Super effects are certain disadvantages to heroes or enemies hit with a weapon (the only exception being Rabbid Luigi's Vamp Dash, which triggers a super effect without a weapon). Super effects have a certain chance of triggering, depending on the weapon. There are three main types of super effects: involuntary movement, which forces the opponent to move in various ways depending on the super effect; lingering disadvantage, which prevents the opponent from doing certain actions until both sides' turns have ended and the effect wears off; and lingering attacker advantage, which gives the attacker, and those who attack the player after them, an advantage.
List of super effects[]
Name | Image | Description | Type |
---|---|---|---|
Bounce | Bounces the opponent backwards. It works like a team jump in that the enemy can go over cover, pits, and walls. If the opponent lands out of bounds, they are teleported to the nearest in-bounds location and take 30 additional damage. | Involuntary movement | |
Push | Pushes the opponent backwards at an angle opposite to the attacker. If they are pushed into cover, against a wall, or to a drop, they will bounce off of it and continue rolling at a reflected angle. If the opponent rolls out of bounds, they are teleported to the nearest in-bounds location and take 30 additional damage. | Involuntary movement | |
Burn | Burns the opponent, making them move randomly around after the shot. | Involuntary movement | |
Ink | Prevents the opponent from using weapons for one turn. | Lingering disadvantage | |
Honey | Prevents the opponent from moving for one turn. | Lingering disadvantage | |
Freeze | Prevents the opponent from using techniques for one turn. | Lingering disadvantage | |
Stone | Prevents the opponent from doing anything for one turn. | Lingering disadvantage | |
Vamp | Gives a certain percentage of the heath taken away from the opponent back to the attacker, and all heroes/enemies to attack the opponent until the opponent's turn ends. | Lingering attacker advantage |