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[edit]
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 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[edit]
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[edit]
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[edit]
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.
| Character | Attack | Defense | Speed | Items |
|---|---|---|---|---|
| 25 | ||||
| 24 | ||||
| 23 | ||||
| 29 | ||||
| 25 | ||||
| 22 | ||||
| 27 | ||||
| 26 | ||||
| 27 | ||||
| 24 | ||||
| 26 | ||||
| 22 | ||||
| 24 | ||||
| 29 | ||||
| 24 | ||||
| 27 | ||||