Equipment is a customization option in Super Smash Bros. 4. Three pieces of equipment can be attached to a character, which will modify their attack, defense, and speed. In Super Smash Bros. Ultimate, equipment is replaced with Spirits.
There are three classes of equipment. Orange equipment is based on weaponry and improves attack but lowers defense. Blue equipment is based on clothing and improves defense but lowers speed. Green equipment is based on footwear and improves speed but lowers attack. All three types can also bestow secondary effects, which may either be positive or negative.
Up to 3,000 pieces of equipment can be stored, although the limit seems to vary. Older pieces of equipment will be deleted to make room for any new equipment obtained.
Equipment categories and effects
This table lists the effects of increasing the value of a category. If a category is negative, its effect will be inverted, though not with the same intensity. Stats can exceed maximum values when using multiply effects.
Type | Effect |
---|---|
Attack | Increases damage done by all attacks, including special moves and items (although several item attacks, such as the Daybreak’s blast, Ray Gun shots, Beehive bees, and Hammers are unaffected). Freeze frames are increased proportionally. Knockback is not affected; while opponents will take more slightly more knockback simply due to having higher damage after being hit, the knockback formula only uses the unmodified damage of the move. Having negative Attack will both decrease how much damage the fighter deals and weaken their knockback delivered on top of that, making launching enemies take longer than expected. Equipment that increases Attack also decreases Defense. |
Defense | Decreases knockback taken from all sources, and very slightly reduces damage received. Weight is unaffected. It also reduces the growth rate of Lucario’s Aura. Negative defense values will cause the fighter to take more damage than normal, along with being more vulnerable to knockback. Hazards that normally do not KO, like the catapult in Pirate Ship, may KO fighters with low enough Defense. Equipment that increases Defense also decreases Speed. |
Speed | Increases walking, dashing, air speed, jump height, gravity and both falling and fast-falling speed. Reduces landing lag from normal landings and aerial attack landings (though not other types of landing). Positive speed values will also lower the weight limit for holding Smash Run powers, while negative speed values increase the weight limit. However, having negative Speed will decrease the fighter's walking, dashing, air speed, jump height, and increase landing lag, making recovering difficult. Equipment that increases Speed also decreases Attack. |
The following table lists what each category affects, and by how much. Values between the listed points are spaced linearly. Note that as the value passes certain extremes, each point of value has less effect.
Property | -200 | -100 | -50 | ±0 | +50 | +100 | +200 |
---|---|---|---|---|---|---|---|
Attack | |||||||
Damage dealt | 0.6× | 0.72× | 0.84× | 1.0× | 1.4× | 1.7× | 2.0× |
Knockback dealt | 0.8× | 0.86× | 0.92× | 1.0× | 1.0× | 1.0× | 1.0× |
Defense | |||||||
Damage taken | 2.0× | 1.7× | 1.4× | 1.0× | 0.948× | 0.909× | 0.87× |
Knockback taken | 1.22× | 1.154× | 1.088× | 1.0× | 0.894× | 0.8145× | 0.735× |
Speed | |||||||
Walk speed | 0.58× | 0.706× | 0.832× | 1.0× | 1.36× | 1.63× | 1.9× |
Run speed | 0.58× | 0.706× | 0.832× | 1.0× | 1.4× | 1.7× | 2.0× |
Air speed | 0.52× | 0.664× | 0.808× | 1.0× | 1.4× | 1.7× | 2.0× |
Falling speed | 1.0× | 1.0× | 1.0× | 1.0× | 1.2× | 1.35× | 1.5× |
Fastfall speed | 1.0× | 1.0× | 1.0× | 1.0× | 1.32× | 1.56× | 1.8× |
Jump height | 0.52× | 0.664× | 0.808× | 1.0× | 1.432× | 1.756× | 2.08× |
Landing lag | 1.6× | 1.42× | 1.24× | 1.0× | 0.84× | 0.72× | 0.6× |
Dr. Mario
Dr. Mario has the unique trait of having passive equipment statistics baked into his character: his raw properties are modified as if he were wearing equipment of +15 attack and -50 speed. However, unlike with attack equipment, the knockback formula does include Dr. Mario's increased damage multiplier when calculating the amount of knockback dealt. This modification occurs before any actual equipment is applied (e.g. giving him a +50 speed -15 attack equipment will not "reset" him to zero), and in general is largely invisible to the player.
While equipment no longer appears in Ultimate, Dr. Mario still has external modifiers changing his physics and strength: they are modified as if he were wearing equipment of +22 attack and -65 speed in Smash 4. However, they are not exactly like equipment; for example, the speed stat in Smash 4 would modify landing lag, while Dr. Mario in Ultimate has the same landing lag as Mario, with the landing lag for his neutral, up, back and down aerials manually adjusted to be different from Mario's.
Equipment types
Equipment comes in various types, which each have three rarities. Higher rarities result in stronger stat modifications. If a piece of equipment has an extra effect, it does not show its rarity. The frequency rate of each type of equipment appears to be based on how many characters can utilize it - for example, Swords are much more common than Pikmin.
Equipment usage
Each character has special item types they can equip. The equipment type "badges" can be equipped by any character. Items is simply the default weight limit value that the character has; this is used for Smash Run.
Equipment bonus effects
The following table collects all bonus effects found on equipment. Negative effects may in fact be desirable if the player thinks they can handle them, as any equipment with a negative effect is balanced by a much smaller stat penalty. Likewise, equipment with positive effects have smaller stat bonuses as a trade-off. Different effects have different degrees of influence on the equipment's stat boosts. There are a total of 93 bonus effects. Wearing multiples of one bonus effect usually (but not always) makes the effect stronger, but not in a linear fashion.
Shorthands | |
---|---|
Ground mobility | walk speed, walk accel., dash speed, dash accel., run speed |
Air mobility | air accel., air decel., airspeed, horiz. air friction |
Item prefix | Bonus effect name | In-game description | Numerical effect | Stat modifier | Notes | ||
---|---|---|---|---|---|---|---|
×1 | ×2 | ×3 | |||||
Sprinter | Increased run speed | 1.3× running speed. | 1.3× dash speed, dash accel., run speed | 1.45× | 1.6× | -25 | |
Stroller Jogger |
Decreased run speed | 0.8× running speed. | 0.8× dash speed, dash accel., run speed | 0.7× | 0.6× | +30 | |
Glider Pro Glider |
Increased lateral air movement | 1.25× lateral air movement speed. | 1.25× air mobility | 1.3× | 1.35× | -25 | |
Antiglide Slow Glider |
Decreased lateral air movement | 0.8× lateral air movement speed. | 0.8× air mobility | 0.73× | 0.65× | +38 | |
Leaper Springer |
Improved jump | 1.2× jump height. | 1.2× | 1.27× | 1.34× | -34 | Also increases footstool jump height. |
Antileap Hopper |
Weakened jump | 0.8× jump height. | 0.8× | 0.72× | 0.65× | +36 | Also lowers footstool jump height. |
Speed Skater Skater |
Skating traction | 1.5× movement speed on land, but watch that you don't slip! | 1.5× ground mobility 0.6× traction |
1.65× 0.5× |
1.8× 0.4× |
-34 | |
Hi-Jump High Jump |
Improved ground jumps | 1.3× jump height from the ground. | 1.3× | 1.36× | 1.42× | -27 | Also increases footstool jump height. |
Lo-Jump | Weakened ground jumps | 0.7× jump height from the ground. | 0.7× | 0.64× | 0.58× | +35 | Also lowers footstool jump height. |
Double-Jump Boost Mid-Air Springer |
Improved double jump | 1.3× midair jump height. | 1.3× | 1.36× | 1.42× | -34 | |
Double-Jump Drag | Weakened double jump | 0.7× midair jump height. | 0.7× | 0.64× | 0.58× | +43 | |
Thistle Jump Floaty Jump |
Floaty jumps | 0.6× speed when falling. | 0.95× gravity 0.6× fall speed 0.7× fastfall speed |
0.925× 0.5× 0.65× |
0.9× 0.4× 0.6× |
-19 | |
Anchor Jump Heavy Jump |
Heavy jumps | 1.4× speed when falling. | 1.4× gravity 1.4× fall speed 1.1× fastfall speed |
1.55× 1.55× 1.1× |
1.7× 1.7× 1.1× |
+43 | |
Speed Walker Power-Walker |
Increased walk speed | 1.3× walking speed. | 1.3× walk speed, walk accel. | 1.4× | 1.5× | -12 | |
Meanderer Dawdler |
Decreased walk speed | 0.8× walking speed. | 0.8× walk speed, walk accel. | 0.7× | 0.6× | +8 | |
Lingering Edge Hanging Ace |
Increased edge-grab duration | Hang on to the edges of stages for twice as long. | 2.0× edgehang dur. | 3.0× | 4.0× | -10 | |
Hasty Edge Hanging Amateur |
Decreased edge-grab duration | Hang on to the edges of stages for half as long. | 0.5× edgehang dur. | 0.33× | 0.2× | +5 | |
Gluey Edge Edge-Gripper |
Easier edge grabs | Increased range for grabbing stage edges. | 1.3× edgegrab range | 1.5× | 1.7× | -27 | Also increases tether range. |
Tough Edge Edge-Slipper |
Harder edge grabs | Decreased range for grabbing stage edges. | 0.75× edgegrab range | 0.6× | 0.45× | +32 | Also decreases tether range. |
Hard Braker Quick Stopper |
Improved braking ability | Stop on a dime even when dashing. | 1.5× traction | 2.0× | 3.0× | -5 | |
Perfect-Shield Helper Perfect-Shield Whiz |
Easy perfect shield | More easily nullify attacks when blocking at the last second. | 2.34× powershield window | 3.0× | 3.67× | -40 | |
Imperfect Shield | No perfect shield | Only get a normal shield no matter how good your timing is. | 0.0× powershield window | 0.0× | 0.0× | +35 | |
Shield Regenerator Speedy Shield Recharge |
Improved shield regeneration | Recharge your shield more quickly. | 1.5× shield regen | 2.0× | 2.5× | -21 | |
Shield Degenerator Sluggish Shield Recharge |
Weakened shield regeneration | Recharge your shield more slowly. | 0.5× shield regen | 0.33× | 0.25× | +22 | |
Air Defender | Improved air defense | 0.75× damage received when in midair. | 0.75× dmg taken | 0.68× | 0.6× | -27 | |
Air Piñata | Weakened air defense | 1.2× damage received when in midair. | 1.2× dmg taken | 1.3× | 1.4× | +38 | |
Nimble Dodger | Improved dodge ability | Gives a little extra time to dodge an enemy attack. | 1.1× | 1.2× | 1.3× | -22 | Increases the number of intangibility frames in a dodge. |
Dodgy Dodger | Weakened dodge ability | Gives a bit less time to dodge an enemy attack. | 0.75× | 0.63× | 0.5× | +33 | Reduces the number of intangibility frames in a dodge. |
Smooth Lander | Reduced landing impact | Start moving again more quickly after landing. | 0.7× aerial landing lag, heavy landing lag | 0.6× | 0.5× | -33 | |
Crash Lander | Increased landing impact | After landing, take more time to start moving again. | 1.3× aerial landing lag 2.0× heavy landing lag 2.0× light landing lag |
1.5× 2.5× 3.0× |
1.7× 3.0× 4.0× |
+36 | |
Quick Smasher | Quick smash attacks | Charge smash attacks faster when holding the attack button. | 2.0× smash charge speed | 2.5× | 3.0× | -28 | |
Hyper Smasher | Hyper smash attacks | Charge smash attacks for longer to get 1.3× power. | 0.65× smash charge speed 1.3× smash charge dmg |
0.5× 1.4× |
0.4× 1.5× |
-29 | |
Air Attacker Air Scrapper |
Improved air attacks | 1.15× attack power while airborne. | 1.15× | 1.25× | 1.35× | -15 | |
Air Pushover Air Tapper |
Weakened air attacks | 0.7× attack power while airborne. | 0.7× | 0.6× | 0.5× | +35 | |
Meteor Master | Improved meteor effect | 1.5× power when using moves that launch opponents downward. | 1.5× meteor power | 1.6× | 1.7× | -40 | |
Desperate Attacker | Improved attack in a crisis | 1.7× attack power for 20 seconds when damage reaches 100%. | 1.7× dmg dealt | 1.9× | 2.1× | -27 | Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after the use of their Final Smash. Activates in Stamina Smash when the player's health falls below 20% of their max HP. |
Desperate Defender | Improved defense in a crisis | Take 0.33× damage for 20 seconds when damage reaches 100%. | 0.33× dmg taken | 0.2× | 0.1× | -18 | |
Desperate Speedster | Improved speed in a crisis | 1.55× speed for 20 seconds when damage reaches 100%. | 1.55× ground mobility 1.35× air mobility 1.28× jump power |
1.68× 1.43× 1.34× |
1.8× 1.53× 1.4× |
-20 | |
Desperate Specialist | Powered up in a crisis | Slowly increase attack, defense, and speed for 20 seconds when damage reaches 100%. | 1.5× dmg dealt 0.5× dmg taken 1.4× ground mobility 1.25× air mobility 1.2× jump power |
1.65× 0.33× 1.5× 1.3× 1.27× |
1.8× 0.25× 1.6× 1.35× 1.34× |
-33 | Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after their use of their Final Smash. Increase is set, and effect wears off completely when time is up. Activates in Stamina Smash when the player's health falls below 20% of their max HP. |
Desperate Immortal | Invincibility in a crisis | Gain 7 seconds of invincibility when your damage reaches 100%. | 7 seconds | 8 | 9 | -36 | Some Final Smashes, such as Blue Falcon, will ignore this bonus effect if it catches the user before they reach 100%. Activates in Stamina Smash when the player's health falls below 20% of their max HP. |
Unharmed Attacker | Improved attack at 0 damage | 1.5× attack power while damage is at 0%. | 1.5× dmg dealt | 1.75× | 2.0× | -24 | |
Unharmed Speedster | Improved speed at 0 damage | 1.32× speed while damage is at 0%. | 1.32× ground mobility 1.3× air mobility 1.2× jump power |
1.43× 1.37× 1.27× |
1.55× 1.42× 1.34× |
-8 | |
Unharmed Speed Demon Swift-Striker | Improved attack/speed at 0% | Attack and speed gradually increase while damage is at 0%. | 1.4× dmg dealt 1.26× ground mobility 1.2× air mobility 1.18× jump power |
1.55× 1.34× 1.25× 1.24× |
1.7× 1.43× 1.3× 1.3× |
-26 | Increase is set, and effect wears off when not at 0%. |
Trade-off Attacker | Improved trade-off attack | Start each life with 30% damage, but you have 1.15× attack power. (1.15× attack power from the start of the match...as well as 30% damage.) |
1.15× dmg dealt 30% initial damage |
1.25× 40% |
1.35× 50% |
-16 | The user glows red (Wii U only). |
Trade-off Defender | Improved trade-off defense | Start each life with 30% damage, but take only 0.8× damage from attacks. (1.2× damage resistance from attacks...as well as 30% damage.) |
0.8× dmg taken 30% initial damage |
0.7× 50% |
0.6× 70% |
-25 | The user glows blue (Wii U only). |
Trade-off Speedster | Improved trade-off speed | Start each life with 30% damage, but you move 1.3× faster. (1.3× speed from the start of the match...as well as 30% damage.) |
1.3× ground mobility 1.2× air mobility 1.18× jump power 30% initial damage |
1.4× 1.24× 1.22× 40% |
1.5× 1.28× 1.26× 50% |
-21 | The user glows green (Wii U only). |
All-Around Trade-off | Improved trade-off ability | Start with 60% damage but slowly gain attack, defense, and speed. | 1.1× dmg dealt 0.8× dmg taken 1.28× ground mobility 1.18× air mobility 1.15× jump power 60% initial damage |
1.2× 0.7× 1.36× 1.21× 1.21× 75% |
1.3× 0.6× 1.44× 1.24× 1.26× 90% |
-27 | Increase appears to be set, not slowly gained. The user glows (Wii U only). |
Moon Launcher | Improved launch ability | 1.3× attack power when launching enemies upward. | 1.3× up-launch power | 1.4× | 1.5× | -29 | Works between angles of 60º and 120º. |
Vampire | Lifesteal | When directly striking an opponent, may recover health relative to damage inflicted. | Heals 0.5× damage dealt | 0.65× | 0.8× | -43 | Activates 50% of the time. Striking multiple targets with attacks allows multiple instances of healing. Doesn't activate from projectiles. |
No-Flinch Smasher Solid Smasher |
No-flinch charged smashes | You cannot be launched by standard attacks when charging a smash attack. | 1.33× damage taken while charging | 1.2× | 1.1× | -30 | Grants armor while charging, although it appears to be limited, with strong enough attacks still able to launch the user. [1] |
Critical Hitter | Critical-hit capability | Attacks get a 20% chance of dealing extra damage. | 20% chance | 28% | 36% | -58 | Critical hits do about 3× damage, with knockback compensated. Additional freeze frames are sustained by the target, but not the attacker. Interestingly, this effect also applies to attacks from Pokémon and assist trophies summoned by the user. |
Insult to Injury | Prone damage dealer | 1.4× damage when hitting a prone opponent. | 1.4× | 1.55× | 1.7× | -25 | |
First Striker | First-strike advantage | If you land the first strike of the battle, you will be invincible for 10 seconds. | 10 | 12 | 14 | -9 | The player must deal the first hit on a playable character to activate the bonus effect; it will not activate on enemies or bosses. (As Master Shadow is treated as a playable character, the effect will activate against it.) |
Countdown Countdown Bonus |
Countdown bonus | Greatly improved launch power for the last five seconds of a battle. | 2.65× launching distance | 3.15× | 3.65× | -23 | The bearer will glow upon activation (3DS only). |
Speed Crasher | Crash run | Do damage to an opponent if you crash into them while dashing. | 1–7% range | 2-12% | 3-17% | -27 | Damage dealt based on duration of dash. |
Shield Exploder Perfect Shield Blast |
Explosive perfect shield | Shield against an attack with perfect timing to create an explosion. | 15% explosion damage | 20% | 25% | -30 | |
Shield Healer Healing Shield |
Health-restoring shield | Recover health when shielding relative to the power of received attacks. | Heals for 0.3× the damage of blocked attacks 0.7× shield regen |
0.4× 0.7× |
0.5× 0.7× |
-33 | Activates even if the incoming attack breaks the shield. Unlike Vampire, all incoming attacks will trigger heal. Doesn't activate from projectiles. |
Shield Reflector Shield Counter |
Mirror shield | When shielding, reflect some damage back at your attackers. | Reflects 0.3× the damage of blocked attacks 0.8× shield regen |
0.4× 0.8× |
0.5× 0.8× |
-15 | Only reflects damage from fighters' melee attacks. Activates even if the incoming attack breaks the shield. |
Escape Artist | Improved escapability | Escape more easily from being grabbed, stunned, etc. | 0.5× status dur. | 0.33× | 0.25× | -18 | |
Item Hurler | Stronger item throws | 1.5× attack power to thrown items. | 1.5× | 1.65× | 1.8× | -40 | |
Item Lobber Item-Fumbler |
Weakened item throws | 0.7× attack power to thrown items. | 0.7× | 0.5× | 0.3× | +21 | |
Item Hitter Walloper |
Battering item boost | 1.5× attack power to battering items. | 1.5× | 1.65× | 1.8× | -35 | |
Item Pitcher Pitcher |
Throwing item boost | Item-throwing range increased. | 1.28× | 1.5× | 1.72× | -15 | |
Item Shooter Shooter |
Projectile item boost | 1.5× attack power and ammo for items that fire projectiles. | 1.5× item dmg dealt 1.5× item ammo |
1.65× 1.8× |
1.8× 2.0× |
-33 | |
Quick Batter Fast Bat Smasher |
Quicker bat swing | Faster smash attacks when using the Home-Run Bat. | 0.7× bat speed | 0.6× | 0.5× | -26 | Only works for the Home-Run Bat item (Ness's side-smash bat is out of effect). |
Star Rod | Star Rod equipped | Start battles with a Star Rod. Wave it to fire star-shaped projectiles. | Provides item on first stock only. | Provides item on first and second stocks. | Provides item on first 3 stocks. | -12 | Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items. |
Lip's Stick | Lip's Stick equipped | Start battles with a Lip's Stick. Hit an opponent to plant a damaging flower. | -11 | ||||
Super Scope | Super Scope equipped | Start battles with a Super Scope. Attack with charge shots or rapid fire! | -14 | ||||
Ray Gun | Ray Gun equipped | Start battles with a Ray Gun. Blast your foes with lasers! | -14 | ||||
Fire Flower | Fire Flower equipped | Start battles with a Fire Flower. Roast your enemies! | -6 | ||||
Beam Sword | Beam Sword equipped | Start battles with a Beam Sword. The stronger the attack, the longer the reach. | -12 | ||||
Home-Run Bat | Home-Run Bat equipped | Start battles with a Home-Run Bat. Use smash attacks and aim for the stands! | -22 | ||||
Bob-omb | Bob-omb equipped | Start battles with a Bob-omb. Just don't hold on to it for too long... | -12 | ||||
Mr. Saturn | Mr. Saturn equipped | Start matches with Mr. Saturn. He does huge damage to fighters' shields. | -4 | ||||
Food Lover Mega Metaboliser |
Increased healing from food | 1.5× damage healed when eating food. | 1.5× healing | 1.75× | 2.0× | -17 | |
Picky Eater Meagre Metaboliser |
Decreased healing from food | 0.7× damage healed when eating food. | 0.7× healing | 0.5× | 0.3× | +7 | |
Crouch Healer | Heal while crouching | Slowly heal damage while crouching. | 2.5%/1.5s | 3.5%/1.5s | 5%/1.5s | -30 | Crouch must be uninterrupted for the entire 1.5 seconds to receive any healing. |
Caloric Attacker Post-Snack Attacker |
Improved attack after eating | 1.4× attack power for 15 seconds after eating food. | 1.4× dmg dealt | 1.5× | 1.6× | -26 | |
Caloric Speedster Post-Snack Speedster |
Improved speed after eating | 1.38× speed for 15 seconds after eating food. | 1.36× ground mobility 1.3× air mobility 1.21× jump power |
1.47× 1.37× 1.26× |
1.58× 1.42× 1.32× |
-16 | |
Caloric Defender Post-Snack Defender |
Improved defense after eating | 0.5× damage received for 15 seconds after eating food. | 0.5× dmg taken | 0.4× | 0.3× | -16 | |
Caloric Powerhouse Post-Snack Powerhouse |
Power up after eating | Attack, defense, and speed rise gradually for 15 seconds after eating food. | 1.3× dmg dealt 0.65× dmg taken 1.3× ground mobility 1.2× air mobility 1.15× jump power |
1.4× 0.52× 1.4× 1.25× 1.2× |
1.5× 0.4× 1.5× 1.3× 1.25× |
-27 | The increase is set, not gradual. User glows white (Wii U only). |
KO Healer | KOs heal damage | Recover damage when you KO an enemy. | 15% per KO | 20% | 25% | -22 | |
Caloric Immortal Post-Snack Invincibility |
Invincibility after eating | Become invincible for 5 seconds after eating food. | 5 seconds | 5.5 | 6 | -32 | |
Auto-Healer | Auto-heal capability | Heal damage gradually over time. | 2%/3s | 3%/3s | 4%/3s | -42 | |
Smash Ball Attractor | Smash ball gravitation | Automatically draw Smash Balls to you. | Always moves toward the bearer. Revolves around bearer when caught up. |
Chases bearer with more speed. Revolves around bearer more closely. Less knockback when struck by bearer. |
Chases bearer with great speed and little curvature in its path. Attaches to bearer's body when caught up. Much less knockback when struck by bearer. |
-16 | The Smash Ball will move between multiple players that have at least one of this effect active. |
Pity Final Smasher | Respawn Final Smash | If you're losing badly, you have a higher chance of respawning with a Final Smash ready. | 50% chance | 60% | 70% | -5 | Activates upon the same conditions as a Pity Final Smash (being 5 points behind the leader). Does not trigger if the player is a CPU, in 2-player matches or if the user SDs, and only triggers once per player per game. |
Smash Ball Clinger Smash Ball Hog |
Smash Ball retention | When glowing with your Final Smash, resist losing it when attacked. | 0.5× Smash Ball drop chance | 0.3× | 0.1× | -6 | |
Super Final Smasher Smash Ball Power |
Powered up Final Smash | Attack, defense, and speed rise gradually while you have the Final Smash glow. | 1.5× dmg dealt 0.5× dmg taken 1.3× ground mobility 1.25× air mobility 1.2× jump power |
1.65× 0.33× 1.45× 1.3× 1.27× |
1.8× 0.25× 1.6× 1.35× 1.34× |
-20 | |
Final Smash Healer Healing Smash Ball |
Healing Final Smash | Heal damage gradually while you have the Final Smash glow. | 6%/2s | 9%/2s | 12%/2s | -16 | |
Double Final Smasher | Chance of double Final Smash | After using a Final Smash, you have a 20% chance of being able to use it again. | 20% chance | 30% | 40% | -23 | If a character somehow manages to die when attempting a Final Smash, the equipment will still activate. |
Sudden Death Gambler | Chance of lucky Sudden Death | Get a 50% chance of going into Sudden Death with only 100% damage. | 50% chance | 70% | 90% | -16 | |
Safe Respawner | Extended respawn invincibility | Invincibility will last three times as long after being KO'd. | 3.0× respawn invincibility | 4.0× | 5.0× | -28 | |
Risky Respawner | No respawn invincibility | Get no invincibility after being KO'd. | 0.0× respawn invincibility | 0.0× | 0.0× | +33 |
Equipment stats
All equipment is randomly generated; two Brawn Badges or two Sprinter Boots can have completely different positive and negative effect values. The following rules are known to govern how equpiment is generated:
- The positive value can be any value from 10 to 90. The negative value is between 50% and 70% of the positive one. For example, a positive value of 35 can have a negative value from 17 to 24.
- The rarity title is based on the positive value: common is 10 to 30, uncommon is 31 to 60, and rare is 61 to 90.
- Equipment with a positive bonus effect have a lower positive value, while equipment with a negative bonus effect have a lower negative value. The strength of the modification is listed in the bonus table above, with negative numbers representing positive bonus effects.
- After the preceding calculations, neither equipment stats can have values between 5 and −5.
- Badges (Brawn, Protection, and Agility) have their stats multiplied by 0.72, compensating for how any character can equip them.
- Both the positive and negative stats are rounded down, if necessary.
Equipment Rarity | Positive value | Negative value | Sell Price |
---|---|---|---|
Common | 10 – 30 | 5 – 21 | 2 – 12 |
Uncommon | 31 – 60 | 15 – 42 | 17 – 56 |
Rare | 61 – 90 | 30 – 63 | 51 – 102+ |
The sell price of equipment is also based on the strength of its values and bonus effect, with the formula being (1.0p - 0.6n + 1.1pb - 0.4nb) * t
:
p
andn
are the positive and negative values, taken after the badge modification.pb
andnb
are the absolute value of the modifiers for positive and negative bonus effects; they are 0 if not applicable.t
is a scaling value based on the power of the positive value before any modification:
Positive value | Price scaling |
---|---|
10 – 20 | 0.36 |
21 – 30 | 0.58 |
31 – 40 | 0.97 |
41 – 50 | 1.22 |
51 – 60 | 1.35 |
61 – 70 | 1.44 |
71 – 85 | 1.71 |
86 – 90 | ?.?? |
Trivia
- Risky Respawner and Imperfect Shield are the only effects that do not intensify if stacked, thus making them more convenient for boosting stats.
- When someone uses their Final Smash, their equipment is temporarily disabled. This is easy to notice with high attack or Auto-Heal. However, if the victim has lower defense, they will take more damage than usual.
- This can lead to some unique oddities, such as a souped-up Bowser transforming into a significantly weaker Giga Bowser.
- The names of the Pokémon-exclusive equipment reference battle items in the Pokémon games that would boost a Pokémon's stat.
- The uncommon and rare variations may be based on the Wonder Launcher items in Pokémon Black and White and Pokémon Black 2 and White 2, which can boost a Pokémon's stats by three or six stages at once rather than one.
- The icons for these types of equipment are identical to Pokémon's pre-Brawl series symbol.
- Charizard is the only character to be able to use two types of specialized (i.e. non-badge) equipment within the same category, having both access to X Attack and Fake Nails in the attack category. This also makes it the only Pokémon character that can use something other than badges and the Pokémon equipment.
- Dr. Mario and Ganondorf are the only clones (counting semi-clones) not to share all 3 types of equipment with their respective parent clones.
- Mr. Game & Watch is the only character not to share any non-badge equipment with any other character.
- The Arm Cannon, Beam Whip, Blaster, Zapper, Booster and Space Suit all share the same rarity titles.
- Turbo Boost's icon is a reference to the Speed Up patch from Kirby Air Ride.
- There is an interesting glitch when King Dedede is equipped with Double Final Smasher equipment. If he fails Dedede Burst, he gains the Final Smash glow as soon as his fail animation ends, but the glow disappears almost immediately after, so he cannot use his Final Smash again.
- The rarity titles for the Gloves may be a reference to the infamous peripheral.
- The Legendary Bat equipment shares the same name of one of the Bats that Ness can use in EarthBound.
- Should a game's save file be hacked to insert a piece of equipment with positive and negative values of 0, the game will delete it.
- It is possible to have 2 identical pieces of equipment with the same stats, and name, but sell for 2 different prices.
- This is only noticeable with the Brawn Badge, Protection Badge, and Agility Badge, however, due to the 0.72× multiplier that the badge equipment uses.
- For an example, a Super Brawn Badge that has +36 attack can either have a 1.22× price scale, or a 1.35× price scale; 50 and 51 are both rounded down to 36 after the 0.72× multiplier is applied.
- This is only noticeable with the Brawn Badge, Protection Badge, and Agility Badge, however, due to the 0.72× multiplier that the badge equipment uses.
- Oddly, when organizing the equipment alphabetically, Super Suit will come before Super Final Smasher equipment. It also happens with Hyper Suit and Hyper Smasher equipment.
- After selling equipment, if the player quits without saving the changes to the character, they get the equipment back. However, if the player were to feed equipment to an amiibo, and then exit without saving to the amiibo, that equipment will disappear anyway. The only way to get it back is to quit the game without letting the game save.