Equipment

Equipment is a customization option in Super Smash Bros. 4. Three pieces of equipment can be attached to a character, which will modify their attack, defense, and speed. In Super Smash Bros. Ultimate, equipment is replaced with Spirits.
There are three classes of equipment. Orange equipment is based on weaponry and improves attack but lowers defense. Blue equipment is based on clothing and improves defense but lowers speed. Green equipment is based on footwear and improves speed but lowers attack. All three types can also bestow secondary effects, which may either be positive or negative.
Up to 3,000 pieces of equipment can be stored, although the limit seems to vary. Older pieces of equipment will be deleted to make room for any new equipment obtained.
==Equipment categories and effects==
This table lists the effects of increasing the value of a category. If a category is negative, its effect will be inverted, though not with the same intensity. Stats can exceed maximum values when using multiply effects.
Type 	Effect
Attack 	Increases damage done by all attacks, including special moves and items (although several item attacks, such as the Daybreak’s blast, Ray Gun shots, Beehive bees, and Hammers are unaffected). Freeze frames are increased proportionally. Knockback is not affected; while opponents will take slightly more knockback simply due to having higher damage after being hit, the knockback formula only uses the unmodified damage of the move. Having negative Attack will both decrease how much damage the fighter deals and weaken their knockback delivered on top of that, making launching enemies take longer than expected. Equipment that increases Attack also decreases Defense.
Defense	Decreases knockback taken from all sources, and very slightly reduces damage received. Weight is unaffected. It also reduces the growth rate of Lucario’s Aura. Negative defense values will cause the fighter to take more damage than normal, along with being more vulnerable to knockback. Hazards that normally do not KO, like the catapult in Pirate Ship, may KO fighters with low enough Defense. Equipment that increases Defense also decreases Speed.
Speed 	Increases walking, dashing, air speed, jump height, gravity and both falling and fast-falling speed. Reduces landing lag from normal landings and aerial attack landings (though not other types of landing). Positive speed values will also lower the weight limit for holding Smash Run powers, while negative speed values increase the weight limit. However, having negative Speed will decrease the fighter's walking, dashing, air speed, jump height, and increase landing lag, making recovering difficult. Equipment that increases Speed also decreases Attack.
The following table lists what each category affects, and by how much. Values between the listed points are spaced linearly. Note that as the value passes certain extremes, each point of value has less effect.
Property 	-200 	-100 	-50 	±0 	+50 	+100 	+200
Attack 	Attack 	Attack 	Attack 	Attack 	Attack 	Attack 	Attack
Damage dealt 	0.6× 	0.72× 	0.84× 	1.0× 	1.4× 	1.7× 	2.0×
Knockback dealt	0.8× 	0.86× 	0.92× 	1.0× 	1.0× 	1.0× 	1.0×
Defense 	Defense	Defense	Defense	Defense	Defense	Defense	Defense
Damage taken 	2.0× 	1.7× 	1.4× 	1.0× 	0.948× 	0.909× 	0.87×
Knockback taken	1.22× 	1.154× 	1.088× 	1.0× 	0.894× 	0.8145×	0.735×
Speed 	Speed 	Speed 	Speed 	Speed 	Speed 	Speed 	Speed
Walk speed 	0.58× 	0.706× 	0.832× 	1.0× 	1.36× 	1.63× 	1.9×
Run speed 	0.58× 	0.706× 	0.832× 	1.0× 	1.4× 	1.7× 	2.0×
Air speed 	0.52× 	0.664× 	0.808× 	1.0× 	1.4× 	1.7× 	2.0×
Falling speed 	1.0× 	1.0× 	1.0× 	1.0× 	1.2× 	1.35× 	1.5×
Fastfall speed 	1.0× 	1.0× 	1.0× 	1.0× 	1.32× 	1.56× 	1.8×
Jump height 	0.52× 	0.664× 	0.808× 	1.0× 	1.432× 	1.756× 	2.08×
Landing lag 	1.6× 	1.42× 	1.24× 	1.0× 	0.84× 	0.72× 	0.6×
===Dr. Mario===
 has the unique trait of having passive equipment statistics baked into his character: his raw properties are modified as if he were wearing equipment of +15 attack and -50 speed. However, unlike with attack equipment, the knockback formula does include Dr. Mario's increased damage multiplier when calculating the amount of knockback dealt. This modification occurs before any actual equipment is applied (e.g. giving him a +50 speed -15 attack equipment will not "reset" him to zero), and in general is largely invisible to the player.
While equipment no longer appears in Ultimate, still has external modifiers changing his physics and strength: they are modified as if he were wearing equipment of +22 attack and -65 speed in Smash 4. However, they are not exactly like equipment; for example, the speed stat in Smash 4 would modify landing lag, while Dr. Mario in Ultimate has the same landing lag as , with the landing lag for his neutral, up, back and down aerials manually adjusted to be different from Mario's.
==Equipment types==
Equipment comes in various types, which each have three rarities. Higher rarities result in stronger stat modifications. If a piece of equipment has an extra effect, it does not show its rarity. The frequency rate of each type of equipment appears to be based on how many characters can utilize it - for example, Swords are much more common than Pikmin.
Type 	Common 	Uncommon 	Rare
Brawn Badge 	 	Super 	Rare
Arm Cannon 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Banana 	Ordinary 	High-Quality 	Exquisite
Bat 	Decent 	Top-Notch 	Legendary
Beam Whip 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Blaster 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Boxing Gloves 	Lightweight Featherweight	Middleweight 	Heavyweight
Drill 	Light 	Super 	Hyper
Egg 	Medium 	Large 	Extra-Large
Fake Nails Claws 	Bronze 	Silver 	Gold
Gloves 	Power 	High-Power 	Max-Power
Hammer 	100 lb. 	1-ton 	100-ton
Lloid 	Mini 	Good Ol' 	Mega
Lollipop 	Yummy 	Delicious 	Decadent
Magic Stone 	Enchanted Pretty 	Mystical 	Mysterious
Needles 	Iron 	Steel 	Silver
Pikmin 	Dedicated 	Brave 	Fearless
Protein 	One-Star A+ 	Two-Star A++ 	Three-Star A+++
Sacred Treasures Bow	Heroic 	Angelic 	GodlySacred
Staff 	Enchanted 	Purifying 	Holy
Sword 	Steel 	Silver 	Legendary
Toad 	Dedicated 	Brave 	Fearless
Tome 	Apprentice's 	Expert's 	Sage's
Torch 	Smoldering 	Burning 	Blazing
X Attack 	 	Threefold 	Sixfold
Zapper 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Protection Badge 	 	Super 	Rare
Block 	Iron 	Steel 	Diamond
Cape 	Squire's 	Knight's 	King's
Clothes 	Well-Worn 	Stylish 	Expensive
Coat 	Discount 	Expensive 	Designer
Collar 	Bronze 	Silver 	Gold
Dress 	Enchanted Pretty 	High-Quality 	Exquisite
Hat 	Average Joe's 	Pretty Sweet 	Hero's
Helmet 	Light 	Super 	Hyper
Jacket 	Rookie's 	Veteran's 	Master's
Mask 	Enigmatic 	HeroicInspiring 	Vengeful
Overalls Dungarees 	Ordinary 	Trendy Fashionable 	Vintage
Raiment 	Heroic 	Angelic 	Godly Sacred
Ring 	Bronze 	Silver 	Gold
Saddle 	Bronze 	Silver 	Gold
Shell 	Turtle 	Iron 	Diamond
Shield 	Steel 	Silver 	Legendary
Space Suit 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Suit 	Light 	Super 	Hyper
Tie 	Discount 	Expensive 	Designer
Watch Battery 	Ordinary 	High-Performance 	Ultra-Performance
X Defense 	 	Threefold 	Sixfold
Agility Badge 	 	Super 	Rare
Booster 	Standard Standard-Issue 	Deluxe State-of-the-Art	Prototype
Boots 	Well-Worn 	Stylish 	Expensive
Dash Mushroom 	 	Double 	Turbo
Feather 	Enchanted Pretty 	Shiny 	Shimmering
Microchip 	Ordinary 	High-Performance 	Ultra-Performance
Pumps Heels 	Discount 	Expensive 	Designer
Rocketbarrel Pack 	High-Speed 	Mach-Speed 	Light-Speed
Sandals 	Nimble 	Swift 	Speedy
Shin Guards 	Ordinary 	Lightweight 	Ultra-Lightweight
Shoes 	Ordinary 	Lightweight 	Ultra-Lightweight
Turbo Boost 	 	Deluxe State-of-the-Art	First-Class
X Speed 	 	Threefold 	Sixfold
==Equipment usage==
Each character has special item types they can equip. The equipment type "badges" can be equipped by any character. Items is simply the default weight limit value that the character has; this is used for Smash Run.
Character	Attack	Defense	Speed	Items
 	 	 	 	25
 	 	 	 	24
 	 	 	 	23
 	 	 	 	29
 	 	 	 	25
 	 	 	 	22
 	 	 	 	27
 	 	 	 	26
 	 	 	 	27
 	 	 	 	24
 	 	 	 	26
 	 	 	 	22
 	 	 	 	24
 	 	 	 	29
 	 	 	 	24
 	 	 	 	27
 	 	 	 	23
 	 	 	 	21
 	 	 	 	22
 	 	 	 	28
 	 	 	 	24
 	 	 	 	22
 	 	 	 	23
 	 	 	 	21
 	 	 	 	25
 	 	 	 	27
 	 	 	 	25
 	 	 	 	24
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	23
 	 	 	 	25
 	 	 	 	26
 	 	 	 	23
 	 	 	 	24
 	 	 	 	25
 	 	 	 	23
 	 	 	 	24
 	 	 	 	23
 	 	 	 	24
 	 	 	 	27
 	 	 	 	23
 	 	 	 	26
 	 	 	 	24
 	 	 	 	24
 	 	 	 	23
 	 	 	 	25
 	 	 	 	23
 	 	 	 	23
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
 	 	 	 	25
==Equipment bonus effects==
The following table collects all bonus effects found on equipment. Negative effects may in fact be desirable if the player thinks they can handle them, as any equipment with a negative effect is balanced by a much smaller stat penalty. Likewise, equipment with positive effects have smaller stat bonuses as a trade-off. Different effects have different degrees of influence on the equipment's stat boosts. There are a total of 93 bonus effects. Wearing multiples of one bonus effect usually (but not always) makes the effect stronger, but not in a linear fashion.
Shorthands 	Shorthands
Ground mobility	walk speed, walk accel., dash speed, dash accel., run speed
Air mobility 	air accel., air decel., airspeed, horiz. air friction
Item prefix 	Bonus effect name 	In-game description 	Numerical effect 	Numerical effect 	Numerical effect 	Stat modifier	Notes
Item prefix 	Bonus effect name 	In-game description 	×1 	×2 	×3 	Stat modifier	Notes
Sprinter 	Increased run speed 	1.3× running speed. 	1.3× dash speed, dash accel., run speed 	1.45× 	1.6× 	-25 	
Stroller Jogger 	Decreased run speed 	0.8× running speed. 	0.8× dash speed, dash accel., run speed 	0.7× 	0.6× 	+30 	
Glider Pro Glider 	Increased lateral air movement	1.25× lateral air movement speed. 	1.25× air mobility 	1.3× 	1.35× 	-25 	
Antiglide Slow Glider 	Decreased lateral air movement	0.8× lateral air movement speed. 	0.8× air mobility 	0.73× 	0.65× 	+38 	
Leaper Springer 	Improved jump 	1.2× jump height. 	1.2× 	1.27× 	1.34× 	-34 	Also increases footstool jump height.
Antileap Hopper 	Weakened jump 	0.8× jump height. 	0.8× 	0.72× 	0.65× 	+36 	Also lowers footstool jump height.
Speed Skater Skater 	Skating traction 	1.5× movement speed on land, but watch that you don't slip! 	1.5× ground mobility0.6× traction 	1.65×0.5× 	1.8×0.4× 	-34 	
Hi-Jump High Jump 	Improved ground jumps 	1.3× jump height from the ground. 	1.3× 	1.36× 	1.42× 	-27 	Also increases footstool jump height.
Lo-Jump 	Weakened ground jumps 	0.7× jump height from the ground. 	0.7× 	0.64× 	0.58× 	+35 	Also lowers footstool jump height.
Double-Jump Boost Mid-Air Springer 	Improved double jump 	1.3× midair jump height. 	1.3× 	1.36× 	1.42× 	-34 	
Double-Jump Drag 	Weakened double jump 	0.7× midair jump height. 	0.7× 	0.64× 	0.58× 	+43 	
Thistle Jump Floaty Jump 	Floaty jumps 	0.6× speed when falling. 	0.95× gravity0.6× fall speed0.7× fastfall speed 	0.925×0.5×0.65× 	0.9×0.4×0.6× 	-19 	
Anchor Jump Heavy Jump 	Heavy jumps 	1.4× speed when falling. 	1.4× gravity1.4× fall speed1.1× fastfall speed 	1.55×1.55×1.1× 	1.7×1.7×1.1× 	+43 	
Speed Walker Power-Walker 	Increased walk speed 	1.3× walking speed. 	1.3× walk speed, walk accel. 	1.4× 	1.5× 	-12 	
Meanderer Dawdler 	Decreased walk speed 	0.8× walking speed. 	0.8× walk speed, walk accel. 	0.7× 	0.6× 	+8 	
Lingering Edge Hanging Ace 	Increased edge-grab duration 	Hang on to the edges of stages for twice as long. 	2.0× edgehang dur. 	3.0× 	4.0× 	-10 	
Hasty Edge Hanging Amateur 	Decreased edge-grab duration 	Hang on to the edges of stages for half as long. 	0.5× edgehang dur. 	0.33× 	0.2× 	+5 	
Gluey Edge Edge-Gripper 	Easier edge grabs 	Increased range for grabbing stage edges. 	1.3× edgegrab range 	1.5× 	1.7× 	-27 	Also increases tether range.
Tough Edge Edge-Slipper 	Harder edge grabs 	Decreased range for grabbing stage edges. 	0.75× edgegrab range 	0.6× 	0.45× 	+32 	Also decreases tether range.
Hard Braker Quick Stopper 	Improved braking ability 	Stop on a dime even when dashing. 	1.5× traction 	2.0× 	3.0× 	-5 	
Perfect-Shield Helper Perfect-Shield Whiz 	Easy perfect shield 	More easily nullify attacks when blocking at the last second. 	2.34× powershield window 	3.0× 	3.67× 	-40 	
Imperfect Shield 	No perfect shield 	Only get a normal shield no matter how good your timing is. 	0.0× powershield window 	0.0× 	0.0× 	+35 	
Shield Regenerator Speedy Shield Recharge 	Improved shield regeneration 	Recharge your shield more quickly. 	1.5× shield regen 	2.0× 	2.5× 	-21 	
Shield Degenerator Sluggish Shield Recharge	Weakened shield regeneration 	Recharge your shield more slowly. 	0.5× shield regen 	0.33× 	0.25× 	+22 	
Air Defender 	Improved air defense 	0.75× damage received when in midair. 	0.75× dmg taken 	0.68× 	0.6× 	-27 	
Air Piñata 	Weakened air defense 	1.2× damage received when in midair. 	1.2× dmg taken 	1.3× 	1.4× 	+38 	
Nimble Dodger 	Improved dodge ability 	Gives a little extra time to dodge an enemy attack. 	1.1× 	1.2× 	1.3× 	-22 	Increases the number of intangibility frames in a dodge.
Dodgy Dodger 	Weakened dodge ability 	Gives a bit less time to dodge an enemy attack. 	0.75× 	0.63× 	0.5× 	+33 	Reduces the number of intangibility frames in a dodge.
Smooth Lander 	Reduced landing impact 	Start moving again more quickly after landing. 	0.7× aerial landing lag, heavy landing lag 	0.6× 	0.5× 	-33 	
Crash Lander 	Increased landing impact 	After landing, take more time to start moving again. 	1.3× aerial landing lag2.0× heavy landing lag2.0× light landing lag 	1.5×2.5×3.0× 	1.7×3.0×4.0× 	+36 	
Quick Smasher 	Quick smash attacks 	Charge smash attacks faster when holding the attack button. 	2.0× smash charge speed 	2.5× 	3.0× 	-28 	
Hyper Smasher 	Hyper smash attacks 	Charge smash attacks for longer to get 1.3× power. 	0.65× smash charge speed1.3× smash charge dmg 	0.5×1.4× 	0.4×1.5× 	-29 	
Air Attacker Air Scrapper 	Improved air attacks 	1.15× attack power while airborne. 	1.15× 	1.25× 	1.35× 	-15 	
Air Pushover Air Tapper 	Weakened air attacks 	0.7× attack power while airborne. 	0.7× 	0.6× 	0.5× 	+35 	
Meteor Master 	Improved meteor effect 	1.5× power when using moves that launch opponents downward. 	1.5× meteor power 	1.6× 	1.7× 	-40 	
Desperate Attacker 	Improved attack in a crisis 	1.7× attack power for 20 seconds when damage reaches 100%. 	1.7× dmg dealt 	1.9× 	2.1× 	-27 	Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after the use of their Final Smash.Activates in Stamina Smash when the player's health falls below 20% of their max HP.
Desperate Defender 	Improved defense in a crisis 	Take 0.33× damage for 20 seconds when damage reaches 100%. 	0.33× dmg taken 	0.2× 	0.1× 	-18 	Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after the use of their Final Smash.Activates in Stamina Smash when the player's health falls below 20% of their max HP.
Desperate Speedster 	Improved speed in a crisis 	1.55× speed for 20 seconds when damage reaches 100%. 	1.55× ground mobility1.35× air mobility1.28× jump power 	1.68×1.43×1.34× 	1.8×1.53×1.4× 	-20 	Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after the use of their Final Smash.Activates in Stamina Smash when the player's health falls below 20% of their max HP.
Desperate Specialist 	Powered up in a crisis 	Slowly increase attack, defense, and speed for 20 seconds when damage reaches 100%. 	1.5× dmg dealt0.5× dmg taken1.4× ground mobility1.25× air mobility1.2× jump power 	1.65×0.33×1.5×1.3×1.27× 	1.8×0.25×1.6×1.35×1.34× 	-33 	Activates once per stock. However, this effect can activate again on the same stock for Bowser, Little Mac, Lucario, or Wario after their use of their Final Smash.Increase is set, and effect wears off completely when time is up.Activates in Stamina Smash when the player's health falls below 20% of their max HP.
Desperate Immortal 	Invincibility in a crisis 	Gain 7 seconds of invincibility when your damage reaches 100%. 	7 seconds 	8 	9 	-36 	Some Final Smashes, such as Blue Falcon, will ignore this bonus effect if it catches the user before they reach 100%.Activates in Stamina Smash when the player's health falls below 20% of their max HP.
Unharmed Attacker 	Improved attack at 0 damage 	1.5× attack power while damage is at 0%. 	1.5× dmg dealt 	1.75× 	2.0× 	-24 	
Unharmed Speedster 	Improved speed at 0 damage 	1.32× speed while damage is at 0%. 	1.32× ground mobility1.3× air mobility1.2× jump power 	1.43×1.37×1.27× 	1.55×1.42×1.34× 	-8 	
Unharmed Speed Demon Swift-Striker 	Improved attack/speed at 0% 	Attack and speed gradually increase while damage is at 0%. 	1.4× dmg dealt1.26× ground mobility1.2× air mobility1.18× jump power 	1.55×1.34×1.25×1.24× 	1.7×1.43×1.3×1.3× 	-26 	Increase is set, and effect wears off when not at 0%.
Trade-off Attacker 	Improved trade-off attack 	Start each life with 30% damage, but you have 1.15× attack power.(1.15× attack power from the start of the match...as well as 30% damage.)	1.15× dmg dealt30% initial damage 	1.25×40% 	1.35×50% 	-16 	The user glows red (Wii U only).
Trade-off Defender 	Improved trade-off defense 	Start each life with 30% damage, but take only 0.8× damage from attacks.(1.2× damage resistance from attacks...as well as 30% damage.) 	0.8× dmg taken30% initial damage 	0.7×50% 	0.6×70% 	-25 	The user glows blue (Wii U only).
Trade-off Speedster 	Improved trade-off speed 	Start each life with 30% damage, but you move 1.3× faster.(1.3× speed from the start of the match...as well as 30% damage.) 	1.3× ground mobility1.2× air mobility1.18× jump power30% initial damage 	1.4×1.24×1.22×40% 	1.5×1.28×1.26×50% 	-21 	The user glows green (Wii U only).
All-Around Trade-off 	Improved trade-off ability 	Start with 60% damage but slowly gain attack, defense, and speed. 	1.1× dmg dealt0.8× dmg taken1.28× ground mobility1.18× air mobility1.15× jump power60% initial damage	1.2×0.7×1.36×1.21×1.21×75% 	1.3×0.6×1.44×1.24×1.26×90% 	-27 	Increase appears to be set, not slowly gained.The user glows (Wii U only).
Moon Launcher 	Improved launch ability 	1.3× attack power when launching enemies upward. 	1.3× up-launch power 	1.4× 	1.5× 	-29 	Works between angles of 60º and 120º.
Vampire 	Lifesteal 	When directly striking an opponent, may recover health relative to damage inflicted. 	Heals 0.5× damage dealt 	0.65× 	0.8× 	-43 	Activates 50% of the time.Striking multiple targets with attacks allows multiple instances of healing. Doesn't activate from projectiles.
No-Flinch Smasher Solid Smasher 	No-flinch charged smashes 	You cannot be launched by standard attacks when charging a smash attack. 	1.33× damage taken while charging 	1.2× 	1.1× 	-30 	Grants armor while charging, although it appears to be limited, with strong enough attacks still able to launch the user.
Critical Hitter 	Critical-hit capability 	Attacks get a 20% chance of dealing extra damage. 	20% chance 	28% 	36% 	-58 	Critical hits do about 3× damage, with knockback compensated. Additional freeze frames are sustained by the target, but not the attacker. Interestingly, this effect also applies to attacks from Pokémon and assist trophies summoned by the user.
Insult to Injury 	Prone damage dealer 	1.4× damage when hitting a prone opponent. 	1.4× 	1.55× 	1.7× 	-25 	
First Striker 	First-strike advantage 	If you land the first strike of the battle, you will be invincible for 10 seconds. 	10 	12 	14 	-9 	The player must deal the first hit on a playable character to activate the bonus effect; it will not activate on enemies or bosses. (As Master Shadow is treated as a playable character, the effect will activate against it.)
Countdown Countdown Bonus 	Countdown bonus 	Greatly improved launch power for the last five seconds of a battle. 	2.65× launching distance 	3.15× 	3.65× 	-23 	The bearer will glow upon activation (3DS only).
Speed Crasher 	Crash run 	Do damage to an opponent if you crash into them while dashing. 	1–7% range 	2-12% 	3-17% 	-27 	Damage dealt based on duration of dash.
Shield Exploder Perfect Shield Blast 	Explosive perfect shield 	Shield against an attack with perfect timing to create an explosion. 	15% explosion damage 	20% 	25% 	-30 	
Shield Healer Healing Shield 	Health-restoring shield 	Recover health when shielding relative to the power of received attacks. 	Heals for 0.3× the damage of blocked attacks0.7× shield regen 	0.4×0.7× 	0.5×0.7× 	-33 	Activates even if the incoming attack breaks the shield.Unlike Vampire, all incoming attacks will trigger heal. Doesn't activate from projectiles.
Shield Reflector Shield Counter 	Mirror shield 	When shielding, reflect some damage back at your attackers. 	Reflects 0.3× the damage of blocked attacks0.8× shield regen 	0.4×0.8× 	0.5×0.8× 	-15 	Only reflects damage from fighters' melee attacks. Activates even if the incoming attack breaks the shield.
Escape Artist 	Improved escapability 	Escape more easily from being grabbed, stunned, etc. 	0.5× status dur. 	0.33× 	0.25× 	-18 	
Item Hurler 	Stronger item throws 	1.5× attack power to thrown items. 	1.5× 	1.65× 	1.8× 	-40 	
Item Lobber Item-Fumbler 	Weakened item throws 	0.7× attack power to thrown items. 	0.7× 	0.5× 	0.3× 	+21 	
Item Hitter Walloper 	Battering item boost 	1.5× attack power to battering items. 	1.5× 	1.65× 	1.8× 	-35 	
Item Pitcher Pitcher 	Throwing item boost 	Item-throwing range increased. 	1.28× 	1.5× 	1.72× 	-15 	
Item Shooter Shooter 	Projectile item boost 	1.5× attack power and ammo for items that fire projectiles. 	1.5× item dmg dealt1.5× item ammo 	1.65×1.8× 	1.8×2.0× 	-33 	
Quick Batter Fast Bat Smasher 	Quicker bat swing 	Faster smash attacks when using the Home-Run Bat. 	0.7× bat speed 	0.6× 	0.5× 	-26 	Only works for the Home-Run Bat item (Ness's side-smash bat is out of effect).
Star Rod 	Star Rod equipped 	Start battles with a Star Rod. Wave it to fire star-shaped projectiles. 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-12 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Lip's Stick 	Lip's Stick equipped 	Start battles with a Lip's Stick. Hit an opponent to plant a damaging flower. 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-11 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Super Scope 	Super Scope equipped 	Start battles with a Super Scope. Attack with charge shots or rapid fire! 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-14 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Ray Gun 	Ray Gun equipped 	Start battles with a Ray Gun. Blast your foes with lasers! 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-14 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Fire Flower 	Fire Flower equipped 	Start battles with a Fire Flower. Roast your enemies! 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-6 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Beam Sword 	Beam Sword equipped 	Start battles with a Beam Sword. The stronger the attack, the longer the reach. 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-12 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Home-Run Bat 	Home-Run Bat equipped 	Start battles with a Home-Run Bat. Use smash attacks and aim for the stands! 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-22 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Bob-omb 	Bob-omb equipped 	Start battles with a Bob-omb. Just don't hold on to it for too long... 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-12 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Mr. Saturn 	Mr. Saturn equipped 	Start matches with Mr. Saturn. He does huge damage to fighters' shields. 	Provides item on first stock only. 	Provides item on first and second stocks. 	Provides item on first 3 stocks. 	-4 	Items are obtained in order of equipment set from top to bottom. Doesn't work in regular Smash if the item is turned off. Also doesn't work in event matches, as they don't allow outside items.
Food Lover Mega Metaboliser 	Increased healing from food 	1.5× damage healed when eating food. 	1.5× healing 	1.75× 	2.0× 	-17 	
Picky Eater Meagre Metaboliser 	Decreased healing from food 	0.7× damage healed when eating food. 	0.7× healing 	0.5× 	0.3× 	+7 	
Crouch Healer 	Heal while crouching 	Slowly heal damage while crouching. 	2.5%/1.5s 	3.5%/1.5s 	5%/1.5s 	-30 	Crouch must be uninterrupted for the entire 1.5 seconds to receive any healing.
Caloric Attacker Post-Snack Attacker 	Improved attack after eating 	1.4× attack power for 15 seconds after eating food. 	1.4× dmg dealt 	1.5× 	1.6× 	-26 	
Caloric Speedster Post-Snack Speedster 	Improved speed after eating 	1.38× speed for 15 seconds after eating food. 	1.36× ground mobility1.3× air mobility1.21× jump power 	1.47×1.37×1.26× 	1.58×1.42×1.32× 	-16 	
Caloric Defender Post-Snack Defender 	Improved defense after eating 	0.5× damage received for 15 seconds after eating food. 	0.5× dmg taken 	0.4× 	0.3× 	-16 	
Caloric Powerhouse Post-Snack Powerhouse 	Power up after eating 	Attack, defense, and speed rise gradually for 15 seconds after eating food. 	1.3× dmg dealt0.65× dmg taken1.3× ground mobility1.2× air mobility1.15× jump power 	1.4×0.52×1.4×1.25×1.2× 	1.5×0.4×1.5×1.3×1.25× 	-27 	The increase is set, not gradual.User glows white (Wii U only).
KO Healer 	KOs heal damage 	Recover damage when you KO an enemy. 	15% per KO 	20% 	25% 	-22 	
Caloric Immortal Post-Snack Invincibility 	Invincibility after eating 	Become invincible for 5 seconds after eating food. 	5 seconds 	5.5 	6 	-32 	
Auto-Healer 	Auto-heal capability 	Heal damage gradually over time. 	2%/3s 	3%/3s 	4%/3s 	-42 	
Smash Ball Attractor 	Smash ball gravitation 	Automatically draw Smash Balls to you. 	Always moves toward the bearer.Revolves around bearer when caught up. 	Chases bearer with more speed.Revolves around bearer more closely.Less knockback when struck by bearer.	Chases bearer with great speed and little curvature in its path.Attaches to bearer's body when caught up.Much less knockback when struck by bearer.	-16 	The Smash Ball will move between multiple players that have at least one of this effect active.
Pity Final Smasher 	Respawn Final Smash 	If you're losing badly, you have a higher chance of respawning with a Final Smash ready. 	50% chance 	60% 	70% 	-5 	Activates upon the same conditions as a Pity Final Smash (being 5 points behind the leader). Does not trigger if the player is a CPU, in 2-player matches or if the user SDs, and only triggers once per player per game.
Smash Ball Clinger Smash Ball Hog 	Smash Ball retention 	When glowing with your Final Smash, resist losing it when attacked. 	0.5× Smash Ball drop chance 	0.3× 	0.1× 	-6 	
Super Final Smasher Smash Ball Power 	Powered up Final Smash 	Attack, defense, and speed rise gradually while you have the Final Smash glow. 	1.5× dmg dealt0.5× dmg taken1.3× ground mobility1.25× air mobility1.2× jump power 	1.65×0.33×1.45×1.3×1.27× 	1.8×0.25×1.6×1.35×1.34× 	-20 	
Final Smash Healer Healing Smash Ball 	Healing Final Smash 	Heal damage gradually while you have the Final Smash glow. 	6%/2s 	9%/2s 	12%/2s 	-16 	
Double Final Smasher 	Chance of double Final Smash 	After using a Final Smash, you have a 20% chance of being able to use it again. 	20% chance 	30% 	40% 	-23 	If a character somehow manages to die when attempting a Final Smash, the equipment will still activate.
Sudden Death Gambler 	Chance of lucky Sudden Death 	Get a 50% chance of going into Sudden Death with only 100% damage. 	50% chance 	70% 	90% 	-16 	
Safe Respawner 	Extended respawn invincibility	Invincibility will last three times as long after being KO'd. 	3.0× respawn invincibility 	4.0× 	5.0× 	-28 	
Risky Respawner 	No respawn invincibility 	Get no invincibility after being KO'd. 	0.0× respawn invincibility 	0.0× 	0.0× 	+33 	
==Equipment stats==
All equipment is randomly generated; two Brawn Badges or two Sprinter Boots can have completely different positive and negative effect values. The following rules are known to govern how equpiment is generated:
*The positive value can be any value from 10 to 90. The negative value is between 50% and 70% of the positive one. For example, a positive value of 35 can have a negative value from 17 to 24.
*The rarity title is based on the positive value: common is 10 to 30, uncommon is 31 to 60, and rare is 61 to 90.
*Equipment with a positive bonus effect have a lower positive value, while equipment with a negative bonus effect have a lower negative value. The strength of the modification is listed in the bonus table above, with negative numbers representing positive bonus effects.
*After the preceding calculations, neither equipment stats can have values between 5 and −5.
*Badges (Brawn, Protection, and Agility) have their stats multiplied by 0.72, compensating for how any character can equip them.
*Both the positive and negative stats are rounded down, if necessary.
Equipment Rarity	Positive value	Negative value	Sell Price
Common 	10 – 30 	5 – 21 	2 – 12
Uncommon 	31 – 60 	15 – 42 	17 – 56
Rare 	61 – 90 	30 – 63 	51 – 102+
The sell price of equipment is also based on the strength of its values and bonus effect, with the formula being (1.0p - 0.6n + 1.1pb - 0.4nb) * t:
*p and n are the positive and negative values, taken after the badge modification.
*pb and nb are the absolute value of the modifiers for positive and negative bonus effects; they are 0 if not applicable.
*t is a scaling value based on the power of the positive value before any modification:
Positive value	Price scaling
10 – 20 	0.36
21 – 30 	0.58
31 – 40 	0.97
41 – 50 	1.22
51 – 60 	1.35
61 – 70 	1.44
71 – 85 	1.71
86 – 90 	?.??
==Equipment milestones==
There are various milestones regarding equipment in the game. The player can get a milestone for every 100 different equipment items they have, up to one thousand; and, starting at 30, the player can get a milestone for every 10 different unique bonus effects for equipment they find, including one for finding all 93.
==Trivia==
*Risky Respawner and Imperfect Shield are the only effects that do not intensify if stacked, thus making them more convenient for boosting stats.
*When someone uses their Final Smash, their equipment is temporarily disabled. This is easy to notice with high attack or Auto-Heal. However, if the victim has lower defense, they will take more damage than usual.
**This can lead to some unique oddities, such as a souped-up Bowser transforming into a significantly weaker Giga Bowser.
*Should a game's save file be hacked to insert a piece of equipment with positive and negative values of 0, the game will delete it.
*It is possible to have 2 identical pieces of equipment with the same stats, and name, but sell for 2 different prices.
**This is only noticeable with the Brawn Badge, Protection Badge, and Agility Badge, however, due to the 0.72× multiplier that the badge equipment uses.
***For an example, a Super Brawn Badge that has +36 attack can either have a 1.22× price scale, or a 1.35× price scale; 50 and 51 are both rounded down to 36 after the 0.72× multiplier is applied.
*After selling equipment, if the player quits without saving the changes to the character, they get the equipment back. However, if the player were to feed equipment to an amiibo, and then exit without saving to the amiibo, that equipment will disappear anyway. The only way to get it back is to quit the game without letting the game save.
*The name of the Dash Mushroom is based on the speed-boosting Mushrooms of the Mario Kart series, though the name previously only existed in the PAL translation of Mario Kart 7, meaning it appears to be a new name to NTSC players.
*The names of the Pokémon-exclusive equipment reference s in the Pokémon games that would boost a Pokémon's stat.
**The uncommon and rare variations may be based on the Wonder Launcher items in Pokémon Black and White and Pokémon Black 2 and White 2, which can boost a Pokémon's stats by three or six stages at once rather than one.
**The icons for these types of equipment are identical to Pokémon's pre-Brawl series symbol.
*The Arm Cannon, Beam Whip, Blaster, Zapper, Booster and Space Suit all share the same rarity titles.
*Turbo Boost's icon is a reference to the patch from .
*The rarity titles for the Gloves may be a reference to the infamous peripheral.
*The Legendary Bat equipment shares the same name of one of the Bats that Ness can use in EarthBound.
*Oddly, when organizing the equipment alphabetically, Super Suit will come before Super Final Smasher equipment. It also happens with Hyper Suit and Hyper Smasher equipment.
*Charizard is the only character to be able to use two types of specialized (i.e. non-badge) equipment within the same category, having both access to X Attack and Fake Nails in the attack category. This also makes it the only Pokémon character that can use something other than badges and the Pokémon equipment.
* and are the only clones (counting semi-clones) not to share all 3 types of equipment with their respective parent clones.
**Conversely, , and the characters are the only non-clones to share all equipment types with at least one other character.
*Mr. Game & Watch is the only character not to share any non-badge equipment with any other character.
*There is an interesting glitch when is equipped with Double Final Smasher equipment. If he fails Dedede Burst, he gains the Final Smash glow as soon as his fail animation ends, but the glow disappears almost immediately after, so he cannot use his Final Smash again.
*Corrin is assigned Shoes despite being barefoot.
Category:Gameplay