Primary spirit
Primary spirits are a type of spirit in Super Smash Bros. Ultimate. A spirit team can include only a single primary spirit, and must include a primary spirit in order to have any support spirits.
Primary spirits have one of four types: Attack
, Shield
, Grab
, and Neutral
. Attack is strong against Grab, Shield is strong against Attack, and Grab is strong against Shield; Neutral does not have any advantages or disadvantages against other types. Primary spirits cause the equipped fighter to deal 1.3× damage to fighters equipped with a primary spirit of the type they are strong against, but only deal 0.85× damage to fighter equipped with a primary spirit of the type they are weak against. In Spirit Battles, the opposing spirit is always assigned a type, even if it is a support spirit, and the puppet fighters experience type effectiveness accordingly (even though they are not actually equipped with a primary spirit). However, when one obtains said support spirit after defeating the puppet fighter, it is no longer assigned a type advantage.
Primary spirits have two main stats, an attack rating and a defense rating, with the spirit's listed power being the sum of those two stats. The primary spirits' listed power can be further increased by the skill that it has, any support spirits it has equipped, or a style that has been taught (in some cases a style may decrease the listed power). Primary spirits also provide a number of slots for support spirits, ranging from 0 to 3 (Primary spirits that do not have any support spirit slots often have higher stats to compensate). If a primary spirit is from the same series as the character equipped with it, it gains a further 1.1× (10%) stat boost. Even though this series bonus can increase stats above 10,000, the stats used for attack and defense multipliers are capped at 10,000.
Additionally, primary spirits may have a trait, which applies an additional effect to the equipped fighter. This trait can be either positive or negative.
Some primary spirits can be enhanced at level 99. When enhanced, it becomes a new spirit with a higher rank and stats, and gains a skill (as enhancability counts as the unenhanced spirit's trait). Many skills of enhanced spirits are otherwise exclusive to support spirits. The skills gained are identical to those found on support spirits, meaning using a support skill that has the same name as the one on the primary spirit won't multiply together and instead counts as another use of that skill.
Stats[edit]
Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not affect knockback dealt, and are not factored into the knockback formula. For both stats, a value of 0 results in no change from base damage.
- The damage dealt multiplier is equal to . Therefore, an attack of 2,500 results in double damage, 5,000 in triple damage, and so on.
- Smash attack charging speed is divided by the damage multiplier. 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 .
- When using an item the damage dealt multiplier is . 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.
- The damage taken is divided by . Therefore, a defense of 2,500 results in taking 0.4× damage, while a defense of 5,000 results in taking 0.25× damage.
- Shield regeneration multiplied by and shield depletion is divided by the same value. A defense of 10,000 will double shield regeneration and halve shield depletion.
- Stun duration after a shield break is reduced by frames. A defense of 2,500 will reduce the duration by 50 frames, 100 frames at 5,000, and 200 frames at 10,000.
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 1000 is stronger than an attack of 1,000 (which is the case when stats are equal at any value). However, defense is also slower to rise as its magnitude increases, whereas attack rises at a constant rate.
Stat growth[edit]
A spirit's attack and defense stats grow from its base value to its max value as its level increases. It should be noted that while stat interpolation can be calculated with an equation, the actual values are stored in a lookup table and that the following attempts to replicate it. The interpolation amount () between the base and max value is defined by the following:
Using the stat's base value () and max value (), the equation yields the stat at the given level. Note that while stats are displayed as whole numbers, the prior equations give decimal numbers (except in the case of level 1 or 99) and it is these numbers that are used for damage calculations—this results in small differences between an estimated value (when using the stats displayed in game) and the value found in practice.
Experience[edit]
- This section is about a spirit's experience value and how it grows. For some of the ways to increase a spirit's experience or level, see Level Up and Spirit#Facilities.
As a spirit is fed, trained, or used, it will gain experience points to increase its level and in turn increase its stats.
Experience growth[edit]
The speed at which a spirit can increase its level is determined by its class. Their rate () is 1.03 for Novice (★), 1.035 for Advanced (★★), and 1.04 for Ace (★★★) and Legend (★★★★). The amount of experience needed for any given level is . This results in Ace/Legend spirits staying at lower levels for longer compared to a Novice/Advanced with similar maximium experience values.
Maximum experience[edit]
The amount of experience needed for a spirit to reach level 99 has several factors: its attack & defense, number of slots, type, class, if it can be enhanced, and its class after being enhanced. It should be noted that while maximum experience can be calculated with an equation, the actual value is pre-defined for each spirit and the following attempts to replicate it.
The maximum experience for a spirit can be approximated with the formula —if the spirit is Neutral
, the result is divided by 2.
- Slot multiplier (), multiplied by 1.5 if the spirit can be enhanced:
- 0 slots = 0.5
- 1 slot = 0.55
- 2 slots = 0.605
- 3 slots = 0.6655
- Base experience (), an additional 10000 for each rank that would be gained from enhancing (e.g. Novice -> Legend ):
- Novice (★) = 12000
- Advanced (★★) = 20000
- Ace (★★★) = 40000
- Legend (★★★★) = 60000
There are several exceptions to the above due to changes to some spirits' parameters that weren't reflected in the hard-coded maximum experience value. The following have signigicantly different calculated values compared to the actual values (calculated | actual): Baby Mario (Superstar Mario) (~33353 | 33209), Tiki (Naga's Voice) (~22749 | 22666), K.K. Slider (~22854 | 22768), Soma Cruz (~33663 | 33496), Dr. Kawashima (Concentration Training) (~33100 | 32959), Link (Link's Awakening) (~22851 | 24276), and Riki (River City) (~22866 | 23468).