || 1 || 4%
| Super Scope Equipped {{Flag|United States}}<br>Nintendo Scope Equipped {{Flag|Europe}}
| Start battles with a [[Super Scope]] {{Flag|United States}}/Nintendo Scope {{Flag|Europe}}. Fire multiple shots, or charge up for a stronger blast.
| 2
| 2
| 1.11×
|-
|-
| Death's Scythe Equipped || Start battles with a [[Death's Scythe]]. KO badly injured opponents in one hit! || 2 || 1 || 6%
| Steel Diver Equipped
| Start battles with a [[Steel Diver]]. Fire powerful shots that are hard to see.
| 1
| 2
| 1.09×
|-
|-
| Lip's Stick Equipped || Start battles with a [[Lip's Stick]]. Hit an opponent with it to slowly drain their health. || 1‡ || 1 || 4%
| Rage Blaster Equipped
| Start battles with a [[Rage Blaster]]. Deal more damage when you have more damage.
| 1
| 1
| 1.04×
|-
|-
| Star Rod Equipped || Start battles with a [[Star Rod]]. Swing it to launch projectiles. || 1 || 1 || 4%
| Staff Equipped
| Start battles with a [[Staff]]. Fire at faraway opponents to deal more damage.
| 1
| 1
| 1.04×
|-
|-
| Ore Club Equipped || Start battles with an [[Ore Club]]. Create a tornado with a smash attack. || 3 || 3 || 18%
| Banana Gun Equipped
| Start battles with a [[Banana Gun]]. Use the leftover peel after you fire.
| 1
| 1
| 1.04×
|-
|-
| Ray Gun Equipped || Start battles with a [[Ray Gun]]. Fire at opponents from a distance. || 2 || 1 || 6%
| Drill Equipped
| Start battles with a [[Drill]]. Fire a single shot, but if it hits, it keeps on hitting.
| 1
| 1
| 1.04×
|-
|-
| Super Scope Equipped || Start battles with a [[Super Scope]]. Fire multiple shots, or charge up for a stronger blast. || 2 || 2 || 11%
| Fire Flower Equipped
| Start battles with a [[Fire Flower]]. Shoot fire at opponents.
| 1
| 1
| 1.04×
|-
|-
| Steel Diver Equipped || Start battles with a [[Steel Diver]]. Fire powerful shots that are hard to see. || 1 || 2 || 9%
| Ramblin' Evil Mushroom Equipped
| Start battles with a [[Ramblin' Evil Mushroom]]. Spray opponents with it to reverse their controls.
| 1
| 1
| 1.04×
|-
|-
| Rage Blaster Equipped || Start battles with a [[Rage Blaster]]. Deal more damage when you have more damage. || 1 || 1 || 4%
| Green Shell Equipped
| Start battles with a [[Green Shell]]. Throw it and it'll slide across the stage.
| 1
| 1
| 1.04×
|-
|-
| Staff Equipped || Start battles with a [[Staff]]. Fire at faraway opponents to deal more damage. || 1 || 1 || 4%
| Freezie Equipped
| Start battles with a [[Freezie]]. Hit opponents with it to [[freezing|freeze]] them.
| 1
| 1
| 1.04×
|-
|-
| Banana Gun Equipped || Start battles with a [[Banana Gun]]. Use the leftover peel after you fire. || 1 || 1 || 4%
| Hothead Equipped
| Start battles with a [[Hothead]]. Toss it, and it'll loop around platforms to hit enemies.
| 1
| 2
| 1.09×
|-
|-
| Drill Equipped || Start battles with a [[Drill]]. Fire a single shot, but if it hits, it keeps on hitting. || 1 || 1 || 4%
| Boomerang Equipped
| Start battles with a [[Boomerang]]. Deal damage when you throw it and when it returns.
| 1
| 1
| 1.04×
|-
|-
| Fire Flower Equipped || Start battles with a [[Fire Flower]]. Shoot fire at opponents. || 1 || 1 || 4%
| Beastball Equipped
| Start battles with a [[Beastball]]. Throw it, and it will warp toward a nearby opponent.
| 1
| 1
| 1.04×
|-
|-
| Ramblin' Evil Mushroom Equipped || Start battles with a [[Ramblin' Evil Mushroom]]. Spray opponents with it to reverse their controls. || 1 || 1 || 4%
| Unira Equipped
| Start battles with a [[Unira]]. Attack it to make spikes come out.
| 1
| 1
| 1.04×
|-
|-
| Green Shell Equipped || Start battles with a [[Green Shell]]. Throw it and it'll slide across the stage. || 1 || 1 || 4%
| Mr. Saturn Equipped
| Start battles with a [[Mr. Saturn]]. Break enemies' [[shield]]s easily.
| 2
| 1
| 1.04×
|-
|-
| Freezie Equipped || Start battles with a [[Freezie]]. Hit opponents with it to freeze them. || 1 || 1 || 4%
| Bob-omb Equipped
| Start battles with a [[Bob-omb]]. Launch foes with its powerful blast.
| 2
| 1
| 1.06×
|-
|-
| Hothead Equipped || Start battles with a [[Hothead]]. Toss it, and it'll loop around platforms to hit enemies. || 1 || 2 || 9%
| Bomber Equipped
| Start battles with a [[Bomber]]. Raise it up to cause a huge explosion.
| 2
| 1
| 1.06×
|-
|-
| Boomerang Equipped || Start battles with a [[Boomerang]]. Deal damage when you throw it and when it returns. || 1 || 1 || 4%
| Black Hole Equipped
| Start battles with a [[Black Hole]]. Activate it, and it'll pull in nearby fighters.
| 3
| 2
| 1.13×
|-
|-
| Beastball Equipped || Start battles with a [[Beastball]]. Throw it, and it will warp toward a nearby opponent. || 1 || 1 || 4%
| Super Launch Star Equipped
| Start battles with a [[Super Launch Star]]. Touch it and get launched.
| 2
| 1
| 1.06×
|-
|-
| Unira Equipped || Start battles with a [[Unira]]. Attack it to make spikes come out. || 1 || 1 || 4%
| Fairy Bottle Equipped
| Start battles with a [[Fairy Bottle]]. Heal when at least 100% damage is taken.
| 2
| 1
| 1.06×
|-
|-
| Mr. Saturn Equipped || Start battles with a [[Mr. Saturn]]. Break enemies' shields easily. || 2 || 1 || 6%
| Made of Metal
| Start battles in [[metal]] form. Become harder to launch.
| 3
| 1
| 1.08×
| 13 Seconds
| rowspan=8 colspan=3 | All transformations are applied at the start of the match. Having multiple of one transformation skill equipped multiplies the duration to the left by the number equipped.
| rowspan=8 |
|-
|-
| Bob-omb Equipped || Start battles with a [[Bob-omb]]. Launch foes with its powerful blast. || 2 || 1 || 6%
| Mouthful of Curry
| Start battles with [[Superspicy Curry]] breath. Continuously spit out fire.
| 2
| 2
| 1.11×
| 12 Seconds
|-
|-
| Bomber Equipped || Start battles with a [[Bomber]]. Raise it up to cause a huge explosion. || 2 || 1 || 6%
| Bunny Hood Equipped
| Start battles with a [[Bunny Hood]]. Move faster and jump higher.
| 1
| 1
| 1.04×
| 12 Seconds
|-
|-
| Black Hole Equipped || Start battles with a [[Black Hole]]. Activate it, and it'll pull in nearby fighters. || 3 || 2 || 13%
| Back Shield Equipped
| Start battles with a [[Back Shield]]. Guard against attacks from behind.
| 2
| 1
| 1.06×
| 30 Seconds
|-
|-
| Super Launch Star Equipped || Start battles with a [[Super Launch Star]]. Touch it and get launched. || 2 || 1 || 6%
| Franklin Badge Equipped
| Start battles wearing a [[Franklin Badge]]. Reflect enemy [[projectile]]s.
| 3
| 2
| 1.13×
| 23 Seconds
|-
|-
| Fairy Bottle Equipped || Start battles with a [[Fairy Bottle]]. Heal when at least 100% damage is taken. || 2 || 1 || 6%
| Super Leaf Equipped
| Start battles with a [[Super Leaf]]. Press and hold the jump button to [[float]] through the air.
| 1
| 1
| 1.04×
| 25 Seconds
|-
|-
| Made of Metal || Start battles in [[metal]] form. Become harder to launch. || 3 || 1 || 8%
| Rocket Belt Equipped
| Start battles with a [[Rocket Belt]]. Fly around until it runs out of fuel.
| 1
| 1
| 1.04×
| 25 Seconds
|-
|-
| Mouthful of Curry || Start battles with [[Superspicy Curry]] breath. Continuously spit out fire. || 2 || 2 || 11%
| Screw Attack Equipped
| Start battles with a [[Screw Attack]]. Attack with your jumps.
| 1
| 2
| 1.09×
| 18 Seconds
|-
|-
| Bunny Hood Equipped || Start battles with a [[Bunny Hood]]. Move faster and jump higher. || 1 || 1 || 4%
| rowspan=4 | Stats ↑ after Eating
| rowspan=4 | Slightly increases attack, defense, and move speed after eating [[food]].
| rowspan=4 | 2
| rowspan=4 | 1
| rowspan=4 | 1.06×
| 1.1× All Damage || 1.18× || 1.26× || <b>1.3×</b>
| rowspan=4 |<!--note-->
|-
|-
| Back Shield Equipped || Start battles with a [[Back Shield]]. Guard against attacks from behind. || 2 || 1 || 6%
| 1.3× Defense || 1.38× || 1.46× || <b>1.5×</b>
|-
|-
| Franklin Badge Equipped || Start battles wearing a [[Franklin Badge]]. Reflect enemy projectiles. || 3 || 2 || 13%
| 1.2× Ground mobility, max air speed || 1.|| 1.4× || <b>1.5×</b>
|-
|-
| Super Leaf Equipped || Start battles with a [[Super Leaf]]. Press and hold the jump button to float through the air. || 1 || 1 || 4%
| 5 Seconds || 6 || 7 || <b>8</b>
|-
|-
| Rocket Belt Equipped || Start battles with a [[Rocket Belt]]. Fly around until it runs out of fuel. || 1 || 1 || 4%
| rowspan=4 | Stats ↑ ↑ after Eating
| rowspan=4 | Greatly increases attack, defense, and move speed after eating food.
| rowspan=4 | 3
| rowspan=4 | 2
| 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}}
| rowspan=4 |<!--note-->
|-
|-
| Screw Attack Equipped || Start battles with a [[Screw Attack]]. Attack with your jumps. || 1 || 2 || 9%
| 1.38× Defense || 1.46× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.53×
|-
|-
| Stats ↑ after Eating || Slightly increases attack, defense, and move speed after eating [[food]]. || 2 || 1 || 6%
| 1.35× Ground mobility, max air speed || 1.|| style="background-color:#DDD" | 1.65× || style="background-color:#DDD" | 1.8×
|-
|-
| Stats ↑ ↑ after Eating || Greatly increases attack, defense, and move speed after eating food. || 3 || 2 || 13%
| 7 Seconds || 8 || style="background-color:#DDD" | 9 || style="background-color:#DDD" | 10
|-
|-
| Invincibility after Eating || Become invincible for a while after eating food. || 4 || 2 || 15%
| Invincibility after Eating <ref group=Note>Found only on the ''Super Happy Tree'' spirit</ref>
| Become invincible for a while after eating food.
| 4
| 2
| 1.15×
| 4 Seconds || style="background-color:#DDD" | 5 || style="background-color:#DDD" | 6 || style="background-color:#DDD" | 7
|
|}
|}
† Only found on the ''Mini Mario & Hammers'' Primary Spirit


‡ Rank 3 for the Lip Spirit
===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.


===Hazard Skills===
{| class="wikitable sortable" width=100%
Abilities that mitigate or nullify the effects of hazards that may be encountered in the Spirit Board and World of Light. Some of these may negate normal stage hazards as well.  
|-
 
! width=10% rowspan=2 | Skill
{| class="wikitable sortable"
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! width=5% | 2x
! width=5% | 3x
! width=5% | 4x
|-
| Poison Damage Reduced
| Reduces the damage taken from [[poison]].
| 2
| 1
| 1.06×
| 0.4× Damage received || 0.1× || 0.0× || <b>0.0×</b>
|  
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Poison Immunity
| Grants immunity to [[poison]].<ref group=Note name=poison/>
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
|
|-
|-
| Poison Damage Reduced || Reduces the damage taken from poison. || 2 || 1 || 6%
| Poison Heals <ref group=Note>Found only on the ''Madama Butterfly'' spirit</ref>
| [[Poison]] heals instead of harms.<ref group=Note name=poison/>
| 4
| 3
| 1.30×
| colspan=4 | Heals <code>damage×0.15</code>
| Lasts the full duration of poison.
|-
|-
| Poison Immunity || Grants immunity to poison.{{rollover|*|Does not apply to White Pikmin}} || 3 || 2 || 13%
| 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 | 4
| rowspan=3 | 3
| rowspan=3 | 1.30×
| {{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}}
| rowspan=3 | Lasts 5 seconds.
|-
|-
| Poison Heals || Poison heals instead of harms.{{rollover|*|Does not apply to White Pikmin}} || 4 || 3 || 20%
| 1.6× Throws, pummels, and edge & floor attacks || style="background-color:#DDD" | || style="background-color:#DDD" | 2.5× || style="background-color:#DDD" | 2.5×
|-
|-
| Poison Power Up || Being poisoned greatly increases your power, defense, and speed. || 4 || 3 || 20%
| 1.5× Ground mobility & max air speed || style="background-color:#DDD" | || style="background-color:#DDD" | 2.5× || style="background-color:#DDD" |
|-
|-
| Lava-Floor Resist || Reduces damage taken from lava floors. || 2 || 1 || 6%
| Lava-Floor Resist
| Reduces damage taken from [[lava]] floors.
| 2
| 1
| 1.06×
| 0.4× damage received || 0.1× || 0.01× || <b>0.01×</b>
|
|-
|-
| Lava-Floor Immunity || Grants immunity to lava floors.{{rollover|*|Does not apply to native stage hazards (e.g., Norfair's rising lava)}} || 3 || 2 || 13%
| Lava-Floor Immunity
| Grants immunity to [[lava]] floors.<ref group=Note>Does not apply to native stage hazards (e.g., Norfair's rising lava)</ref>
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
|  
|-
|-
| Ice-Floor Immunity || Grants immunity to ice floors and freezing attacks. || 3 || 2 || 13%
| Ice-Floor Immunity
| Grants immunity to [[ice]] [[terrain#Ultimate_terrains|floor]]s and [[freezing]] attacks.
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
|  
|-
|-
| Zap-Floor Immunity || Grants immunity to zap floors and stun attacks. || 3 || 2 || 13%
| Zap-Floor Immunity
| Grants immunity to [[terrain#Ultimate_terrains|zap floors]] and [[Paralyze|stun]] attacks.
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
| Not to be confused with the attack effect [[stun]].
|-
|-
| Slumber Immunity || Grants immunity to slumber floors and sleeping in general. || 3 || 1 || 8%
| Slumber Immunity
| Grants immunity to [[terrain#Ultimate_terrains|slumber floors]] and [[sleep]]ing in general.
| 3
| 1
| 1.08×
| style="background-color:#DDD" colspan=4 |
|  
|-
|-
| Sticky-Floor Immunity || Become immune to sticky floors. || 2 || 2 || 11%
| Sticky-Floor Immunity
| Become immune to [[terrain#Ultimate_terrains|sticky floors]].
| 2
| 2
| 1.11×
| style="background-color:#DDD" colspan=4 |
|  
|-
|-
| Strong-Wind Resist || Reduces the effect of strong winds.{{rollover|*|Does not apply to windboxes generated by Gust Bellows}} || 2 || 1 || 6%
| Strong-Wind Resist
| Reduces the effect of strong [[wind]]s.
| 2
| 1
| 1.06×
| 0.4× Influence || 0.1× || 0.0× || <b>0.0×</b>
| Does not apply to windboxes generated by [[Gust Bellows]].
|-
|-
| Strong-Wind Immunity || Become immune to strong winds. || 3 || 2 || 13%
| Strong-Wind Immunity
| Become immune to strong [[wind]]s.
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
| Does not apply to windboxes generated by [[Gust Bellows]].
|-
|-
| Fog Immunity || Removes fog from the stage.{{rollover|*|Also applies to poisonous clouds}} || 2‡ || 2 || 11%
| Fog Immunity
| Removes fog from the stage.
| 2<ref group=Note>Rank 3 for the ''Tockles'' spirit</ref>
| 2
| 1.11×
| style="background-color:#DDD" colspan=4 |
| Also applies to [[poison]]ous clouds.
|-
|-
| Screen-Flip Immunity || Stops the screen from flipping upside down.{{rollover|*|Also applies to Skull Kid's effects}} || 2 || 2 || 11%
| Screen-Flip Immunity
| Stops the screen from flipping upside down.
| 2
| 2
| 1.11×
| style="background-color:#DDD" colspan=4 |
| Also applies to Skull Kid's effects.
|-
|-
| Irreversible Controls || Become immune to left-and-right control reversal.{{rollover|*|Also applies to Skull Kid's effects}} || 2 || 2 || 11%
| Irreversible Controls
| Become immune to left-and-right control reversal.
| 2
| 2
| 1.11×
| 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]].
|-
|-
| Gravity-Change Immunity || Become immune to changes in gravity. || 3 || 2 || 13%
| Gravity-Change Immunity
| Become immune to changes in [[gravity]].
| 3
| 2
| 1.13×
| style="background-color:#DDD" colspan=4 |
|
|}
|}


‡Rank 3 for the Tockles Spirit
===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===
{| class="wikitable sortable" width=100%
Abilities with unusual effects or otherwise do not fit into any other category. May be used to counter certain stage hazards or conditions.
|-
 
! width=10% rowspan=2 | Skill
{| class="wikitable sortable"
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
| Falling Immunity
| Grants immunity to [[trip]]ping from earthquakes, [[Banana Peel]]s, etc.
| 2
| 1
| 1.06×
| style="background-color:#DDD" colspan=4 rowspan=3 |
| Attacks and items that deal damage and also trip will still deal damage.
|-
| Bury Immunity
| Grants immunity to being [[Bury|buried]] by [[Pitfall]]s, bury attacks, etc.
| 2
| 1
| 1.06×
| Attacks and items that deal damage and also ground will still deal damage and [[knockback]], with the exception of Pitfall seeds.
|-
| Swimmer
| Grants the ability to stay in [[Swim|water]] indefinitely.
| 1
| 1
| 1.04×
| {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}}, and {{SSBU|Sonic}} still take damage while swimming
|-
| Improved Escape
| Makes [[grab]]s and [[stun]]s easier to escape.
| 1
| 1
| 1.04×
| 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.
|-
| Transformation Duration ↑
| Extends the amount of time transformation items like the [[Super Mushroom]] last.
| 1
| 1
| 1.04×
| 1.5× Transformation time || 1.8× || 2.0× || style="background-color:#DDD" | 2.2×
|
|-
| Critical-Health Attack ↑
| Increases attack power for a while when badly damaged.
| 1
| 1
| 1.04×
| 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
|-
| Critical-Health Defense ↑
| Increases defense for a while when badly damaged.
| 1
| 1
| 1.04×
| 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
|-
| rowspan=3 | Critical-Health Stats ↑
| rowspan=3 | Slightly increases attack, defense, and move speed for a while when badly damaged.
| rowspan=3 | 2
| rowspan=3 | 1
| rowspan=3 | 1.06×
| 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
|-
| 1.3× Defense || 1.38× || 1.46× || style="background-color:#DDD" | 1.5×
|-
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || style="background-color:#DDD" | 2.2×
|-
| rowspan=3 | Critical-Health Stats ↑ ↑
| rowspan=3 | Increases attack, defense, and move speed for a while when badly damaged.
| rowspan=3 | 3
| rowspan=3 | 2
| 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}}
| 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×
|-
| 1.4× 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>
| Become invincible for a while when badly damaged.
| 4
| 2
| 1.15×
| 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.
|-
| rowspan=2 | Trade-Off Attacks ↑
| rowspan=2 | Start battles with 30% damage and higher attack power.
| rowspan=2 | 2
| rowspan=2 | 1
| 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}}
| rowspan=2 |<!--note-->
|-
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
| rowspan=2 | Trade-Off Defense ↑
| rowspan=2 | Start battles with 30% damage and higher defense.
| rowspan=2 | 2
| rowspan=2 | 1
| rowspan=2 | 1.06×
| 1.4× Defense || 1.7× || 2.0× || style="background-color:#DDD" | 2.2×
| rowspan=2 |<!--note-->
|-
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
| rowspan=2 | Trade-Off Speed ↑
| rowspan=2 | Start battles with 30% damage and increased move speed.
| rowspan=2 | 1
| rowspan=2 | 1
| rowspan=2 | 1.04×
| 1.4× Ground mobility & max air speed || 1.8× || 2.2× || style="background-color:#DDD" | 2.6×
| rowspan=2 |<!--note-->
|-
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
| rowspan=4 | Trade-Off Ability ↑
| rowspan=4 | Start battles with 30% damage and slightly increased attack, defense, and move speed.
| rowspan=4 | 3
| rowspan=4 | 1
| 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}}
| rowspan=4 |<!--note-->
|-
| 1.2× Defense || 1.4× || 1.6× || style="background-color:#DDD" | 1.8×
|-
| 1.2× Ground mobility & max air speed|| 1.4× || 1.6× || style="background-color:#DDD" | 1.8×
|-
| 30% Starting damage || 60% || 90% || style="background-color:#DDD" | 120%
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
| Undamaged Attack ↑
| Increases attack power while at 0% damage.
| 2
| 1
| 1.06×
| 1.1× All Damage || 1.18× || 1.26× || style="background-color:#DDD" | 1.3×
|
|-
|-
| Falling Immunity || Grants immunity to [[trip]]ping from earthquakes, [[Banana Peel]]s, etc. || 2 || 1 || 6%
| Undamaged Speed ↑
| Increases move speed while at 0% damage.
| 1
| 1
| 1.04×
| 1.5× Ground mobility & max air speed || 2.0× || 2.5× || style="background-color:#DDD" | 3.0×
|
|-
|-
| Bury Immunity || Grants immunity to being [[Bury|buried]] by [[Pitfall]]s, bury attacks, etc. || 2 || 1 || 6%
| rowspan=2 | Undamaged Attack & Speed ↑
| rowspan=2 | Slightly increases attack and move speed while at 0% damage.
| rowspan=2 | 3
| rowspan=2 | 1
| rowspan=2 | 1.08×
| 1.1× All Damage || 1.18× || 1.26× || <b>1.3×</b>
| rowspan=2 |<!--note-->
|-
|-
| Swimmer || Grants the ability to stay in [[Swim|water]] indefinitely. || 1 || 1 || 4%
| 1.3× Ground mobility & max air speed || 1.6× || 1.9× || <b>2.2×</b>
|-
|-
| Improved Escape || Makes [[grab]]s and [[stun]]s easier to escape. || 1 || 1 || 4%
| rowspan=4 | Running Start
| rowspan=4 | Increases attack, defense, and move speed for a while at the start of the battle.
| rowspan=4 | 4
| rowspan=4 | 2
| rowspan=4 | 1.15×
| 1.1× All Damage || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=4 |Lasts 20 seconds
|-
|-
| Transformation Duration ↑ || Extends the amount of time transformation items like the [[Super Mushroom]] last. || 1 || 1 || 4%
| 1.3× Defense || 1.38× || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5×
|-
|-
| Critical-Health Attack ↑ || Increases attack power for a while when badly damaged. || 1 || 1 || 4%
| 1.3× Walking/Item mobility, & max air speed || 1.|| style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
|-
|-
| Critical-Health Defense ↑ || Increases defense for a while when badly damaged. || 1 || 1 || 4%
| 1.3× Run accel., additional accel., & max run speed || 1.4× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.6×
|-
|-
| Critical-Health Stats ↑ || Slightly increases attack, defense, and move speed for a while when badly damaged. || 2 || 1 || 6%
| First-Strike Advantage
| Become invincible for a while after landing the first hit of the battle.
| 3
| 2
| 1.13×
| 5 Seconds || 7 || style="background-color:#DDD" | 10 || style="background-color:#DDD" | 15
|
|-
|-
| Critical-Health Stats ↑ ↑ || Increases attack, defense, and move speed for a while when badly damaged. || 3 || 2 || 13%
| Fast Final Smash Meter
| Increases [[FS Meter]] charging speed.
| 4
| 2
| 1.15×
| 1.3× Charge rate || 1.35× || <b>1.4×</b> || style="background-color:#DDD" | 1.42×
|
|-
|-
| Critical Immunity || Become invincible for a while when badly damaged. || 4 || 2 || 15%
| Chance of Double Final Smash
| Sometimes grants a second [[Final Smash]] after using a Final Smash.
| 3
| 2
| 1.13×
| 40% chance || 60% || style="background-color:#DDD" | 80% || style="background-color:#DDD" | 100%
|
|-
|-
| Trade-Off Attacks ↑ || Start battles with 30% damage and higher attack power. || 2 || 1 || 6%
| Double Final Smash <ref group=Note>Found only on the ''Judd'' spirit</ref>
| Grants a second [[Final Smash]] after using a Final Smash.
| 4
| 3
| 1.20×
| style="background-color:#DDD" colspan=4 |
|
|-
|-
| Trade-Off Defense ↑ || Start battles with 30% damage and higher defense. || 2 || 1 || 6%
| Jam FS Charge
| Slows down the charge rate of the opposition's [[FS Meter]].
| 4
| 2
| 1.15×
| 0.6× charge rate || 0.|| 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 0.4^7×, 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.
|-
|-
| Trade-Off Speed ↑ || Start battles with 30% damage and increased move speed. || 1 || 1 || 4%
| rowspan=2 | Weapon Attack & Move Speed ↑
| rowspan=2 | Increases the power of melee [[weapon]]s, and slightly increases move speed.
| rowspan=2 | 4
| rowspan=2 | 2
| rowspan=2 | 1.15×
| 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}}
|-
|-
| Trade-Off Ability ↑ || Start battles with 30% damage and slightly increased attack, defense, and move speed. || 3 || 1 || 8%
| 1.1× Ground mobility & max air speed || 1.|| style="background-color:#DDD" | 1.3× || style="background-color:#DDD" | 1.4×
|-
|-
| Undamaged Attack ↑ || Increases attack power while at 0% damage. || 2 || 1 || 6%
| rowspan=2 | Energy Shot Attack/Resistance
| rowspan=2 | Slightly reduces damage taken from [[energy]] attacks, and slightly increases energy attack power.
| rowspan=2 | 2
| rowspan=2 | 2
| rowspan=2 | 1.11×
| 1.1× Damage dealt || 1.18× || style="background-color:#DDD" | 1.26× || style="background-color:#DDD" | 1.3×
| rowspan=2 | {{TypeIcon|Energy}}
|-
|-
| Undamaged Speed ↑ || Increases move speed while at 0% damage. || 1 || 1 || 4%
| 0.6× Damage received || 0.55× || style="background-color:#DDD" | 0.5× || style="background-color:#DDD" | 0.5×
|-
|-
| Undamaged Attack & Speed ↑ || Slightly increases attack and move speed while at 0% damage. || 3 || 1 || 8%
| rowspan=3 | Armor Knight
| rowspan=3 | Reduces move speed, but greatly increases defense and slightly increases attack.
| rowspan=3 | 4
| rowspan=3 | 2
| 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}}
| rowspan=3 |<!--note-->
|-
|-
| Running Start || Increases attack, defense, and move speed for a while at the start of the battle. || 4 || 2 || 15%
| 1.8× Defense || 2.|| style="background-color:#DDD" | 3.4× || style="background-color:#DDD" | 4.2×
|-
|-
| First-Strike Advantage || Become invincible for a while after landing the first hit of the battle. || 3 || 2 || 13%
| colspan=4 | 0.7× Ground mobility & max air speed
|-
|-
| Fast Final Smash Meter || Increases FS Meter charging speed. || 4 || 2 || 15%
| Stamina ↑
| Start battles with extra [[HP|stamina]] when fighting in stamina battles.
| 1
| 1
| 1.04×
| +25 starting health
| +50
| +75
| +100
|
|-
|-
| Chance of Double Final Smash || Sometimes grants a second Final Smash after using a Final Smash. || 3 || 2 || 13%
| Item Autograb <ref group=Note>Found only on the ''Phantom Thieves of Hearts'' spirit</ref>
| Automatically pick up nearby [[item]]s when not running.
| 4
| 1
| 1.04×
| style="background-color:#DDD" colspan=4 |
|
|-
|-
| Double Final Smash || Grants a second Final Smash after using a Final Smash. || 4 || 3 || 20%
| rowspan=4 | 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=4 | 4
| rowspan=4 | 2
| rowspan=4 | 1.04×
| 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}}
| rowspan=2 | 1 teammate (team of 2)<br>Counted at the start of the match; losing all teammates won't remove effects
|-
|-
| Jam FS Charge || Slows down the charge rate of the opposition's FS Meter. || 4 || 2 || 15%
| 1.3× Defense || style="background-color:#DDD" | 1.38× || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5×
|-
|-
| Weapon Attack & Move Speed ↑ || Increases the power of melee weapons, and slightly increases move speed. || 4 || 2 || 15%
| 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}}
| rowspan=2 | 2+ teammates (team of 3+)<br>Counted at the start of the match; losing all teammates won't remove or decrease effects
|-
|-
| Energy Shot Attack/Resistance ↑ || Slightly reduces damage taken from energy attacks, and slightly increases energy attack power. || 2 || 2 || 11%
| 1.38× Defense || style="background-color:#DDD" | 1.46× || style="background-color:#DDD" | 1.5× || style="background-color:#DDD" | 1.5×
|-
|-
| Armor Knight || Reduces move speed, but greatly increases defense and slightly increases attack. || 4 || 2 || 15%
| Critical Fast Final Smash Meter ↑ ↑ <ref group=Note>Found only on the ''Geese Howard'' spirit</ref>
| [[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
|
|-
|-
| Stamina ↑ || Start battles with extra [[HP|stamina]] when fighting in stamina battles. || 1 || 1 || 4%
| 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
|-
|-
| Item Autograb || Automatically pick up nearby items when not running. || 4 || 1 || 4%
| 13 seconds
|-
|-
| Team Power Up || Increases power and defense when in a team. || 4 || 2 || 3%
| 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}}
|-
|-
| Critical Fast Final Smash Meter ↑ ↑ || FS Meter will charge quickly for a while when badly damaged. || 4 || 3 || 20%
| 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.
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"
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
! 1x
! 2x
! 3x
! 4x
|-
| Metal and Giant
| Become [[giant]] and [[metal]] for a while at the start of the battle.
| N/A
| 3<ref group=Note>Only found on the ''Metal Face'' and ''Sahelanthropus'' enhanced primary spirits</ref>
| 1.20×
| 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
| Become [[giant]] for a while at the start of the battle.
| 3
| 2
| 1.13×
| 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 ↑ ↑
| Grants a 12% chance to land a devastating critical hit.
| 4
| 2
| 1.15×
| 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 Super Giant <ref group=Note>Found only on the ''Max Brass'' spirit</ref>
| Increases the fighter's size for a while when badly damaged.
| 4
| 3
| 1.30×
| 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
|-
| 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===
Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.
 
{| class="wikitable sortable" width=100%
|-
! width=10% rowspan=2 | Skill
! width=30% rowspan=2 | Description
! width=2.5% rowspan=2 | Rank
! width=2.5% rowspan=2 | Cost
! width=2.5% rowspan=2 | Team<br>Power
! colspan=4 | Effect
! width=20% rowspan=2 | Notes
|-
|-
! Skill !! Description !! Rank !! Cost !! Power
! 1x
! 2x
! 3x
! 4x
|-
|-
| Metal and Giant || Become giant and metal for a while at the start of the battle. || N/A || N/A† || 20%
| rowspan=3 | Weight ↑ ↑
| rowspan=3 | Become more difficult to [[knockback|launch]], but movement speed is greatly decreased.
| 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 | 1.05×
| colspan=4 | 1.2× Weight
| rowspan=3 |  
|-
|-
| Giant || Become giant for a while at the start of the battle. || 3 || 2 || 13%
| colspan=4 | 0.6× Ground mobility
|-
|-
| Critical Hit ↑ ↑ || Grants a 12% chance to land a devastating critical hit. || 4 || 2 || 15%
| colspan=4 | 0.8× Jump stats
|}
|}
† Only found on the ''Metal Face'' and ''Sahelanthropus'' Primary Spirits


===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.  
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.


{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Skill !! Description !! Power
! Trait
! Description
! Power
! Effect
! Note
|-
| Fist Attack ↑
| Slightly increases the power of [[arm|punches and elbow strikes]].
| 1.04×
| rowspan=12 | 1.1× Damage dealt <!--Stretches to Battering Items Power ↑-->
| {{TypeIcon|Hand}}{{TypeIcon|Elbow}}
|-
| Foot Attack ↑
| Slightly increases the power of [[leg|kicks and knee strikes]].
| 1.04×
| {{TypeIcon|Foot}}{{TypeIcon|Knee}}
|-
| Strong Throw
| Slightly increases the power of [[grab]]bing and [[throw]]ing attacks.
| 1.06×
|
|-
| Sword Attack ↑
| Slightly increases {{b|sword|type}}-attack power of fighters like {{SSBU|Link}} and {{SSBU|Marth}}.
| 1.10×
| {{TypeIcon|Sword}}
|-
| Magic Attack ↑
| Slightly increases the power of {{b|magic|type}} attacks, such as {{SSBU|Zelda}}'s and {{SSBU|Robin}}'s spells.
| 1.06×
| {{TypeIcon|Magic}}
|-
| PSI Attack ↑
| Slightly increases the power of {{SSBU|Ness}} and {{SSBU|Lucas}}'s [[PK|PSI]] attacks.
| 1.10×
| {{TypeIcon|PK}}
|-
| Fire Attack ↑
| Slightly increases the power of [[flame|fire]]-type attacks.
| 1.10×
| Also applies to [[darkness]] attacks<br> {{EffectIcon|Flame}}{{EffectIcon|Darkness}}
|-
| Water Attack ↑
| Slightly increases the power of {{b|water|effect}} attacks.
| 1.08×
| {{EffectIcon|Water}}
|-
| Electric Attack ↑
| Slightly increases the power of [[electric]]ity attacks.
| 1.06×
| {{EffectIcon|Electric}}
|-
| Shooting Items Power
| Slightly increases the power of [[Item#Types of items|shooting items]].
| 1.08×
|
|-
|-
| Fist Attack || Slightly increases the power of punches and elbow strikes. || 4%
| Battering Items Power
| Slightly increases the power of [[Item#Types of items|battering items]].
| 1.04×
|
|-
|-
| Foot Attack || Slightly increases the power of kicks and knee strikes. || 4%
| Item Throw
| Slightly increases damage dealt by [[Item Throw|throwing items]].
| 1.05×
|
|-
|-
| Throw Power ↑ || Slightly increases the power of grabbing and throwing attacks. || 6%
| rowspan=3 | Weight
| rowspan=3 | Become slightly more difficult to [[knockback|launch]], but movement speed decreases.
| rowspan=3 | 1.06×
| 1.1× Weight
| rowspan=3 |
|-
|-
| Sword Attack ↑ || Slightly increases sword-attack power of fighters like Link and Marth. || 10%
| 0.8× Ground mobility
|-
|-
| Magic Attack ↑ || Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. || 6%
| 0.9× Jump stats
|-
|-
| PSI Attack || Increases the power of Ness and Lucas's PSI attacks. || 10%
| 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 | 1.05×
| 1.2× Weight
| rowspan=3 |
|-
|-
| Fire Attack ↑ || Slightly increases the power of fire-type attacks. || 10%
| 0.6× Ground mobility
|-
|-
| Water Attack ↑ || Slightly increases the power of water attacks. || 8%
| 0.8× Jump stats
|-
|-
| Electric Attack ↑ || Slightly increases the power of electricity attacks. || 6%
| rowspan=3 | Weight ↓
| rowspan=3 | Become faster, but also easier to [[knockback|launch]].
| rowspan=3 | 1.04×
| 0.8× Weight
| rowspan=3 |  
|-
|-
| Shooting Items Power ↑ || Slightly increases the power of shooting items. || 8%
| 1.4× Ground mobility
|-
|-
| Battering Items Power ↑ || Slightly increases the power of battering items. || 4%
| 1.1× Jump stats
|-
|-
| Weight ↑ || Become slightly more difficult to launch, but movement speed decreases. || 6%
| Speed
| Slightly increases run speed.
| 1.04×
| 1.1× Run mobility
|
|-
|-
| Weight ↑ ↑ || Become more difficult to launch, but movement speed is greatly decreased.{{rollover|*|Found only on the King Slime enhanced Spirit}} ||8%
| Speed ↓
| Slightly decreases run speed.
| 1.08×
| 0.9× Run mobility
|
|-
|-
| Weight ↓ || Become faster, but also easier to launch. || 4%
| Jump ↑
| Slightly increases jump height.
| 1.06×
| 1.1× Jump stats
|
|-
|-
| Speed ↑ || Slightly increases run speed. || 4%
| Jump ↓
| Slightly decreases jump height.
| 1.04×
| 0.9× Jump stats
|
|-
|-
| Speed ↓ || Slightly decreases run speed. || 8%
| Fire Weakness
| Increases the damage taken from [[flame|fire]] and explosion attacks.
| 1.04×
| rowspan=3 | 1.2× Damage received <!--Stretches to Electric Weakness-->
| {{EffectIcon|Flame}}
|-
|-
| Jump ↑ || Slightly increases jump height. || 6%
| Water Weakness
| Increases the damage taken from {{b|water|effect}} attacks.
| 1.08×
| {{EffectIcon|Water}}
|-
|-
| Jump ↓ || Slightly decreases jump height. || 4%
| Electric Weakness
| Increases the damage taken from [[electric]]ity attacks.
| 1.06×
| {{EffectIcon|Electric}}
|-
|-
| Fire Weakness || Increases the damage taken from fire and explosion attacks. || 4%
| Initial Damage 30%
| Start each battle with 30% damage.
| 1.06×
|  
|
|-
|-
| Water Weakness || Increases the damage taken from water attacks. || 8%
| 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 | 1.10×
| 1.5× All Damage
| rowspan=2 |
|-
|-
| Electric Weakness || Increases the damage taken from electricity attacks. || 6%
| 0.77× Defense
|-
|-
| Initial Damage 30% || Start each battle with 30% damage. || 6%
| 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 | 1.10×
| 1.5× All Damage
| rowspan=2 |
|-
|-
| Bane of Light || Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode.{{rollover|*|Found only on Dharkon's Spirit}} || 10%
| 0.77× Defense
|-
|-
| Bane of Darkness || Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode.{{rollover|*|Found only on Galeem's Spirit}} || 10%
| 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}}
|}
|}
===Notes===
<references group=Note>
<ref name=poison>Does not apply to White Pikmin</ref>
</references>


==Trivia==
==Trivia==
*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.
*Chibi-Robo was the first Spirit to officially be revealed during the November 2018 [[Nintendo Direct]].
*Toss & Meteor is the only spirit ability which factors its increased damage into the knockback formula, hence the description referencing launch power.
*Despite the lore referring to spirits as 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.
**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.
*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.
**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.
*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.
**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.
*With 1,297 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''.
***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.
**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.
*The first and last spirits added in each year are:
*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 ↑ ↑.
**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.
**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.
**2019: The {{SSBU|Piranha Plant}} fighter spirit was the first spirit added and the last were the ''[[Oust Resident Evil!|Resident Evil]]'' spirits.
*Timmy and Tommy is the only master spirit that can be obtained via amiibo.
**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]].
*Despite the fact that the original fighter is trapped while the fighters in Spirit battles use their alternate costumes, several characters use their default outfit in certain Spirit battles:
**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.
**{{SSBU|Mr. Game & Watch}} uses his default appearance in every ''Game & Watch'' series Spirit battle, as well as several other Spirit battles.
**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]].
**While the Koopalings usually substitute in place of {{SSBU|Bowser Jr.}} in most battles featuring him, Bowser Jr. himself appears in the Shadow Mario and Toy-Con Car Spirits.
**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!}}''
**{{SSBU|Yoshi}} uses his default appearance in the Baby Mario Spirit battle.
***2023 is currently the only year to not see any new spirits added to the game.
**{{SSBU|Joker}} uses his default appearance in the DLC Phantom Thieves of Hearts Spirit battle.
*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.
**{{SSBU|Robin}} uses his default appearance in the DLC Igor Spirit battle.
*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>
**{{SSBU|Inkling}} uses her default appearance in the DLC Futaba Sakura Spirit battle.
*[[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).
**{{SSBU|Peach}}, {{SSBU|Mario}}, and {{SSBU|Luigi}} use their default costumes in the Peachette Spirit battle.
*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.
**{{SSBU|Hero}} uses his default Luminary appearance in the DLC Cetacea Spirit battle.
**In addition, this is the only summonable spirit to summon with six cores instead of one or two.
**{{SSBU|Banjo & Kazooie}}  use their default appearance in the DLC Tooty Spirit battle.
*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''.
**{{SSBU|Fox}} uses his default appearance in the DLC Andy Bogard Spirit battle.
**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}}.
**{{SSBU|Wolf}} uses his default appearance in the DLC Iori Yagami Spirit battle.
*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 ↑ ↑.
**{{SSBU|Pikachu}} uses its default appearance in the DLC Kyo Kusanagi and Morpeko Spirits battles.
**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.
**{{SSBU|Squirtle}} uses its default appearce in the Grookey, Scorbunny & Sobble Spirit battle.
*[[Timmy & Tommy]] is the only master spirit that can be obtained via amiibo.
**{{SSBU|Wii Fit Trainer}} uses their default female appearance in the Jill Spirit battle.
*Every DLC Spirit Board introduces one Legend-class spirit with a new effect that is unique to that spirit.
**{{SSBU|Villager}} uses their default male appearance in the Leon Spirit battle.
**Fist & Foot Attack ↑ is the only Primary spirit trait to be introduced in this manner.
**{{SSBU|R.O.B.}} in a number of Spirit battles uses his NES colors in Asian territories, which is changed to his Famicom costume in international versions. However, a minion R.O.B. in the [[Ancient Minister]] Spirit battle uses his default costume of the respective region.
*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}}.
**[[Alph]], male {{SSBU|Inkling}}, female {{SSBU|Corrin}} and female {{SSBU|Villager}} technically use their default appearances in some Spirit battles. However, they themselves are alternate costumes to {{SSBU|Olimar}}, female Inkling, male Corrin and male Villager, respectively.
**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.
*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.
*[[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==

Latest revision as of 14:21, December 25, 2024

Characters shown as spirits
This article is about the equippable characters. For the menu featuring them, see Spirits (menu).
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Spirits (スピリット, 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 effectively replace 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.

A total of 1528 spirits can be obtained in game, all sorted into 42 series.

Collecting spirits[edit]

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 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 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 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 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 primary spirits can be enhanced into new, stronger spirits upon reaching level 99. There are numerous spirits that can only be collected this way.
  • Spirits can be summoned 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.
  • Certain spirits are obtained through challenges. Some of these spirits may also appear on the Spirit Board once their challenges are completed.
  • Spirits can be purchased through the Shop with Gold. These include fighter spirits and spirits otherwise exclusive to DLC Spirits, 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.
  • 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.
  • Purchasing a Challenger Pack (either individually or as part of a Fighters Pass) will unlock a corresponding exclusive 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[edit]

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).

  • ★☆☆☆ Novice
  • ★★☆☆ Advanced ("Hope" in the Japanese version)
  • ★★★☆ Ace
  • ★★★★ Legend

Spirit categories[edit]

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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Primary spirits[edit]

Main article: 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.

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 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.[1] 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.

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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Attack[edit]

  • The damage dealt multiplier is equal to 1 + (attack×4/10000). Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.
    • When using a Final Smash the damage dealt multiplier is 1 + (attack×1/10000).
    • When using an item the damage dealt multiplier is 1 + (attack×1.5/10000). 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 1/(1 + (attack×4/10000)). 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. Spirit effects that give "super armor" will use the full amount of damage when calculating for the amount of knockback needed to launch the user.

Defense[edit]

  • The damage taken multiplier is equal to 1/(1 + (defense×6/10000)). 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 1 + (defense/10000) 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 defense/50 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. 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).

Support spirits[edit]

Main article: 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.

Despite normally not having types, support spirits are assigned them for the purposes of Spirit Battles.

Fighter spirits[edit]

Main article: 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 Classic Mode with the indicated fighter,[2] 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 Cloud in his Advent Children outfit or Mario in his Builder and Wedding attires, or those who are changed into different individuals, such as Male Wii Fit Trainer, each of the Koopalings, and the four Dragon Quest heroes, 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 Isabelle in her winter outfit, Link's Hero of the Wild set, the Zombie and Enderman costumes for Steve or Sephiroth's coatless costume.

Master spirits[edit]

Main article: 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[edit]

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!
Super Smash Blog, 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 Super Smash Bros. for Wii U'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 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.

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.

There are Support Items 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.

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[edit]

Bowser attempting to get Magneton

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[edit]

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 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.

Facilities[edit]

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.

Gym[edit]

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

Dojo[edit]

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.

Standard Attacks Neutral Attack, Tilt Attack, Dash Attack, Smash Attack, Edge Attack, Floor Attack
Ground Mobility Max Walk Speed, Base Acceleration, Additional Acceleration, Initial Dash Speed, Run Speed, Base Run Acceleration, Additional Run Acceleration, Crawl Speed
Air Mobility Max Air Speed, Base Acceleration, Additional Acceleration, Air Friction
Jump Jump, short hop, footstool height and speed
Item Mobility Same as Ground Mobility, but for carrying heavy items or using shooting items
Style Master Effects Team Power
Demon Ryoma
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×1.2
  • Damage resistance ×0.8
  • Atk ×1.2
  • Def ×0.8
Land Cap'n Cuttlefish
  • Standard Attacks, Grounded Specials, Throws, Pummels ×1.2
  • Aerials, Aerial Specials ×0.3
  • Ground & Item Mobility ×1.2
  • Jump ×0.8
  • Air Mobility ×0.85
  • Wall & Ledge Jump ×0.8
  • Midair Jump Speed & Additional Speed ×0.8
  • Atk ×1.2
  • Def ×0.8
Air Peppy Hare
  • Standard Attacks, Grounded Specials, Throws, Pummels ×0.3
  • Aerials, Aerial Specials ×1.2
  • Ground & Item Mobility ×0.8
  • Jump, Wall jump, Ledge jump ×1.2
  • Midair Jump Speed & Additional Speed ×1.2
  • Air Mobility ×1.3
  • Power +100
Brick-Wall Copper & Booker
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×0.5
  • Damage resistance ×1.3
  • Atk ×0.8
  • Def ×1.2
Boulder Darunia
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×0.7
  • Damage resistance ×1.1
  • Ground & Item Mobility ×1.2
  • Jump, Wall jump, Ledge jump ×0.8
  • Midair Jump Speed & Additional Speed ×0.8
  • Air Mobility ×1.1
  • Power +100
Big-Bee Honey Queen
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
  • Damage resistance ×1.15
  • Ground & Item Mobility ×0.7
  • Jump, Wall jump, Ledge jump ×1.2
  • Midair Jump Speed & Additional Speed ×1.2
  • Air Mobility ×1.1
  • Weight ×1.2
  • Power +100
Runner Dr. Stewart
  • Ground & Item Mobility ×1.5
  • Initial dash ×1.3
  • Jump ×0.6
  • Air Mobility ×1.2
  • Midair Jump Speed & Additional Speed ×0.7
  • Wall & Ledge Jump ×0.7
  • Power +100
Gravity Gravity Man
  • Ground & Item Mobility ×0.5
  • Jump ×1.5
  • Fall & Fastfall Speed ×0.8
  • Air Mobility ×0.9
  • Midair Jump Speed & Additional Speed ×1.3
  • Wall & Ledge Jump ×1.3
  • Atk ×1.4
  • Def ×0.6
Tank Kraid
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×1.1
  • Damage resistance ×1.2
  • Ground & Item Mobility ×0.8
  • Jump, Wall jump, Ledge jump ×0.8
  • Midair Jump Speed & Additional Speed ×0.8
  • Air Mobility ×0.9
  • Atk ×0.6
  • Def ×1.4
Lightweight Wii Balance Board
  • Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
  • Damage resistance ×0.85
  • Ground Mobility* ×1.4
  • Additional Acceleration ×0.8
  • Jump, Wall jump, Ledge jump ×1.4
  • Midair Jump Speed & Additional Speed ×1.4
  • Air Mobility ×1.3
  • Weight ×0.8
  • Power +100
Strategist Riki
  • Standard Attacks, Aerials, Throws, Pummels, Items ×0.7
  • Specials ×1.2
  • Power +100
Equipment Dyntos
  • Standard Attacks, Aerials, Specials ×0.6
  • Item Attack ×1.2
  • Healing Amount ×1.2
  • Assist Trophy Attack ×1.1
  • Transformation & Equipment Duration ×1.2
  • Atk ×1.1
  • Power +100
Overthrow Zangief
  • Standard Attacks, Aerials, Specials, Items ×0.6
  • Throws/Pummels ×1.5
  • Grab Radius ×1.5
  • Atk ×1.1
  • Power +100
Ninja Kat & Ana
  • Standard Attacks, Aerials, Specials ×0.5
  • Throws/Pummels ×1.3
  • Damage resistance ×0.8
  • Ground & Item Mobility ×1.6
  • Jump, Wall jump, Ledge jump ×1.1
  • Midair Jump Speed & Additional Speed ×1.2
  • Fall & Fastfall Speed ×1.3
  • Item Attack ×1.2
  • Weight ×0.65
  • Gravity ×1.6
  • Power +100
Forgetful Slowpoke Makes a spirit forget its current Style and removes any stat changes imposed by it.

Explore[edit]

Spirits can be sent for treasure, with a chance of finding valuable items, SP, Gold, and the like after a given period of time elapses. The exact rewards vary depending on several factors, including the specific Explore facility used, the types, levels, and ranks of the spirits assigned there, and any styles those spirits might possess.

  • Ruins, operated by Toadette. Takes 2 hours to complete, and mainly awards SP.
  • Cave, operated by Charlie. Takes 6 hours to complete, and mainly awards Support Items for the Spirit Board.
  • Jungle, operated by Linebeck. Takes 10 hours to complete, and mainly awards snacks.

Shopping[edit]

Main article: 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.

  • Anna's Emporium- Tends to have spirits with equipment
  • Sheldon's Place- Tends to have spirits related to weapons
  • Funky Kong's Shack- Tends to have spirits connected to vehicles or transportation
  • Beedle's Tent- Tends to have spirits that are living creatures
  • Timmy and Tommy's- Tends to have spirits that are related to items

Dismissing and Summoning[edit]

Main articles: Dismiss and 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 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.

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.

Spirit effects[edit]

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 bold are possible, but only when paired with Adventure Skills.

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.

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. Hover text will note values found in practice when applicable).

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

Attack skills[edit]

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

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Fist Attack ↑ Slightly increases the power of punches and elbow strikes. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Hand (type)Elbow (type)
Foot Attack ↑ Slightly increases the power of kicks and knee strikes. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Foot (type)Knee (type)
Physical Attack ↑ Slightly increases the power of punches, kicks, and bites. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3× Hand (type)Elbow (type)Foot (type)Knee (type)Head (type)Butt (type)Body (type)Spin (type)Bite (type)Tail (type)
Air Attack ↑ Slightly increases the power of items and attacks used in the air. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
Strong Throw Slightly increases the power of grabbing and throwing attacks. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
Weapon Attack ↑ Slightly increases the power of swords, whips, hammers, etc. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3x Weapon (type)Sword (type)Hammer (type)Sacred (type)Bat (type)Parasol (type)Whip (type)Pikmin (type)
Shooting Attack ↑ Slightly increases the power of projectile weapons such as bows or guns. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
Dash Attack ↑ Increases tackle and dash attack power, and slightly increases move speed. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
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×
Hyper Smash Attacks Increases attack power and smash-attack charge speed. 4 1 1.10× 1.1× Damage dealt 1.18× 1.26× 1.3×
1.2× Charge speed 1.35× 1.5× 1.6×
Neutral Special ↑ Slightly increases the power of neutral special moves. 3 1 1.08× 1.1× Damage dealt 1.18× 1.26× 1.3×
Side Special ↑ Slightly increases the power of side special moves. 3 1 1.08× 1.1× Damage dealt 1.18× 1.26× 1.3×
Up Special ↑ Slightly increases the power of up special moves. 3 1 1.08× 1.1× Damage dealt 1.18× 1.26× 1.3×
Down Special ↑ Slightly increases the power of down special moves. 3 1 1.08× 1.1× Damage dealt 1.18× 1.26× 1.3×
Special-Move Power ↑ Slightly increases the power of all special moves. 4 1 1.10× 1.05× Damage dealt 1.13× 1.17× 1.2×
Aura Attack ↑ Slightly increases the power of Lucario's Aura attacks. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Also applies to Richter's Holy Water
Aura (effect)
Magic Attack ↑ Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Magic (type)
PSI Attack ↑ Slightly increases the power of Ness's and Lucas's PSI attacks. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× PK (type)
Fire & Explosion Attack ↑ Slightly increases the power of explosion and fire attacks. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Also applies to darkness attacks
Flame (effect)Darkness (effect)
Water & Ice Attack ↑ Slightly increases the power of water and ice attacks. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Water (effect)Freezing (effect)
Electric Attack ↑ Slightly increases the power of electricity attacks. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Electric (effect)
Energy-Shot Attack ↑ Slightly increases the power of energy attacks, such as Fox's Blaster. 1 1 1.04× 1.1× Damage dealt 1.18× 1.26× 1.3× Energy (type)
Toss & Meteor Increases upward and downward launch power. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3× Angles 60-120 and 241-300
Shield Damage ↑ Increases the damage dealt to enemy shields. 3 1 1.08× 1.3× Damage dealt 1.45× 1.55× 1.6×
Giant Killer Increases the damage dealt to giant opponents. 4 1 1.10× 1.4× Damage dealt 1.45× 1.5× 1.55×
Metal Killer Increases the damage dealt to metal opponents. 4 1 1.10× 1.4× Damage dealt 1.45× 1.5× 1.55×
Assist Killer Increases the damage dealt to Assist Trophies. 4 1 1.10× 1.3× Damage dealt 1.4× 1.5× 1.55×
Critical Hit ↑ Grants a 5% chance to land a devastating critical hit. 3 1 1.08× 5% chance 10% 15% 20% Critical hits deals 1.2× damage
Similar to the 1v1 multiplier, the extra damage doesn't affect knockback or shields
Impact Run Damages enemies when dashing into them. 1 1 1.04× 3 - 5 damage 6 - 10 9 - 15 12 - 20 Scales linearly over 30 frames starting after the initial dash
Damage is not increased by the player's attack stat, however it is decreased by the opponent's defense stat
Does not stale

Defense skills[edit]

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

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Shield Durability ↑ Increases shield strength. 3 1 1.08× 1.4× Shield health 1.7× 1.9× 2.0×
1.5× Shield recovery
Easier Perfect Shield Widens the window for performing a perfect shield. 3 1 1.08× 1.4× Frames extra 1.6× 1.8× 2.0×
Perfect-Shield Reflect Reflects incoming projectiles when you perform a perfect shield. 2 1 1.06× 1.2× Reflected projectile
Air Defense ↑ Slightly reduces the damage taken from air attacks. 2 1 1.06× 1.3× Defense 1.38× 1.46× 1.5× The description is slightly misleading. The player gets resistance while in the air, not resistance to aerial attacks like it suggests.
Weapon Resist ↑ Decreases damage taken from melee weapons like swords and whips. 2 2 1.11× 0.6× Damage received 0.55× 0.5× 0.5× Weapon (type)Sword (type)Hammer (type)Sacred (type)Bat (type)Parasol (type)Whip (type)Pikmin (type)
Aura Resist ↑ Slightly reduces damage taken from Lucario's Aura attacks. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Also applies to Richter's Holy Water
Aura (effect)
Magic Resist ↑ Slightly reduces damage taken from magic attacks, such as Zelda's and Robin's spells. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Magic (type)
PSI Resist ↑ Slightly reduces damage taken from Ness's and Lucas's PSI attacks. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× PK (type)
Fire/Explosion Resist ↑ Slightly reduces damage taken from explosion and fire attacks. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Also applies to darkness attacks
Flame (effect)Darkness (effect)
Water/Freezing Resist ↑ Slightly reduces damage taken from water attacks. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Water (effect)Freezing (effect)
Electric Resist ↑ Slightly reduces damage taken from electricity attacks. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Electric (effect)
Energy-Shot Resist ↑ Slightly reduces damage taken from energy attacks, such as Fox's Blaster. 1 1 1.04× 0.6× Damage received 0.55× 0.5× 0.5× Energy (type)
Slow Super Armor Makes it more difficult to flinch or be launched, but move speed decreases. 3 2 1.13× 132 KB limit Full knockback is taken when the limit is surpassed
0.3× Ground mobility 0.4× 0.5× 0.6×
0.5× Max air speed 0.6× 0.7× 0.85×
0.5× Jump stats 0.6× 0.7× 0.85×
Super Armor Makes it more difficult to flinch or be launched. 4 3 1.20× 132 KB limit Full knockback is taken when the limit is surpassed
Unflinching Charged Smashes Gain super armor while charging smash attacks. 3 2 1.13× 130 KB limit 150 170 180 Full knockback is taken when the limit is surpassed
0.9× Damage received

Recovery skills[edit]

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

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Autoheal Recover a small amount of health every five seconds. 3 2 1.13× 3 Damage recovered 5 7 9
Great Autoheal [Note 1] Recovers some health automatically every five seconds. 4 3 1.20× 5 Damage recovered
Healing Shield Recovers health when enemy attacks are shielded. 4 2 1.15× Heals damage blocked ×0.15 Does not factor in the 1.19× shield damage multiplier
KOs Heal Damage Recovers health when enemies are KO'd. 3 2 1.13× 20 Damage recovered 30 40 50 Applies to anything that gives the player a point (KO, Special Flag, Assist Trophy KO, etc.)
Critical-Health Healing Recovers a great deal of health when a certain amount of damage is taken. 3 2 1.13× 50 Damage recovered 75 100 125 Activates once per match when above 100% damage or below 20% health in Stamina.
Critical-Health Healing ↑ ↑ [Note 2] Recovers a ton of health when a certain amount of damage is taken. 4 3 1.20× 100 Damage healed Activates once per match when above 100% damage or below 20% health in Stamina.
Lifesteal Steals opponents' life force when you strike. N/A 3[Note 3] 1.15× Heals damage×0.03 Does not activate with projectiles.

Mobility skills[edit]

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

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Move Speed ↑ Slightly increases left and right move speed. 2 1 1.06× 1.2× Ground mobility, max air speed 1.4× 1.6× 1.8×
Braking Ability ↑ Makes stopping easier when walking or running. 1 1 1.04× 2× Traction Also removes the decreased traction of slippery surfaces
Lightweight Greatly increases jump and move speed, but become easier to launch. 1 1 1.04× 0.9× Weight 0.8× 0.7× 0.6×
1.3× Ground mobility & max air speed 1.6× 1.9× 2.2×
1.3× Ground & Short-hop jump 1.6× 1.9× 2.2×
1.2× Aerial & Wall jump 1.4× 1.6× 1.8×
1.15× Footstool jump 1.3× 1.45× 1.6×
Jump ↑ Increases jump height. 2 1 1.06× 1.4× Ground jump height 1.8× 2.2× 2.6×
1.2× Ground jump, short-hop, wall-jump, & ledge jump speed 1.4× 1.6× 1.8×
1.15× Aerial jump speed 1.3× 1.45× 1.6×
1.1× Footstool speed 1.2× 1.3× 1.4×
Floaty Jumps Slows your fall speed after jumping. 1 1 1.04× 0.65× Fall speed 0.6× 0.55× 0.5×
0.8× Gravity & fast fall speed
0.9× Falling friction
Additional Midair Jump Increases number of midair jumps by one. 4 2 1.15× 1 Extra jump 2 3 4
Landing Lag ↓ Reduces vulnerability when landing, making movement possible sooner. 1 1 1.04× 0.7× Landing lag duration 0.6× 0.5× 0.4× Does not reduce the additional landing lag incurred by Bayonetta's Bullet Arts extended neutral and up aerials, only reducing the base landing lag frames.
Easier Dodging Increases period of invincibility when dodging, and air dodges travel farther. 3 1 1.08× 1.2× Intangible frames 1.4× 1.6× 1.8×
1.2× Dodging distance 1.4× 1.6× 1.8×
Instadrop Grants the ability to do a quick-drop attack by tilting down while in the air. 1 2 1.09× 3× Fast fall speed 3% Falling
6% Landing
The effects expire after 1000 seconds. 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.

Item skills[edit]

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

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Battering Items ↑ Increases the power of battering items 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
Shooting Items ↑ Increases the power and ammo of shooting items. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
1.2× ammo
Thrown Items ↑ Increases the distance and power of thrown items. 2 1 1.06× 1.1× Damage dealt 1.18× 1.26× 1.3×
1.3× Item throw speed & power
Hammer Duration ↑ Increases the amount of time the Hammer and Golden Hammer items last. N/A 1[Note 4] 1.08× 2× duration
Item Gravitation Draws nearby items closer. 2 1 1.04× 0.5 units per frame 0.65 0.8 1.0 Attracts items within 45 units
Beam Sword Equipped Start battles with a Beam Sword. Use it to batter opponents. 2 1 1.06× 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.
Killing Edge Equipped Start battles with a Killing Edge. Hit when it glows for extra power. 2 1 1.06×
Fire Bar Equipped Start battles with a Fire Bar. Bash and burn opponents while it lasts. 1 1 1.04×
Death's Scythe Equipped Start battles with a Death's Scythe. KO badly injured opponents in one hit! 2 1 1.04×
Lip's Stick Equipped Start battles with a Lip's Stick. Hit an opponent with it to slowly drain their health. 1[Note 5] 1 1.04×
Star Rod Equipped Start battles with a Star Rod. Swing it to launch projectiles. 1 1 1.04×
Ore Club Equipped Start battles with an Ore Club. Create a tornado with a smash attack. 3 3 1.18×
Ray Gun Equipped Start battles with a Ray Gun. Fire at opponents from a distance. 2 1 1.06×
Super Scope Equipped United States
Nintendo Scope Equipped Europe
Start battles with a Super Scope United States/Nintendo Scope Europe. Fire multiple shots, or charge up for a stronger blast. 2 2 1.11×
Steel Diver Equipped Start battles with a Steel Diver. Fire powerful shots that are hard to see. 1 2 1.09×
Rage Blaster Equipped Start battles with a Rage Blaster. Deal more damage when you have more damage. 1 1 1.04×
Staff Equipped Start battles with a Staff. Fire at faraway opponents to deal more damage. 1 1 1.04×
Banana Gun Equipped Start battles with a Banana Gun. Use the leftover peel after you fire. 1 1 1.04×
Drill Equipped Start battles with a Drill. Fire a single shot, but if it hits, it keeps on hitting. 1 1 1.04×
Fire Flower Equipped Start battles with a Fire Flower. Shoot fire at opponents. 1 1 1.04×
Ramblin' Evil Mushroom Equipped Start battles with a Ramblin' Evil Mushroom. Spray opponents with it to reverse their controls. 1 1 1.04×
Green Shell Equipped Start battles with a Green Shell. Throw it and it'll slide across the stage. 1 1 1.04×
Freezie Equipped Start battles with a Freezie. Hit opponents with it to freeze them. 1 1 1.04×
Hothead Equipped Start battles with a Hothead. Toss it, and it'll loop around platforms to hit enemies. 1 2 1.09×
Boomerang Equipped Start battles with a Boomerang. Deal damage when you throw it and when it returns. 1 1 1.04×
Beastball Equipped Start battles with a Beastball. Throw it, and it will warp toward a nearby opponent. 1 1 1.04×
Unira Equipped Start battles with a Unira. Attack it to make spikes come out. 1 1 1.04×
Mr. Saturn Equipped Start battles with a Mr. Saturn. Break enemies' shields easily. 2 1 1.04×
Bob-omb Equipped Start battles with a Bob-omb. Launch foes with its powerful blast. 2 1 1.06×
Bomber Equipped Start battles with a Bomber. Raise it up to cause a huge explosion. 2 1 1.06×
Black Hole Equipped Start battles with a Black Hole. Activate it, and it'll pull in nearby fighters. 3 2 1.13×
Super Launch Star Equipped Start battles with a Super Launch Star. Touch it and get launched. 2 1 1.06×
Fairy Bottle Equipped Start battles with a Fairy Bottle. Heal when at least 100% damage is taken. 2 1 1.06×
Made of Metal Start battles in metal form. Become harder to launch. 3 1 1.08× 13 Seconds All transformations are applied at the start of the match. Having multiple of one transformation skill equipped multiplies the duration to the left by the number equipped.
Mouthful of Curry Start battles with Superspicy Curry breath. Continuously spit out fire. 2 2 1.11× 12 Seconds
Bunny Hood Equipped Start battles with a Bunny Hood. Move faster and jump higher. 1 1 1.04× 12 Seconds
Back Shield Equipped Start battles with a Back Shield. Guard against attacks from behind. 2 1 1.06× 30 Seconds
Franklin Badge Equipped Start battles wearing a Franklin Badge. Reflect enemy projectiles. 3 2 1.13× 23 Seconds
Super Leaf Equipped Start battles with a Super Leaf. Press and hold the jump button to float through the air. 1 1 1.04× 25 Seconds
Rocket Belt Equipped Start battles with a Rocket Belt. Fly around until it runs out of fuel. 1 1 1.04× 25 Seconds
Screw Attack Equipped Start battles with a Screw Attack. Attack with your jumps. 1 2 1.09× 18 Seconds
Stats ↑ after Eating Slightly increases attack, defense, and move speed after eating food. 2 1 1.06× 1.1× All Damage 1.18× 1.26× 1.3×
1.3× Defense 1.38× 1.46× 1.5×
1.2× Ground mobility, max air speed 1.3× 1.4× 1.5×
5 Seconds 6 7 8
Stats ↑ ↑ after Eating Greatly increases attack, defense, and move speed after eating food. 3 2 1.13× 1.18× All Damage 1.26× 1.3× 1.34×
1.38× Defense 1.46× 1.5× 1.53×
1.35× Ground mobility, max air speed 1.5× 1.65× 1.8×
7 Seconds 8 9 10
Invincibility after Eating [Note 6] Become invincible for a while after eating food. 4 2 1.15× 4 Seconds 5 6 7

Hazard skills[edit]

Abilities that mitigate or nullify the effects of 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.

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Poison Damage Reduced Reduces the damage taken from poison. 2 1 1.06× 0.4× Damage received 0.1× 0.0× 0.0×
Poison Immunity Grants immunity to poison.[Note 7] 3 2 1.13×
Poison Heals [Note 8] Poison heals instead of harms.[Note 7] 4 3 1.30× Heals damage×0.15 Lasts the full duration of poison.
Poison Power Up [Note 9] Being poisoned greatly increases your power, defense, and speed. 4 3 1.30× 2.0× All Damage 2.5× 3.0× 3.0× Lasts 5 seconds.
1.6× Throws, pummels, and edge & floor attacks 2.5× 2.5×
1.5× Ground mobility & max air speed 2.5×
Lava-Floor Resist Reduces damage taken from lava floors. 2 1 1.06× 0.4× damage received 0.1× 0.01× 0.01×
Lava-Floor Immunity Grants immunity to lava floors.[Note 10] 3 2 1.13×
Ice-Floor Immunity Grants immunity to ice floors and freezing attacks. 3 2 1.13×
Zap-Floor Immunity Grants immunity to zap floors and stun attacks. 3 2 1.13× Not to be confused with the attack effect stun.
Slumber Immunity Grants immunity to slumber floors and sleeping in general. 3 1 1.08×
Sticky-Floor Immunity Become immune to sticky floors. 2 2 1.11×
Strong-Wind Resist Reduces the effect of strong winds. 2 1 1.06× 0.4× Influence 0.1× 0.0× 0.0× Does not apply to windboxes generated by Gust Bellows.
Strong-Wind Immunity Become immune to strong winds. 3 2 1.13× Does not apply to windboxes generated by Gust Bellows.
Fog Immunity Removes fog from the stage. 2[Note 11] 2 1.11× Also applies to poisonous clouds.
Screen-Flip Immunity Stops the screen from flipping upside down. 2 2 1.11× Also applies to Skull Kid's effects.
Irreversible Controls Become immune to left-and-right control reversal. 2 2 1.11× Applies to all sources of reversed controls. Mushrooms do not appear when hit by spores from a Ramblin' Evil Mushroom.
Gravity-Change Immunity Become immune to changes in gravity. 3 2 1.13×

Other skills[edit]

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".

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Falling Immunity Grants immunity to tripping from earthquakes, Banana Peels, etc. 2 1 1.06× Attacks and items that deal damage and also trip will still deal damage.
Bury Immunity Grants immunity to being buried by Pitfalls, bury attacks, etc. 2 1 1.06× Attacks and items that deal damage and also ground will still deal damage and knockback, with the exception of Pitfall seeds.
Swimmer Grants the ability to stay in water indefinitely. 1 1 1.04× Charizard, Incineroar, Inkling, and Sonic still take damage while swimming
Improved Escape Makes grabs and stuns easier to escape. 1 1 1.04× 0.6× grab/stun duration 0.4× 0.2× 0.1× Applies to grabs, burying, sleeping, freezing, stunning, paralysis and crumpling. Does not apply to throw burying, command grabs or character specific effects such as Egg Lay's eggs.
Transformation Duration ↑ Extends the amount of time transformation items like the Super Mushroom last. 1 1 1.04× 1.5× Transformation time 1.8× 2.0× 2.2×
Critical-Health Attack ↑ Increases attack power for a while when badly damaged. 1 1 1.04× 1.1× All Damage 1.18× 1.26× 1.3× Activates once per stock when above 80% damage or below 30% health in Stamina
Lasts 20 seconds
Critical-Health Defense ↑ Increases defense for a while when badly damaged. 1 1 1.04× 1.3× Defense 1.38× 1.46× 1.5× Activates once per stock when above 80% damage or below 30% health in Stamina
Lasts 20 seconds
Critical-Health Stats ↑ Slightly increases attack, defense, and move speed for a while when badly damaged. 2 1 1.06× 1.1× All Damage 1.18× 1.26× 1.3× Activates once per stock when above 80% damage or below 30% health in Stamina
Lasts 20 seconds
1.3× Defense 1.38× 1.46× 1.5×
1.3× Ground mobility & max air speed 1.6× 1.9× 2.2×
Critical-Health Stats ↑ ↑ Increases attack, defense, and move speed for a while when badly damaged. 3 2 1.13× 1.18× All Damage 1.26× 1.3× 1.34× Activates once per stock when above 80% damage or below 30% health in Stamina
Lasts 25 seconds
1.38× Defense 1.46× 1.5× 1.53×
1.4× Ground mobility & max air speed 1.8× 2.2× 2.6×
Critical Immunity [Note 12] Become invincible for a while when badly damaged. 4 2 1.15× 7 seconds 8 9 10 Activates once per stock when above 100% damage or below 20% health in Stamina.
Trade-Off Attacks ↑ Start battles with 30% damage and higher attack power. 2 1 1.06× 1.23× All Damage 1.34× 1.41× 1.46×
30% Starting damage 60% 90% 120%
Trade-Off Defense ↑ Start battles with 30% damage and higher defense. 2 1 1.06× 1.4× Defense 1.7× 2.0× 2.2×
30% Starting damage 60% 90% 120%
Trade-Off Speed ↑ Start battles with 30% damage and increased move speed. 1 1 1.04× 1.4× Ground mobility & max air speed 1.8× 2.2× 2.6×
30% Starting damage 60% 90% 120%
Trade-Off Ability ↑ Start battles with 30% damage and slightly increased attack, defense, and move speed. 3 1 1.08× 1.18× All Damage 1.29× 1.36× 1.41×
1.2× Defense 1.4× 1.6× 1.8×
1.2× Ground mobility & max air speed 1.4× 1.6× 1.8×
30% Starting damage 60% 90% 120%
Undamaged Attack ↑ Increases attack power while at 0% damage. 2 1 1.06× 1.1× All Damage 1.18× 1.26× 1.3×
Undamaged Speed ↑ Increases move speed while at 0% damage. 1 1 1.04× 1.5× Ground mobility & max air speed 2.0× 2.5× 3.0×
Undamaged Attack & Speed ↑ Slightly increases attack and move speed while at 0% damage. 3 1 1.08× 1.1× All Damage 1.18× 1.26× 1.3×
1.3× Ground mobility & max air speed 1.6× 1.9× 2.2×
Running Start Increases attack, defense, and move speed for a while at the start of the battle. 4 2 1.15× 1.1× All Damage 1.18× 1.26× 1.3× Lasts 20 seconds
1.3× Defense 1.38× 1.46× 1.5×
1.3× Walking/Item mobility, & max air speed 1.4× 1.5× 1.6×
1.3× Run accel., additional accel., & max run speed 1.4× 1.5× 1.6×
First-Strike Advantage Become invincible for a while after landing the first hit of the battle. 3 2 1.13× 5 Seconds 7 10 15
Fast Final Smash Meter Increases FS Meter charging speed. 4 2 1.15× 1.3× Charge rate 1.35× 1.4× 1.42×
Chance of Double Final Smash Sometimes grants a second Final Smash after using a Final Smash. 3 2 1.13× 40% chance 60% 80% 100%
Double Final Smash [Note 13] Grants a second Final Smash after using a Final Smash. 4 3 1.20×
Jam FS Charge Slows down the charge rate of the opposition's FS Meter. 4 2 1.15× 0.6× charge rate 0.4× 0.2× 0.1× The effect stacks for every player that has the skill equipped, meaning a rate of 0.4^7×, 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.
Weapon Attack & Move Speed ↑ Increases the power of melee weapons, and slightly increases move speed. 4 2 1.15× 1.1× Damage dealt 1.18× 1.26× 1.3× Weapon (type)Sword (type)Hammer (type)Sacred (type)Bat (type)Parasol (type)Whip (type)Pikmin (type)
1.1× Ground mobility & max air speed 1.2× 1.3× 1.4×
Energy Shot Attack/Resistance ↑ Slightly reduces damage taken from energy attacks, and slightly increases energy attack power. 2 2 1.11× 1.1× Damage dealt 1.18× 1.26× 1.3× Energy (type)
0.6× Damage received 0.55× 0.5× 0.5×
Armor Knight Reduces move speed, but greatly increases defense and slightly increases attack. 4 2 1.15× 1.15× All Damage 1.25× 1.35× 1.4×
1.8× Defense 2.6× 3.4× 4.2×
0.7× Ground mobility & max air speed
Stamina ↑ Start battles with extra stamina when fighting in stamina battles. 1 1 1.04× +25 starting health +50 +75 +100
Item Autograb [Note 14] Automatically pick up nearby items when not running. 4 1 1.04×
Team Power Up [Note 15] Increases power and defense when in a team. 4 2 1.04× 1.18× All Damage 1.26× 1.3 1.34× 1 teammate (team of 2)
Counted at the start of the match; losing all teammates won't remove effects
1.3× Defense 1.38× 1.46× 1.5×
1.26× All Damage 1.3× 1.34× 1.34× 2+ teammates (team of 3+)
Counted at the start of the match; losing all teammates won't remove or decrease effects
1.38× Defense 1.46× 1.5× 1.5×
Critical Fast Final Smash Meter ↑ ↑ [Note 16] FS Meter will charge quickly for a while when badly damaged. 4 3 1.20× Charge 10% meter per second
Activates once per stock when above 80% damage or, in Stamina, below 30% health
Lasts 25 seconds
Critical Healing & Metal [Note 17] Recovers some health when a certain amount of damage is taken and become heavy and harder to launch. 4 2 1.20× 30 damage healed Activates once per stock when above 80% damage or below 30% health in Stamina
13 seconds
Weapon Attack & Move Speed ↑ ↑ [Note 18] Greatly Increases[sic] the power of melee weapons, and increases move speed. 4 3 1.20× 1.2× Damage dealt Weapon (type)Sword (type)Hammer (type)Sacred (type)Bat (type)Parasol (type)Whip (type)Pikmin (type)
1.28× Ground mobility & max air speed

Special skills[edit]

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.

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Metal and Giant Become giant and metal for a while at the start of the battle. N/A 3[Note 19] 1.20× 8 seconds 16 24 32 Size and damage is identical to a Super Mushroom
Being giant grants a 1.56× damage multiplier
Transformation Duration ↑ uses the Metal Box's default duration of 13 seconds, leading to the metal transformation lasting longer than the giant transformation
Giant Become giant for a while at the start of the battle. 3 2 1.13× 8 seconds 16 24 32 Size and damage is identical to a Super Mushroom
Being giant grants a 1.56× damage multiplier
Critical Hit ↑ ↑ Grants a 12% chance to land a devastating critical hit. 4 2 1.15× 12% chance 24% 36% 48% Critical hits deals 1.3× damage
Similar to the 1v1 multiplier, the extra damage doesn't affect knockback or shields
Critical Super Giant [Note 20] Increases the fighter's size for a while when badly damaged. 4 3 1.30× 10 seconds Activates once per match when above 85% damage or below 30% health in Stamina
Size and damage is identical to a Lightning Bolt backfire
Being giant grants a 1.84× damage multiplier
Mouthful of Curry ↑ ↑ [Note 21] Start battles with Superspicy Curry breath. Continuously spit out a powerful fire. 4 3 1.30× 22 seconds Activates once at the start of the match
The curry effect has 1.2× the range of normal Superspicy Curry
Final Smash ↑ [Note 22] Increases the power of Final Smashes. 4 2 1.30× 1.5× damage dealt Does not affect Psystrike

Weight skills[edit]

Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.

Skill Description Rank Cost Team
Power
Effect Notes
1x 2x 3x 4x
Weight ↑ ↑ Become more difficult to launch, but movement speed is greatly decreased. N/A 1[Note 23] 1.05× 1.2× Weight
0.6× Ground mobility
0.8× Jump stats

Primary spirit traits[edit]

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.

Trait Description Power Effect Note
Fist Attack ↑ Slightly increases the power of punches and elbow strikes. 1.04× 1.1× Damage dealt Hand (type)Elbow (type)
Foot Attack ↑ Slightly increases the power of kicks and knee strikes. 1.04× Foot (type)Knee (type)
Strong Throw Slightly increases the power of grabbing and throwing attacks. 1.06×
Sword Attack ↑ Slightly increases sword-attack power of fighters like Link and Marth. 1.10× Sword (type)
Magic Attack ↑ Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. 1.06× Magic (type)
PSI Attack ↑ Slightly increases the power of Ness and Lucas's PSI attacks. 1.10× PK (type)
Fire Attack ↑ Slightly increases the power of fire-type attacks. 1.10× Also applies to darkness attacks
Flame (effect)Darkness (effect)
Water Attack ↑ Slightly increases the power of water attacks. 1.08× Water (effect)
Electric Attack ↑ Slightly increases the power of electricity attacks. 1.06× Electric (effect)
Shooting Items Power ↑ Slightly increases the power of shooting items. 1.08×
Battering Items Power ↑ Slightly increases the power of battering items. 1.04×
Item Throw ↑ Slightly increases damage dealt by throwing items. 1.05×
Weight ↑ Become slightly more difficult to launch, but movement speed decreases. 1.06× 1.1× Weight
0.8× Ground mobility
0.9× Jump stats
Weight ↑ ↑ [Note 24] Become much more difficult to launch, but movement speed greatly decreases. 1.05× 1.2× Weight
0.6× Ground mobility
0.8× Jump stats
Weight ↓ Become faster, but also easier to launch. 1.04× 0.8× Weight
1.4× Ground mobility
1.1× Jump stats
Speed ↑ Slightly increases run speed. 1.04× 1.1× Run mobility
Speed ↓ Slightly decreases run speed. 1.08× 0.9× Run mobility
Jump ↑ Slightly increases jump height. 1.06× 1.1× Jump stats
Jump ↓ Slightly decreases jump height. 1.04× 0.9× Jump stats
Fire Weakness Increases the damage taken from fire and explosion attacks. 1.04× 1.2× Damage received Flame (effect)
Water Weakness Increases the damage taken from water attacks. 1.08× Water (effect)
Electric Weakness Increases the damage taken from electricity attacks. 1.06× Electric (effect)
Initial Damage 30% Start each battle with 30% damage. 1.06×
Bane of Light [Note 25] Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode. 1.10× 1.5× All Damage
0.77× Defense
Bane of Darkness [Note 26] Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode. 1.10× 1.5× All Damage
0.77× Defense
Fist & Foot Attack ↑[Note 27] Increases the power of punches and kicks. 1.05× 1.2× Damage dealt Hand (type)Elbow (type)Foot (type)Knee (type)

Notes[edit]

  1. ^ Found only on the Celebi spirit
  2. ^ Found only on the Sothis spirit
  3. ^ Only found on the Nightmare and Skull Kid & Majora's Mask enhanced primary spirits
  4. ^ Only found on the Mini Mario & Hammers enhanced primary spirit
  5. ^ Rank 3 for the Lip spirit
  6. ^ Found only on the Super Happy Tree spirit
  7. ^ a b Does not apply to White Pikmin
  8. ^ Found only on the Madama Butterfly spirit
  9. ^ Found only on the Gruntilda spirit
  10. ^ Does not apply to native stage hazards (e.g., Norfair's rising lava)
  11. ^ Rank 3 for the Tockles spirit
  12. ^ Found only on the Hinawa spirit
  13. ^ Found only on the Judd spirit
  14. ^ Found only on the Phantom Thieves of Hearts spirit
  15. ^ Found only on the Hero's Comrades spirit
  16. ^ Found only on the Geese Howard spirit
  17. ^ Found only on the Pneuma spirit
  18. ^ Found only on the Roxas spirit
  19. ^ Only found on the Metal Face and Sahelanthropus enhanced primary spirits
  20. ^ Found only on the Max Brass spirit
  21. ^ Found only on the Ender Dragon spirit
  22. ^ Found only on the Bahamut ZERO spirit
  23. ^ Only found on the King Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.
  24. ^ Found only on the Dragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.
  25. ^ Found only on the Dharkon spirit
  26. ^ Found only on the Galeem spirit
  27. ^ Found only on the Heihachi Mishima spirit.

Trivia[edit]

  • 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 Samus' Gunship, the Shine Sprite, and Snake's cardboard box) are based on inanimate objects instead of 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 Piantas and the Tiki Tak Tribe, although, by definition, each spirit should represent one individual character.
      • There are also spirits such as Zelda (Breath of the Wild) and Hero's Comrades, whose spirit battles feature several fighters that represent different characters.
  • The first and last spirits added in each year are:
  • 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, Chrom and Daisy have different hitboxes compared to Roy and Peach when running with the Impact Run spirit ability equipped.[3][4]
  • 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 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 Partner Eevee and Partner Pikachu spirits, Ultimate contains a total of 1,297 spirits at launch, which starts from Mario and ends with 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 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 Pokémon Trainer, Robin, and Wii Fit Trainer (though the latter's order is female and male, not the other way around), the Advent Children version of Cloud, the 3 types of Mii Fighters, and the default version of 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 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.
  • 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 Mewtwo and 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 Min Min, Pyra and Mythra as fighters, who were spirits in the base game prior to becoming DLC fighters.
  • Sheriff is the oldest character represented by a spirit, while the most recent are the Peach & 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:
    • Dimitri (The Legend of Zelda) and Hilda (The Legend of Zelda), both of whom share names with characters on Byleth's Spirit Board: Dimitri (Fire Emblem) and Hilda (Fire Emblem).
    • Riki (Xenoblade Chronicles), who shares a name with a character added in the River City Smash spirit event: Riki (River City) .
    • Slime (Dragon Quest), who shares a name with an enemy on Steve's Spirit Board: Slime (Minecraft).
    • 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: Impa (Age of Calamity).
      • Additionally, some spirits have appendices applied in other languages; in Battling With Sora, Sakurai lists Aqua and Axel as examples, as they share their Japanese names with Azura from Fire Emblem and 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.
      • 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 Masked Man, Dungeon Man, Ness's Father, Boney, Kumatora, Buzz Buzz, Absolutely Safe Capsule, Flying Man, Mister Belch, Ultimate Chimera, EVE, 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, Sophia, Arthur, and Razewing Ratha which could be obtained with save data from Pokémon: Let's Go Pikachu, Pokémon: Let's Go Eevee, Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition, Persona 5 Strikers, Ghosts 'n Goblins Resurrection, and Monster Hunter Stories 2: Wings of Ruin, respectively.
  • Battlefield, Big Battlefield, Small Battlefield, and Northern Cave are currently the only stages to not be used in a Spirit Battle in any form.
Dragaux replaced with a placeholder icon.
  • The sound that plays when an event is scheduled to happen is re-purposed 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 events. Once the player goes to the Spirit Board with an internet connection, the placeholders will be replaced with the appropriate images. Affected spirits can 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 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—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.[5]

See also[edit]

References[edit]