Equipment

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.

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. 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, 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, 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.

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.

The sell price of equipment is also based on the strength of its values and bonus effect, with the formula being :
 * and  are the positive and negative values, taken after the badge modification.
 * and  are the absolute value of the modifiers for positive and negative bonus effects; they are 0 if not applicable.
 * is a scaling value based on the power of the positive value before any modification:

Equipment milestones
There are various milestones regarding equipment in the game. The player can get a milestone for every 100 different equipment items they have, up to one thousand; and, starting at 30, the player can get a milestone for every 10 different unique bonus effects for equipment they find, including one for finding all 93.

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.
 * 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.
 * 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.


 * The name of the Dash Mushroom is based on the speed-boosting Mushrooms of the Mario Kart series, though the name previously only existed in the PAL translation of Mario Kart 7, meaning it appears to be a new name to NTSC players.
 * The names of the Pokémon-exclusive equipment reference s 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.
 * 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 .
 * 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.
 * 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.


 * 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.
 * and are the only clones (counting semi-clones) not to share all 3 types of equipment with their respective parent clones.
 * Conversely,, and the  characters are the only non-clones to share all equipment types with at least one other character.
 * Mr. Game & Watch is the only character not to share any non-badge equipment with any other character.
 * There is an interesting glitch when 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.
 * Corrin is assigned Shoes despite being barefoot.