In Super Smash Bros. 4 and Super Smash Bros. Ultimate, Figure Players can be strengthened if they are fed equipment (4) or inherit Spirits (Ultimate). In both games, these enhancements come in the form of boosted stats and bonus skills.
In both 4 and Ultimate, equipment or Spirits given to Figure Players cannot be recovered in any way, even if their progress is not saved afterward. Both equipment and Spirits must be obtained by playing single player modes. Custom parts can be collected from Master Orders, Crazy Orders, and Trophy Rush in Super Smash Bros. 4, while Spirits can be obtained through the Spirit Board or World of Light in Super Smash Bros. Ultimate. Equipment and Spirits can also be received as gifts for training amiibo (in their respective games).
In Super Smash Bros. 4, an amiibo’s Attack, Defense, and Speed stats can all be increased with equipment. A Figure Player’s stat total cannot exceed 120, and each stat has a maximum of 200 and a minimum of -200. FPs can also equip a maximum of three bonus effects.
In Super Smash Bros. Ultimate, the Speed stat was entirely removed, meaning Spirits can only boost an FP’s Attack and Defense stats. Unlike in 4, Figure Players’ maximum stat total decreases as they equip more bonus effects. With no Spirit effects equipped, an FP’s maximum stat total is 5000, and with all three slots filled, the total is lowered to 4200. Certain Spirit effects now occupy multiple slots; for example, Armor Knight occupies two and Super Armor occupies all three.
In the early Super Smash Bros. 4 metagame, equipment stat spreads were mostly balanced (+60 Attack / +60 Defense / 0 Speed), but occasionally ran additional investment points in the Speed stat (+40 Attack / +70 Defense / +10 Speed). Other options included a balanced but speedy set (+40 Attack / +40 Defense / +40 Speed) and a slow but powerful one (+200 Attack / +120 Defense / -200 Speed). By the end of 4’s lifespan, trainers generally lowered their Figure Players’ Speed stats in exchange for additional Attack and Defense investment (+100 Attack / +100 Defense / -80 Speed).
Within a few weeks of Super Smash Bros. for Wii U’s release, a viable bonus setup was brought to light by Amiibo Trainer. It was called the “Rock-Paper-Scissors” build, and consisted of Critical-hit capability, Explosive perfect shield, and Improved escapability. To this day, the “Rock-Paper-Scissors” build is considered the most powerful setup for Figure Players in Smash 4. However, Critical-hit capability and Exploisive perfect shield were soon banned, forcing trainers to come up with new bonus setups. By the end of 4’s metagame, Auto-heal capability and Lifesteal had become standard practice. Other viable bonus effects included Improved launch ability and Hyper smash attacks. A full list of bonus effects and their modifiers can be found on SmashWiki.
In Super Smash Bros. Ultimate, Spirit stat setups tend to be varied. If Armor Knight is permitted in any form (which it generally is not), trainers will focus on the Defense stat to ensure their Figure Player survives for as long as possible (0 / 4200). If normal tournament rules are enacted and Armor Knight is banned, stat spreads tend to be more balanced (2100 / 2100). Most characters work with a wide range of stat setups; as a result, selecting the right build is not quite as important as it was in 4.
Statistically speaking, Super Armor, Slow Super Armor, Autoheal, Great Autoheal, and Armor Knight are the strongest bonus effects in Ultimate. They are often banned from online tournaments, however. Trainers currently favor bonuses with concrete effects (as opposed to attacking-boosting ones) such as Hyper Smash Attacks, Move Speed ↑, Trade-Off Ability ↑, Instadrop, Landing Lag ↓, and Floaty Jumps. A full list of Spirit effects and their modifiers can be found on SmashWiki.
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