Spirit
- This article is about the equippable characters. For the menu featuring them, seeSpirits (menu).
“ | Spirits are characters that have lost their physical forms. Equipping your fighter with spirits will power them up with all sorts of new abilties. 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 inSuper Smash Bros. Ultimate. They are featured prominently inAdventure Mode: World of Light, which depicts them as characters from various video game series who lost their bodies inGaleem's attack and were reduced to disembodied souls.
Spirits effectively replacetrophies from earlierSmash 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 tostickers inSuper Smash Bros. Brawl andequipment inSuper Smash Bros. 4.
A total of1528 spirits can be obtained in game, all sorted into42 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 aChallenge or is exclusive to World of Light.
- CompletingClassic 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.
- TheSpirit 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 beenhanced into new, stronger spirits upon reaching level 99. There are numerous spirits that can only be collected this way.
- Spirits can besummoned 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 theShop withGold. These include fighter spirits and spirits otherwise exclusive toDLC Spirits, even if the player has not purchased the corresponding Challenger Pack(s).
- Can be purchased through spirit shops withSP. 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-Fighteramiibo for a character that appears as a spirit will award that spirit to the player. This also applies toTimmy & 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 aChallenger Pack (either individually or as part of a Fighters Pass) will unlock a corresponding exclusiveDLC 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 beenhanced 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 aFinal Smash the damage dealt multiplier is
1 + (attack×1/10000)
. - When using anitem the damage dealt multiplier is
1 + (attack×1.5/10000)
. When throwing a non-throwing item (e.g. aBeam Sword orSuper 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 aFinal 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/50
frames. 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 completingClassic 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 theirUltimate render. Characters with significant alternate costumes, such asCloud in his Advent Children outfit orMario in his Builder and Wedding attires, or those who are changed into different individuals, such as MaleWii Fit Trainer, each of theKoopalings, and the fourDragon Questheroes, 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 includeIsabelle in her winter outfit,Link's Hero of the Wild set, theZombie andEnderman costumes forSteve orSephiroth'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 asKraid) 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 inEvent Matches andSuper Smash Bros. for Wii U'sSpecial Orders. Battles can randomly appear on theSpirit Board and/or be accessible inWorld 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 ateam battle withteam attack turned off, or a horde battle similar to the ones seen inClassic 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 theyY 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 areSupport Items one can earn or purchase to make the spirit obtaining process easier. Examples include slowFinal 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 tocharacter customization fromSuper 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 beenhanced 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 theSpirits 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 byDoc 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 10SP 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 |
| |
Land | Cap'n Cuttlefish |
| |
Air | Peppy Hare |
| |
Brick-Wall | Copper & Booker |
| |
Boulder | Darunia |
| |
Big-Bee | Honey Queen |
| |
Runner | Dr. Stewart |
| |
Gravity | Gravity Man |
| |
Tank | Kraid |
| |
Lightweight | Wii Balance Board |
| |
Strategist | Riki |
| |
Equipment | Dyntos |
| |
Overthrow | Zangief |
| |
Ninja | Kat & Ana |
| |
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 awardsSupport 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, thecore 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 upFigure 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 askill that augments the fighter they are applied to. Unenhanced primary spirits come withtraits, 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 inbold are possible, but only when paired withAdventure 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 andWeapon (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 ofpunches and elbow strikes. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() ![]() |
Foot Attack ↑ | Slightly increases the power ofkicks and knee strikes. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() ![]() |
Physical Attack ↑ | Slightly increases the power ofpunches,kicks, andbites. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Air Attack ↑ | Slightly increases the power ofitems andattacks used in the air. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Strong Throw | Slightly increases the power ofgrabbing andthrowing attacks. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Weapon Attack ↑ | Slightly increases the power ofswords, whips, hammers, etc. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3x | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Shooting Attack ↑ | Slightly increases the power ofprojectile weapons such as bows or guns. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Dash Attack ↑ | Increases tackle anddash 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 andsmash-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 ofneutral special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Side Special ↑ | Slightly increases the power ofside special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Up Special ↑ | Slightly increases the power ofup special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Down Special ↑ | Slightly increases the power ofdown special moves. | 3 | 1 | 1.08× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Special-Move Power ↑ | Slightly increases the power of allspecial moves. | 4 | 1 | 1.10× | 1.05× Damage dealt | 1.13× | 1.17× | 1.2× | |
Aura Attack ↑ | Slightly increases the power ofLucario'sAura attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Also applies toRichter'sHoly Water![]() |
Magic Attack ↑ | Slightly increases the power ofmagic attacks, such asZelda's andRobin's spells. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() |
PSI Attack ↑ | Slightly increases the power ofNess's andLucas'sPSI attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() |
Fire & Explosion Attack ↑ | Slightly increases the power of explosion andfire attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | Also applies todarkness attacks![]() ![]() |
Water & Ice Attack ↑ | Slightly increases the power ofwater andice attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() ![]() "Water" only applies to water-effect attacks, not water-type |
Electric Attack ↑ | Slightly increases the power ofelectricity attacks. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() |
Energy-Shot Attack ↑ | Slightly increases the power ofenergy attacks, such asFox'sBlaster. | 1 | 1 | 1.04× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() |
Toss & Meteor | Increases upward anddownward 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 enemyshields. | 3 | 1 | 1.08× | 1.3× Damage dealt | 1.45× | 1.55× | 1.6× | |
Giant Killer | Increases the damage dealt togiant opponents. | 4 | 1 | 1.10× | 1.4× Damage dealt | 1.45× | 1.5× | 1.55× | |
Metal Killer | Increases the damage dealt tometal opponents. | 4 | 1 | 1.10× | 1.4× Damage dealt | 1.45× | 1.5× | 1.55× | |
Assist Killer | Increases the damage dealt toAssist 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 affectknockback orshields |
Impact Run | Damages enemies whendashing 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 aperfect shield. | 3 | 1 | 1.08× | 1.4× Frames extra | 1.6× | 1.8× | 2.0× | |
Perfect-Shield Reflect | Reflects incomingprojectiles when you perform aperfect shield. | 2 | 1 | 1.06× | 1.2× Reflected projectile | ||||
Air Defense ↑ | Slightly reduces the damage taken fromair 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 meleeweapons likeswords andwhips. | 2 | 2 | 1.11× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Aura Resist ↑ | Slightly reduces damage taken fromLucario'sAura attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | Also applies toRichter'sHoly Water![]() |
Magic Resist ↑ | Slightly reduces damage taken frommagic attacks, such asZelda's andRobin's spells. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() |
PSI Resist ↑ | Slightly reduces damage taken fromNess's andLucas'sPSI attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() |
Fire/Explosion Resist ↑ | Slightly reduces damage taken from explosion andfire attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | Also applies todarkness attacks![]() ![]() |
Water/Freezing Resist ↑ | Slightly reduces damage taken fromwater attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() ![]() "Water" only applies to water-effect attacks, not water-type |
Electric Resist ↑ | Slightly reduces damage taken fromelectricity attacks. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() |
Energy-Shot Resist ↑ | Slightly reduces damage taken fromenergy attacks, such asFox'sBlaster. | 1 | 1 | 1.04× | 0.6× Damage received | 0.55× | 0.5× | 0.5× | ![]() |
Slow Super Armor | Makes it more difficult toflinch or belaunched, but move speed decreases. | 3 | 2 | 1.13× | 132 KB limit | Full knockback is taken when the limit is surpassed | |||
0.3× Ground mobility | 0.4× | 0.5× | 0.6× | ||||||
0.5× Max air speed | 0.6× | 0.7× | 0.85× | ||||||
0.5× Jump stats | 0.6× | 0.7× | 0.85× | ||||||
Super Armor | Makes it more difficult toflinch or belaunched. | 4 | 3 | 1.20× | 132 KB limit | Full knockback is taken when the limit is surpassed | |||
Unflinching Charged Smashes | Gainsuper armor while chargingsmash attacks. | 3 | 2 | 1.13× | 130 KB limit | 150 | 170 | 180 | Full knockback is taken when the limit is surpassed. Does not affectMin Min's up or down smashes. |
0.9× Damage received |
Recovery skills[edit]
Abilities that allow health recovery mid-battle. Recovery skill spirits are indicated by a vial with a medical cross.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Autoheal | Recover a small amount of health every five seconds. | 3 | 2 | 1.13× | 3 Damage recovered | 5 | 7 | 9 | |
Great Autoheal[Note 1] | Recovers some health automatically every five seconds. | 4 | 3 | 1.20× | 5 Damage recovered | ||||
Healing Shield | Recovers health when enemy attacks are shielded. | 4 | 2 | 1.15× | Heals for0.15 × blocked damage | Does not factor in the 1.19× shield damage multiplier | |||
KOs Heal Damage | Recovers health when enemies are KO'd. | 3 | 2 | 1.13× | 20 Damage recovered | 30 | 40 | 50 | Applies to anything that gives the player a point (KO, Special Flag, Assist Trophy KO, etc.) |
Critical-Health Healing | Recovers a great deal of health when a certain amount of damage is taken. | 3 | 2 | 1.13× | 50 Damage recovered | 75 | 100 | 125 | Activates once per match when above 100% damage or below 20% health in Stamina. |
Critical-Health Healing ↑ ↑[Note 2] | Recovers a ton of health when a certain amount of damage is taken. | 4 | 3 | 1.20× | 100 Damage healed | 150 | 150 | 150 | Activates once per match when above 100% damage or below 20% health in Stamina. |
Lifesteal | Steals opponents' life force when you strike. | N/A | 3[Note 3] | 1.15× | Heals0.03×damage | Does not activate with projectiles. |
Mobility skills[edit]
Abilities that increase ground and aerial mobility. Mobility skill spirits are indicated by a shoe.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Move Speed ↑ | Slightly increases left and right move speed. | 2 | 1 | 1.06× | 1.2× Ground mobility, max air speed | 1.4× | 1.6× | 1.8× | |
Braking Ability ↑ | Makes stopping easier when walking or running. | 1 | 1 | 1.04× | 2× Traction | 3× | 4× | 5× | Also removes the decreased traction of slippery surfaces |
Lightweight | Greatly increases jump and move speed, but become easier to launch. | 1 | 1 | 1.04× | 0.9× Weight | 0.8× | 0.7× | 0.6× | |
1.3× Ground mobility & max air speed | 1.6× | 1.9× | 2.2× | ||||||
1.3× Ground & short-hop jump | 1.6× | 1.9× | 2.2× | ||||||
1.2× Aerial jump | 1.4× | 1.6× | 1.8× | ||||||
1.15× Footstool jump | 1.3× | 1.45× | 1.6× | ||||||
1.3× Wall & ledge jump speed | 1.4× | 1.5× | 1.6× | ||||||
Jump ↑ | Increases jump height. | 2 | 1 | 1.06× | 1.4× Ground jump height | 1.8× | 2.2× | 2.6× | |
1.2× Ground & short-hop jump | 1.4× | 1.6× | 1.8× | ||||||
1.15× Aerial jump speed | 1.3× | 1.45× | 1.6× | ||||||
1.1× Footstool speed | 1.2× | 1.3× | 1.4× | ||||||
1.2× Wall & ledge jump speed | 1.3× | 1.4× | 1.5× | ||||||
Floaty Jumps | Slows your fall speed after jumping. | 1 | 1 | 1.04× | 0.65× Fall speed | 0.6× | 0.55× | 0.5× | |
0.8× Gravity & fast fall speed | |||||||||
0.9× Falling friction | |||||||||
Additional Midair Jump | Increases number of midair jumps by one. | 4 | 2 | 1.15× | 1 Extra jump | 2 | 3 | 4 | |
Landing Lag ↓ | Reduces vulnerability when landing, making movement possible sooner. | 1 | 1 | 1.04× | 0.7× Landing lag duration | 0.6× | 0.5× | 0.4× | Does not reduce the additional landing lag incurred byBayonetta'sBullet Arts extended neutral and up aerials, only reducing the base landing lag frames. |
Easier Dodging | Increases period of invincibility when dodging, and air dodges travel farther. | 3 | 1 | 1.08× | 1.2× Intangible frames | 1.4× | 1.6× | 1.8× | |
1.2× Dodging distance | 1.4× | 1.6× | 1.8× | ||||||
Instadrop | Grants the ability to do a quick-drop attack by tilting down while in the air. | 1 | 2 | 1.09× | 3× Fast fall speed | Falling hitbox deals half of the amount. Damage is unaffected by user's spirit attack stat or staleness but is affected by the 1v1 multiplier. The effects expire after1000 seconds. If the player respawns within the 1000 seconds, the duration is reset, if the player respawns after the 1000 seconds have passed, then the effect is permanently disabled. | |||
5% landing damage | 7% | 10% | 15% |
Item skills[edit]
Abilities that allow the fighter to start with anitem or make items more effective. Item skill spirits are indicated by a hammer.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Battering Items ↑ | Increases the power ofbattering items | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
Shooting Items ↑ | Increases the power and ammo ofshooting items. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
1.2× ammo | |||||||||
Thrown Items ↑ | Increases the distance and power ofthrown items. | 2 | 1 | 1.06× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | |
1.3× Item throw speed & power | |||||||||
Hammer Duration ↑ | Increases the amount of time theHammer andGolden Hammer items last. | N/A | 1[Note 4] | 1.08× | 2× duration | 3× | 4× | 5× | |
Item Gravitation | Draws nearby items closer. | 2 | 1 | 1.04× | 0.5 units per frame | 0.65 | 0.8 | 1.0 | Attracts items within 45 units |
Beam Sword Equipped | Start battles with aBeam Sword. Use it to batter opponents. | 2 | 1 | 1.06× | The player will start their stock with the item indicated by the skill in slot 1 (or the skill of the primary spirit if possible). Stock 2 will start with the slot 2, and so on until all are used. | ||||
Killing Edge Equipped | Start battles with aKilling Edge. Hit when it glows for extra power. | 2 | 1 | 1.06× | |||||
Fire Bar Equipped | Start battles with aFire Bar. Bash and burn opponents while it lasts. | 1 | 1 | 1.04× | |||||
Death's Scythe Equipped | Start battles with aDeath's Scythe. KO badly injured opponents in one hit! | 2 | 1 | 1.04× | |||||
Lip's Stick Equipped | Start battles with aLip's Stick. Hit an opponent with it to slowly drain their health. | 1[Note 5] | 1 | 1.04× | |||||
Star Rod Equipped | Start battles with aStar Rod. Swing it to launch projectiles. | 1 | 1 | 1.04× | |||||
Ore Club Equipped | Start battles with anOre Club. Create a tornado with a smash attack. | 3 | 3 | 1.18× | |||||
Ray Gun Equipped | Start battles with aRay Gun. Fire at opponents from a distance. | 2 | 1 | 1.06× | |||||
Super Scope Equipped Nintendo Scope Equipped | Start battles with aSuper Scope | 2 | 2 | 1.11× | |||||
Steel Diver Equipped | Start battles with aSteel Diver. Fire powerful shots that are hard to see. | 1 | 2 | 1.09× | |||||
Rage Blaster Equipped | Start battles with aRage Blaster. Deal more damage when you have more damage. | 1 | 1 | 1.04× | |||||
Staff Equipped | Start battles with aStaff. Fire at faraway opponents to deal more damage. | 1 | 1 | 1.04× | |||||
Banana Gun Equipped | Start battles with aBanana Gun. Use the leftover peel after you fire. | 1 | 1 | 1.04× | |||||
Drill Equipped | Start battles with aDrill. Fire a single shot, but if it hits, it keeps on hitting. | 1 | 1 | 1.04× | |||||
Fire Flower Equipped | Start battles with aFire Flower. Shoot fire at opponents. | 1 | 1 | 1.04× | |||||
Ramblin' Evil Mushroom Equipped | Start battles with aRamblin' Evil Mushroom. Spray opponents with it to reverse their controls. | 1 | 1 | 1.04× | |||||
Green Shell Equipped | Start battles with aGreen Shell. Throw it and it'll slide across the stage. | 1 | 1 | 1.04× | |||||
Freezie Equipped | Start battles with aFreezie. Hit opponents with it tofreeze them. | 1 | 1 | 1.04× | |||||
Hothead Equipped | Start battles with aHothead. Toss it, and it'll loop around platforms to hit enemies. | 1 | 2 | 1.09× | |||||
Boomerang Equipped | Start battles with aBoomerang. Deal damage when you throw it and when it returns. | 1 | 1 | 1.04× | |||||
Beastball Equipped | Start battles with aBeastball. Throw it, and it will warp toward a nearby opponent. | 1 | 1 | 1.04× | |||||
Unira Equipped | Start battles with aUnira. Attack it to make spikes come out. | 1 | 1 | 1.04× | |||||
Mr. Saturn Equipped | Start battles with aMr. Saturn. Break enemies'shields easily. | 2 | 1 | 1.04× | |||||
Bob-omb Equipped | Start battles with aBob-omb. Launch foes with its powerful blast. | 2 | 1 | 1.06× | |||||
Bomber Equipped | Start battles with aBomber. Raise it up to cause a huge explosion. | 2 | 1 | 1.06× | |||||
Black Hole Equipped | Start battles with aBlack Hole. Activate it, and it'll pull in nearby fighters. | 3 | 2 | 1.13× | |||||
Super Launch Star Equipped | Start battles with aSuper Launch Star. Touch it and get launched. | 2 | 1 | 1.06× | |||||
Fairy Bottle Equipped | Start battles with aFairy Bottle. Heal when at least 100% damage is taken. | 2 | 1 | 1.06× | |||||
Made of Metal | Start battles inmetal form. Become harder to launch. | 3 | 1 | 1.08× | 13 Seconds | All transformations are applied at the start of the match. Having multiple of one transformation skill equipped multiplies the duration to the left by the number equipped. | |||
Mouthful of Curry | Start battles withSuperspicy Curry breath. Continuously spit out fire. | 2 | 2 | 1.11× | 12 Seconds | ||||
Bunny Hood Equipped | Start battles with aBunny Hood. Move faster and jump higher. | 1 | 1 | 1.04× | 12 Seconds | ||||
Back Shield Equipped | Start battles with aBack Shield. Guard against attacks from behind. | 2 | 1 | 1.06× | 30 Seconds | ||||
Franklin Badge Equipped | Start battles wearing aFranklin Badge. Reflect enemyprojectiles. | 3 | 2 | 1.13× | 23 Seconds | ||||
Super Leaf Equipped | Start battles with aSuper Leaf. Press and hold the jump button tofloat through the air. | 1 | 1 | 1.04× | 25 Seconds | ||||
Rocket Belt Equipped | Start battles with aRocket Belt. Fly around until it runs out of fuel. | 1 | 1 | 1.04× | 25 Seconds | ||||
Screw Attack Equipped | Start battles with aScrew Attack. Attack with your jumps. | 1 | 2 | 1.09× | 18 Seconds | ||||
Stats ↑ after Eating | Slightly increases attack, defense, and move speed after eatingfood. | 2 | 1 | 1.06× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | |
1.3× Defense | 1.38× | 1.46× | 1.5× | ||||||
1.2× Ground mobility, max air speed | 1.3× | 1.4× | 1.5× | ||||||
5 Seconds | 6 | 7 | 8 | ||||||
Stats ↑ ↑ after Eating | Greatly increases attack, defense, and move speed after eating food. | 3 | 2 | 1.13× | 1.18× All Damage | 1.26× | 1.3× | 1.34× | |
1.38× Defense | 1.46× | 1.5× | 1.53× | ||||||
1.35× Ground mobility, max air speed | 1.5× | 1.65× | 1.8× | ||||||
7 Seconds | 8 | 9 | 10 | ||||||
Invincibility after Eating[Note 6] | Become invincible for a while after eating food. | 4 | 2 | 1.15× | 4 Seconds | 5 | 6 | 7 |
Hazard skills[edit]
Abilities that mitigate or nullify the effects ofhazards that may be encountered in theSpirit Board andWorld of Light. Some of these may negate normal stage hazards and certain attacks as well. Hazard skill spirits are indicated by a stage with a hazard it counters against.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Poison Damage Reduced | Reduces the damage taken frompoison. | 2 | 1 | 1.06× | 0.4× Damage received | 0.1× | 0.0× | 0.0× | |
Poison Immunity | Grants immunity topoison.[Note 7] | 3 | 2 | 1.13× | |||||
Poison Heals[Note 8] | Poison heals instead of harms.[Note 7] | 4 | 3 | 1.30× | Healsdamage×0.15 | Lasts the full duration of poison. | |||
Poison Power Up[Note 9] | Beingpoisoned greatly increases your power, defense, and speed. | 4 | 3 | 1.30× | 2.0× All Damage | 2.5× | 3.0× | 3.0× | Lasts 5 seconds. |
1.6× Throws, pummels, edge, & floor attacks | 2× | 2.5× | 2.5× | ||||||
1.5× Defense | 2× | 2.5× | 3× | ||||||
1.5× Ground mobility & max air speed | 2× | 2.5× | 3× | ||||||
Lava-Floor Resist | Reduces damage taken fromlava floors. | 2 | 1 | 1.06× | 0.4× damage received | 0.1× | 0.01× | 0.01× | |
Lava-Floor Immunity | Grants immunity tolava floors. | 3 | 2 | 1.13× | Does not apply to native stage hazards (e.g., Norfair's rising lava) | ||||
Ice-Floor Immunity | Grants immunity toicefloors andfreezing attacks. | 3 | 2 | 1.13× | |||||
Zap-Floor Immunity | Grants immunity tozap floors andstun attacks. | 3 | 2 | 1.13× | Not to be confused with the attack effectstun. | ||||
Slumber Immunity | Grants immunity toslumber floors andsleeping in general. | 3 | 1 | 1.08× | |||||
Sticky-Floor Immunity | Become immune tosticky floors. | 2 | 2 | 1.11× | |||||
Strong-Wind Resist | Reduces the effect of strongwinds. | 2 | 1 | 1.06× | 0.4× Influence | 0.1× | 0.0× | 0.0× | Does not apply to windboxes generated byGust Bellows. |
Strong-Wind Immunity | Become immune to strongwinds. | 3 | 2 | 1.13× | Does not apply to windboxes generated byGust Bellows. | ||||
Fog Immunity | Removes fog from the stage. | 2[Note 10] | 2 | 1.11× | Also applies topoisonous clouds. | ||||
Screen-Flip Immunity | Stops the screen from flipping upside down. | 2 | 2 | 1.11× | Also applies to Skull Kid's effects. | ||||
Irreversible Controls | Become immune to left-and-right control reversal. | 2 | 2 | 1.11× | Applies to all sources of reversed controls.Mushrooms do not appear when hit by spores from aRamblin' Evil Mushroom. | ||||
Gravity-Change Immunity | Become immune to changes ingravity. | 3 | 2 | 1.13× |
Other skills[edit]
Abilities with unusual effects or otherwise do not fit into any other category. May be used to counter certain stage hazards or conditions. Can also be multiple effects combined into a single skill. Other skill spirits are indicated by a diamond with an inscribed "X".
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Falling Immunity | Grants immunity totripping from earthquakes,Banana Peels, etc. | 2 | 1 | 1.06× | Attacks and items that deal damage and also trip will still deal damage. | ||||
Bury Immunity | Grants immunity to beingburied byPitfalls, bury attacks, etc. | 2 | 1 | 1.06× | Attacks and items that deal damage and also ground will still deal damage andknockback, with the exception of Pitfall seeds. | ||||
Swimmer | Grants the ability to stay inwater indefinitely. | 1 | 1 | 1.04× | Charizard,Incineroar,Inkling, andSonic still take damage while swimming | ||||
Improved Escape | Makesgrabs andstuns easier to escape. | 1 | 1 | 1.04× | 0.6× grab/stun duration | 0.4× | 0.2× | 0.1× | Applies to grabs, burying, sleeping, freezing, stunning, paralysis andcrumpling. Does not apply to throw burying, command grabs or character specific effects such asEgg Lay's eggs. |
Transformation Duration ↑ | Extends the amount of time transformation items like theSuper Mushroom last. | 1 | 1 | 1.04× | 1.5× Transformation time | 1.8× | 2.0× | 2.2× | |
Critical-Health Attack ↑ | Increases attack power for a while when badly damaged. | 1 | 1 | 1.04× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 20 seconds |
Critical-Health Defense ↑ | Increases defense for a while when badly damaged. | 1 | 1 | 1.04× | 1.3× Defense | 1.38× | 1.46× | 1.5× | Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 20 seconds |
Critical-Health Stats ↑ | Slightly increases attack, defense, and move speed for a while when badly damaged. | 2 | 1 | 1.06× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 20 seconds |
1.3× Defense | 1.38× | 1.46× | 1.5× | ||||||
1.3× Ground mobility & max air speed | 1.6× | 1.9× | 2.2× | ||||||
Critical-Health Stats ↑ ↑ | Increases attack, defense, and move speed for a while when badly damaged. | 3 | 2 | 1.13× | 1.18× All Damage | 1.26× | 1.3× | 1.34× | Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 25 seconds |
1.38× Defense | 1.46× | 1.5× | 1.53× | ||||||
1.4× Ground mobility & max air speed | 1.8× | 2.2× | 2.6× | ||||||
Critical Immunity[Note 11] | Become invincible for a while when badly damaged. | 4 | 2 | 1.15× | 7 seconds | 8 | 9 | 10 | Activates once per stock when above 100% damage or below 20% health in Stamina. |
Trade-Off Attacks ↑ | Start battles with 30% damage and higher attack power. | 2 | 1 | 1.06× | 1.23× All Damage | 1.34× | 1.41× | 1.46× | |
30% Starting damage | 60% | 90% | 120% | ||||||
Trade-Off Defense ↑ | Start battles with 30% damage and higher defense. | 2 | 1 | 1.06× | 1.4× Defense | 1.7× | 2.0× | 2.2× | |
30% Starting damage | 60% | 90% | 120% | ||||||
Trade-Off Speed ↑ | Start battles with 30% damage and increased move speed. | 1 | 1 | 1.04× | 1.4× Ground mobility & max air speed | 1.8× | 2.2× | 2.6× | |
30% Starting damage | 60% | 90% | 120% | ||||||
Trade-Off Ability ↑ | Start battles with 30% damage and slightly increased attack, defense, and move speed. | 3 | 1 | 1.08× | 1.18× All Damage | 1.29× | 1.36× | 1.41× | |
1.2× Defense | 1.4× | 1.6× | 1.8× | ||||||
1.2× Ground mobility & max air speed | 1.4× | 1.6× | 1.8× | ||||||
30% Starting damage | 60% | 90% | 120% | ||||||
Undamaged Attack ↑ | Increases attack power while at 0% damage. | 2 | 1 | 1.06× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | |
Undamaged Speed ↑ | Increases move speed while at 0% damage. | 1 | 1 | 1.04× | 1.5× Ground mobility & max air speed | 2.0× | 2.5× | 3.0× | |
Undamaged Attack & Speed ↑ | Slightly increases attack and move speed while at 0% damage. | 3 | 1 | 1.08× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | |
1.3× Ground mobility & max air speed | 1.6× | 1.9× | 2.2× | ||||||
Running Start | Increases attack, defense, and move speed for a while at the start of the battle. | 4 | 2 | 1.15× | 1.1× All Damage | 1.18× | 1.26× | 1.3× | Lasts 20 seconds |
1.3× Defense | 1.38× | 1.46× | 1.5× | ||||||
1.3× Walking/Item mobility, & max air speed | 1.4× | 1.5× | 1.6× | ||||||
1.3× Run accel., additional accel., & max run speed | 1.4× | 1.5× | 1.6× | ||||||
First-Strike Advantage | Become invincible for a while after landing the first hit of the battle. | 3 | 2 | 1.13× | 5 Seconds | 7 | 10 | 15 | |
Fast Final Smash Meter | IncreasesFS Meter charging speed. | 4 | 2 | 1.15× | 1.3× Charge rate | 1.35× | 1.4× | 1.42× | |
Chance of Double Final Smash | Sometimes grants a secondFinal Smash after using a Final Smash. | 3 | 2 | 1.13× | 40% chance | 60% | 80% | 100% | |
Double Final Smash[Note 12] | Grants a secondFinal Smash after using a Final Smash. | 4 | 3 | 1.20× | |||||
Jam FS Charge | Slows down the charge rate of the opposition'sFS Meter. | 4 | 2 | 1.15× | 0.6× charge rate | 0.4× | 0.2× | 0.1× | The effect stacks for every player that has the skill equipped, meaning a rate of 0.4^7×, or 0.0016384× (0.16%), is possible. In a 4-player match it would take over an hour to fill the FS Meter if no one deals or takes damage. |
Weapon Attack & Move Speed ↑ | Increases the power of meleeweapons, and slightly increases move speed. | 4 | 2 | 1.15× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1.1× Ground mobility & max air speed | 1.2× | 1.3× | 1.4× | ||||||
Energy Shot Attack/Resistance ↑ | Slightly reduces damage taken fromenergy attacks, and slightly increases energy attack power. | 2 | 2 | 1.11× | 1.1× Damage dealt | 1.18× | 1.26× | 1.3× | ![]() |
0.6× Damage received | 0.55× | 0.5× | 0.5× | ||||||
Armor Knight | Reduces move speed, but greatly increases defense and slightly increases attack. | 4 | 2 | 1.15× | 1.15× All Damage | 1.25× | 1.35× | 1.4× | |
1.8× Defense | 2.6× | 3.4× | 4.2× | ||||||
0.7× Ground mobility & max air speed | |||||||||
Stamina ↑ | Start battles with extrastamina when fighting in stamina battles. | 1 | 1 | 1.04× | +25 starting health | +50 | +75 | +100 | |
Item Autograb[Note 13] | Automatically pick up nearbyitems when not running. | 4 | 1 | 1.04× | |||||
Team Power Up[Note 14] | Increases power and defense when in a team. | 4 | 2 | 1.04× | 1.18× All Damage | 1.26× | 1.3 | 1.34× | 1 teammate (team of 2) Counted at the start of the match; losing all teammates won't remove effects |
1.3× Defense | 1.38× | 1.46× | 1.5× | ||||||
1.26× All Damage | 1.3× | 1.34× | 1.34× | 2+ teammates (team of 3+) Counted at the start of the match; losing all teammates won't remove or decrease effects | |||||
1.38× Defense | 1.46× | 1.5× | 1.5× | ||||||
Critical Fast Final Smash Meter ↑ ↑[Note 15] | FS Meter will charge quickly for a while when badly damaged. | 4 | 3 | 1.20× | Charge 10% meter per second Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 25 seconds | ||||
Critical Healing & Metal[Note 16] | Recovers some health when a certain amount of damage is taken and become heavy and harder to launch. | 4 | 2 | 1.20× | 30 damage healed | Activates once per stock when above 80% damage or below 30% health in Stamina | |||
80% damage threshold | |||||||||
30% stamina remaining | 40% | 50% | 50% | ||||||
13 seconds | |||||||||
Weapon Attack & Move Speed ↑ ↑[Note 17] | Greatly Increases[sic] the power of meleeweapons, and increases move speed. | 4 | 3 | 1.20× | 1.2× Damage dealt | 1.28× | 1.36× | 1.40× | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1.28× Ground mobility & max air speed | 1.36× | 1.40× | 1.44× |
Special skills[edit]
Especially rare abilities only found on a select few Rank 3 and 4 spirits. Though they can feasibly be categorized elsewhere, they were considered by the developers to be powerful enough to warrant a category all to themselves. Special skill spirits are indicated by a star.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Metal and Giant | Becomegiant andmetal for a while at the start of the battle. | N/A | 3[Note 18] | 1.20× | 8 seconds | 16 | 24 | 32 | Size and damage is identical to aSuper Mushroom Being giant grants a 1.56× damage multiplier Transformation Duration ↑ uses the Metal Box's default duration of 13 seconds, leading to the metal transformation lasting longer than the giant transformation |
Giant | Becomegiant for a while at the start of the battle. | 3 | 2 | 1.13× | 8 seconds | 16 | 24 | 32 | Size and damage is identical to aSuper Mushroom Being giant grants a 1.56× damage multiplier |
Critical Hit ↑ ↑ | Grants a 12% chance to land a devastating critical hit. | 4 | 2 | 1.15× | 12% chance | 24% | 36% | 48% | Critical hits deals 1.3× damage Similar to the 1v1 multiplier, the extra damage doesn't affectknockback orshields |
Critical Super Giant[Note 19] | Increases the fighter's size for a while when badly damaged. | 4 | 3 | 1.30× | Lasts 10 seconds Activates once per match when above 85% damage or below 30% health in Stamina Size and damage is identical to aLightning Bolt backfire Being giant grants a 1.84× damage multiplier | ||||
Mouthful of Curry ↑ ↑[Note 20] | Start battles withSuperspicy Curry breath. Continuously spit out a powerful fire. | 4 | 3 | 1.30× | 22 seconds | Activates once at the start of the match Does not affect normal Superspicy Curry | |||
1.2× range | |||||||||
2.0× curry damage | |||||||||
Final Smash ↑[Note 21] | Increases the power ofFinal Smashes. | 4 | 2 | 1.30× | 1.5× damage dealt | Does not affectPsystrike |
Weight skills[edit]
Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.
Skill | Description | Rank | Cost | Team Power | Effect | Notes | |||
---|---|---|---|---|---|---|---|---|---|
1x | 2x | 3x | 4x | ||||||
Weight ↑ ↑ | Become more difficult tolaunch, but movement speed is greatly decreased. | N/A | 1[Note 22] | 1.05× | 1.2× Weight | ||||
0.6× Ground mobility | |||||||||
0.8× Jump stats |
Primary spirit traits[edit]
Abilities found on primary spirits that cannot be enhanced. Unlike skills, these traits aren't always necessarily beneficial, though spirits with negative traits might make up for it with greater stat boosts than usual for their rank or additional slots for support spirits. When applicable, these traits can also stack with skills with similar effects. Primary spirit traits can be seen as a weaker form of their support skill counterpart (i.e. the primary spirit trait Shooting Items ↑ will increase damage dealt from shooting items, but does not increase its ammo unlike the support skill). In addition to other symbols, spirits which start the player with damage are indicated by a percent symbol and the Galeem and Dharkhon spirits use their silouettes.
Trait | Description | Power | Effect | Note |
---|---|---|---|---|
Fist Attack ↑ | Slightly increases the power ofpunches and elbow strikes. | 1.04× | 1.1× Damage dealt | ![]() ![]() |
Foot Attack ↑ | Slightly increases the power ofkicks and knee strikes. | 1.04× | ![]() ![]() | |
Strong Throw | Slightly increases the power ofgrabbing andthrowing attacks. | 1.06× | ||
Sword Attack ↑ | Slightly increasessword-attack power of fighters likeLink andMarth. | 1.10× | ![]() | |
Magic Attack ↑ | Slightly increases the power ofmagic attacks, such asZelda's andRobin's spells. | 1.06× | ![]() | |
PSI Attack ↑ | Slightly increases the power ofNess andLucas'sPSI attacks. | 1.10× | ![]() | |
Fire Attack ↑ | Slightly increases the power offire-type attacks. | 1.10× | Also applies todarkness attacks![]() ![]() | |
Water Attack ↑ | Slightly increases the power ofwater attacks. | 1.08× | ![]() | |
Electric Attack ↑ | Slightly increases the power ofelectricity attacks. | 1.06× | ![]() | |
Shooting Items Power ↑ | Slightly increases the power ofshooting items. | 1.08× | ||
Battering Items Power ↑ | Slightly increases the power ofbattering items. | 1.04× | ||
Item Throw ↑ | Slightly increases damage dealt bythrowing items. | 1.05× | ||
Weight ↑ | Become slightly more difficult tolaunch, but movement speed decreases. | 1.06× | 1.1× Weight | |
0.8× Ground mobility | ||||
0.9× Jump stats | ||||
Weight ↑ ↑[Note 23] | Become much more difficult tolaunch, but movement speed greatly decreases. | 1.05× | 1.2× Weight | |
0.6× Ground mobility | ||||
0.8× Jump stats | ||||
Weight ↓ | Become faster, but also easier tolaunch. | 1.04× | 0.8× Weight | |
1.4× Ground mobility | ||||
1.1× Jump stats | ||||
Speed ↑ | Slightly increases run speed. | 1.04× | 1.1× Run mobility | |
Speed ↓ | Slightly decreases run speed. | 1.08× | 0.9× Run mobility | |
Jump ↑ | Slightly increases jump height. | 1.06× | 1.1× Jump stats | |
Jump ↓ | Slightly decreases jump height. | 1.04× | 0.9× Jump stats | |
Fire Weakness | Increases the damage taken fromfire and explosion attacks. | 1.04× | 1.2× Damage received | ![]() |
Water Weakness | Increases the damage taken fromwater attacks. | 1.08× | ![]() | |
Electric Weakness | Increases the damage taken fromelectricity attacks. | 1.06× | ![]() | |
Initial Damage 30% | Start each battle with 30% damage. | 1.06× | ||
Bane of Light[Note 24] | Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode. | 1.10× | 1.5× All Damage | |
0.77× Defense | ||||
Bane of Darkness[Note 25] | Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode. | 1.10× | 1.5× All Damage | |
0.77× Defense | ||||
Fist & Foot Attack ↑[Note 26] | Increases the power ofpunches andkicks. | 1.05× | 1.2× Damage dealt | ![]() ![]() ![]() ![]() |
Notes[edit]
- ^Found only on theCelebi spirit
- ^Found only on theSothis spirit
- ^Only found on theNightmare andSkull Kid & Majora's Mask enhanced primary spirits
- ^Only found on theMini Mario & Hammers enhanced primary spirit
- ^Rank 3 for the Lip spirit
- ^Found only on theSuper Happy Tree spirit
- ^abDoes not apply to White Pikmin
- ^Found only on theMadama Butterfly spirit
- ^Found only on theGruntilda spirit
- ^Rank 3 for theTockles spirit
- ^Found only on theHinawa spirit
- ^Found only on theJudd spirit
- ^Found only on thePhantom Thieves of Hearts spirit
- ^Found only on theHero's Comrades spirit
- ^Found only on theGeese Howard spirit
- ^Found only on thePneuma spirit
- ^Found only on theRoxas spirit
- ^Only found on theMetal Face andSahelanthropus enhanced primary spirits
- ^Found only on theMax Brass spirit
- ^Found only on theEnder Dragon spirit
- ^Found only on theBahamut ZERO spirit
- ^Only found on theKing Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.
- ^Found only on theDragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.
- ^Found only on theDharkon spirit
- ^Found only on theGaleem spirit
- ^Found only on theHeihachi Mishima spirit.
Trivia[edit]
- Chibi-Robo was the first Spirit to officially be revealed during the November 2018Nintendo Direct.
- Despite the lore referring to spirits as characters:
- Some spirits (such asSamus' Gunship, theShine Sprite, andSnake's cardboard box) are based on inanimate objects instead of characters.
- Alter egos and other versions of playable characters, such asKaptain K. Rool, Mario and Luigi in theirMario Tennis Aces outfits, and various yoga poses being performed byWii Fit Trainer, also appear as spirits, despite not being separate characters.
- There are also spirits based on groups of characters, such asPiantas and theTiki Tak Tribe, although, by definition, each spirit should represent one individual character.
- There are also spirits such asZelda (Breath of the Wild) and Hero's Comrades, whose spirit battles feature several fighters that represent different characters.
- The first and last spirits added in each year are:
- 2018: The only spirits added wereSuper Mario spirits from theOh Yeah! Mario Time!Spirit Board event, which occurred only 21 days after the game's release and 3 days before the end of the year.
- 2019: ThePiranha Plant fighter spirit was the first spirit added and the last were theResident Evil spirits.
- 2020: The first spirits added wereASTRAL CHAIN spirits from theChain the Future to Spirits! Spirit Board event and the last wereFINAL FANTASY spirits forSephiroth'sDLC Spirit Board.
- 2021: The first spirits added wereHyrule Warriors: Age of Calamity spirits from the Spirit Board event of the same name and the last were theKINGDOM HEARTS spirits fromSora's DLC Spirit Board.
- 2022: The only spirit added was theEvil Ryu primary spirit from the Spirit Board eventStreet Fighter 35th Anniversary.
- 2024: The first spirits added were part of theFresh New Faces! event, including characters fromThe Legend of Zelda: Tears of the Kingdom,Xenoblade Chronicles 3,Splatoon 3, andPikmin 4 and the last were spirits from theShowtime and Wonder Spirits! event, including characters fromSuper Mario Bros. Wonder andPrincess Peach Showtime!
- 2023 is currently the only year to not see any new spirits added to the game.
- Falling Immunity, Bury Immunity, Slumber Immunity, Swimmer, Perfect-Shield Reflect, and Item Autograb are the only stackable spirit abilities that yield no additional benefit when stacked.
- For unknown reasons,Chrom andDaisy have different hitboxes compared toRoy andPeach when running with the Impact Run spirit ability equipped.[3][4]
- Lip and Tockles are the only support spirits that share the same effect as other spirits, but are in different ranks (Lip is Ace-class while other Lip's Stick Equipped spirits are Novice-class, and Tockles is Ace-class while other Fog Immunity spirits are Advanced-class).
- The highest value for a single stat is possessed by theAbsolutely Safe Capsule, which has a defense stat of 10,000, but an attack stat of 0.
- In addition, this is the only summonable spirit to summon with six cores instead of one or two.
- If not counting thePartner Eevee andPartner Pikachu spirits,Ultimate contains a total of 1,297 spirits at launch, which starts fromMario and ends withRisky Boots from theShantae series. With this amount of spirits contained within the base game ofUltimate, it surpasses the amount of Stickers inBrawl by 597, as there were only 700; it even surpasses the number by 53 when combined with the Trophies fromBrawl, as there were 544 Trophies, for a total of 1244 inBrawl.
- The first spirits to be added to the game as DLC were Partner Eevee and Partner Pikachu, while the first spirits to be added via the Spirit Board were Dice Block, River Survival andGolden Dash Mushroom.
- There are only 11 support spirit effects that cost three support slots, those being Ore Club Equipped, Super Armor, Great Autoheal, Poison Heals, Double Final Smash, Poison Power Up, Critical Fast Final Smash Meter ↑ ↑, Critical-Health Healing ↑ ↑, Critical Super Giant, Mouthful of Curry ↑ ↑, and Weapon Attack & Move Speed ↑ ↑.
- Among these effects, Ore Club Equipped is the only effect that does not pertain to a Legend-class spirit (being for Ace-class spirits). It is also the only three-slot effect used by multiple spirits.
- Timmy & Tommy is the only master spirit that can be obtained via amiibo.
- Every DLC Spirit Board introduces one Legend-class spirit with a new effect that is unique to that spirit.
- Fist & Foot Attack ↑ is the only Primary spirit trait to be introduced in this manner.
- Out of all of the fighter spirits, 11 of them do not use artwork from their original games to swap out with theirUltimate artwork, with them solely using theirUltimate artwork instead. These spirits are the respective male and female versions ofPokémon Trainer,Robin, and Wii Fit Trainer (though the latter's order is female and male, not the other way around), theAdvent Children version ofCloud, the 3 types ofMii Fighters, and the default version ofKazuya.
- Previously, Cloud's fighter spirit for his default appearance was also represented by hisUltimate artwork. From version 10.1.0 onwards, his fighter spirit uses his original artwork fromFinal Fantasy VII.
- If a spirit battle is played on Saturdays from 8:00 PM to 12:00 AM on eitherSmashville orTown and City,K.K. Slider overrides any song played in the battle, but its original song is still played during the briefing.
- A long-running debate in theSmash community was whether or not a character could be a DLC fighter if they were already a spirit in the game, as there would most likely be complications with artwork, naming conventions, and availability (such as World of Light). WhileMewtwo andLucas became DLC after being Trophies inSmash 4, spirits are given a gameplay related purpose. This debate has been discredited with the announcements ofMin Min,Pyra andMythra as fighters, who were spirits in the base game prior to becoming DLC fighters.
- Sheriff is the oldest character represented by a spirit, while the most recent are the Peach &Stella and Swordfighter Peach fromPrincess Peach Showtime!.
- Several spirits have had their series or game parenthetically appended to their names after another spirit with the same name was added in an update. These are:
- Dimitri (The Legend of Zelda) andHilda (The Legend of Zelda), both of whom share names with characters onByleth's Spirit Board:Dimitri (Fire Emblem) andHilda (Fire Emblem).
- Riki (Xenoblade Chronicles), who shares a name with a character added in theRiver City Smash spirit event:Riki (River City) .
- Slime (Dragon Quest), who shares a name with an enemy onSteve's Spirit Board:Slime (Minecraft).
- Impa (Ocarina of Time), who shares a name with multiple similar characters in theLegend of Zelda series, one of which was added in theHyrule Warriors: Age of Calamity spirit event:Impa (Age of Calamity).
- Additionally, some spirits have appendices applied in other languages; inBattling With Sora, Sakurai listsAqua andAxel as examples, as they share their Japanese names withAzura fromFire Emblem andAxl fromMega Man, respectively. However, in Japanese, the spirits the added ones share their names with were not updated to add appendices, unlike other translations.
- The Devil fromCuphead has an appendix, despite there not being another spirit named "The Devil". This is because of its Japanese name just being "Devil", thereby sharing a name with theDevil fromDevil World.
- Several spirits have had adjustments to their image since launch, being theMasked Man, Dungeon Man, Ness's Father, Boney, Kumatora, Buzz Buzz, Absolutely Safe Capsule, Flying Man, Mister Belch, Ultimate Chimera, EVE,Fire Attack, and Cloud spirits. Due to controversy on Mr. Game & Watch's appearance when using his side smash negatively portraying Native Americans, his model was changed to remove a feather, and the same change was made to the Fire Attack spirit in the version 1.1.0 update. The Masked Man sprite was changed in version 2.0.0 to match its actual sprite fromMother 3 instead of a fan-image, while the other EarthBound spirits had minor changes. In version 10.1.0, Cloud's fighter spirit was given artwork fromFinal Fantasy VII alongside hisUltimate artwork, rather than just the latter.
- Six spirits have had the ability to unlock them by having save data of a specific game, being Partner Pikachu, Partner Eevee, Tockles,Sophia,Arthur, andRazewing Ratha which could be obtained with save data fromPokémon: Let's Go Pikachu,Pokémon: Let's Go Eevee,Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition,Persona 5 Strikers,Ghosts 'n Goblins Resurrection, andMonster Hunter Stories 2: Wings of Ruin, respectively.
- Battlefield,Big Battlefield,Small Battlefield, andNorthern Cave are currently the only stages to not be used in a Spirit Battle in any form.
- The sound that plays when an event is scheduled to happen is re-purposedfrom Smash Run in SSB4, which also played similarly for that reason.
- A placeholder icon exists for spirits whose images cannot be loaded. This icon is a light gray version of the generic spirits logo. This situation typically occurs when a player's save data has been deleted, corrupted, or otherwise unobtainable and affects most spirits fromSpirit Board events. Once the player goes to theSpirit Board with an internet connection, the placeholders will be replaced with the appropriate images. Affected spirits canstill be used, battled, and collected with no issue, albeit using the placeholder icon until the issue is resolved.
- All Spirit Board event spirits afterPeachette are affected. This is because Peachette was the last event spirit made obtainable outside of its event via an update. All event spirits after Peachette were made obtainable on a set date using the same method as the events themselves are added without needing a proper update—having no internet connection prevents the game from connecting to the service in charge of the events and related spirits. Spirits associated with a fighter from aFighters Pass are not affected, as they are bundled with an update.[5]
See also[edit]
References[edit]
- ^https://gaming.stackexchange.com/questions/344041/what-does-a-spirit-primary-type-advantage-do
- ^https://www.youtube.com/watch?v=4PRS0UHXJt4 Super Smash Bros. SPECIAL Demonstration Play Video
- ^Offset values for 'high_speed_dash_attack' (Impact Run)
- ^Roy & Chrom hitting a Sandbag at different points, indicating a different hitbox
- ^Stitched screenshot of event spirits replaced with placeholders (from 10.1.0)