Spirit

Spirits (, Spirit) are a type of power-up and collectible in Super Smash Bros. Ultimate. They are featured prominently in Adventure Mode: World of Light, which depicts them as characters from various video game series who lost their bodies in Galeem's attack and were reduced to disembodied souls.
Spirits effectively replace trophies from earlier Smash installments as the game's main collectible. Gameplay-wise, most spirits can be equipped to fighters to enhance their stats and/or provide positive effects. Thus, they are also similar to stickers in Super Smash Bros. Brawl and equipment in Super Smash Bros. 4.
A total of 1528 spirits can be obtained in game, all sorted into 42 series.
==Collecting spirits==
There are many ways to collect spirits:
*The player always receives a random primary advanced-class spirit that has 1 or 2 slots when opening up the game for the first time.
**The obtained spirit can not be an enhanceable, summonable, or paid DLC spirit. It also cannot be a spirit that is obtained through a Challenge or is exclusive to World of Light.
*Completing will reward random spirits, as well as a fighter spirit of the character played if it has not already been obtained yet. More spirits are earned on higher intensities.
*Adventure Mode: World of Light features players navigating through a map to engage in Spirit Battles. Winning each battle awards the corresponding spirit. Also scattered throughout the map are chests that contain spirits. All master spirits (with one exception noted below) and spirits of in-game bosses can only be obtained in World of Light.
*The Spirit Board also features Spirit Battles like in World of Light but after clearing a battle, players must play a minigame where they must shoot the puppet fighter without hitting its shield to obtain it. Some spirits can only be obtained through this method.
*Some primary spirits can be enhanced into new, stronger spirits upon reaching level 99. There are numerous spirits that can only be collected this way.
*Spirits can be summoned from the cores of other spirits obtained. Some spirits can only be obtained through summoning. Certain spirits will be added to the Spirit Board rotation after they are summoned for the first time.
*Certain spirits are obtained through challenges. Some of these spirits may also appear on the Spirit Board once their challenges are completed.
*Spirits can be purchased through the Shop with . These include fighter spirits and spirits otherwise exclusive to , even if the player has not purchased the corresponding Challenger Pack(s).
*Can be purchased through spirit shops with SP. Certain spirits are exclusive to these shops. Their respective master spirits must be unlocked in World of Light in order to access them.
*Scanning a non-Fighter amiibo for a character that appears as a spirit will award that spirit to the player. This also applies to Timmy & Tommy, a master spirit - scanning them before their shop is opened in World of Light will unlock it in the Collection menu, though they still must be defeated to access their store within World of Light's menus.
*Purchasing a Challenger Pack (either individually or as part of a Fighters Pass) will unlock a corresponding exclusive DLC Spirit Board. Unlike the regular Spirit Board, spirits featured here do not expire after time, nor vanish if the player loses their Spirit Battle, and winning a Spirit Battle rewards the player with the spirit immediately instead of having to free the spirit first.
*Having save data of certain other games will unlock a spirit from said game.
==Spirit classes==
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==
===Primary spirits===
Characters can have a single primary spirit equipped at a time. Primary spirits have two main stats: an attack rating and a defense rating, which are added together to form its total power. Primary spirits may also have a trait, which applies an additional multiplier to their power, as well as up to three slots for support spirits to be attached, which apply their own multipliers. Generally, a primary spirit that lacks slots will be compensated with higher stats. If a primary spirit is from the same series as the character equipping it, its stats are increased by 1.1x (10%), resulting in more damage dealt and less damage received. Even though this series bonus can increase stats above 10,000, the stats used for attack and defense multipliers are capped at 10,000.
Primary spirits' attack and defense stats modify how much damage is dealt and received by the character, but do not directly affect knockback dealt, and are not factored into the knockback formula. For both stats, a value of 0 results in no change from base damage.
Some primary spirits can be enhanced at level 99, which transforms them into a different primary spirit with a higher class, more powerful stats, and an additional trait. Furthermore, enhanced spirits tend to have higher stats than non-enhanced spirits of the same class.
Primary spirits also have strengths based on their type, and grant a 1.3x increase in damage dealt to spirits that their type is strong against. However, they will also impose a weakness of 0.85x damage dealt to the type of spirit that they are weak against.https://gaming.stackexchange.com/questions/344041/what-does-a-spirit-primary-type-advantage-do 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.
====Attack====
*The damage dealt multiplier is equal to 1 + (attack×4/10000). Therefore, an attack of 2,500 results in double damage, 5,000 is triple damage, and so on.
**When using a Final Smash the damage dealt multiplier is 1 + (attack×1/10000).
**When using an item the damage dealt multiplier is 1 + (attack×1.5/10000). When throwing a non-throwing item (e.g. a Beam Sword or Super Scope), the damage dealt multiplier is applied to the item's base damage before being affected by its speed.
**Smash attack charging speed is multiplied by 1/(1 + (attack×4/10000)). An attack of 2,500 will make smash attacks charge in 30 frames, 5,000 is 20 frames, etc.
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====
*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.
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===
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===
Fighter spirits are based on an existing playable character in the game, do not have classes and types, and also cannot be equipped. Rather, they simply exist to allow the players to view their artwork. They are earned by completing with the indicated fighter,https://www.youtube.com/watch?v=4PRS0UHXJt4 Super Smash Bros. SPECIAL Demonstration Play Video by purchasing them when they appear randomly in the shop, or through completing some challenges. With some exceptions, the fighter spirits generally use the fighter's artwork from their franchise of origin, with the option to swap to their Ultimate render. Characters with significant alternate costumes, such as in his Advent Children outfit or in his Builder and Wedding attires, or those who are changed into different individuals, such as Male , each of the Koopalings, and the four es, will have fighter spirits based on them as well, all of which must be purchased in the Shop after completing Classic Mode with the respective character, as completing Classic Mode only awards the fighter spirit for the fighter's primary appearance. This notably does not include in her winter outfit, 's Hero of the Wild set, the Zombie and Enderman costumes for or 's coatless costume.
===Master spirits===
Master spirits are a type of spirit that cannot be equipped. Once unlocked, master spirits run facilities that can be used. These facilities include Shopping (which sell spirits, items, and Skill Spheres), Gym (which levels up spirits; there is only one), Explore (which bring back rewards), and Dojo (which teach styles to spirits). Master spirits have dialogue boxes, though certain spirits (such as Kraid) communicate unintelligibly and therefore have provided translations. Master spirits are all considered Neutral types when used by puppet fighters in Spirit Battles.
==Spirit Battles==
Most spirits can be obtained via Spirit Battles, which appear similar to the thematic missions seen in Event Matches and s Special Orders. Battles can randomly appear on the Spirit Board and/or be accessible in World of Light. Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a team battle with team attack turned off, or a horde battle similar to the ones seen in . Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. The battle is won when the victory conditions are met, such as defeating all opponents or surviving for long enough.
Before each Spirit Battle, the two sides' strengths will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's. The player's strength is dictated by the spirit team the player has the option to use. This team can include one primary spirit and 0 to 3 support spirits depending on the number of slots the primary spirit possesses and the number of slots each support spirit fills. The player can manually choose the spirits for a team, or they can press they Y button for the game to automatically create what it calculates to be the most optimal spirit team for the specific battle. Factors for spirit selection include the rules and strength of the spirit battle, the fighter the player uses, the amount of slots the primary spirit possesses, and the abilities of each spirit, all while creating the minimum strength team possible. The player can also use no spirits if they wish.
There are Support Items one can earn or purchase to make the spirit obtaining process easier. Examples include slow Final Smash Meter Charging, draining the health of opponents, making minions weaker, disabling items, and dealing a collective 50% damage split among all enemies.
One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to character customization from Super Smash Bros. 4. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.
===Spirit shield===
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==
When used in a battle, primary spirits will gain experience regardless of its outcome. A sufficient amount of experience will allow the spirit to level up, which increases its stats. Some spirits can also be enhanced upon reaching level 99; this causes the spirit to change to a new spirit, which will be at level 1 but compensate with a higher class and superior base stats. Additionally, spirits available via enhancement typically cannot be found in Spirit Battles. 
Spirits can also level up by using Snacks or Cores on them in exchange for Spirit Points. Using a Core of the same type as the spirit will give 30% more experience at no extra cost. Using a Core of a DLC spirit will only give 25% of the experience of a similar non-DLC spirit Core.
===Facilities===
Spirits can level up by training in the gym, learn a style that alters their stats in the dojo or hunt for treasure. Spirits must remain in a facility for an extended period of time to gain its benefits and cannot be used while deployed in a facility, but they can be recalled at any time; however, a spirit recalled from a facility must wait a short time before being sent to a different facility. All facilities must be unlocked by defeating their corresponding master spirits in World of Light before they can be used. 
When selecting spirits to use a facility, some of them may have arrows displayed on them. These spirits will be more or less efficient at whatever they were assigned to do, depending on the way the arrow points. All unlocked facilities can be accessed at any time from the Adventure Mode's pause menu, or from the Collection subpage at the Spirits menu.
====Gym====
The Gym will level up spirits as long as they remain assigned there. It is operated by Doc Louis.
====Dojo====
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.
 	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 	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.2
*Damage resistance ×0.8	
* ×1.2
* ×0.8
Land 	Cap'n Cuttlefish 	
*Standard Attacks, Grounded Specials, Throws, Pummels ×1.2
*Aerials, Aerial Specials ×0.3
*Ground & Item Mobility ×1.2
*Jump ×0.8
*Air Mobility ×0.85
*Wall & Ledge Jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8	
* ×1.2
* ×0.8
Air 	Peppy Hare 	
*Standard Attacks, Grounded Specials, Throws, Pummels ×0.3
*Aerials, Aerial Specials ×1.2
*Ground & Item Mobility ×0.8
*Jump, Wall jump, Ledge jump ×1.2
*Midair Jump Speed & Additional Speed ×1.2
*Air Mobility ×1.3	
* +100
Brick-Wall 	Copper & Booker 	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.5
*Damage resistance ×1.3	
* ×0.8
* ×1.2
Boulder 	Darunia 	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.7
*Damage resistance ×1.1
*Ground & Item Mobility ×1.2
*Jump, Wall jump, Ledge jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8
*Air Mobility ×1.1	
* +100
Big-Bee 	Honey Queen 	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×1.15
*Ground & Item Mobility ×0.7
*Jump, Wall jump, Ledge jump ×1.2
*Midair Jump Speed & Additional Speed ×1.2
*Air Mobility ×1.1
*Weight ×1.2	
* +100
Runner 	Dr. Stewart 	
*
*Initial dash ×1.3
*Jump ×0.6
*Air Mobility ×1.2
*Midair Jump Speed & Additional Speed ×0.7
*Wall & Ledge Jump ×0.7	
* +100
Gravity 	Gravity Man 	
*Ground & Item Mobility ×0.5
*Jump ×1.5
*Fall & Fastfall Speed ×0.8
*Air Mobility ×0.9
*Midair Jump Speed & Additional Speed ×1.3
*Wall & Ledge Jump ×1.3	
* ×1.4
* ×0.6
Tank 	Kraid 	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×1.1
*Damage resistance ×1.2
*Ground & Item Mobility ×0.8
*Jump, Wall jump, Ledge jump ×0.8
*Midair Jump Speed & Additional Speed ×0.8
*Air Mobility ×0.9	
* ×0.6
* ×1.4
Lightweight	Wii Balance Board	
*Standard Attacks, Aerials, Specials, Throws, Pummels ×0.6
*Damage resistance ×0.85
*Ground Mobility ×1.4
*Additional Acceleration ×0.8
*Jump, Wall jump, Ledge jump ×1.4
*Midair Jump Speed & Additional Speed ×1.4
*Air Mobility ×1.3
*Weight ×0.8	
* +100
Strategist 	Riki 	
*Standard Attacks, Aerials, Throws, Pummels, Items ×0.7
*Specials ×1.2 	
* +100
Equipment 	Dyntos 	
*Standard Attacks, Aerials, Specials ×0.6
*Item Attack ×1.2
*Healing Amount ×1.2
*Assist Trophy Attack ×1.1
*Transformation & Equipment Duration ×1.2	
* ×1.1
* +100
Overthrow 	Zangief 	
*Standard Attacks, Aerials, Specials, Items ×0.6
*Throws/Pummels ×1.5
*Grab Radius ×1.5	
* ×1.1
* +100
Ninja 	Kat & Ana 	
*Standard Attacks, Aerials, Specials ×0.5
*Throws/Pummels ×1.3
*Damage resistance ×0.8
*Ground & Item Mobility ×1.6
*Jump, Wall jump, Ledge jump ×1.1
*Midair Jump Speed & Additional Speed ×1.2
*Fall & Fastfall Speed ×1.3
*Item Attack ×1.2
*Weight ×0.65
*Gravity ×1.6	
* +100
Forgetful 	Slowpoke 	Makes a spirit forget its current Style and removes any stat changes imposed by it.	
====Explore====
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.
*Ruins, operated by Toadette. Takes 2 hours to complete, and mainly awards SP.
*Cave, operated by Charlie. Takes 6 hours to complete, and mainly awards Support Items for the Spirit Board. 
*Jungle, operated by Linebeck. Takes 10 hours to complete, and mainly awards snacks.
===Shopping===
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===
Spirits can also be dismissed; while this removes the spirit, the core a dismissed spirit leaves behind can be used to create a new spirit when combined with other cores or level up other spirits. Some spirits can only be found by summoning them with specific cores. 
Spirits can also power up Figure Players but will be permanently consumed. The Figure Player will gain any abilities the spirit used to power it up may have possessed and will be considered the same type as that spirit. 
Players can only hold up to 6,000 primary and support spirits combined. Should they go over the limit, they'll have to choose whether to discard newly-acquired spirits or dismiss them.
==Spirit effects==
All support spirits and enhanced primary spirits come with a skill that augments the fighter they are applied to. Unenhanced primary spirits come with traits, modifiers which may be beneficial or detrimental. The effects of these are listed below. Effects in a shaded cell are not possible to obtain (such as a 3x effect of a 2 slot skill, requiring an impossible 6 slots), although they still exist in the game's code. Effects in bold are possible, but only when paired with Adventure Skills.
Each skill or trait will increase the primary spirit's team power by a set multiplier. This does not affect the Spirit's stats, but instead affects rewards based on relative power. Note that detrimental traits will still increase the power rather than lowering it.
Fighters receive an aura of a specific color if they receive a certain boost; red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.
Skills and traits that affect a kind of attack (e.g. smashes, tilts, specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and Weapon (type) is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using skills or traits that affect types/effects or investing in another stat such as defense or speed. (Note: values in the tables below are without reductions. will note values found in practice when applicable).
\mbox{final mult}=
\begin{cases} 
m, & \mbox{if }m \le 1.3 \\
m*0.5+0.65, & \mbox{if }1.3 < m \le 1.5 \\
m*0.2+1.2, & \mbox{if }m > 1.5
\end{cases}
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===
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	TeamPower	Effect 	Effect	Effect	Effect 	Notes
Skill 	Description 	Rank	Cost	TeamPower	1x 	2x 	3x 	4x 	Notes
Fist Attack ↑ 	Slightly increases the power of punches and elbow strikes. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Foot Attack ↑ 	Slightly increases the power of kicks and knee strikes. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Physical Attack ↑ 	Slightly increases the power of punches, kicks, and bites. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Air Attack ↑ 	Slightly increases the power of items and attacks used in the air. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Strong Throw 	Slightly increases the power of grabbing and throwing attacks. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Weapon Attack ↑ 	Slightly increases the power of swords, whips, hammers, etc. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3x 	
Shooting Attack ↑ 	Slightly increases the power of projectile weapons such as bows or guns. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Dash Attack ↑ 	Increases tackle and dash attack power, and slightly increases move speed.	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Dash Attack ↑ 	Increases tackle and dash attack power, and slightly increases move speed.	2 	1 	1.06× 	1.2× Initial dash speed 	1.4× 	1.6× 	1.8× 	
Dash Attack ↑ 	Increases tackle and dash attack power, and slightly increases move speed.	2 	1 	1.06× 	1.1× Max run speed, run accel., run additional accel.	1.2× 	1.3× 	1.4× 	
Hyper Smash Attacks 	Increases attack power and smash-attack charge speed. 	4 	1 	1.10× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Hyper Smash Attacks 	Increases attack power and smash-attack charge speed. 	4 	1 	1.10× 	1.2× Charge speed 	1.35× 	1.5× 	1.6× 	
Neutral Special ↑ 	Slightly increases the power of neutral special moves. 	3 	1 	1.08× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Side Special ↑ 	Slightly increases the power of side special moves. 	3 	1 	1.08× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Up Special ↑ 	Slightly increases the power of up special moves. 	3 	1 	1.08× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Down Special ↑ 	Slightly increases the power of down special moves. 	3 	1 	1.08× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Special-Move Power ↑ 	Slightly increases the power of all special moves. 	4 	1 	1.10× 	1.05× Damage dealt 	1.13× 	1.17× 	1.2× 	
Aura Attack ↑ 	Slightly increases the power of 's attacks. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	Also applies to 's Holy Water
Magic Attack ↑ 	Slightly increases the power of attacks, such as 's and 's spells. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
PSI Attack ↑ 	Slightly increases the power of 's and 's PSI attacks. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Fire & Explosion Attack ↑	Slightly increases the power of explosion and fire attacks. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	Also applies to darkness attacks
Water & Ice Attack ↑ 	Slightly increases the power of and ice attacks. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Electric Attack ↑ 	Slightly increases the power of electricity attacks. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Energy-Shot Attack ↑ 	Slightly increases the power of energy attacks, such as 's Blaster. 	1 	1 	1.04× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Toss & Meteor 	Increases upward and downward launch power. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	Angles 60-120 and 241-300
Shield Damage ↑ 	Increases the damage dealt to enemy shields. 	3 	1 	1.08× 	1.3× Damage dealt 	1.45× 	1.55× 	1.6× 	
Giant Killer 	Increases the damage dealt to giant opponents. 	4 	1 	1.10× 	1.4× Damage dealt 	1.45× 	1.5× 	1.55× 	
Metal Killer 	Increases the damage dealt to metal opponents. 	4 	1 	1.10× 	1.4× Damage dealt 	1.45× 	1.5× 	1.55× 	
Assist Killer 	Increases the damage dealt to Assist Trophies. 	4 	1 	1.10× 	1.3× Damage dealt 	1.4× 	1.5× 	1.55× 	
Critical Hit ↑ 	Grants a 5% chance to land a devastating critical hit. 	3 	1 	1.08× 	5% chance 	10% 	15% 	20% 	Critical hits deals 1.2× damage Similar to the 1v1 multiplier, the extra damage doesn't affect knockback or shields
Impact Run 	Damages enemies when dashing into them. 	1 	1 	1.04× 	3 - 5 damage 	6 - 10	9 - 15	12 - 20	Scales linearly over 30 frames starting after the initial dash Damage is not increased by the player's attack stat, however it is decreased by the opponent's defense stat Does not stale
===Defense skills===
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	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank	Cost	TeamPower	1x 	2x 	3x 	4x 	Notes
Shield Durability ↑ 	Increases shield strength. 	3 	1 	1.08× 	1.4× Shield health 	1.7× 	1.9× 	2.0× 	
Shield Durability ↑ 	Increases shield strength. 	3 	1 	1.08× 	1.5× Shield recovery 	1.5× Shield recovery 	1.5× Shield recovery 	1.5× Shield recovery 	
Easier Perfect Shield 	Widens the window for performing a perfect shield. 	3 	1 	1.08× 	1.4× Frames extra 	1.6× 	1.8× 	2.0× 	
Perfect-Shield Reflect 	Reflects incoming projectiles when you perform a perfect shield. 	2 	1 	1.06× 	1.2× Reflected projectile	1.2× Reflected projectile	1.2× Reflected projectile	1.2× Reflected projectile	
Air Defense ↑ 	Slightly reduces the damage taken from air attacks. 	2 	1 	1.06× 	1.3× Defense 	1.38× 	1.46× 	1.5× 	The description is slightly misleading. The player gets resistance while in the air, not resistance to aerial attacks like it suggests.
Weapon Resist ↑ 	Decreases damage taken from melee weapons like swords and whips. 	2 	2 	1.11× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
Aura Resist ↑ 	Slightly reduces damage taken from 's attacks. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	Also applies to 's Holy Water
Magic Resist ↑ 	Slightly reduces damage taken from attacks, such as 's and 's spells. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
PSI Resist ↑ 	Slightly reduces damage taken from 's and 's PSI attacks. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
Fire/Explosion Resist ↑ 	Slightly reduces damage taken from explosion and fire attacks. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	Also applies to darkness attacks
Water/Freezing Resist ↑ 	Slightly reduces damage taken from attacks. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
Electric Resist ↑ 	Slightly reduces damage taken from electricity attacks. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
Energy-Shot Resist ↑ 	Slightly reduces damage taken from energy attacks, such as 's Blaster. 	1 	1 	1.04× 	0.6× Damage received 	0.55× 	0.5× 	0.5× 	
Slow Super Armor 	Makes it more difficult to flinch or be launched, but move speed decreases.	3 	2 	1.13× 	132 KB limit 	132 KB limit 	132 KB limit 	132 KB limit 	Full knockback is taken when the limit is surpassed
Slow Super Armor 	Makes it more difficult to flinch or be launched, but move speed decreases.	3 	2 	1.13× 	0.3× Ground mobility 	0.4× 	0.5× 	0.6× 	Full knockback is taken when the limit is surpassed
Slow Super Armor 	Makes it more difficult to flinch or be launched, but move speed decreases.	3 	2 	1.13× 	0.5× Max air speed 	0.6× 	0.7× 	0.85× 	Full knockback is taken when the limit is surpassed
Slow Super Armor 	Makes it more difficult to flinch or be launched, but move speed decreases.	3 	2 	1.13× 	0.5× Jump stats 	0.6× 	0.7× 	0.85× 	Full knockback is taken when the limit is surpassed
Super Armor 	Makes it more difficult to flinch or be launched. 	4 	3 	1.20× 	132 KB limit 	132 KB limit 	132 KB limit 	132 KB limit 	Full knockback is taken when the limit is surpassed
Unflinching Charged Smashes	Gain super armor while charging smash attacks. 	3 	2 	1.13× 	130 KB limit 	150 	170 	180 	Full knockback is taken when the limit is surpassed. Does not affect 's up or down smashes.
Unflinching Charged Smashes	Gain super armor while charging smash attacks. 	3 	2 	1.13× 	0.9× Damage received 	0.9× Damage received 	0.9× Damage received 	0.9× Damage received 	Full knockback is taken when the limit is surpassed. Does not affect 's up or down smashes.
===Recovery skills===
Abilities that allow health recovery mid-battle. Recovery skill spirits are indicated by a vial with a medical cross.
Skill 	Description 	Rank	Cost 	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank	Cost 	TeamPower	1x 	2x 	3x 	4x 	Notes
Autoheal 	Recover a small amount of health every five seconds. 	3 	2 	1.13× 	3 Damage recovered 	5 	7 	9 	
Great Autoheal Found only on the Celebi spirit 	Recovers some health automatically every five seconds. 	4 	3 	1.20× 	5 Damage recovered 	5 Damage recovered 	5 Damage recovered 	5 Damage recovered 	
Healing Shield 	Recovers health when enemy attacks are shielded. 	4 	2 	1.15× 	Heals damage blocked ×0.15	Heals damage blocked ×0.15	Heals damage blocked ×0.15	Heals damage blocked ×0.15	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 ↑ ↑ Found only on the Sothis spirit	Recovers a ton of health when a certain amount of damage is taken. 	4 	3 	1.20× 	100 Damage healed 	 	 	 	Activates once per match when above 100% damage or below 20% health in Stamina.
Lifesteal 	Steals opponents' life force when you strike. 	N/A 	3Only found on the Nightmare and Skull Kid & Majora's Mask enhanced primary spirits	1.15× 	Heals damage×0.03 	Heals damage×0.03 	Heals damage×0.03 	Heals damage×0.03 	Does not activate with projectiles.
===Mobility skills===
Abilities that increase ground and aerial mobility. Mobility skill spirits are indicated by a shoe.
Skill 	Description 	Rank	Cost	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank	Cost	TeamPower	1x 	2x 	3x 	4x 	Notes
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× 	
Lightweight 	Greatly increases jump and move speed, but become easier to launch. 	1 	1 	1.04× 	1.3× Ground mobility & max air speed 	1.6× 	1.9× 	2.2× 	
Lightweight 	Greatly increases jump and move speed, but become easier to launch. 	1 	1 	1.04× 	1.3× Ground & Short-hop jump 	1.6× 	1.9× 	2.2× 	
Lightweight 	Greatly increases jump and move speed, but become easier to launch. 	1 	1 	1.04× 	1.2× Aerial & Wall jump 	1.4× 	1.6× 	1.8× 	
Lightweight 	Greatly increases jump and move speed, but become easier to launch. 	1 	1 	1.04× 	1.15× Footstool jump 	1.3× 	1.45× 	1.6× 	
Jump ↑ 	Increases jump height. 	2 	1 	1.06× 	1.4× Ground jump height 	1.8× 	2.2× 	2.6× 	
Jump ↑ 	Increases jump height. 	2 	1 	1.06× 	1.2× Ground jump, short-hop, wall-jump, & ledge jump speed	1.4× 	1.6× 	1.8× 	
Jump ↑ 	Increases jump height. 	2 	1 	1.06× 	1.15× Aerial jump speed 	1.3× 	1.45× 	1.6× 	
Jump ↑ 	Increases jump height. 	2 	1 	1.06× 	1.1× Footstool speed 	1.2× 	1.3× 	1.4× 	
Floaty Jumps 	Slows your fall speed after jumping. 	1 	1 	1.04× 	0.65× Fall speed 	0.6× 	0.55× 	0.5× 	
Floaty Jumps 	Slows your fall speed after jumping. 	1 	1 	1.04× 	0.8× Gravity & fast fall speed 	0.8× Gravity & fast fall speed	0.8× Gravity & fast fall speed	0.8× Gravity & fast fall speed	
Floaty Jumps 	Slows your fall speed after jumping. 	1 	1 	1.04× 	0.9× Falling friction 	0.9× Falling friction 	0.9× Falling friction 	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 by 's Bullet 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× 	
Easier Dodging 	Increases period of invincibility when dodging, and air dodges travel farther.	3 	1 	1.08× 	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 	3× Fast fall speed 	3× Fast fall speed 	3× Fast fall speed 	3% Falling6% LandingThe effects expire after . 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.
===Item skills===
Abilities that allow the fighter to start with an item or make items more effective. Item skill spirits are indicated by a hammer.
Skill 	Description 	Rank 	Cost 	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank 	Cost 	TeamPower	1x 	2x 	3x 	4x 	Notes
Battering Items ↑ 	Increases the power of battering items 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Shooting Items ↑ 	Increases the power and ammo of shooting items. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Shooting Items ↑ 	Increases the power and ammo of shooting items. 	2 	1 	1.06× 	1.2× ammo 	1.2× ammo 	1.2× ammo 	1.2× ammo 	
Thrown Items ↑ 	Increases the distance and power of thrown items. 	2 	1 	1.06× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Thrown Items ↑ 	Increases the distance and power of thrown items. 	2 	1 	1.06× 	1.3× Item throw speed & power 	1.3× Item throw speed & power 	1.3× Item throw speed & power 	1.3× Item throw speed & power 	
Hammer Duration ↑ 	Increases the amount of time the Hammer and Golden Hammer items last. 	N/A 	1Only found on the Mini Mario & Hammers enhanced primary spirit	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 a Beam 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.	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.	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.	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 a Killing Edge. Hit when it glows for extra power. 	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.	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.	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.	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.	
Fire Bar Equipped 	Start battles with a Fire Bar. Bash and burn opponents while it lasts. 	1 	1 	1.04× 	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.	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.	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.	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.	
Death's Scythe Equipped 	Start battles with a Death's Scythe. KO badly injured opponents in one hit! 	2 	1 	1.04× 	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.	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.	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.	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.	
Lip's Stick Equipped 	Start battles with a Lip's Stick. Hit an opponent with it to slowly drain their health. 	1Rank 3 for the Lip spirit	1 	1.04× 	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.	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.	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.	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.	
Star Rod Equipped 	Start battles with a Star Rod. Swing it to launch projectiles. 	1 	1 	1.04× 	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.	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.	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.	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.	
Ore Club Equipped 	Start battles with an Ore Club. Create a tornado with a smash attack. 	3 	3 	1.18× 	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.	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.	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.	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.	
Ray Gun Equipped 	Start battles with a Ray Gun. Fire at opponents from a distance. 	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.	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.	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.	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.	
Super Scope Equipped Nintendo Scope Equipped 	Start battles with a Super Scope /Nintendo Scope . Fire multiple shots, or charge up for a stronger blast.	2 	2 	1.11× 	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.	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.	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.	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.	
Steel Diver Equipped 	Start battles with a Steel Diver. Fire powerful shots that are hard to see. 	1 	2 	1.09× 	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.	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.	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.	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.	
Rage Blaster Equipped 	Start battles with a Rage Blaster. Deal more damage when you have more damage. 	1 	1 	1.04× 	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.	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.	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.	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.	
Staff Equipped 	Start battles with a Staff. Fire at faraway opponents to deal more damage. 	1 	1 	1.04× 	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.	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.	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.	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.	
Banana Gun Equipped 	Start battles with a Banana Gun. Use the leftover peel after you fire. 	1 	1 	1.04× 	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.	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.	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.	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.	
Drill Equipped 	Start battles with a Drill. Fire a single shot, but if it hits, it keeps on hitting. 	1 	1 	1.04× 	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.	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.	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.	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.	
Fire Flower Equipped 	Start battles with a Fire Flower. Shoot fire at opponents. 	1 	1 	1.04× 	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.	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.	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.	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.	
Ramblin' Evil Mushroom Equipped 	Start battles with a Ramblin' Evil Mushroom. Spray opponents with it to reverse their controls. 	1 	1 	1.04× 	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.	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.	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.	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.	
Green Shell Equipped 	Start battles with a Green Shell. Throw it and it'll slide across the stage. 	1 	1 	1.04× 	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.	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.	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.	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.	
Freezie Equipped 	Start battles with a Freezie. Hit opponents with it to freeze them. 	1 	1 	1.04× 	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.	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.	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.	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.	
Hothead Equipped 	Start battles with a Hothead. Toss it, and it'll loop around platforms to hit enemies. 	1 	2 	1.09× 	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.	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.	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.	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.	
Boomerang Equipped 	Start battles with a Boomerang. Deal damage when you throw it and when it returns. 	1 	1 	1.04× 	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.	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.	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.	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.	
Beastball Equipped 	Start battles with a Beastball. Throw it, and it will warp toward a nearby opponent. 	1 	1 	1.04× 	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.	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.	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.	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.	
Unira Equipped 	Start battles with a Unira. Attack it to make spikes come out. 	1 	1 	1.04× 	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.	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.	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.	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.	
Mr. Saturn Equipped 	Start battles with a Mr. Saturn. Break enemies' shields easily. 	2 	1 	1.04× 	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.	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.	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.	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.	
Bob-omb Equipped 	Start battles with a Bob-omb. Launch foes with its powerful blast. 	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.	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.	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.	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.	
Bomber Equipped 	Start battles with a Bomber. Raise it up to cause a huge explosion. 	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.	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.	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.	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.	
Black Hole Equipped 	Start battles with a Black Hole. Activate it, and it'll pull in nearby fighters. 	3 	2 	1.13× 	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.	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.	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.	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.	
Super Launch Star Equipped 	Start battles with a Super Launch Star. Touch it and get launched. 	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.	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.	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.	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.	
Fairy Bottle Equipped 	Start battles with a Fairy Bottle. Heal when at least 100% damage is taken. 	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.	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.	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.	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.	
Made of Metal 	Start battles in metal 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. 	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. 	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 with Superspicy Curry breath. Continuously spit out fire. 	2 	2 	1.11× 	12 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. 	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. 	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. 	
Bunny Hood Equipped 	Start battles with a Bunny Hood. Move faster and jump higher. 	1 	1 	1.04× 	12 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. 	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. 	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. 	
Back Shield Equipped 	Start battles with a Back Shield. Guard against attacks from behind. 	2 	1 	1.06× 	30 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. 	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. 	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. 	
Franklin Badge Equipped 	Start battles wearing a Franklin Badge. Reflect enemy projectiles. 	3 	2 	1.13× 	23 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. 	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. 	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. 	
Super Leaf Equipped 	Start battles with a Super Leaf. Press and hold the jump button to float through the air. 	1 	1 	1.04× 	25 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. 	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. 	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. 	
Rocket Belt Equipped 	Start battles with a Rocket Belt. Fly around until it runs out of fuel. 	1 	1 	1.04× 	25 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. 	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. 	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. 	
Screw Attack Equipped 	Start battles with a Screw Attack. Attack with your jumps. 	1 	2 	1.09× 	18 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. 	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. 	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. 	
Stats ↑ after Eating 	Slightly increases attack, defense, and move speed after eating food. 	2 	1 	1.06× 	1.1× All Damage 	1.18× 	1.26× 	1.3× 	
Stats ↑ after Eating 	Slightly increases attack, defense, and move speed after eating food. 	2 	1 	1.06× 	1.3× Defense 	1.38× 	1.46× 	1.5× 	
Stats ↑ after Eating 	Slightly increases attack, defense, and move speed after eating food. 	2 	1 	1.06× 	1.2× Ground mobility, max air speed 	1.3× 	1.4× 	1.5× 	
Stats ↑ after Eating 	Slightly increases attack, defense, and move speed after eating food. 	2 	1 	1.06× 	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× 	 	
Stats ↑ ↑ after Eating 	Greatly increases attack, defense, and move speed after eating food. 	3 	2 	1.13× 	1.38× Defense 	1.46× 	1.5× 	1.53× 	
Stats ↑ ↑ after Eating 	Greatly increases attack, defense, and move speed after eating food. 	3 	2 	1.13× 	1.35× Ground mobility, max air speed 	1.5× 	1.65× 	1.8× 	
Stats ↑ ↑ after Eating 	Greatly increases attack, defense, and move speed after eating food. 	3 	2 	1.13× 	7 Seconds 	8 	9 	10 	
Invincibility after Eating Found only on the Super Happy Tree spirit	Become invincible for a while after eating food. 	4 	2 	1.15× 	4 Seconds 	5 	6 	7 	
===Hazard skills===
Abilities that mitigate or nullify the effects of hazards that may be encountered in the Spirit Board and World 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	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank 	Cost	TeamPower	1x 	2x 	3x 	4x 	Notes
Poison Damage Reduced 	Reduces the damage taken from poison. 	2 	1 	1.06× 	0.4× Damage received 	0.1× 	0.0× 	0.0× 	
Poison Immunity 	Grants immunity to poison. 	3 	2 	1.13× 	 	 	 	 	
Poison Heals Found only on the Madama Butterfly spirit	Poison heals instead of harms. 	4 	3 	1.30× 	Heals damage×0.15 	Heals damage×0.15	Heals damage×0.15	Heals damage×0.15	Lasts the full duration of poison.
Poison Power Up Found only on the Gruntilda spirit 	Being poisoned greatly increases your power, defense, and speed. 	4 	3 	1.30× 	All Damage 	 	 	 	Lasts 5 seconds.
Poison Power Up Found only on the Gruntilda spirit 	Being poisoned greatly increases your power, defense, and speed. 	4 	3 	1.30× 	1.6× Throws, pummels, and edge & floor attacks	2× 	2.5× 	2.5× 	Lasts 5 seconds.
Poison Power Up Found only on the Gruntilda spirit 	Being poisoned greatly increases your power, defense, and speed. 	4 	3 	1.30× 	1.5× Ground mobility & max air speed 	2× 	2.5× 	3× 	Lasts 5 seconds.
Lava-Floor Resist 	Reduces damage taken from lava floors. 	2 	1 	1.06× 	0.4× damage received 	0.1× 	0.01× 	0.01× 	
Lava-Floor Immunity 	Grants immunity to lava floors.Does not apply to native stage hazards (e.g., Norfair's rising lava)	3 	2 	1.13× 	 	 	 	 	
Ice-Floor Immunity 	Grants immunity to ice floors and freezing attacks. 	3 	2 	1.13× 	 	 	 	 	
Zap-Floor Immunity 	Grants immunity to zap floors and stun attacks. 	3 	2 	1.13× 	 	 	 	 	Not to be confused with the attack effect stun.
Slumber Immunity 	Grants immunity to slumber floors and sleeping in general. 	3 	1 	1.08× 	 	 	 	 	
Sticky-Floor Immunity 	Become immune to sticky floors. 	2 	2 	1.11× 	 	 	 	 	
Strong-Wind Resist 	Reduces the effect of strong winds. 	2 	1 	1.06× 	0.4× Influence 	0.1× 	0.0× 	0.0× 	Does not apply to windboxes generated by Gust Bellows.
Strong-Wind Immunity 	Become immune to strong winds. 	3 	2 	1.13× 	 	 	 	 	Does not apply to windboxes generated by Gust Bellows.
Fog Immunity 	Removes fog from the stage. 	2Rank 3 for the Tockles spirit	2 	1.11× 	 	 	 	 	Also applies to poisonous 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. s do not appear when hit by spores from a Ramblin' Evil Mushroom.
Gravity-Change Immunity 	Become immune to changes in gravity. 	3 	2 	1.13× 	 	 	 	 	
===Other skills===
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	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank	Cost	TeamPower	1x 	2x 	3x 	4x 	Notes
Falling Immunity 	Grants immunity to tripping 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 being buried by Pitfalls, bury attacks, etc. 	2 	1 	1.06× 	 	 	 	 	Attacks and items that deal damage and also ground will still deal damage and knockback, with the exception of Pitfall seeds.
Swimmer 	Grants the ability to stay in water indefinitely. 	1 	1 	1.04× 	 	 	 	 	, , , and still take damage while swimming
Improved Escape 	Makes grabs and stuns 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 and crumpling. Does not apply to throw burying, command grabs or character specific effects such as Egg Lay's eggs.
Transformation Duration ↑ 	Extends the amount of time transformation items like the Super 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
Critical-Health Stats ↑ 	Slightly increases attack, defense, and move speed for a while when badly damaged. 	2 	1 	1.06× 	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× 	1.3× Ground mobility & max air speed 	1.6× 	1.9× 	2.2× 	Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 20 seconds
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× 	 	Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 25 seconds
Critical-Health Stats ↑ ↑ 	Increases attack, defense, and move speed for a while when badly damaged. 	3 	2 	1.13× 	1.38× Defense 	1.46× 	1.5× 	1.53× 	Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 25 seconds
Critical-Health Stats ↑ ↑ 	Increases attack, defense, and move speed for a while when badly damaged. 	3 	2 	1.13× 	1.4× Ground mobility & max air speed 	1.8× 	2.2× 	2.6× 	Activates once per stock when above 80% damage or below 30% health in Stamina Lasts 25 seconds
Critical Immunity Found only on the Hinawa spirit 	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 	 	 	 	
Trade-Off Attacks ↑ 	Start battles with 30% damage and higher attack power. 	2 	1 	1.06× 	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× 	
Trade-Off Defense ↑ 	Start battles with 30% damage and higher defense. 	2 	1 	1.06× 	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× 	
Trade-Off Speed ↑ 	Start battles with 30% damage and increased move speed. 	1 	1 	1.04× 	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× 	 	 	
Trade-Off Ability ↑ 	Start battles with 30% damage and slightly increased attack, defense, and move speed. 	3 	1 	1.08× 	1.2× Defense 	1.4× 	1.6× 	1.8× 	
Trade-Off Ability ↑ 	Start battles with 30% damage and slightly increased attack, defense, and move speed. 	3 	1 	1.08× 	1.2× Ground mobility & max air speed 	1.4× 	1.6× 	1.8× 	
Trade-Off Ability ↑ 	Start battles with 30% damage and slightly increased attack, defense, and move speed. 	3 	1 	1.08× 	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× 	
Undamaged Attack & Speed ↑ 	Slightly increases attack and move speed while at 0% damage. 	3 	1 	1.08× 	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
Running Start 	Increases attack, defense, and move speed for a while at the start of the battle. 	4 	2 	1.15× 	1.3× Defense 	1.38× 	1.46× 	1.5× 	Lasts 20 seconds
Running Start 	Increases attack, defense, and move speed for a while at the start of the battle. 	4 	2 	1.15× 	1.3× Walking/Item mobility, & max air speed 	1.4× 	1.5× 	1.6× 	Lasts 20 seconds
Running Start 	Increases attack, defense, and move speed for a while at the start of the battle. 	4 	2 	1.15× 	1.3× Run accel., additional accel., & max run speed 	1.4× 	1.5× 	1.6× 	Lasts 20 seconds
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 	Increases FS 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 second Final Smash after using a Final Smash. 	3 	2 	1.13× 	40% chance 	60% 	80% 	100% 	
Double Final Smash Found only on the Judd spirit 	Grants a second Final Smash after using a Final Smash. 	4 	3 	1.20× 	 	 	 	 	
Jam FS Charge 	Slows down the charge rate of the opposition's FS 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 melee weapons, and slightly increases move speed. 	4 	2 	1.15× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Weapon Attack & Move Speed ↑ 	Increases the power of melee weapons, and slightly increases move speed. 	4 	2 	1.15× 	1.1× Ground mobility & max air speed 	1.2× 	1.3× 	1.4× 	
Energy Shot Attack/Resistance ↑ 	Slightly reduces damage taken from energy attacks, and slightly increases energy attack power. 	2 	2 	1.11× 	1.1× Damage dealt 	1.18× 	1.26× 	1.3× 	
Energy Shot Attack/Resistance ↑ 	Slightly reduces damage taken from energy attacks, and slightly increases energy attack power. 	2 	2 	1.11× 	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× 	 	 	
Armor Knight 	Reduces move speed, but greatly increases defense and slightly increases attack. 	4 	2 	1.15× 	1.8× Defense 	2.6× 	3.4× 	4.2× 	
Armor Knight 	Reduces move speed, but greatly increases defense and slightly increases attack. 	4 	2 	1.15× 	0.7× Ground mobility & max air speed 	0.7× Ground mobility & max air speed 	0.7× Ground mobility & max air speed 	0.7× Ground mobility & max air speed 	
Stamina ↑ 	Start battles with extra stamina when fighting in stamina battles. 	1 	1 	1.04× 	+25 starting health 	+50 	+75 	+100 	
Item Autograb Found only on the Phantom Thieves of Hearts spirit 	Automatically pick up nearby items when not running. 	4 	1 	1.04× 	 	 	 	 	
Team Power Up Found only on the Hero's Comrades spirit 	Increases power and defense when in a team. 	4 	2 	1.04× 	1.18× All Damage 	1.26× 	1.3 	 	1 teammate (team of 2)Counted at the start of the match; losing all teammates won't remove effects
Team Power Up Found only on the Hero's Comrades spirit 	Increases power and defense when in a team. 	4 	2 	1.04× 	1.3× Defense 	1.38× 	1.46× 	1.5× 	1 teammate (team of 2)Counted at the start of the match; losing all teammates won't remove effects
Team Power Up Found only on the Hero's Comrades spirit 	Increases power and defense when in a team. 	4 	2 	1.04× 	1.26× All Damage 	1.3× 	 	 	2+ teammates (team of 3+)Counted at the start of the match; losing all teammates won't remove or decrease effects
Team Power Up Found only on the Hero's Comrades spirit 	Increases power and defense when in a team. 	4 	2 	1.04× 	1.38× Defense 	1.46× 	1.5× 	1.5× 	2+ teammates (team of 3+)Counted at the start of the match; losing all teammates won't remove or decrease effects
Critical Fast Final Smash Meter ↑ ↑ Found only on the Geese Howard spirit	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, in Stamina, below 30% health Lasts 25 seconds	Charge 10% meter per second Activates once per stock when above 80% damage or, in Stamina, below 30% health Lasts 25 seconds	Charge 10% meter per second Activates once per stock when above 80% damage or, in Stamina, below 30% health Lasts 25 seconds	Charge 10% meter per second Activates once per stock when above 80% damage or, in Stamina, below 30% health Lasts 25 seconds	
Critical Healing & Metal Found only on the Pneuma spirit 	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
Critical Healing & Metal Found only on the Pneuma spirit 	Recovers some health when a certain amount of damage is taken and become heavy and harder to launch.	4 	2 	1.20× 	13 seconds 	 	 	 	Activates once per stock when above 80% damage or below 30% health in Stamina
Weapon Attack & Move Speed ↑ ↑ Found only on the Roxas spirit 	Greatly Increases the power of melee weapons, and increases move speed. 	4 	3 	1.20× 	1.2× Damage dealt 	 	 	 	
Weapon Attack & Move Speed ↑ ↑ Found only on the Roxas spirit 	Greatly Increases the power of melee weapons, and increases move speed. 	4 	3 	1.20× 	1.28× Ground mobility & max air speed 	 	 	 	
===Special skills===
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 	TeamPower	Effect 	Effect	Effect	Effect	Notes
Skill 	Description 	Rank	Cost 	TeamPower	1x 	2x 	3x 	4x 	Notes
Metal and Giant 	Become giant and metal for a while at the start of the battle. 	N/A 	3Only found on the Metal Face and Sahelanthropus enhanced primary spirits	1.20× 	8 seconds 	16 	24 	32 	Size and damage is identical to a Super MushroomBeing giant grants a 1.56× damage multiplierTransformation Duration ↑ uses the Metal Box's default duration of 13 seconds, leading to the metal transformation lasting longer than the giant transformation
Giant 	Become giant for a while at the start of the battle. 	3 	2 	1.13× 	8 seconds 	16 	24 	32 	Size and damage is identical to a Super MushroomBeing 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 affect knockback or shields
Critical Super Giant Found only on the Max Brass spirit 	Increases the fighter's size for a while when badly damaged. 	4 	3 	1.30× 	10 seconds 	 	 	 	Activates once per match when above 85% damage or below 30% health in Stamina Size and damage is identical to a Lightning Bolt backfire Being giant grants a 1.84× damage multiplier
Mouthful of Curry ↑ ↑ Found only on the Ender Dragon spirit	Start battles with Superspicy Curry breath. Continuously spit out a powerful fire.	4 	3 	1.30× 	22 seconds 	 	 	 	Activates once at the start of the match The curry effect has 1.2× the range of normal Superspicy Curry
Final Smash ↑ Found only on the Bahamut ZERO spirit 	Increases the power of Final Smashes. 	4 	2 	1.30× 	1.5× damage dealt	 	 	 	Does not affect Psystrike
===Weight skills===
Abilities that increase weight. Weight skill spirits are indicated by a weight and arrows indicating type of weight change.
Skill 	Description 	Rank	Cost 	TeamPower	Effect 	Effect 	Effect 	Effect 	Notes
Skill 	Description 	Rank	Cost 	TeamPower	1x 	2x 	3x 	4x 	Notes
Weight ↑ ↑	Become more difficult to launch, but movement speed is greatly decreased.	N/A 	1Only found on the King Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.	1.05× 	1.2× Weight 	1.2× Weight 	1.2× Weight 	1.2× Weight 	
Weight ↑ ↑	Become more difficult to launch, but movement speed is greatly decreased.	N/A 	1Only found on the King Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.	1.05× 	0.6× Ground mobility	0.6× Ground mobility	0.6× Ground mobility	0.6× Ground mobility	
Weight ↑ ↑	Become more difficult to launch, but movement speed is greatly decreased.	N/A 	1Only found on the King Slime enhanced primary spirit. Functionally identical to the primary spirit trait of the same name.	1.05× 	0.8× Jump stats 	0.8× Jump stats 	0.8× Jump stats 	0.8× Jump stats 	
===Primary spirit traits===
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 of punches and elbow strikes. 	1.04×	1.1× Damage dealt 	
Foot Attack ↑ 	Slightly increases the power of kicks and knee strikes. 	1.04×	1.1× Damage dealt 	
Strong Throw 	Slightly increases the power of grabbing and throwing attacks. 	1.06×	1.1× Damage dealt 	
Sword Attack ↑ 	Slightly increases -attack power of fighters like and . 	1.10×	1.1× Damage dealt 	
Magic Attack ↑ 	Slightly increases the power of attacks, such as 's and 's spells. 	1.06×	1.1× Damage dealt 	
PSI Attack ↑ 	Slightly increases the power of and 's PSI attacks. 	1.10×	1.1× Damage dealt 	
Fire Attack ↑ 	Slightly increases the power of fire-type attacks. 	1.10×	1.1× Damage dealt 	Also applies to darkness attacks
Water Attack ↑ 	Slightly increases the power of attacks. 	1.08×	1.1× Damage dealt 	
Electric Attack ↑ 	Slightly increases the power of electricity attacks. 	1.06×	1.1× Damage dealt 	
Shooting Items Power ↑ 	Slightly increases the power of shooting items. 	1.08×	1.1× Damage dealt 	
Battering Items Power ↑ 	Slightly increases the power of battering items. 	1.04×	1.1× Damage dealt 	
Item Throw ↑ 	Slightly increases damage dealt by throwing items. 	1.05×	1.1× Damage dealt 	
Weight ↑ 	Become slightly more difficult to launch, but movement speed decreases. 	1.06×	1.1× Weight 	
Weight ↑ 	Become slightly more difficult to launch, but movement speed decreases. 	1.06×	0.8× Ground mobility	
Weight ↑ 	Become slightly more difficult to launch, but movement speed decreases. 	1.06×	0.9× Jump stats 	
Weight ↑ ↑ Found only on the Dragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.	Become much more difficult to launch, but movement speed greatly decreases. 	1.05×	1.2× Weight 	
Weight ↑ ↑ Found only on the Dragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.	Become much more difficult to launch, but movement speed greatly decreases. 	1.05×	0.6× Ground mobility	
Weight ↑ ↑ Found only on the Dragaux spirit. Functionally identical to the enhanceable spirit skill of the same name.	Become much more difficult to launch, but movement speed greatly decreases. 	1.05×	0.8× Jump stats 	
Weight ↓ 	Become faster, but also easier to launch. 	1.04×	0.8× Weight 	
Weight ↓ 	Become faster, but also easier to launch. 	1.04×	1.4× Ground mobility	
Weight ↓ 	Become faster, but also easier to launch. 	1.04×	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 from fire and explosion attacks. 	1.04×	1.2× Damage received	
Water Weakness 	Increases the damage taken from attacks. 	1.08×	1.2× Damage received	
Electric Weakness 	Increases the damage taken from electricity attacks. 	1.06×	1.2× Damage received	
Initial Damage 30% 	Start each battle with 30% damage. 	1.06×	 	
Bane of Light Found only on the Dharkon spirit 	Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode. 	1.10×	1.5× All Damage 	
Bane of Light Found only on the Dharkon spirit 	Increases the damage dealt to and the damage taken from enemies controlled by light in Adventure mode. 	1.10×	0.77× Defense 	
Bane of Darkness Found only on the Galeem spirit 	Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode.	1.10×	1.5× All Damage 	
Bane of Darkness Found only on the Galeem spirit 	Increases the damage dealt to and the damage taken from enemies controlled by darkness in Adventure mode.	1.10×	0.77× Defense 	
Fist & Foot Attack ↑Found only on the Heihachi Mishima spirit. 	Increases the power of punches and kicks. 	1.05×	1.2× Damage dealt 	
===Notes===
Does not apply to White Pikmin
==Trivia==
*Chibi-Robo was the first Spirit to officially be revealed during the November 2018 Nintendo Direct.
*Despite the lore referring to spirits as characters:
**Some spirits (such as Samus' Gunship, the Shine Sprite, and Snake's cardboard box) are based on inanimate objects instead of characters.
**Alter egos and other versions of playable characters, such as Kaptain K. Rool, Mario and Luigi in their outfits, and various yoga poses being performed by , also appear as spirits, despite not being separate characters.
**There are also spirits based on groups of characters, such as and the , although, by definition, each spirit should represent one individual character.
***There are also spirits such as Zelda (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 were Super Mario spirits from the Oh 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: The fighter spirit was the first spirit added and the last were the Resident Evil spirits.
**2020: The first spirits added were ASTRAL CHAIN spirits from the Chain the Future to Spirits! Spirit Board event and the last were FINAL FANTASY spirits for 's DLC Spirit Board.
**2021: The first spirits added were Hyrule Warriors: Age of Calamity spirits from the Spirit Board event of the same name and the last were the KINGDOM HEARTS spirits from 's DLC Spirit Board.
**2022: The only spirit added was the primary spirit from the Spirit Board event Street Fighter 35th Anniversary.
**2024: The first spirits added were part of the Fresh New Faces! event, including characters from , , , and and the last were spirits from the Showtime and Wonder Spirits! event, including characters from and 
***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, and have different hitboxes compared to and when running with the Impact Run spirit ability equipped.Offset values for 'high_speed_dash_attack' (Impact Run)Roy & Chrom hitting a Sandbag at different points, indicating a different hitbox
*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 the , 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 the Partner Eevee and Partner Pikachu spirits, Ultimate contains a total of 1,297 spirits at launch, which starts from and ends with Risky Boots from the Shantae series. With this amount of spirits contained within the base game of Ultimate, it surpasses the amount of Stickers in Brawl by 597, as there were only 700; it even surpasses the number by 53 when combined with the Trophies from Brawl, as there were 544 Trophies, for a total of 1244 in Brawl.
**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 and .
*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 their Ultimate artwork, with them solely using their Ultimate artwork instead. These spirits are the respective male and female versions of , , and Wii Fit Trainer (though the latter's order is female and male, not the other way around), the Advent Children version of , the 3 types of s, and the default version of .
**Previously, Cloud's fighter spirit for his default appearance was also represented by his Ultimate artwork. From version 10.1.0 onwards, his fighter spirit uses his original artwork from Final Fantasy VII.
*If a spirit battle is played on Saturdays from 8:00 PM to 12:00 AM on either Smashville or Town 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 the Smash 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). While and became DLC after being Trophies in Smash 4, spirits are given a gameplay related purpose. This debate has been discredited with the announcements of , and 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 & and Swordfighter Peach from Princess 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:
** (The Legend of Zelda) and (The Legend of Zelda), both of whom share names with characters on 's Spirit Board: (Fire Emblem) and (Fire Emblem).
** (Xenoblade Chronicles), who shares a name with a character added in the River City Smash spirit event: Riki (River City) .
**Slime (Dragon Quest), who shares a name with an enemy on 's Spirit Board: Slime (Minecraft).
**Impa (Ocarina of Time), who shares a name with multiple similar characters in the Legend of Zelda series, one of which was added in the Hyrule Warriors: Age of Calamity spirit event: Impa (Age of Calamity).
***Additionally, some spirits have appendices applied in other languages; in Battling With Sora, Sakurai lists and as examples, as they share their Japanese names with from Fire Emblem and Axl from Mega 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 from Cuphead 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 the Devil from Devil World.
*Several spirits have had adjustments to their image since launch, being the , Dungeon Man, Ness's Father, Boney, Kumatora, Buzz Buzz, Absolutely Safe Capsule, Flying Man, Mister Belch, Ultimate Chimera, EVE, , 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 from Mother 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 from Final Fantasy VII alongside his Ultimate 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, and Razewing Ratha which could be obtained with save data from Pokémon: Let's Go Pikachu, Pokémon: Let's Go Eevee, , Persona 5 Strikers, Ghosts 'n Goblins Resurrection, and Monster Hunter Stories 2: Wings of Ruin, respectively.
*, , Small Battlefield, and Northern 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-purposed from 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 from Spirit Board events. Once the player goes to the Spirit Board with an internet connection, the placeholders will be replaced with the appropriate images. Affected spirits can still be used, battled, and collected with no issue, albeit using the placeholder icon until the issue is resolved.
**All Spirit Board event spirits after 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 a Fighters Pass are not affected, as they are bundled with an update.Stitched screenshot of event spirits replaced with placeholders (from 10.1.0)
==See also==
*Conditions
*List of spirits (complete list)
*List of spirits (disambiguation)
==References==
Category:Super Smash Bros. Ultimate
*
es:Espíritu