Spirit: Difference between revisions
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==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 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 it has not already been obtained yet. More spirits are earned on higher intensities. | *Completing {{SSBU|Classic Mode}} will reward random spirits, as well as a fighter spirit of the character played if it has not already been obtained yet. More spirits are earned on higher intensities. | ||
*[[Adventure Mode: World of Light]] features players navigating through a map 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. | *[[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. | ||
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*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. | *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. | *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== |
Revision as of 05:42, December 19, 2020
“ | 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.
As of version 10.0.0, a total of 1439 spirits can be obtained in game, all sorted into 40 series.
Collecting Spirits
There are many ways to collect spirits:
- The player always receives a random primary advanced-class spirit when opening up the game for the first time.
- 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
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
- ★★★☆ Ace
- ★★★★ Legend
Spirit Categories
“ | 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
Characters can have a single primary spirit equipped at a time. Primary spirits have two main stats: an attack rating and a defense rating, which are added together to form its total power. Primary spirits may also have a trait, which applies an additional multiplier to their power, as well as up to three slots for support spirits to be attached, which apply their own multipliers. Generally, a primary spirit that lacks slots will be compensated with higher stats. If a primary spirit is from the same series as the character equipping it, its stats are increased by 1.1x (10%), resulting in more damage dealt and less damage received.
Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not directly affect knockback dealt, and are not factored into the knockback formula. For both stats, a value of 0 results in no change from base damage.
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
- 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.
- When using a Final Smash the damage dealt multiplier is
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
- 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.
- Shield regeneration is increased by a multiplier of
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
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.
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 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. This notably does not include Isabelle in her winter outfit, Link's Hero of the Wild set or the Zombie and Enderman costumes for Steve.
Master Spirits
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.
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 Battles
“ | 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 be selected from the Spirit Board, containing up to ten spirits to challenge. The Spirit Board will cycle out new spirits after a short period of time (5 minutes for most spirits and 15 minutes for Legend-class spirits; if a Legend-class spirit is part of a weekend event, it can stay on the Spirit Board for up to an hour). Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a team battle with team attack turned off, or a horde battle similar to the one seen in Classic Mode. Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. A spirit can be acquired by defeating its respective puppet fighter, then attacking the fighter in a shooting-style minigame, except when fighting in World of Light or the DLC Spirit Board, which automatically reward the player with the spirit upon victory. There is a shield that prevents the spirit from being acquired; however, the damage to the shield carries over to the next time that spirit is encountered and Spirit Points can be spent for one additional attempt per battle. There are also usable items that can slow the speed the shield rotates at or remove part of the shield.
Before each Spirit Battle, the two sides' strength will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's.
There are consumable items one can earn or purchase to make the spirit obtaining process easier. Examples include restocking the Spirit Board, rerolling the board, or forcing the reappearance of a previously fought spirit, for either a second attempt at acquiring it or the chance of acquiring a duplicate.
One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to character customization from Super Smash Bros. 4. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.
Raising spirits
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
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
The Gym will level up spirits as long as they remain assigned there. It is operated by Doc Louis.
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.
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, Max Dash Speed, Base Dash Acceleration, Additional Dash 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 are using shooting items |
Style | Master | Effects | Team Power |
---|---|---|---|
Demon | Ryoma |
|
|
Land | Cap'n Cuttlefish |
|
|
Air | Peppy Hare |
|
|
Brick-Wall | Copper & Booker |
|
|
Boulder | Darunia |
|
|
Big-Bee | Honey Queen |
|
|
Runner | Dr. Stewart |
|
|
Gravity | Gravity Man |
|
|
Tank | Kraid |
|
|
Lightweight | Wii Balance Board |
|
|
Strategist | Riki |
|
|
Equipment | Dyntos |
|
|
Overthrow | Zangief |
|
|
Ninja | Kat & Ana |
|
|
Forgetful | Slowpoke | Makes a spirit forget its current Style and removes any stat changes imposed by it. |
Explore
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
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
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.
Spirit Effects
All support spirits and enhanced primary spirits come with a skill that augments the fighter they are applied to. Unenhanced primary spirits come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below. Effects in a shaded cell are not possible to obtain (such as a 3x effect of a 2 slot skill, requiring an impossible 6 slots), however 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)
- Multiplier > 1.3:
- Multiplier = Multiplier×0.5 + 0.65
- 1.3 > Multiplier > 1.5:
- Multiplier = Multiplier×0.2 + 1.2
Walking mobility | Max speed, accel., additional accel. |
---|---|
Dash 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.
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× | |
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× | |
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× | |
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 | |
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 dash speed, dash accel., dash 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 |
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× | |
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× | |
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 |
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× | |
Electric Attack ↑ | Slightly increases the power of electricity attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
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× | |
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
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× | |
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 |
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× | |
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× | |
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 |
Water/Freezing Resist ↑ | Slightly reduces damage taken from water attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | |
Electric Resist ↑ | Slightly reduces damage taken from electricity attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | |
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× | |
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
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
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 | 3× | 4× | 5× | 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× | |
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 stay active for 1000 seconds |
Item Skills
Abilities that allow the fighter to start with an item or make items more effective. Item skill spirits are indicated by a hammer.
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 | 3× | 4× | 5× | |
Item Gravitation | Draws nearby items closer. | 2 | 1 | 1.06× | 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 | 1.06× | |||||
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 Nintendo Scope Equipped |
Start battles with a Super Scope /Nintendo Scope . 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 | 1.06× | |||||
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
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 | 1.20× | 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 | 1.20% | 2.0× All Damage | 2.5× | 3.0× | 3.0× | Lasts 5 seconds. |
1.6× Throws, pummels, and edge & floor attacks | 2× | 2.5× | 2.5× | ||||||
1.5× Ground mobility & max air speed | 2× | 2.5× | 3× | ||||||
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× | Also applies to Skull Kid's effects. | ||||
Gravity-Change Immunity | Become immune to changes in gravity. | 3 | 2 | 1.13× |
Other Skills
Abilities with unusual effects or otherwise do not fit into any other category. May be used to counter certain stage hazards or conditions. Other skill spirits are indicated by a diamond with an inscribed "X".
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× | |
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× Dash accel., additional accel., & max dash 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× | |
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× | |
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 | 1.03× | 1.26× All Damage | 1.3× | 1.34× | 1.34× | |
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 |
Special Skills
Especially rare abilities only found on a select few Rank 3 and 4 spirits. Though they can feasibly be categorized elsewhere, they were considered by the developers to be powerful enough to warrant a category all to themselves. Special skill spirits are indicated by a star.
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 17] | 1.20× | 8 seconds | 16 | 24 | 32 | Size and damage is identical to a Super Mushroom Being giant grants a 1.56× damage multiplier |
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 18] | 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 19] | 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 |
Weight Skills
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 20] | 1.05× | 1.2× Weight | ||||
0.6× Ground mobility | |||||||||
0.8× Jump stats |
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. In addition to other symbols, spirits which start the player with damage are indicated by a percent symbol and the Galeem and Dharkhon spirits have exclusive usage of the "World of Light" symbol.
Trait | Description | Power | Effect | Note |
---|---|---|---|---|
Fist Attack ↑ | Slightly increases the power of punches and elbow strikes. | 1.04× | 1.1× Damage dealt | |
Foot Attack ↑ | Slightly increases the power of kicks and knee strikes. | 1.04× | ||
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× | ||
Magic Attack ↑ | Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. | 1.06× | ||
PSI Attack ↑ | Slightly increases the power of Ness and Lucas's PSI attacks. | 1.10× | ||
Fire Attack ↑ | Slightly increases the power of fire-type attacks. | 1.10× | Also applies to darkness attacks | |
Water Attack ↑ | Slightly increases the power of water attacks. | 1.08× | ||
Electric Attack ↑ | Slightly increases the power of electricity attacks. | 1.06× | ||
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 ↑ [Note 21] | 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 22] | 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× Dash mobility | |
Speed ↓ | Slightly decreases run speed. | 1.08× | 0.9× Dash 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 | |
Water Weakness | Increases the damage taken from water attacks. | 1.08× | ||
Electric Weakness | Increases the damage taken from electricity attacks. | 1.06× | ||
Initial Damage 30% | Start each battle with 30% damage. | 1.06× | ||
Bane of Light [Note 23] | 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 24] | 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 |
Notes
- ^ Found only on the Celebi spirit
- ^ Found only on the Sothis spirit
- ^ Only found on the Nightmare and Skull Kid & Majora's Mask enhanced primary spirits
- ^ Only found on the Mini Mario & Hammers enhanced primary spirit
- ^ Rank 3 for the Lip spirit
- ^ Found only on the Super Happy Tree spirit
- ^ a b Does not apply to White Pikmin
- ^ Found only on the Madama Butterfly spirit
- ^ Found only on the Gruntilda spirit
- ^ Does not apply to native stage hazards (e.g., Norfair's rising lava)
- ^ Rank 3 for the Tockles spirit
- ^ Found only on the Hinawa spirit
- ^ Found only on the Judd spirit
- ^ Found only on the Phantom Thieves of Hearts spirit
- ^ Found only on the Hero's Comrades spirit
- ^ Found only on the Geese Howard spirit
- ^ Only found on the Metal Face and Sahelanthropus enhanced primary spirits
- ^ Found only on the Max Brass spirit
- ^ Found only on the Ender Dragon spirit
- ^ Only found on the King Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.
- ^ Found only on the Leon spirit
- ^ Found only on the Dragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.
- ^ Found only on the Dharkon spirit
- ^ Found only on the Galeem spirit
Trivia
- 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.
- Toss & Meteor is the only spirit ability which factors its increased damage into the knockback formula, hence the description referencing launch power.
- Falling Immunity, Bury Immunity, Swimmer, and Item Autograb are the only stackable spirit abilities that yield no additional benefit when stacked.
- Lip and Tockles are the only support spirits that share the same effect as other spirits, but are in different ranks. (Lip is Ace-class, while other spirits with the "Lip's stick" item are Novice-class and Tockles is Ace-class, while other fog immunity spirits are Advanced-class)
- 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.
- 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.
- Likewise, the first Spirit to be added in 2019 was the Piranha Plant fighter spirit, while the first spirits to be added in 2020 were the ASTRAL CHAIN spirits.
- There are only 10 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, Critical Fast Final Smash Meter ↑ ↑, Critical-Health Healing ↑ ↑, Critical Super Giant, and Mouthful of Curry ↑ ↑.
- 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.
- Timmy and Tommy is the only master spirit that can be obtained via amiibo.
- Every Legend DLC spirit from the DLC Spirit Boards always have an ability that is unique to only that spirit.
- 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 default and Advent Children versions of Cloud, and the Mii Fighters.
- 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 announcement of Min Min as a fighter, who was a spirit in the base game prior to becoming a DLC fighter.
- Sheriff is the oldest character represented by a spirit and the newest spirits are from Paper Mario: The Origami King.
See also
References
- ^ https://gaming.stackexchange.com/questions/344041/what-does-a-spirit-primary-type-advantage-do
- ^ https://www.youtube.com/watch?v=4PRS0UHXJt4 Super Smash Bros. SPECIAL Demonstration Play Video
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