Enchantments

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EnchantMenu.png

Enchantments and Spells are a system used to increase Legends' capabilities through various Active and Passive abilities. While Enchantments must be unlocked individually for each Legend, unlocked Spells can be equipped to any of a player's owned characters.

Unlocking

  • As of current, Enchantments can only be obtained by playing the Enchantment Summon, or else by redeeming an Enchantment Ticket (which are awarded as a by-product of certain Enchantment Summons, or else as a gift for consecutive logins)
  • Spells are unlocked by upgrading role-specific engravings. Every five levels of any role-specific engraving grants the player an opportunity to choose one of three random spells, letting them unlock unowned spells or upgrade already owned spells.

Upgrading

Similarly to Engravings and Abilities, Enchantments and Spells can both be upgraded. Enchantments, by obtaining extras for an enchantment you already own, and Spells, by choosing to upgrade an already owned spell through the Engravings page.

  • The effectiveness of upgrading will vary between different enchantments.
  • Enchantments can be upgraded to a maximum of level 9. Super Rare Enchantments start out at level 1, Epic at level 3, and Mythic at level 5. When upgrading, the rarity will also increase, up to Legendary at level 6, though this rarity is just visual.
  • Spells can be upgraded to a maximum of level 5. Upgrading a spell doesn't change the spell's effectiveness in any way, but shortens its cooldown by 1 second.

Equipping

All enchantments fall into one of two categories: Offensive and Defensive. A legend can only have one enchantment of each class equipped at any given time, along with 1 Spell.

Enchantments

Here is a list of all Enchantments in-game:

Agression.pngOffensive Enchants
Enchantment Effect at Max Level (9) Rarity
Agression.pngAgression Increases damage by 15%. Super Rare
Vanguard.pngVanguard Deals 36% more damage to Legends with more than 75% HP. Epic
RelentlessLightning.pngRelentless Lightning Lightning strikes when you hit 5 consecutive times dealing 700 damage[1] to a small area. Resets when the next attack does not land within 2s.

(Cooldown: 10s)

Mythic
Steady.pngPrudent Beam When not striking an opponent for 5s or successfully inflicting StatusStun.pngStun, StatusPolymorph.pngPolymorph, StatusFreeze.pngFreeze or Movement Speed decrease, a beam fires down on the next attack that deals 375 AoE damage[2] to a small area.

(Cooldown: 2s)

Mythic
StrikeBarrier.pngDefensive Enchants
Enchantment Effect at Max Level (9) Rarity
Fortitude.pngFortitude Increases max HP by 15%. Super Rare
SecondWind.pngSecond Wind Grants a 950 barrier after each revive. Epic
StrikeBarrier.pngStrike Barrier Hitting 2 or 3 opponents within 1s after the first hit creates a barrier equal to 26%/52% of Max HP that lasts for 15s.

(Cooldown: 15s)

Mythic
Unyielding.pngUnyielding When HP falls below 20%, restores 2% HP every 0.2s until HP reaches 66%.

(Cooldown: 80s)

Mythic

Spells

Equipping a spell grants players access to a new button. Pressing this button will activate the effect of your spell.
Most Spells also have the ability of being usable at any time, even when no other move is available.

Leap.pngSpells
Spell Description Cooldown at lvl 1
Leap.png Leap Leap toward the direction you are facing. 20 s
TurnOver.png Turn Over Become invincible for a short time while attacking around yourself. Can also be used while being attacked. 45 s
Ignition.png Ignition If the attack hits after use, a bomb is attached to the opponent. The bomb explodes after 0.7s, dealing 500 damage to the surrounding area. Each time you attack the opponent, the explosion timer is delayed. 40 s
Swift.png Swift Increases Movement Speed by 100% for 0.4s. 25 s
Grace.png Grace Grants a barrier equal to 20% max HP to you and nearby teammates. Barrier lasts for 2s. 35 s
Heal.png Heal Heals 20% HP. 30 s
Recharge.png Recharge Slightly recovers Ultimate gauge. 35 s

Trivia

  • Leap, then known as SuperJump.pngSuper Jump, was originally an enchantment up until the Chapter 16 update. Following the update, (which introduced Spells and the Revamped Enchantment system) Players who owned the "Super Jump" enchantment were refunded EnchTick.png×100 for each instance of the enchantment.
    • Additionally, all prior-owned enchantments were automatically upgraded to level 6.

  • While most spells either cannot be stacked or else won't have any particular effect when spammed (by merit of the Trial Mode's "ignore cooldowns" function, Grace, Turn Over, and Ignition are exceptions to this rule.
    • Endlessly activating Grace.png Grace will grant a progressively larger and larger shield, which remains until two seconds have elapsed since the last time the spell was activated.
    • Doing the same with Ignition.png Ignition enables a Legend to stack multiple bombs on an enemy, which will eventually explode one by one.
    • Spamming TurnOver.png Turn Over will allow you to endlessly cancel the spell, putting you in an invulnerable state for as long as you continue to cast the spell.

References

  1. RelentlessLightning.pngRelentless Lightning damage is considered as True damage. This means that no amount of Damage reduction can mitigate its effects.
  2. Steady.pngPrudent Beam damage is considered as True damage. This means that no amount of Damage reduction can mitigate its effects.