Super Smash Bros. Infinity/Items

The following is a list of all items that can be found in normal play within the game Super Smash Bros. Infinity. It is broken down by item classification. This page is under heavy construction.
==Container Items==
	A basic barrel. Throw this item at opponents to send them flying. Will usually contain up to three items of varying quality within them at random. Barrels roll down slanted platforms, so be careful when they appear above your head, lest you get caught with an unexpected surprise.
	This pink and white capsule is deceptively powerful, as it is the only container item that every Smash fighter can throw at full speed. The capsule will usually contain just one item inside of it (Pokeballs are the most common item spawned from them), but on occasion they will also explode upon contact with the enemy, sending them flying. Definitely a valuable sneak attack item.
	A standard item in Smash since the beginning, crates work like barrels except they are heavier and they don't roll down slopes (though they will bounce off of steep slopes). Only a few characters can carry a crate before throwing it. Upon breaking, a crate will drop up to 5 items of varying quality.
	The Party Ball works very similarly to a crate, though it isn't as heavy. When thrown it also doesn't do much damage. Throwing a party ball or striking it with an attack will cause it to rise into the air. A fanfare will play and items will fall out of the Party Ball. Sometimes these are varied items, but almost always the Party Ball will drop two or three Pokeballs, a cadre of food for healing, or a bunch of Bob-ombs that will explode when they wake up.
	A crate that's on wheels. It has the strength of a normal crate with the mobility of a barrel. They also tend to be a little more durable than normal crates, as only powerful attacks (or running into a wall) seems to be able to break them open to get the items inside. Like Barrels though, these things will roll down slanted platforms, so keep an eye on them when they appear.
	You may not think of Sandbag as a container. After all, he exists simply to be pummeled endlessly by Smash fighters (don't feel bad for him, it's his pleasure). However, on occasion, Sandbag has been known to drop an item or two from a particularly powerful attack. The item is entirely at random and could wind up turning the tide of battle, so feel free to wail away!
	NEW ITEM! Hailing from DK Isles, the Steel Barrel is the toughest container in the game. Like Barrels, these things will roll down slopes and can be thrown to roll across the floor to crush opponents. The only difference is they will not break for anything outside of a powerful explosion or fully charged Smash Attack (a few powerful Special Attacks, like a fully charged Neutral Special from Roy, can also do it). If you do manage to break one open, it almost always contains a powerful item such as a Hammer.
==Battering/Melee Items==
	NEW ITEM! Straight out of the swamps comes Bayou Billy's Stick. Also known as the Ugly Stick...that's pretty much exactly what it is. A stick. That's Ugly. Surprisingly enough it has decent reach for a ranged weapon and the knockback is so low that it can be used to combo opponents. However, one good hit from anywhere and the stick will be sent flying to oblivion.
	The classic Beam Sword from Smash Bros. past hasn't changed all that much. The blade will extend depending on whether or not the command input is a normal attack or a Smash Attack, with the latter greatly increasing the range of the weapon (though the damage is still greater the closer you are to your opponent.) It's resemblence to another weapon of yore is not unnoticed.
	NEW ITEM! Borrowed from a dwarf in Golden Axe, the Broadaxe is a short range projectile that packs a big wallop. It can't combo enemies like Billy's Stick can, but when charged with a smash attack it has more power than a beam sword in terms of launching them. The Axe also does more damage, on average, as a throwing item compared to other melee weapons.
	A powerful weapon against high damaged opponents, Death's Scythe can be used to rack up damage with normal attacks given its good range. However its true strength comes from using it as a Smash Attack. Connect with this at the right time, and you won't send the opponent flying, but instead instantly KO them. This occurs at higher percentages, so watch out if you're on the brink.
	A flaming sword that does great damage at first. The Fire Bar is similar to the ones found throughout Bowser's Castles in the Mario Series. When used repeatedly, the long sword will lose power, causing the number of fireballs on it to shrink until there's only one left, reducing its range and damage. It will never shrink below one, so at the very least it can be used as an upgrade to dash attacks.
	A weapon of significant prestige, the Golden Hammer works in much the same manner as a regular Hammer, sending anyone hit by it flying upwards. There are two big distinctions though. One, by repeatedly pressing the B-Button, this will allow you to float in the air while the Golden Hammer is active. Secondly, on occasion you will get the Golden Squeaky Hammer, which has the same floating abilities but deals no damage or knockback and instead makes a squeaky sound when it hits people. That's the gamble you take, though.
	The iconic Donkey Kong Hammer and one of the more powerful weapons in Smash, the Hammer will give you the ability to send opponents flying while it is active, virtually guaranteeing that someone will be KO'ed during its runtime. Of course, the head of the hammer could always fall off, but that's a minor risk involved to the sheer power of this item.
	The Home-Run Bat may not look like much, given that its range isn't as good as the Beam Sword (or even Billy's stick), but the power this weapon possesses is nothing to laugh at. Perform a Smash Attack and connect with the mighty swing, and your opponent is guaranteed to be sent sailing for the fences, and more than likely will end in a Star KO depending on the damage and angle when they are launched
	A powerful sword from the world of Fire Emblem, most of the time the sword will behave like any other melee weapon. However, every three seconds or so the blade will flash pink. Hitting an opponent at that time will deal twice as much damage and knockback than what would otherwise be delivered. Timing is everything with this weapon, so keep a close eye on it.
	A magical flower, the Lip's Stick doesn't do much damage on its own when it hits enemies (nor do the Magical Sparkles that it emits when it is swung). However, anyone hit by it will grow a flower on their head that's known as the Lip's Stuck Effect, and they will take damage slowly over time until the flower falls off. The larger the flower, the more damage they will take. You can increase the size of the flower by continuing to hit them with this weapon, up to a maximum limit.
	A powerful stone Club, the Ore Club does decent damage on its own. But when used with a Smash Attack, it will generate a powerful tornado that travels across the stage and can fling opponents high into the air. This item is a bit unwieldy though, as its size will slow your running speed while carrying it slightly.
	Not a Melee weapon in the traditional sense as it can't be carried or thrown, the Soccer Ball will be sent flying with any type of hit, gaining a flaming aura and dealing decent damage and knockback to anyone hit by it. Aiming it can be tricky, as the angle in which it flies is determined by the type of attack that is used to launch it, but experiment in the Training Area and you'll get the hang of it.
	That rare melee item that also works with projectiles. The Star Rod by itself does decent damage when used as a battering item. However it also fires powerful star energy forward when used with a Smash Attack, giving it great versatility. The Star Rod does have a limited number of Stars it can fire, but it can be used as a Melee Weapon indefinitely.
==Projectile Items==
	An odd but powerful little device. The Banana Gun will fire a single banana shaped projectile in a straight line at opponents. Anyone hit by it will be sent flying from the impact in an explosion of Potassium-Enriched Power. However, this is a one shot item, as after it fires all you are left with as a Banana Peel item to throw at your enemy.
	NEW ITEM!  Straight from the demon infested landscape of Heck comes the ultimate cannon, the BFG 9000! More unofficially titled the "Big Friendly Gun" (what did you think the F stood for?), the BFG 9000 will shoot a single powerful green projectile out at opponents. Anyone hit by it directly will take massive damage. Anyone hit by the explosion will take significant damage. Moreover though, whenever the blast detonates against an enemy or any other object, there will be radiating splash damage that effects enemies across the stage, though too far from the impact to suffer any knockback. This is a one-shot item, but what an item it is.
	The Drill Arm will fire a single drill projectile forward in a straight line that can damage opponents multiple times as it flies by. Given the lack of knockback, it can even fling them off screen if it is timed right. At the end of its flight, the Drill Bit will explode, dealing more damage. The handle of the Drill Arm can be used as a thrown projectile after the Bit has been fired.
	One of the more iconic items from the Mario Universe, the Fire Flower will blow a short range stream of fire at the opponents, damaging them multiple times. It doesn't have very great range though, and the flower won't last very long before it's literally just blowing smoke. Fortunately, the Fire Flower can be thrown as a flaming projectile after it has been used up.
	A powerful wind based item, firing the Gust Bellows will send a gust of wind straight ahead. It won't damage enemies directly, but it will easily blow all but the heaviest opponents off stage, and severely limit their ability to get back. The Bellows don't last for a long time, but certainly long enough to send most to their doom. If the Bellows is tossed, it will bounce around the stage blowing random gusts of wind in random directions, creating some degree of chaos.
	NEW ITEM! The Ice Flower is a colder version of the Fire Flower. It will blow an icy mist out straight ahead that does less damage than the Fire Flower, but has a chance to freeze opponents at higher percentages. The Ice Flower also lasts a bit longer than its fiery counterpart. Once depleted, the Ice Flower can be thrown, where it acts as a less powerful version of a Freezie.
	NEW ITEM! 
Taken from Donkey Kong 3, the Insect Spray sprays a cloud of foul smelling gas that will follow the enemy around for a short time. While they are encased in this gas, they will have all their defensive stats nerfed for a period of about 8 seconds. The effects can't be stacked, and the Insect Spray only has 4 shots in it before it can be used as a throwing projectile.
	NEW ITEM! The Pepper Shaker from the classic Arcade Game Burger Time. This short range projectile will toss a small amount of pepper at the enemy, paralyzing them for a short period of time and allowing for a follow-up attack. While it is incredibly short range and deals no damage on its own, its longevity makes it a powerful surprise attack.
	The Rage Blaster is a handgun with a unique twist. The red bolts of energy it fires will deal damage directly tied to the amount of damage the shooter has sustained to that point. Which means it can be an item to help a player who's close to being KO'ed rally back. Of course, the same holds true for any enemy who has it, so watch out.
	The Ramblin' Evil Mushroom will walk around on stage when not in use. When picked up and fired though, the Mushroom will emit spores that will put a mushroom on enemy player's heads, causing their controls to be reversed for a period of time. It's a surprise attack type of move, even if it doesn't work very well on CPU players.
	A Smash staple, the Ray Gun will fire out green bursts of energy that travel at fast speed and do a moderate amount of damage. In Smash Infinity, the ammo capacity of the Ray Gun has been slightly increased, giving it a few more shots to unload at your foes.
	A replica of a submarine, the Steel Diver will fire torpedoes at enemies that may be small but pack a bigger punch than you would think. The Steel Diver's projectiles travel slowly at first before firing off at a much faster speed after a second or so. It doesn't have very many shots in the tube before it runs out, though.
	Based on the SNES peripheral of the same name, the Super Scope has two modes of firing. It can be rapidly fired to shoot small energy projectiles that do minor damage and have no knockback to speak of. Or it can be charged up to fire a more powerful shot that does decent damage and knockback. It only has about four charge shots worth of power, though.
==Explosive/Trap Items==
	When the Fake Smash Ball appears on screen, you may want to go and hit it as fast as you can, hoping it will grant you the elusive Final Smash. However, the Fake Smash Ball (which is determined by the horizontal line of the Smash Logo being wider than the vertical one, as opposed to the correct way of vertical being wider) will instead break open and create a powerful X-shaped explosion in that area, sending anyone nearby flying. So keep an eye peeled, as it can be hard to tell the difference in the heat of battle.
	While it looks like a normal crate, the Blast Box is actually a powerful explosive item that will detonate if it is jostled around too much. Hit it with a smash attack or stray projectile and it may just go off, detonating a powerful explosion that will obliterate almost anyone hit by it, including you. It should be noted that if a fire attack hits the blast box, it will immediately go off regardless of the damage its sustained to that point.
	NEW ITEM!  The Blast Mask is a risk/reward item to be certain. Putting it on, the object is to get as close to the opponent as possible. Once you are in position, pressing the B-Button will cause the mask to detonate. You will take damage from this blast, but you will not suffer any knockback. Your opponents, on the other hand, will suffer the same damage and be knocked back by the explosion. The Blast Mask has three uses before it disappears.
	The classic Mario enemy returns. The Bob-omb will fall to the ground, where it will remain for eight seconds as just a normal projectile. Pick it up and throw it at the enemy, where it will explode on contact with them or with the ground. However, leave it alone for too long and the Bob-omb will get up and wander around the stage for a few seconds before it will self-destruct. In this phase, it cannot be picked up, and simply touching it will be enough to send you flying. In the right hands, the Bob-omb is a powerful projectile. Used carelessly, it could spell your doom.
	Taken from the Legend of Zelda series, the Bombchu that can be used one of two ways. It can be thrown like a normal projectile, in which case it will detonate upon impact with the ground or an enemy. Or it can be set down (by simply pressing B as opposed to throwing it), in which case the Bombchu will scurry along the ground and up walls until it hits an enemy or 12 seconds pass, whichever comes first, at which point it will detonate and send opponents flying.
	The Bomber is a seemingly sentient Bomb that works differently than other explosives. It will walk around in much the same fashion as a Bob-omb, and will eventually explode on its own. However, you can hold it and press B to hold it high above your head. Time will slow down briefly before the Bomber blows up, sending any opponent nearby flying while you remain unharmed. Like most explosives, though, if it is hit with a fire attack it will explode on the spot.
	A model version of Olimar's ship, the Hocotate Bomb is a two-phased weapon. Throw it down or strike it with an attack, and it will launch itself into the air, dealing only minor damage to anyone it hits. A few seconds later however, the Hocotate will come crashing down and explode when it hits the ground, sending anyone in the explosion radius (including you) flying. Be sure to know where the weapon is when it launches, so you know to avoid the area!
	The Motion Sensor Bomb is a devilishly clever little device. Once thrown, the bomb will stick to the ground or wall that it lands on, hiding in plain sight. Any player who wanders near it will then trigger the explosion, sending them flying into the air. The bomb can also be triggered by a well timed long range attack, so keep track of the bombs you lay and set traps for enemies!
	NEW ITEM!  The Pitfall Trap from Monster Hunter World has been combined with the Pitfall item from Animal Crossing, working in one of two ways. Throwing the trap will cause the opponent to immediately be buried beneath the ground when they are hit by it (or drive them to the ground if they are in the air). However, you can also bury the trap by just pressing the B-Button, similar to a Bombchu. Then the Pitfall Trap will act like a Motion Sensor Bomb, causing any player who steps on it to be buried.
	NEW ITEM!  The Shock Bomb is an item taken from ARMS. It will bounce around the stage very similarly to a Proximity Pinball item or can be caught and thrown like a hot potato. It is on a 10 second timer once it is thrown the first time, once that timer goes off, the Shock Bomb will detonate, creating a paralyzing field of electricity around it, shocking and damaging any player who is near it when it goes off. The Bomb will glow red when it's about to detonate, so keep an eye on it.
	A powerful explosive item. When thrown, the Smart Bomb will detonate on impact with the ground or an enemy, creating a huge encompassing shockwave of damage that will hit opponents multiple times as it continues to grow, before sending any opponent caught by it flying when it ends. Even if you throw this, you are not immune to the explosion, so toss it and get the heck out of dodge!
	Kirby's personal vehicle, the Warp Star will sit on the stage, waiting for someone to grab it. When they do, they will hover in the air a bit before flying upward and then slamming back down into the ground with an explosion. From the time you grab it to the time you take off, you can steer the Warp Star left or right with directional input to try and hit foes, just be sure you don't steer yourself off the edge of the stage.
	The X-Bomb is a unique little bomb, as it can tell friend from foe most of the time. If you pick up and throw this item, it will rise into the air, creating either a cross pattern or X pattern, before detonating and sending streams of fire in those directions that encompass the stage, damaging any foes caught by them. If you threw it, then you are immune to this. However if you set it off with a wayward attack, it will damage you the same as anyone else.
==Throwing Items==
	An iconic weapon from the Mario Kart Series, the Banana Peel won't really deal much damage, but when thrown at an enemy it will cause them to fall over and land on their rear end somewhat comedically. Aside from humiliation, this can help set up combos or stop incoming attackers. Each Banana peel has two uses before it disappears.
	It looks like a normal baseball. However if you through the Beastball at an opponent and it connects with them, then the magical ball will teleport a short distance away and damage opponents again with a return trajectory. It will do this even if you miss, though the damage won't be as great. The Beastball moves fast too, so dodging this one may be a chore.
	Not a fun item to see thrown your way, the Beehive will summon a swarm of Wasps to constantly sting and harrass any player that happens to be hit by it. The wasps will last for about 7 seconds of game time, and if you are quick enough you can outrun them, but expect to take some damage from them. Striking this from afar will cause the wasps to swarm random players, including you. Oddly enough, if the stage has water you can swim in, that will protect you from the wasps.
	It may not look like much, but the Beetle can be a devastating item. Thrown at an opponent, the Beetle will fly in a straight line until it makes contact with an enemy. Once it does, it will latch onto them and then fly straight up, carrying them past the Blast Zone and to their doom. It is possible to break free by button mashing, but only at low percentages.
	Not dissimilar to the astral object it shares a name with, the Black Hole when thrown will create an all-powerful vortex for a short period of time. Any player caught in the vortex will be pulled in to the center, almost certainly unable to escape. Of course, a helpful Smash attack from you could help them reach escape velocity, whether they want to or not. Items are also affected by this, so toss a Bob-omb into the center of the vortex and watch the fun begin.
	A simple projectile that does exactly what it says it will. The Boomerang will fly outward towards an opponent, hit them, and then return to whoever through it. It's a fairly sturdy projectile too, lasting for several throws, but it can be hard to get rid of when you want to use a different move as well. If it fails to return to sender for some reason, it can be picked up by someone else.
	The classic enemy from the arcade game of the same name, the Boss Galaga will fly out of your hand when thrown and up to the top of the stage. There it will wait a few seconds before dropping down and applying a tractor beam to the stage. Any enemy caught in the tractor beam will be taken hostage and fly off into the final frontier of a Star KO. Like with the Beetle, it is possible (though incredibly difficult) to button mash out of this item's grasp.
	NEW ITEM! The Bulbmin are tiny little items that will attach themselves to any player that they hit, biting at them for a few seconds before they disappear in much the same way Olimar's Pikmin do. Bulbmin typically are found in groups of 3-5, falling out of Party Balls or some other container, but they are picked up one at a time. Be quick in catching them; after a few seconds they will begin wandering the field and attack the first player that they find.
	An old "fan favorite", the Bumper will simply set itself up vertically when it is thrown and stay there. Any player, including you, who hit it will then be flung off in the opposite direction while also taking a small amount of damage. Throw this near an edge to keep players from coming back to the ledge, but just beware of where these things wind up lest it comes back to bite you.
	Taken from the Legend of Zelda, the Deku Nut is a small and unassuming projectile. However, throw on down on the ground and it will detonate a bright flash of light that will stun anything nearby, leaving them wide open to a follow-up attack. Throw them at an enemy and they are guaranteed to be stunned as well. Throw them at an enemy in the air, and they will enter freefall, pretty much sealing their fate.
	A small piece of semi-sentient ice that will move across the stage. Pick this item up and throw it at an enemy. If it connects, they are guaranteed to be instantly frozen in ice and sent flying up in the air. It is possible to button mash your way out of being frozen, but at higher percentages it is very difficult.
	A standard Koopa Shell that can be thrown at enemies. The Green Shell will deal decent damage and knockback to any player it comes in contact with after thrown. Just be careful in enclosed stages, as like its counterparts the Green Shell will bounce off of walls. Should that happen, then you will become vulnerable to the Green Shell's impact as well.
	A small glowing orange projectile, at least at the start. When thrown, this item will attach itself to a platform (including the stage itself) and begin to orbit across the surface. Everytime it hits a player it will grow bigger and move faster, while also dealing more damage with the following hit. After a while, the Hothead will also begin emitting electrical sparks that will increase in intentsity with its size. After a short while, the Hothead will simply disappear.
	NEW ITEM!  The Jinjo, unlike other sentient items, will never move from its spot. It will simply sit there and wait for you to pick it up. Once thrown, the Jinjo will fly in a predetermined pattern straight ahead, damaging foes. The Jinjos fly through opponents as well, meaning multiple enemies can be hit by one. Each different color Jinjo (Blue, Purple, Orange, Yellow and Red) will fly in a different pattern from the others, so memorize these for maximum effectiveness.
	Taken from Mario Galaxy, the Launch Star will set itself up just like a Bumper does after it is thrown. However, it will also point in a random direction. Any player who wanders into the Launch Star once it is set up will be launched in the direction that it is pointing. It will launch players with higher percentage damage further than others. Useful for edge guarding, a Launch Star will only last for a short time before disappearing.
	
A more powerful version of the standard Pokeball, the Master Ball has the same basic mechanics: throw it and it will damage an enemy if it hits. When it hits the ground, a Pokemon will come out. The differences are that the Master Ball does a tiny bit more damage if it hits an enemy when thrown, and most importantly it will almost always have a mythic or legendary Pokemon contained within to do damage to your enemies. Of course, sometimes it's just a Magikarp or Goldeen, but that's the risk.
A list of Summonable Pokemon can be found here .
	A peaceful denizen of Saturn Valley, the Mr. Saturn will wander the stage when it arrives on the scene, waiting to be picked up. When thrown, the Mr. Saturn will bounce off of enemies straight up, dealing only minor damage. However, if thrown as a Smash Attack and it hits a player's shield, then that shield will be instantly broken.
	NEW ITEM! 
The Oil Can from Mario Kart more effects status than it does deal damage. Picking up an oil can and hitting an opponent with it will cover them in oil for a short period of time. This will limit them offensively and defensively, as they will be unable to roll-dodge (they will stumble if they try) and they will be unable to utilize their normal grab attacks for this period. Fortunately if you are hit by it, the oil effect only lasts about 8 seconds. Note, if you hit an oil can with a fire based attack, it will explode and do decent damage and knockback to anyone to close, including yourself.
	
A tried and true Smash staple, the Pokeball is a simple throwing object. Throw it at an opponent to deal some damage. However its true strength is what lies inside. When it hits the ground after it is thrown, it will release a Pokemon to aid you in battle. Each Pokemon is different, with some being mythical and legendary, and others being not so great. It's always a gamble when these enter the fray.
A list of Summonable Pokemon can be found here .
	Taken from the original Mario Bros arcade game, the POW Block can be powerful against grounded opponents. When it is thrown against the ground, it will cause the entire stage to shake, causing every opponent who is on the ground to be sent flying straight up into the air and take damage. However, it doesn't effect airborne opponents unless it is thrown at them. The POW block can be used three times before it disappears.
	A dreaded item on the Mario Kart track, the Spiny Shell operates in a similar capacity in the Smash Arena. Once it is thrown, it will target the player who is currently winning the match (or, if the leader throws it, the player in second place). It will hover there for a short while, following the player, before stopping and crashing down to the ground, exploding. Quick players might be able to dodge it, but more than likely it will send them flying. Also, any other player caught in the explosion will take damage as well.
	NEW ITEM!  The Super Horn from Mario Kart is a one-time use projectile. Simply throw it at an opponent or on the ground, and it will detonate a powerful shockwave that radiates outward. Any player hit by the shockwave will be paralyzed for a short time, allowing for a followup attack. The shockwave will also reflect any projectile that it hits, sending it back from whence it came.
	This little spikeball can be aggravating. Toss it against the ground and it will stick there, extending its spikes and dealing damage to anyone who happens to be unfortunate enough to wander by. However if you hit it with a wayward attack before you've picked it up, it will stick to that location and do the same thing, and you will also be vulnerable to its attacks.
	NEW ITEM!  The Warp Whistle from Super Mario Bros 3 is a powerful item in the right hands. When it hits an enemy after it has been thrown, the familiar six note melody will play and the enemy will be transported off of the stage, where they will have to try and get back to the ledge. It can be a sudden surprise attack that can catch opponents off guard, so use that to your advantage.
==Transformation/Status Items==
	The Bullet Bill is a powerful one-time use weapon. Using this will transform you into a Giant Banzai Bill that will fly across the stage in the direction you were facing when it was used. Any enemy that is hit by the Bill will be sent flying, before you transform back into yourself a short distance off the edge of the stage, able to come back while in freefall.
	RETURNING ITEM! Returning from Super Smash Bros. Melee, the Cloaking Device from Perfect Dark will render you invisible for a short period of time. You can use this time to escape from the enemy and reasses your situation, or to charge an attack that will catch them off guard. The Cloak isn't perfect though; repeated attacks will cause it to glitch and reveal your location temporarily. The cloak lasts for only about 20 seconds before failing entirely.
	NEW ITEM!  Straight from Yoshi's Island, the Fuzzy is an item that can affect anyone who is unfortunate to touch it. This little puffball will float down from the sky slowly. Anyone who touches it will have their controls reversed for a short period of time, and if it is a human who touches it, they will also have their screen be distorted slightly. The effect only lasts for about 7 seconds, but it could be long enough to send you to your doom. Unlike other reversal moves, this one seems to confuse CPU opponents too.
	Taken straight from Mario Kart, the Lightning Bolt has a powerful ability. Simply touching it will cause every other player to shrink down in size automatically for a short period of time, allowing you to go to town. While shrunken, a player's attacks do a fraction of their normal damage and knockback, and any strong hit will send them flying. The shrinking effect lasts for about 10 seconds or until a player respawns after being KO'ed. Oddly enough, eating a Poison Mushroom while shrunken will also restore you to normal.
	Taken from Mario 64, the Metal Box will temporarily turn you into a metal clad version of your fighter. While encased in the armor, you will suffer much less knockback from attacks and you will also take less damage. Your own physical attacks will be slightly stronger. However, if you are Metal, you will also be under far greater gravity. Should you fall off the stage, it's likely to your untimely demise. The Metal effect lasts about 15 seconds.
	Far easier to tell the difference than in previous games, the Poison Mushroom is the antithesis to the Super Mushroom. Touching this item will shrink you down to size for a short period of time, rendering your attacks far weaker and making it easier to knock you off the stage. The only reason to seek out a Poison Mushroom is if you are already shrunken, as it will restore you to normal. The shrinking effect lasts 10 seconds.
	NEW ITEM!  The Rambi Tokens appear from Donkey Kong Country. Just grabbing one won't really do anything right away, though you will see a token appear above the fighter icon below. Grab three of them though, and you will transform into Rambi the Rhino for a short while. While Rambi, players will have a powerful charge attack with the B-Button and a normal horn attack with the A-Button (as well as two jumps in the air). Both attacks deal significant damage and knockback to enemies. Your time as Rambi is short, lasting only 10 seconds before you turn back to normal, but it can turn the tide certainly. If you are KO'ed, you will lose all Rambi Tokens you've gained to that point.
	The Ultimate Game Changer, the Smash Ball will enter the stage on rare occasions, floating around. Scramble to be the one to attack it at the right amount of time to break it open; if you are you will suddenly have access to your powerful Final Smash attack, which could very easily even the odds or even win you the match outright!
	Not to be confused with the fighter of the same name, the Starman is the classic Mario powerup that will grant you invincibility for a short period of time. Be the first person to grab it, and you will be immune to all damage and knockback for a precious few seconds. Use this time to your advantage, and if you are on the receiving end, just hold out till the end. The invincibility will fade after about 12 seconds.
	Maybe the most iconic power-up in all of video games, the Super Mushroom will super-size your attacks...literally. Grabbing this will increase your size for a short period of time, giving your attacks more damage and knockback potential. The downside of this though is that you will also be a larger target, and the defensive buffs this grants are minimal. The growth lasts for about 12 seconds before you automatically return to normal.
	Talk about you are what you eat. Ingesting this super spicy curry dish will turn you into a fire spewing maniac. A steady of stream of fire will shoot out in front of you while this is in effect, damaging foes. As an added bonus, you will also move much faster and jump slightly higher, though the downside is that you are unable to use any other attacks while in this state. You will return to normal after 13 seconds.
	Based on the Stopwatch from Castlevania, the Timer will slow down enemies for a period of time, making them easier to hit and score combos on. They will still take knockback, but that effect is delayed due to the slowing of time for everyone but yourself. The slowdown effect will last for 8 seconds before time is restored to normal.
	NEW ITEM!  Taken from the Splatoon series, the Toxic Mist is a throwable item that, when it breaks open, will spread a pink mist over an area of the field. While in this field, opponents will have their movement slowed down considerably, making it easier to combo them. They will also take a small amount of damage every second they are in the field. If you accidentally break this vial with a wayward attack, then the cloud will affect anyone who wanders into it. The mist will dissipate after 20 seconds.
	NEW ITEM!  Taken from Mario 64, the Vanish Block will grant a new status effect of partial intangibility to anyone who happens to pick this up. While under its effects, projectiles will pass right through you as if you weren't even there. However, physical attacks will still hit you, so it doesn't grant you perfect invulnerability. The effect will last for roughly 20 seconds.
==Special Gear Items==
	NEW ITEM! The Aku Aku Mask will orbit around whichever fighter happens to pick it up. While it is active, you will have shielding from all knockback from everything except Final Smash attacks. It only lasts for 10 seconds before it disappears, but for those ten seconds you are basically unlaunchable (though you will still take damage).
	Taken from the Legend of Zelda series, the Bunny Hood will greatly increase your speed and jumping ability for while it is active. It will also give your fighter cute little bunny ears for the duration, though I suppose some humiliation is an acceptable tradeoff for such power. The Bunny Hood will last 20 seconds or until you are KO'ed.
	An assembly item, the Daybreak come in three parts. Throughout the match, the various pieces of the Daybreak gun will appear on the stage. Collect all three and you will have control over the powerful gun that fires a charged laser in one direction clear across the stage, dealing massive damage and knockback to anyone hit by it. If different players get pieces of Daybreak, though, knock it away from them with a powerful attack or by KO'ing them.
	The legendary air-ride machine. Like the Daybreak, the Dragoon comes in three pieces that are assembled during the match. Collect all three and you will take a ride on the Dragoon. A crosshair will appear for the player to aim at an opponent. Once aimed, press a button and the Dragoon will come zooming through. Any player hit by it will be sent flying. Also like with the Daybreak, if another player has the piece you're looking for, hit them with a powerful attack or KO them to knock it loose.
	NEW ITEM!  Straight from Super Mario Sunshine comes the FLUDD. Ripped from Mario's moveset, now anyone can use the hydrocannon's power. The difference in the FLUDD is that it's four nozzles all come equipped, and which one depends on the color of the nozzle you receive. The standard yellow variety (shown here) works exactly like Mario's old move: Press the B-Button to spray water at the enemy to knock them back from the edge. The blue variety comes equipped with the Hover Nozzle. Hold B while in midair to be able to hover for a short time. The red variety comes equipped with the Rocket Nozzle. Pressing and holding B will cause you to jump a great distance upward, and damage any foe you hit, but you will enter freefall after the jump reaches its apex. The gray variety comes equipped with the Turbo Nozzle. Pressing and Holding B will launch you into a powerful running attack that can knock foes back when you hit them, though it only works on the ground.
	An inconspicuous little item, slap on the Franklin Badge and for a little while you'll be immune to projectile attacks outside of Final Smashes. The Badge will reflect even the strongest projectile back in the direction from which it came, complete with boosted offensive power too. The Badge's effects only last 25 seconds.
	NEW ITEM!  They may look like a normal pair of boots, but the Pegasus Boots actually can be very helpful while fighting in melee style. While these are active, player's will be able to dodge and air-dodge much more quickly than they would otherwise, and their invulnerability during dodges will last slightly longer. In addition, players will fall to the ground at a slower rate, making stage recovery easier. The pegasus boots only last for 15 seconds.
	When the Rocket Belt is activated, players will be able to launch themselves into the air and fly around with the greatest of ease. You can still launch attacks with this active as well. However, be careful about overusing it. When it runs out of fuel, it will break loose of your back and spiral up to the top of the stage, exploding. You will enter freefall if you are in the air when that happens, so keep an eye out on it flashing...when it does its best to find a safe place to land.
	With the Screw Attack active, your initial jump from the ground and your midair jump will both mimic Samus' signature Up+B attack, damaging foes multiple times, though not sending them flying on the final hit. Characters who have more than one midair jump will also see those jumps changed as well. The effect lasts for 20 seconds.
	NEW ITEM!  Taken from Sonic the Hedgehog (and sometimes found in Item Boxes resembling old TV screens), the Shield will appear around a player who picks it up, surrounding them in a bubble for a period of time. The Shield will shrug off weak attacks easily enough, but it will only provide protection for one powerful attack (one that deals more than 10% damage to the enemy) before it disappears. Otherwise, it will last indefinitely (or until a player is KO'ed.)
	A unique little item. When the Special Flag appears, grab it and hold it up high for about 8 seconds. If you manage to accomplish this feat, then your score will increase by 1 in Timed and King matches or you will gain 1 Stock in Stock Matches. However, you will be completely unable to move while attempting this, so be sure there's some distance between you and your enemies before you try.
	NEW ITEM!  The ultimate speed boost from an ultimate speed demon, Sonic's Speed Shoes will greatly increase your running ability, walking speed, and even slightly increase your attack speed while they are active. However, it should be noted that your jumping ability, in terms of the height you gain, will remain unaffected. The Speed Shoes last for 15 seconds at a time.
==Recovery Items==
	NEW ITEM!  The Cup of Lifenoodles is a healing item that has a dual purpose. Not only will it restore 20 HP upon consuming it, but it will also cure all current status ailments that afflict you, from poison to reverse controls to even stat debuffs. It will also give you protection from those ailments afflicting you again for about six seconds after consumption. It doesn't show up often, but when it does it can be a lifesaver.
	NEW ITEM!  The Energy Tank works in a similar fashion to the Special Flag, though with a twist. Grab it and hold it aloft for 10 seconds successfully, and the Energy Tank will disappear, restoring half of your health (or up to half your starting stamina in Endurance matches) instantly. Like with the Special Flag though, you will be completely vulnerable during that time. Furthermore, if you throw or drop the Energy Tank, it will disappear.
	Taken from the Legend of Zelda series, the Fairy in a bottle is a timed healing item. At normal times it is an unbreakable projectile that can be thrown at enemies. It only does a small amount of damage and no knockback at all. However, if someone with over 100% damage picks it up, then they will break open the bottle and instantly heal that damage (up to 100%). This will also happen if the item hits a player with over 100% damage, so be careful where you throw it.
	The most basic of healing items, Food will often appear in groups of 3-5 items at a time and will heal anywhere from 1% (a peppermint candy) to a whopping 20% (a full porkchop) of health when you eat it. The food that shows up is entirely random, so be sure to grab it when you can. Every little bit helps.
	A powerful healing item, the Heart Container will heal up to 100% damage instantly upon grabbing it. It can be a mad dash to try and acquire this item when it appears, as it will pop up in the air and then slowly descend down to the ground. Keep your eyes open for when it appears, and time it right to snatch it away from your opponents.
	NEW ITEM!  The Honey Syrup is another healing item with multiple uses. As damage recovery, it actually doesn't do much, only restoring 10% of health per use. However its true strength lies for characters who have special types of ammunition. Magic meters, ammo for guns, special counters. Whatever the case may be, the Honey Syrup will restore all ammo for those offensive moves. 
	Far more common than the Heart Containers, the Maxim Tomatoes will instantly heal up to 50% worth of damage per use. If you are lucky enough to stumble upon a group of them, then you can easily restore yourself to full health in a short amount of time.
	NEW ITEM!  Maybe the most powerful healing item in the game. The Phoenix Down from Final Fantasy can be a life saver...literally. Grabbing it will cause it to float above your head for a period of time. If you are KO'ed at any point while this item is active, then you will be spared death, reappearing on the stage with up to 50% worth of health restored. This effect only lasts 20 seconds though. If you aren't KO'ed during that time, then the Down will simply heal up to 50% damage and then disappear.
Category:Super Smash Bros. Items
Category:Items