Been working on this for a few months, and I finally got it to the point that I'm happy with sharing it. I've compiled all (1379) Spirits, their lv.1 and lv.MAX stats, traits/skills, etc. (except for how to obtain them, most of that is posted elsewhere and I don't want to manually collect it). This spreadsheet is all about data. There is nothing saying if a Spirit or Spirit combination is good or not (see Regezerem's post for that), just the raw data. snjwffl's post already goes over the main meat of Spirits. I've gone a bit further and included Styles and expanded on the stacking of Abilities, however I will be borrowing formatting from them for consistency.
Spreadsheet:
https://docs.google.com/spreadsheets/d/1Jbc61DIoFXWyYpO9zT7080jNfO9_Y30OcCFz1w1voqI/edit?usp=sharing
Reading the sheet
For condensed versions of Style and Ability data, use the 'Styles' or 'Abilities' pages; for test data, use the respective ones ending in 'Test'.
In the 'Test' pages you will have the Ability followed by stacks, notes, Spirit tested, relevant stat multiplier, Fighter used, attack used, base damage, Spirit boosted damage, tested damage, then the estimated multiplier. Stacks are separated by a comma, and if the stack requires and enhanced Spirit, it is placed on a second line.
Some abilities are shown as
Formula
Attack Stat (Atk) and Defense Stat(Def)
Atk and Def are the numbers found under your Primary Spirit
Atk and Def are multiplied by 1.1 if the Primary Spirit is from the same series as the fighter. If you modify your team before a match and have fighter selected that has a matching series, your stats on the stat screen will have the Series Bonus (SB) applied.
Atk and Def are capped at 10,000 after being boosted by SB (the stat screen can show >10,000, but calculations are capped at 10,000)
Items use an Atk multiplier of 0.15 instead of 0.4, and Final Smashes use 0.1
Assist Trophies use the standard 0.4
Traits & Skills
Traits are only found on Primary Spirits
Skills are found on Support Spirits and Primary Spirits that have been enhanced
Stacking
When you have multiple of one Skill, will increase the level of that Skill's multiplier (level will be denoted as <level>). In most cases, a Skill's multiplier will be
×1.1, a second level will be 1.18 (+.08), third 1.26 (+.08), then 1.3 (+.04).
Different Skills do not increase each other's levels, they will multiply straight across. Example Fist Attack ↑ gives ×1.1 and Fire Attack ↑ gives ×1.1, together you get 1.1×1.1 = 1.21.
Traits do not count as another level towards Skills, they will instead multiply together.
Similarly, Skills will only count as another level if they have the same name, otherwise they will multiply together.
As such, having a variety of different Traits and Skills will give you greater multipliers in most cases (one exception being defense from Armor Knight, going from ×1.8 -> ×2.6, requiring a multiplier of >×1.444 to beat stacking). Physical attackers have more options here because anything affected by Fist Attack or Foot Attack is also affected by Physical Attack; weapon attackers only get Weapon Attack.
There is a hidden mechanic when stacking attack multipliers that affect the same category (eg Weapon, Electric, Generic), this does not affect defense multipliers. When the category's stacked multiplier is greater than a certain amount, it is decreased. There are actually 3 thresholds that a multiplier can go through:
There is one exception to these rules and that is Poison Power Up which has a base attack multiplier of 1.6, much higher than the thresholds. It will still have a 1.6 multiplier and follows
It isn't likely that you will encounter this mechanic unless you have a build that is specialized for one kind of damage, or you use risky builds with high Generic damage (Generic affects all attacks, not just swords, specials, etc.). The easiest way to experience this mechanic is to use Trade-Off Attacks ↑ with almost any other Generic multiplier such as Trade-Off Ability ↑, normally the multiplier is 1.23×1.18 = 1.4514 but you will instead get 1.3757.
Multipliers
Below are the Traits and then Skills of every Spirit. These will be ordered the same way they are ordered in game when using Sort By: Trait/Skill. If an Ability has multiple effects, the effects will be on a new line below it. DLC only Abilities are indicated with italics and an underline (ex Item Autograb)
Damage Dealt
Damage Received
Defense
Weight
Speed
Jump
(Spoilers are used because there are a lot to go through)
Skills will be further divided into their "category", this is determined by the symbol to the left of their name (eg a sword, shield, boot, etc.). Different <levels> will be separated by a comma (,). There are up to 4 levels for each Skill, however only up to the highest possible in game will be listed (eg Running Start only lists 2 levels).
Styles
There are 14 Styles that can be taught in the Dojos found in World of Light. You can only have one or none learned at a time, and you can forget one using Slowpoke and relearn instantly later.
Here's an explanation for each type of multiplier, since some aren't as obvious as others:
Hidden Mechanics
[Attack_Mult] (after SB) shortens the charge time for smash attacks, following
Ken/Ryu with Akuma gives the highest [Attack_Mult] of all Spirits (4.49404), letting them get a fully charged smash attack in 13 frames. Next highest is <LoZ character> with Fierce Diety Link (4.19088) with 14f of charge.
[Defense_Mult] (after SB) increases shield health and shortens the recovery time if the shield is broken, though takes a bit more work
Absolutely Safe Capsule has the highest [Defense_Mult] (7), which gives 100 shield health (×2) and 200f for recovery (×0.5) -- if Def wasn't capped at 10,000 after SB, it would be 105 shield health and 180f for recovery. Next highest is Ryu/Ken with Guile (5.92624) for 91.052 shield health and 236f recovery.
Some Silly Builds
If you have any suggestions or see a mistake, let me now.
Any feedback is appreciated
Spreadsheet:
https://docs.google.com/spreadsheets/d/1Jbc61DIoFXWyYpO9zT7080jNfO9_Y30OcCFz1w1voqI/edit?usp=sharing
Reading the sheet
For condensed versions of Style and Ability data, use the 'Styles' or 'Abilities' pages; for test data, use the respective ones ending in 'Test'.
In the 'Test' pages you will have the Ability followed by stacks, notes, Spirit tested, relevant stat multiplier, Fighter used, attack used, base damage, Spirit boosted damage, tested damage, then the estimated multiplier. Stacks are separated by a comma, and if the stack requires and enhanced Spirit, it is placed on a second line.
Some abilities are shown as
1/stack
, this is because it is easier for me to implement it in other areas. For example, many Resistance abilities are 1/.6, .55, .5
. This is because I treat it as a Defense modifying ability, making it part of [Style_Defense_Multiplier]. If you instead treat as an Attack modifying ability (as a [Style_Attack_Multiplier]), then you can ignore the 1/stack
and just use stack
.Formula
Code:
[Damage] = [Base_Damage] × ( ([Attack_Mult] × [Style_Attack_Multiplier] × [Trait_Attack_Multiplier] × [Skill_Attack_Multiplier]) / ([Defense_Mult] × [Style_Defense_Multiplier] × [Trait_Defense_Multiplier] × [Skill_Defense_Multiplier]) ) × [Type_Multiplier]
- [Base_Damage], the damage a move does without Spirits
- [Attack_Mult] & [Defense_Mult], multipliers for Attack and Defense, respectively. Determined below
- [Style_Attack_Multiplier] & [Style_Defense_Multiplier], multipliers determined by Styles
- [Trait_Attack_Multiplier] & [Trait_Defense_Multiplier], multipliers for a non-enhanced Spirit's relevant Trait multiplier
- [Skill_Attack_Multiplier] & [Skill_Defense_Multiplier], combined multipliers of Support Spirit's and enhanced Spirit's relevant Skill multipliers
- [Type_Multiplier]
- 1.3 for Type Advantage (e.g. Grab attacking Shield)
- 0.85 for Type Disadvantage (e.g. Shield defending Grab)
- 1 for everything else
Attack Stat (Atk) and Defense Stat(Def)
Atk and Def are the numbers found under your Primary Spirit
Atk and Def are multiplied by 1.1 if the Primary Spirit is from the same series as the fighter. If you modify your team before a match and have fighter selected that has a matching series, your stats on the stat screen will have the Series Bonus (SB) applied.
Atk and Def are capped at 10,000 after being boosted by SB (the stat screen can show >10,000, but calculations are capped at 10,000)
Atk and Def, during leveling, are always integers (whole numbers). However, with SB they are floats (have decimals). This is hardly noticeable without multiple attacks
Code:
[Attack_Mult] = 1 + (Atk × 0.4 / 1000)
[Defense_Mult] = 1 + (Def × 0.6 / 1000)
Assist Trophies use the standard 0.4
Traits & Skills
Traits are only found on Primary Spirits
Skills are found on Support Spirits and Primary Spirits that have been enhanced
Stacking
When you have multiple of one Skill, will increase the level of that Skill's multiplier (level will be denoted as <level>). In most cases, a Skill's multiplier will be
×1.1, a second level will be 1.18 (+.08), third 1.26 (+.08), then 1.3 (+.04).
Different Skills do not increase each other's levels, they will multiply straight across. Example Fist Attack ↑ gives ×1.1 and Fire Attack ↑ gives ×1.1, together you get 1.1×1.1 = 1.21.
Traits do not count as another level towards Skills, they will instead multiply together.
A Fist Attack ↑ Trait (
*1.1 fist
) and a Fist Attack Skill (×1.1 fist
) will not give 2 copies of Fist Attack (×1.18 fist
). They will instead multiply; 1.1 × 1.1 = 1.21
.Weapon Attack ↑ (
×1.1 weapon
) and Weapon Attack & Move Speed ↑ (×1.1 weapon
) will not give 2 copies of Weapon Attack ↑ (×1.18 weapon
), instead multiplying; 1.1 × 1.1 = 1.21
.As such, having a variety of different Traits and Skills will give you greater multipliers in most cases (one exception being defense from Armor Knight, going from ×1.8 -> ×2.6, requiring a multiplier of >×1.444 to beat stacking). Physical attackers have more options here because anything affected by Fist Attack or Foot Attack is also affected by Physical Attack; weapon attackers only get Weapon Attack.
There is a hidden mechanic when stacking attack multipliers that affect the same category (eg Weapon, Electric, Generic), this does not affect defense multipliers. When the category's stacked multiplier is greater than a certain amount, it is decreased. There are actually 3 thresholds that a multiplier can go through:
Code:
Multiplier < 1.3:
Nothing, acts as expected
Multiplier ≥ 1.3 and Multiplier < 1.5:
(Multiplier/2) + 0.65
Multiplier ≥ 1.5:
(Multiplier/5) + 1.2
(Multiplier/4) + 1.2
, still leading to additional multipliers being above 1.6 but at not as great of an impact.It isn't likely that you will encounter this mechanic unless you have a build that is specialized for one kind of damage, or you use risky builds with high Generic damage (Generic affects all attacks, not just swords, specials, etc.). The easiest way to experience this mechanic is to use Trade-Off Attacks ↑ with almost any other Generic multiplier such as Trade-Off Ability ↑, normally the multiplier is 1.23×1.18 = 1.4514 but you will instead get 1.3757.
Multipliers
Below are the Traits and then Skills of every Spirit. These will be ordered the same way they are ordered in game when using Sort By: Trait/Skill. If an Ability has multiple effects, the effects will be on a new line below it. DLC only Abilities are indicated with italics and an underline (ex Item Autograb)
Damage Dealt
Damage Received
Defense
Weight
Speed
Jump
(Spoilers are used because there are a lot to go through)
Rich (BB code):
---Attacks
Fist Attack ↑ ×1.1
Foot Attack ↑ ×1.1
Strong Throw ×1.1
Sword Attack ↑ ×1.1
Magic Attack ↑ ×1.1
PSI Attack ↑ ×1.1
Fire Attack ↑ ×1.1
Water Attack ↑ ×1.1
Electric Attack ↑ ×1.1
Shooting Items Power ↑ ×1.1
Battering Items Power ↑ ×1.1
---Others
Weight ↑ ×1.1
×0.8
Weight ↓ ×0.8
×1.4
Speed ↑ ×1.1
Speed ↓ ×0.9
Jump ↑ ×1.1 Jump
Jump ↓ ×0.9 Jump
Fire Weakness ×1.2
Water Weakness ×1.2
Electric Weakness ×1.2
Initial Damage 30% +30% damage
Bane of Light ×1.5
×1.3
Bane of Darkness ×1.5
×1.3
Skills will be further divided into their "category", this is determined by the symbol to the left of their name (eg a sword, shield, boot, etc.). Different <levels> will be separated by a comma (,). There are up to 4 levels for each Skill, however only up to the highest possible in game will be listed (eg Running Start only lists 2 levels).
Rich (BB code):
Fist Attack ↑ ×1.1, 1.18, 1.26
Foot Attack ↑ ×1.1, 1.18, 1.26
Physical Attack ↑ ×1.1, 1.18, 1.26, 1.3
Air Attack ↑ ×1.1, 1.18, 1.26 (Aerials only)
Strong Throw ×1.1, 1.18, 1.26
Weapon Attack ↑ ×1.1, 1.18, 1.26
Shooting Attack ↑ ×1.1, 1.18, 1.26
Dash Attack ↑ ×1.1, 1.18, 1.26, 1.3
×1.1, 1.2, 1.3, 1.4
Hyper Smash Attacks ×1.1, 1.18, 1.26
×1.2, 1.375, 1.5 Charge Speed
Neutral Special ↑ ×1.1, 1.18, 1.26
Side Special ↑ ×1.1, 1.18, 1.26
Up Special ↑ ×1.1, 1.18, 1.26
Down Special ↑ ×1.1, 1.18, 1.26
Special-Move Power ×1.05, 1.13, 1.17
Aura Attack ↑ ×1.1, 1.18, 1.26
Magic Attack ↑ ×1.1, 1.18, 1.26, 1.3
PSI Attack ↑ ×1.1, 1.18, 1.26
Fire & Explosion Attack ↑ ×1.1, 1.18, 1.26, 1.3
Water & Ice Attack ↑ ×1.1, 1.18, 1.26
Electric Attack ↑ ×1.1, 1.18, 1.26
Energy-Shot Attack ↑ ×1.1, 1.18, 1.26
Toss & Meteor ×1.1, 1.18, 1.26, 1.3
Shield Damage ↑ ×1.2, 1.45, 1.7, 1.9 Shield Damage
Giant Killer ×1.4, 1.45, 1.5, 1.55
Metal Killer ×1.4, 1.45, 1.5, 1.55
Assist Killer ×1.3, 1.4, 1.5
Critical Hit ↑ ×1.2
5%, 10%, 15% Chance
Impact Run +3-5, 6-10, 9-15, 12-20 Deals minimum damage after the initial dash animation,
scales up to maximum damage over 30 frames
Rich (BB code):
Shield Durability ↑ ×1.4, 1.7, 1.9 Shield Health
Easier Perfect Shield +2f, 3f, 4f
Perfect-Shield Reflect ×1.2 Reflect
Air Defense ↑ ×1.3, 1.38, 1.46
Weapon Resist ↑ ×0.6
Aura Resist ↑ ×0.6. 0.55, 0.5
Magic Resist ↑ ×0.6. 0.55, 0.5
PSI Resist ↑ ×0.6. 0.55, 0.5
Fire/Explosion Resist ↑ ×0.6. 0.55, 0.5, 0.5
Water/Freezing Resist ↑ ×0.6. 0.55, 0.5, 0.5
Electric Resist ↑ ×0.6. 0.55, 0.5
Energy-Shot Resist ↑ ×0.6. 0.55, 0.5
Slow Super Armor ×0.3
×0.5
Resist up to 120 units of knockback
Super Armor Resist up to 120 units of knockback
Unflinching Charged Smashes Resist up to 120 units of knockback
Rich (BB code):
Autoheal Heal 3.0% damage every 5 seconds
Great Autoheal Heal 5.0% damage every 5 seconds
Healing Shield Heal <incoming damage>/8
KOs Heal Damage Heal 20% damage when you gain a point (KO, AT KO, Special Flag)
Critical-Health Healing Heal 50%, 75% when you reach 100+% damage
Lifesteal Heal 3*<damage>/100, does not work on projectiles
Rich (BB code):
Move Speed ↑ ×1.2, 1.4, 1.6
Braking Ability ×1/(0.475, 0.3, 0.2) (~= ×2, 3, 5) Friction
(Tested with shield sliding. Results may vary)
Lightweight ×1.3, 1.6, 1.9, 2.2
×1.4, 1.8, 2.2, 2.6
×0.9, 0.8, 0.7, 0.6
Jump ↑ ×1.4, 1.8, 2.2, 2.6
Floaty Jumps ×1/(1.5, 1.6, 1.75, 1.9) Fall Speed
×0.8 Fast Fall Speed
(Fall Speed has ugly numbers because gravity and weight make testing against characters difficult,-
so fall time was used. Fast Fall ignores gravity and weight)
Additional Midair Jump +1, 2 jumps
Landing Lag ↓ ×0.75, 0.65, 0.55 Landing Lag time
Easier Dodging ×1.2, 1.4, 1.6 Intagibility time
+50, 75, 125 units Dodge Distance (Test is a little iffy)
Instadrop 3 damage during fall, 6 damage on landing
×2.85 Fast Fall Speed
Rich (BB code):
Battering Items ↑ ×1.1, 1.18, 1.26, 1.3
Shooting Items ↑ ×1.1, 1.18, 1.26, 1.3
Thrown Items ↑ ×1.1, 1.18, 1.26, 1.3
Item Gravitation Affect items within roughly 425 units
Beam Sword Equipped You start the match with the item listed
| You start with the item in Support slot 1-
| then start stock 2 with what is in slot 2-
Fairy Bottle Equipped and so on. After the last slot, you start with no items.
--"Transformations"
The following are given at the start of a match
Duration of picked up "transformations" is not affected
Transformation Duration ↑ affects all of them
Made of Metal 13, 26, 39 seconds
Mouthful of Curry 12, 24 seconds
Bunny Hood Equipped 12, 24, 36 seconds
Back Shield Equipped 30, 60, 90 seconds
Franklin Badge Equipped 23, 46 seconds
Super Leaf Equipped 25, 50, 75 seconds
Rocket Belt Equipped 25, 50, 75 seconds
Screw Attack Equipped 18 seconds
--End "Transformations"
Stats ↑ after Eating ×1.1, 1.18, 1.26
×1.3, 1.38, 1.46
×1.2, 1.3, 1.4
5, 6, 7 seconds
Stats ↑↑ after Eating ×1.18, 1.26
×1.38, 1.46
×1.35, 1.5
7, 8 seconds
Invincibility after Eating 4 seconds
Hammer Duration ×2 duration (8.5 sec -> 17)
Rich (BB code):
Poison Damage Reduced ×0.4, 0.1, 0.0 Poison damage
Poison Immunity ×0.0 Poison damage
Poison Heals 0.3 damage per hit (from Yuri Kozukata)
Only affects Stage Poison and Yuri Kozukata AT. Most "damage over time" effects-
are not affected (ie Head Flower, PPlant Poison Breath, Joker Eiha/Eigaon, etc.)
Lava-Floor Resist Following hazard skills are not fully tested in Spirit battles
Lava-Floor Immunity Both do not work on normal stage hazards
ie Norfair, Brinstar Depths, Mario Maker, Stage Builder
Ice-Floor Immunity Doesn't work with Lucas PK Freeze, Ice Climbers Blizzard, Freezie
Zap-Floor Immunity Doesn't affect stuns
Slumber Immunity Immune to Puff Sing, Paisy FS, Bellossom
Sticky-Floor Immunity Doesn't work with Inkling Roller ink
Strong-Wind Resist ×0.4, 0.1, 0.0 Works on stage hazards, but not fighter windboxes
Strong-Wind Immunity ×0.0 Dream Land, Green Greens, Paper Mario, Stage Builder
Fog Immunity Doesn't work with Pokeballs or ATs that cover the screen
Screen-Flip Immunity Works with Skull Kid AT and Palkia AT
Irreversible Controls Nullifies Ramblin' Evil Mushroom
Mario Cape, Ashley AT are not affected
Gravity-Change Immunity Doesn't affect Palkia on Spear Pillar
Poison Power Up ×1.6
×1.5
×1.5
Also provides Poison Immunity. Effects last for as long as if you were taking damage from poison.
Rich (BB code):
Falling Immunity Nullifies Banana Peel, Kirby DTilt, etc. Still take damage
Bury Immunity Nullifies Pitfall, KRool DTilt & DThrow, Wii Fit Jab 3, etc. Still take damage
Swimmer You cannot drown. Simple
Improved Escape ×0.6, 0.4, 0.2 duration. Affects a lot
Grab release, shield break recovery, sleep-
Mewtwo Disable, Ryu/Ken Focus Attack fall animation-
Ridley Skewer fall animation, maybe more
Transformation Duration ↑ ×1.5, 1.8, 2.0 duration
Super & Poison Mushroom, Bunny Hood, Super Star, Curry, etc.
Works with Made of Metal, Giant, and Mouthful of Curry
Critical-Health Attack ↑ ×1.1, 1.18, 1.23
20 seconds at 80% damage. Once per stock
Critical-Health Defense ↑ ×1.3, 1.38, 1.46
20 seconds at 80% damage. Once per stock
Critical-Health Stats ↑ ×1.1, 1.18, 1.26
×1.3, 1.38, 1.46
×1.3, 1.6, 1.9
20 seconds at 80% damage. Once per stock
Critical-Health Stats ↑↑ ×1.18
×1.38
×1.4
20 seconds at 80% damage. Once per stock
Critical Immunity 7 seconds at 100% damage. Once per stock
Trade-Off Attacks ↑ ×1.23, 1.32, 1.355
+30, 60, 90% damage
Trade-Off Defense ↑ ×1.4, 1.7, 2.0
+30, 60, 90% damage
Trade-Off Speed ↑ ×1.4, 1.8, 2.2
+30, 60, 90% damage
Trade-Off Ability ↑ ×1.18, 1.29, 1.33
×1.2, 1.4, 1.6
×1.2, 1.4, 1.6
+30, 60, 90% damage
Undamaged Attack ↑ ×1.1, 1.18, 1.29
Undamaged Speed ↑ ×1.5. 2.0, 2.5
Undamaged Attack & Speed ↑ ×1.1, 1.18, 1.26
×1.3, 1.6, 1.9
Running Start ×1.1, 1.18
×1.3, 1.38
×1.3, 1.4
First-Strike Advantage 5, 7 seconds of invincibility
Fast Final Smash Meter ×1.3, 1.35 FS Meter charge rate
Chance of Double Final Smash 50%, 60% chance. Copies the type used
Double Final Smash Copies the type used (if FS Meter used, copies FS Meter)
Jam FS Charge ×0.6, 0.4 FS Meter charge rate
Affected by every player with it equipped
Max with 7 opponents with 2 levels is ×0.0016384
Weapon Attack & Move Speed ↑ ×1.1, 1.18
×1.1, 1.2
Energy Shot Attack/Resistance ↑ ×1.1, 1.18
×0.6, 0.55
Armor Knight ×1.15, 1.25
×1.8, 2.6
×0.7
Stamina ↑ +25, 50, 75, 100 Stamina
Item Autograb Multiple levels do no affect range, speed, lag, etc.
Critical Fast Final Smash Meter ↑↑ Gives 10% FS Meter each second when at 80+%
Lasts 25 seconds. Doesn't stop when FS is used, so multiple charges are possible
Affected by Jam FS Charge
Rich (BB code):
Giant 8, 16 seconds
Critical Hit ↑↑ x1.3
12%, 24% Chance
Metal and Giant 8 seconds
Team Power Up ×1.26 (Does not stack with teammate's Team Power Up)
×1.38
Rich (BB code):
Weight ↑↑ ×1.2
×0.6
Styles
There are 14 Styles that can be taught in the Dojos found in World of Light. You can only have one or none learned at a time, and you can forget one using Slowpoke and relearn instantly later.
Rich (BB code):
Demon (Ryoma)
Increases
Offense ×1.2
Decreases
Defense ×0.8
Land (Cap'n Cuttlefish)
Increases
Ground Power ×1.2
Move Speed ×1.2
Decreases
Air Power ×0.3
Jump ×0.8
Air Speed ×0.85
Air (Peppy Hare)
Increases
Air Power ×1.2
Jump ×1.2
Air Speed ×1.3
Decreases
Ground Power ×0.3
Move Speed ×0.8
Brick-Wall (Copper & Booker)
Increases
Defense ×1.3
Decreases
Attack Power ×0.5
Boulder (Darunia)
Increases
Defense ×1.3
Move Speed ×1.2
Air Speed ×1.1
Decreases
Offense ×0.7
Jump ×0.8
Big-Bee (Honey Queen)
Increases
Defense ×1.15
Jump ×1.2
Weight ×1.2
Air Speed ×1.1
Decreases
Offense ×0.6
Move Speed ×0.7
Runner (Dr. Stewart)
Increases
Move Speed ×1.5
Air Speed ×1.2
Decreases
Jump ×0.6
Gravity (Gravity Man)
Increases
Jump ×1.5
Decreases
Move Speed ×0.5
Air Speed ×0.9
Fall Speed ×0.8
Tank (Kraid)
Increases
Offense ×1.1
Defense ×1.2
Decreases
Move Speed ×0.8
Air Speed ×0.9
Jump ×0.8
Lightweight (Wii Balance Board)
Increases
Move Speed ×1.4
Air Speed ×1.3
Jump ×1.4
Decreases
Offense ×0.6
Defense ×0.85
Weight ×0.8
Strategist (Riki)
Increases
Special-Move Power ×1.2
Decreases
Attack Power ×0.7
Throw Power ×0.7
Item Attack ×0.7
Equipment (Dyntos)
Increases
Item Attack ×1.2
Healing Amount ×1.2
Decreases
Attack Power ×0.6
Special-Move Power ×0.6
Throw Power ×0.6
Overthrow (Zangief)
Increases
Throw Power ×1.5
Grab Range ×1.25
Grab Power ×1.5
Decreases
Attack Power ×0.6
Special-Move Power ×0.6
Item Attack ×0.6
Ninja (Kat & Ana)
Increases
Throw Power ×1.3
Grab Power ×1.6
Item Attack ×1.2
Move Speed ×1.6
Fall Speed ×1.3
Decreases
Attack Power ×0.5
Special-Move Power ×0.5
Defense ×0.8
Weight ×0.65
- Offense: Affects all attacks
- Ground Power: Affects all attacks used on the ground
- Air Power: Affects all attacks not used on the ground
- Attack Power: Affects all A-Button attacks (tilts, jabs, aerials, etc.)
- Special-Move Power: Affects all B-Button attacks (specials)
- Throw Power: Affects throw damage
- Grab Range: Affects grab-bubble size
- Grab Power: Affects pummel damage
- Item Attack: Affects item's damage
- Healing Amount: Affects how much healing items heal you for
- Defense: Affects your damage resistance
- Move Speed: Affects movement speed on the ground
- Air Speed: Affects movement speed in the air (not shown in the dojo)
- Jump: Jump height and jump speed
- Weight: Weight...
- Fall Speed: Fall speed...
Hidden Mechanics
[Attack_Mult] (after SB) shortens the charge time for smash attacks, following
Code:
Charge_Time = 60f / [Attack_Mult]
[Defense_Mult] (after SB) increases shield health and shortens the recovery time if the shield is broken, though takes a bit more work
Code:
Shield_Health = 50 × (1 + (([Defense_Mult] - 1) / 6))
Recovery_Time = 400f - (200f × (([Defense_Mult] - 1) / 6))
Some Silly Builds
Abilities
-Weight ↓ 1.4 (Primary, Eirika)
-Lightweight 1.3
-Trade-Off Speed 1.4
-Trade-Off Ability/Move Speed ↑ 1.2
Style
-Ninja 1.6
Total: ×4.89216
Side Effects: Weight×0.468, Jump×1.4, Attack×0.59-1.534, Defense×0.96, Fall Speed×1.3, Damage +60
-Weight ↓ 1.4 (Primary, Eirika)
-Lightweight 1.3
-Trade-Off Speed 1.4
-Trade-Off Ability/Move Speed ↑ 1.2
Style
-Ninja 1.6
Total: ×4.89216
Side Effects: Weight×0.468, Jump×1.4, Attack×0.59-1.534, Defense×0.96, Fall Speed×1.3, Damage +60
Abilities
-Jump ↑<2> 1.8 (Enhanced, Tsubasa Oribe (Carnage Form), 3 slot)
-Lightweight<2> 1.8
(optional, replace any ability with Additional Jump)
Style
-Gravity 1.5
Total: ×4.86
Side Effects: Speed×0.8, Weight×0.8, Fall Speed×0.8
-Jump ↑<2> 1.8 (Enhanced, Tsubasa Oribe (Carnage Form), 3 slot)
-Lightweight<2> 1.8
(optional, replace any ability with Additional Jump)
Style
-Gravity 1.5
Total: ×4.86
Side Effects: Speed×0.8, Weight×0.8, Fall Speed×0.8
Abilities
-Armor Knight 0.7 speed (Enhanced, Black Knight, 2 slot)
-Slow Super Armor 0.3 speed, 0.5 jump
Style
-Tank 0.8 speed, 0.8 jump
Total: ×0.168 speed, ×0.4 jump
Side Effects: Attack×1.265, Defense×2.16, Super Armor
-Armor Knight 0.7 speed (Enhanced, Black Knight, 2 slot)
-Slow Super Armor 0.3 speed, 0.5 jump
Style
-Tank 0.8 speed, 0.8 jump
Total: ×0.168 speed, ×0.4 jump
Side Effects: Attack×1.265, Defense×2.16, Super Armor
If you have any suggestions or see a mistake, let me now.
Any feedback is appreciated
(2019/06/07): Made clarifications to how multiplier stacking works
(2019/06/16): Added multipliers for Traits and Skills
(2019/06/19): Added multipliers for Styles. Expanded damage formula. Hid edits
(2019/06/27): Changed spreadsheet link to one with fewer hidden pages that were mostly for personal/incomplete work. Hopefully should be faster to load and use less data
(2019/07/03): Added extra data for "transformation" related items Skills
(2019/07/30): Added data for Dragon Quest Spirits
(2019/08/08): Added clarification for stat cap
(2019/08/25): Added 'Air Speed' data for Styles
(2019/09/05): Added data for Banjo-Kazooie Spirits. Changed some formatting
(2019/09/27): Added data for DAEMON X MACHINA Spirits. Renamed 'Defense' Spirits to 'Shield' to be more accurate
(2019/10/16): Added information regarding multiplier scaling
(2019/11/06): Added data for FATAL FURY Spirits
(2019/11/22): Added data for Galar Region Pokemon Spirits
(2019/11/29): Added data for Resident Evil Spirits. Added another column for event and DLC spirits. Added better info for Impact Run and Assist Killer
(2020/01/17): Added data for ASTRAL CHAIN Spirits
(2019/06/16): Added multipliers for Traits and Skills
(2019/06/19): Added multipliers for Styles. Expanded damage formula. Hid edits
(2019/06/27): Changed spreadsheet link to one with fewer hidden pages that were mostly for personal/incomplete work. Hopefully should be faster to load and use less data
(2019/07/03): Added extra data for "transformation" related items Skills
(2019/07/30): Added data for Dragon Quest Spirits
(2019/08/08): Added clarification for stat cap
(2019/08/25): Added 'Air Speed' data for Styles
(2019/09/05): Added data for Banjo-Kazooie Spirits. Changed some formatting
(2019/09/27): Added data for DAEMON X MACHINA Spirits. Renamed 'Defense' Spirits to 'Shield' to be more accurate
(2019/10/16): Added information regarding multiplier scaling
(2019/11/06): Added data for FATAL FURY Spirits
(2019/11/22): Added data for Galar Region Pokemon Spirits
(2019/11/29): Added data for Resident Evil Spirits. Added another column for event and DLC spirits. Added better info for Impact Run and Assist Killer
(2020/01/17): Added data for ASTRAL CHAIN Spirits
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