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.
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.
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. 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.
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.
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.
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 sell price of equipment is also based on the strength of its values and bonus effect, with the formula being
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