Spirit
| “ | Spirits are characters that have lost their physical forms. Equipping your fighter with spirits will power them up with all sorts of new abilities. Wondering how many kinds of spirits there are? You'll have to see for yourself! | ” |
| —Super Smash Blog, Super Smash Bros. Ultimate Official Site | ||
Spirits (スピリット, Spirit) are a type of power-up and collectible in Super Smash Bros. Ultimate. They are featured prominently in Adventure Mode: World of Light, which depicts them as characters from various video game series who lost their bodies in Galeem's attack and were reduced to disembodied souls.
Spirits effectively replace trophies from earlier Smash installments as the game's main collectible. Gameplay-wise, most spirits can be equipped to fighters to enhance their stats and/or provide positive effects. Thus, they are also similar to stickers in Super Smash Bros. Brawl and equipment in Super Smash Bros. 4.
A total of 1528 spirits can be obtained in game, all sorted into 42 series.
Collecting spirits[edit]
There are many ways to collect spirits:
- The player always receives a random primary advanced-class spirit that has 1 or 2 slots when opening up the game for the first time.
- The obtained spirit can not be an enhanceable, summonable, or paid DLC spirit. It also cannot be a spirit that is obtained through a Challenge or is exclusive to World of Light.
- Completing Classic Mode will reward random spirits, as well as a fighter spirit of the character played if it has not already been obtained yet. More spirits are earned on higher intensities.
- Adventure Mode: World of Light features players navigating through a map to engage in Spirit Battles. Winning each battle awards the corresponding spirit. Also scattered throughout the map are chests that contain spirits. All master spirits (with one exception noted below) and spirits of in-game bosses can only be obtained in World of Light.
- The Spirit Board also features Spirit Battles like in World of Light but after clearing a battle, players must play a minigame where they must shoot the puppet fighter without hitting its shield to obtain it. Some spirits can only be obtained through this method.
- Some primary spirits can be enhanced into new, stronger spirits upon reaching level 99. There are numerous spirits that can only be collected this way.
- Spirits can be summoned from the cores of other spirits obtained. Some spirits can only be obtained through summoning. Certain spirits will be added to the Spirit Board rotation after they are summoned for the first time.
- Certain spirits are obtained through challenges. Some of these spirits may also appear on the Spirit Board once their challenges are completed.
- Spirits can be purchased through the Shop with Gold. These include fighter spirits and spirits otherwise exclusive to DLC Spirits, even if the player has not purchased the corresponding Challenger Pack(s).
- Can be purchased through spirit shops with SP. Certain spirits are exclusive to these shops. Their respective master spirits must be unlocked in World of Light in order to access them.
- Scanning a non-Fighter amiibo for a character that appears as a spirit will award that spirit to the player. This also applies to Timmy & Tommy, a master spirit - scanning them before their shop is opened in World of Light will unlock it in the Collection menu, though they still must be defeated to access their store within World of Light's menus.
- Purchasing a Challenger Pack (either individually or as part of a Fighters Pass) will unlock a corresponding exclusive DLC Spirit Board. Unlike the regular Spirit Board, spirits featured here do not expire after time, nor vanish if the player loses their Spirit Battle, and winning a Spirit Battle rewards the player with the spirit immediately instead of having to free the spirit first.
- Having save data of certain other games will unlock a spirit from said game.
Spirit classes[edit]
Primary and support spirits are classified by their tier of strength, which is referred to as "class". This is sometimes also called "rank" (such as when sorting spirits).
- ★☆☆☆ Novice
- ★★☆☆ Advanced ("Hope" in the Japanese version)
- ★★★☆ Ace
- ★★★★ Legend
Spirit categories[edit]
| “ | There are two kinds of spirits. Primary spirits boost the physical abilities of the fighter you equip them to, while support spirits provide special skills. Try out different combinations to power up your fighters! | ” |
| —Super Smash Blog, Super Smash Bros. Ultimate Official Site | ||
Primary spirits[edit]
Characters can have a single primary spirit equipped at a time. Primary spirits have two main stats: an attack rating and a defense rating, which are added together to form its total power. Primary spirits may also have a trait, which applies an additional multiplier to their power, as well as up to three slots for support spirits to be attached, which apply their own multipliers. Generally, a primary spirit that lacks slots will be compensated with higher stats. If a primary spirit is from the same series as the character equipping it, its stats are increased by 1.1x (10%), resulting in more damage dealt and less damage received. Even though this series bonus can increase stats above 10,000, the stats used for attack and defense multipliers are capped at 10,000.
Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not directly 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.
Some primary spirits can be enhanced at level 99, which transforms them into a different primary spirit with a higher class, more powerful stats, and an additional trait. Furthermore, enhanced spirits tend to have higher stats than non-enhanced spirits of the same class.
Primary spirits also have strengths based on their type, and grant a 1.3x increase in damage dealt to spirits that their type is strong against. However, they will also impose a weakness of 0.85x damage dealt to the type of spirit that they are weak against.[1] There is also a fourth type, Neutral, which is not strong or weak against any other type. When attacking a fighter using a type that the attacker's type is strong against, the type advantage is indicated by an additional "wind-rush" sound effect and sparks of a color corresponding to the spirit type of the attacker.
| “ | Primary spirits come in different types: Attack, Shield, and Grab. Attack has an advantage over Grab, Grab has an advantage over Shield, and Shield has an advantage over Attack. Try to equip spirits that are strong against your opponent's spirit team! | ” |
| —Super Smash Blog, Super Smash Bros. Ultimate Official Site | ||
Attack[edit]
- The damage dealt multiplier is equal to
1 + (attack×4/10000). Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.- When using a Final Smash the damage dealt multiplier is
1 + (attack×1/10000). - When using an item the damage dealt multiplier is
1 + (attack×1.5/10000). 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. - Smash attack charging speed is multiplied by
1/(1 + (attack×4/10000)). 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
Although the base damage of a move is still used when calculating knockback, 70 percent of the additional damage is added onto the value of the unmodified final damage, resulting in more knockback being dealt overall. For example, a move which deals 10% damage will KO 7% earlier than usual if its damage is doubled overall by spirits. Spirit effects that give "super armor" will use the full amount of damage when calculating for the amount of knockback needed to launch the user.
Defense[edit]
- The damage taken multiplier is equal to
1/(1 + (defense×6/10000)). Therefore, a defense of 2,500 results in taking 0.4x damage, while a defense of 5,000 results in taking 0.25x damage.- Shield regeneration is increased by a multiplier of
1 + (defense/10000)and shield depletion is reduced at the same amount. A defense of 10,000 will double shield regeneration and halve shield depletion. - Stun duration after a shield break is reduced by
defense/50frames. A defense of 2,500 will reduce the duration by 50 frames, 100 frames at 5,000, and 200 frames at 10,000.
- Shield regeneration is increased by a multiplier of
As with attack, defense does not directly affect knockback, but if damage taken is reduced overall by spirits, the resulting final damage is used in the knockback formula, resulting in moves dealing slightly less damage overall. For example, a move which deals 10% damage will KO 5% later if it's damage is halved overall by spirits. 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 1,000 is stronger than an attack of 1,000 (which is the case when stats are equal at any value).
Support spirits[edit]
Support spirits are spirits that are equipped in slots provided by primary spirits. They give fighters skills: passive bonuses such as starting with an item, resistance to certain damage types or status effects, added abilities, and more. A primary spirit provides between 0 and 3 slots to equip support spirits, allowing up to 3 support spirits to be equipped to a single fighter, although some support spirits can take up more than one slot. When equipped, support spirits apply a multiplier to the primary spirit's power based on the type of skill.
Despite normally not having types, support spirits are assigned them for the purposes of Spirit Battles.
Fighter spirits[edit]
Fighter spirits are based on an existing playable character in the game, do not have classes and types, and also cannot be equipped. Rather, they simply exist to allow the players to view their artwork. They are earned by completing Classic Mode with the indicated fighter,[2] by purchasing them when they appear randomly in the shop, or through completing some challenges. With some exceptions, the fighter spirits generally use the fighter's artwork from their franchise of origin, with the option to swap to their Ultimate render. Characters with significant alternate costumes, such as Cloud in his Advent Children outfit or Mario in his Builder and Wedding attires, or those who are changed into different individuals, such as Male Wii Fit Trainer, each of the Koopalings, and the four Dragon Quest heroes, will have fighter spirits based on them as well, all of which must be purchased in the Shop after completing Classic Mode with the respective character, as completing Classic Mode only awards the fighter spirit for the fighter's primary appearance. This notably does not include Isabelle in her winter outfit, Link's Hero of the Wild set, the Zombie and Enderman costumes for Steve or Sephiroth's coatless costume.
Master spirits[edit]
Master spirits are a type of spirit that cannot be equipped. Once unlocked, master spirits run facilities that can be used. These facilities include Shopping (which sell spirits, items, and Skill Spheres), Gym (which levels up spirits; there is only one), Explore (which bring back rewards), and Dojo (which teach styles to spirits). Master spirits have dialogue boxes, though certain spirits (such as Kraid) communicate unintelligibly and therefore have provided translations. Master spirits are all considered Neutral types when used by puppet fighters in Spirit Battles.
Spirit Battles[edit]
| “ | Spirit battles have various conditions that may remind you of the character you're battling. If you manage to win one of these matches, you'll get a chance to capture the spirit for yourself! | ” |
| —Super Smash Blog, Super Smash Bros. Ultimate Official Site | ||
Most spirits can be obtained via Spirit Battles, which appear similar to the thematic missions seen in Event Matches and Super Smash Bros. for Wii U's Special Orders. Battles can randomly appear on the Spirit Board and/or be accessible in World of Light. Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a team battle with team attack turned off, or a horde battle similar to the ones seen in Classic Mode. Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. The battle is won when the victory conditions are met, such as defeating all opponents or surviving for long enough.
Before each Spirit Battle, the two sides' strengths will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's. The player's strength is dictated by the spirit team the player has the option to use. This team can include one primary spirit and 0 to 3 support spirits depending on the number of slots the primary spirit possesses and the number of slots each support spirit fills. The player can manually choose the spirits for a team, or they can press they Y button for the game to automatically create what it calculates to be the most optimal spirit team for the specific battle. Factors for spirit selection include the rules and strength of the spirit battle, the fighter the player uses, the amount of slots the primary spirit possesses, and the abilities of each spirit, all while creating the minimum strength team possible. The player can also use no spirits if they wish.
There are Support Items one can earn or purchase to make the spirit obtaining process easier. Examples include slow Final Smash Meter Charging, draining the health of opponents, making minions weaker, disabling items, and dealing a collective 50% damage split among all enemies.
One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to character customization from Super Smash Bros. 4. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.
Spirit shield[edit]
Defeating a spirit in battle does not guarantee its acquisition. Once a spirit battle has ended, the player is taken to a shooting-style minigame where the player character holds a special weapon and the main opponent of the battle is in a stunned pose with heavily desaturated colors. A cyan shield with a small gap circles around the opponent in an attempt to prevent the spirit from being acquired. The player must shoot through the gap to acquire the spirit. The shield spins faster for higher ranked spirits, making the minigame more difficult. If the player mistimes the shot, they will shoot the shield instead and the minigame will end with no spirit acquired. However, the next time the player battles that specific spirit, the portion of the shield that was shot will be removed, making each successive attempt easier than the last. Spirit Points can also be spent for one additional attempt per battle. The player can also use support items to make the minigame easier, including slowing down the shield rotation and instantly removing a large portion of the shield. Only one of each item can be used per battle. These items are randomly rewarded in certain modes and occasionally available in the shop.
This minigame does not exist in World of Light or the DLC Spirit Board, which instead automatically reward the player with the spirit upon victory.
Raising spirits[edit]
When used in a battle, primary spirits will gain experience regardless of its outcome. A sufficient amount of experience will allow the spirit to level up, which increases its stats. Some spirits can also be enhanced upon reaching level 99; this causes the spirit to change to a new spirit, which will be at level 1 but compensate with a higher class and superior base stats. Additionally, spirits available via enhancement typically cannot be found in Spirit Battles.
Spirits can also level up by using Snacks or Cores on them in exchange for Spirit Points. Using a Core of the same type as the spirit will give 30% more experience at no extra cost. Using a Core of a DLC spirit will only give 25% of the experience of a similar non-DLC spirit Core.
Facilities[edit]
Spirits can level up by training in the gym, learn a style that alters their stats in the dojo or hunt for treasure. Spirits must remain in a facility for an extended period of time to gain its benefits and cannot be used while deployed in a facility, but they can be recalled at any time; however, a spirit recalled from a facility must wait a short time before being sent to a different facility. All facilities must be unlocked by defeating their corresponding master spirits in World of Light before they can be used.
When selecting spirits to use a facility, some of them may have arrows displayed on them. These spirits will be more or less efficient at whatever they were assigned to do, depending on the way the arrow points. All unlocked facilities can be accessed at any time from the Adventure Mode's pause menu, or from the Collection subpage at the Spirits menu.
Withdrawing a spirit from a facility causes it to become temporarily tired (indicated by an icon of sweat droplets on the spirit in the selection screen), and it cannot re-enter any facility until the player goes through a battle first. The outcome of the battle doesn't matter and the spirit doesn't need to be used in battle.
Gym[edit]
The Gym will level up spirits as long as they remain assigned there. It is operated by Doc Louis.
Spirits will gain experience at a rate of 1 experience per second. A spirit with a good condition will instead gain 1.1 experience and one with a bad condition will gain 0.9. Enabling the Activities ↑ Skill Tree skill on any World of Light save file will multiply the experience earned by 1.1.
Dojo[edit]
Dojos teach spirits different Styles. A spirit with a Style active will alter its user's stats, boosting some stats at the expense of other stats. A spirit can only know one Style at a time. Learning a new Style will cause the spirit to forget any pre-existing Style. Previously forgotten Styles can be re-taught instantly and will not make them tired.
The amount of time it takes a spirit to learn a style is dependent on its rank, the number of Styles they already know, condition, and the Activities ↑ Skill Tree skill. The base amount of time for Novice spirits is 30 minutes, Advanced 45 minutes, Ace 60 minutes, and Legend 75 minutes. For each Style they already know an additional 1.5 minutes (rounded down) is added. A spirit with a good condition will progress 25% faster (0.8 multiplier) while a bad condition will make it take 50% longer (1.5 multiplier). Enabling the Activities ↑ skill on any World of Light save file will multiply the time by 0.9. The wait time can be skipped at the cost of SP based on rank plus 10 SP for each already learned Style: Novice has a base cost of 200 SP, Advanced is 300, Ace is 400, and Legend is 500.
Unlike the others, the Slowpoke Dojo has no wait time, does not cause spirits to become tired, and has only room for one spirit instead of four.
| Standard Attacks | Neutral Attack, Tilt Attack, Dash Attack, Smash Attack, Edge Attack, Floor Attack |
|---|---|
| Ground Mobility | Max Walk Speed, Base Acceleration, Additional Acceleration, Initial Dash Speed, Run Speed, Base Run Acceleration, Additional Run Acceleration, Crawl Speed |
| Air Mobility | Max Air Speed, Base Acceleration, Additional Acceleration, Air Friction |
| Jump | Jump, short hop, footstool height and speed |
| Item Mobility | Same as Ground Mobility, but for carrying heavy items or using shooting items |
| Style | Master | Effects | Team Power |
|---|---|---|---|
| Demon | Ryoma |
|
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| Land | Cap'n Cuttlefish |
|
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| Air | Peppy Hare |
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| Brick-Wall | Copper & Booker |
|
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| Boulder | Darunia |
|
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| Big-Bee | Honey Queen |
|
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| Runner | Dr. Stewart |
|
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| Gravity | Gravity Man |
|
|
| Tank | Kraid |
|
|
| Lightweight | Wii Balance Board |
|
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| Strategist | Riki |
|
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| Equipment | Dyntos |
|
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| Overthrow | Zangief |
|
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| Ninja | Kat & Ana |
|
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| Forgetful | Slowpoke | Makes a spirit forget its current Style and removes any stat changes imposed by it. |
Explore[edit]
Spirits can be sent for treasure, with a chance of finding valuable items, SP, Gold, and the like after a given period of time elapses. The exact rewards vary depending on several factors, including the specific Explore facility used, the types, levels, and ranks of the spirits assigned there, and any styles those spirits might possess. Additionally, spirits will gain 2 experience for every minute spent exploring.
- Ruins, operated by Toadette. Takes 2 hours to complete, and mainly awards SP.
- Cave, operated by Charlie. Takes 6 hours to complete, and mainly awards Support Items for the Spirit Board.
- Jungle, operated by Linebeck. Takes 10 hours to complete, and mainly awards snacks.
Shopping[edit]
While spirits can sometimes be bought from the Vault's Shop for Gold, there are also five other shops that can be unlocked after defeating their corresponding master spirits in World of Light that uses SP for payment. Each of these has a selection of spirits with a particular theme, and may also sell snacks, support items, and Skill Spheres. A few spirits can only be found in these shops.
- Anna's Emporium- Tends to have spirits with equipment
- Sheldon's Place- Tends to have spirits related to weapons
- Funky Kong's Shack- Tends to have spirits connected to vehicles or transportation
- Beedle's Tent- Tends to have spirits that are living creatures
- Timmy and Tommy's- Tends to have spirits that are related to items
Dismissing and Summoning[edit]
Spirits can also be dismissed; while this removes the spirit, the core a dismissed spirit leaves behind can be used to create a new spirit when combined with other cores or level up other spirits. Some spirits can only be found by summoning them with specific cores.
Spirits can also power up Figure Players but will be permanently consumed. The Figure Player will gain any abilities the spirit used to power it up may have possessed and will be considered the same type as that spirit.
Players can only hold up to 6,000 primary and support spirits combined. Should they go over the limit, they'll have to choose whether to discard newly-acquired spirits or dismiss them.
Spirit effects[edit]
All support spirits and enhanced primary spirits come with a skill that augments the fighter they are applied to. Unenhanced primary spirits come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below. Effects in a shaded cell are not possible to obtain (such as a 3x effect of a 2 slot skill, requiring an impossible 6 slots), although they still exist in the game's code. Effects in bold are possible, but only when paired with Adventure Skills. All skills have values defined up to a 5x effect, however these are all identical to their 4x versions (except for Critical Fast Final Smash Meter ↑↑) and will be omitted from the below tables.
Each skill or trait will increase the primary spirit's team power by a set multiplier. This does not affect the Spirit's stats, but instead affects rewards based on relative power. Note that detrimental traits will still increase the power rather than lowering it.
Fighters receive an aura of a specific color if they receive a certain boost; red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.
Skills and traits that affect a kind of attack (e.g. smashes, tilts, specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and Weapon (type) is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using skills or traits that affect types/effects or investing in another stat such as defense or speed. Values in the tables below are without reductions— italic values will show reduced values (with only that ablitity is used) when hovered over (mouse) or tapped (touch-screen).
| Walking mobility | Max speed, accel., additional accel. |
|---|---|
| Run mobility | Max speed, accel., additional accel., initial dash |
| Item mobility | Heavy item max speed, accel., additional accel., shooting item dash, max speed, accel., additional accel. |
| Ground mobility | Walk, Dash, and Item mobility; Crawl max speed, acceleration, additional acceleration |
| Ground/Aerial/Short-/etc. Jump stats | Jump height, speed |
| All Damage | Neutral attack, dash attack, tilts, smashes, specials, throws, pummels, edge attack, floor attack, items |
Attack skills[edit]
Abilities that increase the power of specific attack types, or increase damage dealt under specific circumstances. Attack skill spirits are indicated by a sword.
| Skill | Description | Rank | Cost | Team Power |
Effect | Notes | |||
|---|---|---|---|---|---|---|---|---|---|
| 1x | 2x | 3x | 4x | ||||||
| Fist Attack ↑ | Slightly increases the power of punches and elbow strikes. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Hand |
| Foot Attack ↑ | Slightly increases the power of kicks and knee strikes. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Foot |
| Physical Attack ↑ | Slightly increases the power of punches, kicks, and bites. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Hand |
| Air Attack ↑ | Slightly increases the power of items and attacks used in the air. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Strong Throw | Slightly increases the power of grabbing and throwing attacks. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Weapon Attack ↑ | Slightly increases the power of swords, whips, hammers, etc. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3x | Weapon |
| Shooting Attack ↑ | Slightly increases the power of projectile weapons such as bows or guns. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Dash Attack ↑ | Increases tackle and dash attack power, and slightly increases move speed. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Applies to both normal dash attacks and item dash attacks. |
| 1.2× Initial dash speed | 1.4× | 1.6× | 1.8× | ||||||
| 1.1× Max run speed, run accel., run additional accel. | 1.2× | 1.3× | 1.4× | ||||||
| Hyper Smash Attacks | Increases attack power and smash-attack charge speed. | 4 | 1 | 1.10× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| 1.2× Charge speed | 1.35× | 1.5× | 1.6× | ||||||
| Neutral Special ↑ | Slightly increases the power of neutral special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Side Special ↑ | Slightly increases the power of side special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Up Special ↑ | Slightly increases the power of up special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Down Special ↑ | Slightly increases the power of down special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
| Special-Move Power ↑ | Slightly increases the power of all special moves. | 4 | 1 | 1.10× | 1.05× Damage dealt | 1.13× | 1.17× | 1.2× | |
| Aura Attack ↑ | Slightly increases the power of Lucario's Aura attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Aura Also applies to Richter's Holy Water as it uses the aura effect |
| Magic Attack ↑ | Slightly increases the power of magic attacks, such as Zelda's and Robin's spells. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Magic |
| PSI Attack ↑ | Slightly increases the power of Ness's and Lucas's PSI attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | PK |
| Fire & Explosion Attack ↑ | Slightly increases the power of explosion and fire attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Also applies to darkness attacks Flame |
| Water & Ice Attack ↑ | Slightly increases the power of water and ice attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Water "Water" only applies to water-effect attacks, not water-type |
| Electric Attack ↑ | Slightly increases the power of electricity attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Electric |
| Energy-Shot Attack ↑ | Slightly increases the power of energy attacks, such as Fox's Blaster. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Energy |
| Toss & Meteor | Increases upward and downward launch power. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Angles 60-120 and 241-300 |
| Shield Damage ↑ | Increases the damage dealt to enemy shields. | 3 | 1 | 1.08× | 1.3× Damage dealt | 1.45× | 1.55× | 1.6× | |
| Giant Killer | Increases the damage dealt to giant opponents. | 4 | 1 | 1.10× | 1.4× Damage dealt | 1.45× | 1.5× | 1.55× | |
| Metal Killer | Increases the damage dealt to metal opponents. | 4 | 1 | 1.10× | 1.4× Damage dealt | 1.45× | 1.5× | 1.55× | |
| Assist Killer | Increases the damage dealt to Assist Trophies. | 4 | 1 | 1.10× | 1.3× Damage dealt | 1.4× | 1.5× | 1.55× | |
| Critical Hit ↑ | Grants a 5% chance to land a devastating critical hit. | 3 | 1 | 1.08× | 5% chance | 10% | 15% | 20% | Critical hits deals 1.2× damage Similar to the 1v1 multiplier, the extra damage doesn't affect knockback or shields |
| Impact Run | Damages enemies when dashing into them. | 1 | 1 | 1.04× | 3 - 5 damage | 6 - 10 | 9 - 15 | 12 - 20 | Scales linearly over 30 frames starting after the initial dash Damage is not increased by the player's attack stat, however it is decreased by the opponent's defense stat Does not stale |
Defense skills[edit]
Abilities that decrease damage received by specific attack types, modify shield behavior, or grant super armor. Defense skill spirits are indicated by a shield.
| Skill | Description | Rank | Cost | Team Power |
Effect | Notes | |||
|---|---|---|---|---|---|---|---|---|---|
| 1x | 2x | 3x | 4x | ||||||
| Shield Durability ↑ | Increases shield strength. | 3 | 1 | 1.08× | 1.4× Shield health | 1.7× | 1.9× | 2.0× | |
| 1.5× Shield recovery | |||||||||
| Easier Perfect Shield | Widens the window for performing a perfect shield. | 3 | 1 | 1.08× | 1.4× Frames extra | 1.6× | 1.8× | 2.0× | |
| Perfect-Shield Reflect | Reflects incoming projectiles when you perform a perfect shield. | 2 | 1 | 1.06× | 1.2× Reflected projectile | ||||
| Air Defense ↑ | Slightly reduces the damage taken from air attacks. | 2 | 1 | 1.06× | 1.3× Defense | 1.38× | 1.46× | 1.5× | The description is slightly misleading. The player gets resistance while in the air, not resistance to aerial attacks like it suggests. |
| Weapon Resist ↑ | Decreases damage taken from melee weapons like swords and whips. | 2 | 2 | 1.11× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | |