Super Smash Battle Royale Rulebook

Welcome to Super Smash Battle Royale! It is here where gaming’s greatest All-Stars hit the battlefield and duke it out for dominance! It is a battle of might, strength, and most importantly, strategy. Can you come out on top?

Our Story Begins

There exists many worlds outside of our own where legendary fighters are a reality. These powerful beings are known as All-Stars, and have gone on countless adventures, fought numerous battles, and learned invaluable lessons. 

In our world is an entity known only as Master Hand. Master Hand watched the All-Stars’ journeys with fascination. He lived every moment of them, and yearned to have his own part in them. Eager to bring the best of all the worlds together, Master Hand created his own versions of the All-Stars into his own world, the World of Trophies. Here, the All-Stars existed as animated statues, brought to life by Master Hand’s power. If an All-Star were defeated in battle, it would simply revert back into its trophy state.

Master Hand had the All-Stars battle against each other for years, safe in his own world. It was fun like he had never imagined, watching his greatest heroes and villains perform feats only he could imagine.

But as time passed, Master Hand began to mature, and watching them mindlessly clash had lost its charm. He desired for there to be order: a strategic, thoughtful process. And so he began the Battle Royale. All-Stars no longer brawled amongst each other in chaos, they joined into teams in full-out warfare over control of the battlefield. Master Hand delighted himself in the balance of this fragile world, adding more and more trophies to his collection, until he had an entire army of All-Stars. Master Hand watches as they go through skirmish after skirmish, testing their abilities. Every match-up, every possibility… Master Hand wishes to know it all. At the end of everything, who is his greatest All-Star?

Let the games begin.

Setup

Super Smash Battle Royale is played between two players, who join either the Red or Blue team and build a team of 5 All-Stars to bring to battle. 

First, decide a way to choose which player will pick first (coin flip, rock-paper-scissors, won a previous bet, etc.) The first player is always on the Red team. The chosen method of selecting All-Stars can be whatever best suits bother players, but some examples are:

All Pick: Both teams simply take turns back and forth choosing any All-Star from Super Smash Battle Royale’s selection. This method is best for trying specific characters or combinations.

Random Draft: If you click the ‘Random Draft’ button at the bottom of the table, 40 All-Stars will be randomly dealt onto the table. The players will use a draft system to build a team only from these selected 40. This method is best for fostering more competitive, strategic play.

EXAMPLE DRAFT:

Red Bans 1

Blue Bans 1

Red Bans 1

Blue Bans 1

Red Picks 1

Blue Picks 2

Red Picks 2

Blue Picks 1

Blue Bans 1

Red Bans 1

Blue Picks 1

Red Picks 2

Blue Picks 1

If you use a system involving bans, make sure the bans are kept visible by the bottom of the table… seeing who has been banned is important in drafting strategy!

Full Random: If you click the ‘Full Random’ button at the bottom of the table, 5 All-Stars per player will be randomly dealt onto the table, and those All-Stars will comprise your teams. This method is best for getting into a match as quickly as possible.

Once the teams have been selected, remove any unselected All-Stars from the table, then click the ‘Set Map’ button. It will look like this:

One at a time, starting with the first player, both players will set their All-Stars into their team colored Turn Order, starting from the top. When an All-Star is placed into the Turn Order, place their token anywhere within your team’s Spawn Zone

Search the purple ‘All-Stars Bag’ for the bags that match the names of the All-Stars selected and retrieve all necessary components for the selected All-Stars, as shown:

1: This represents this All-Star on the game board. The buttons to it’s left control the number value on the top left, which represents its Health

2: This displays the stats of the All-Star. From top to bottom:

Health: This is how much damage the All-Star can take before being defeated.

Physical Power: How much base damage the All-Star deals with their Basic Attack.

Speed: How many spaces the All-Star can move in a Movement Phase.

Attack Range: How many spaces away enemies must be within to be targeted by their Basic Attack. The (P) designates that the Basic Attack is a Projectile.

3: These cards explain the Abilities that the All-Star can use. Special tags underneath the title will designate the Ability as a Projectile, Passive, Attack Mod, Special, or some combination of any of them. The number on the left side is the Cooldown of the Ability.

4: The Ultimate Ability is read the same as any other Ability. However, these Abilities cannot be used until at least 3 Rounds into the game.

5: These Markers will vary depending on the All-Star and can help track things like unique Buffs, Debuffs, Marks, or other Unique traits to that All-Star. These can be used as heavily or sparingly as the players are comfortable with to control the load of information in the game.

Anatomy of a Turn

Super Smash Battle Royale consists of each All-Star having a Turn, which together form a single Round

Also note that on an All-Stars turn, any Minions that All-Star controls also take their actions. Minions turns follow the same rules as that of an All-Star, unless specified.

Step 1: Beginning the Turn

On an All-Stars turn, it typically has two Action Phases available to it: the Attack Phase and the Movement Phase.

During the Attack Phase, the All-Star can perform either a Basic Attack or use one of its Abilities, given that it is not on cooldown. Basic Attacks are checked for validity based on the All-Star’s Attack Range, while Abilities will have printed rules to determine who they can target.

During the Movement Phase, the All-Star can move a number of spaces equal to its Speed. When moving, the All-Star can only move in cardinal directions (no diagonals) and cannot move onto spaces occupied by other units unless otherwise specified.

Note that when moving on the map, spaces that are pure white are ineligible for units to be placed on. They must move within the grass field of the map. Also, once a unit has left a Spawn Zone, it can never enter one again, unless it is defeated or due to the effect of an Ability.

Some Abilities will have printed on them that they can be ‘used as a Movement’. If this is the case, that Ability can optionally consume the Movement Phase instead of the Attack Phase.

Step 2: Calculating Damage

All-Stars do not have to use all of their available Action Phases on their turn. But if they do use their Attack Phase to deal damage, there are some things to consider.

Determine that the target is in range. If the attack is a Basic Attack, this is a number of spaces equal to that unit’s Attack Range. If it is an Ability, it follows the value printed on the card.

Some Abilities have special rules for ranges, as shown below:

Adjacent

2-Tile Square

3-Tile Square

…and etc.

Line

Column

Then, determine if the attack is dealing Physical, Ability, or Pure damage. Basic Attacks are always Physical, unless otherwise stated. Take the base damage (which is either your Physical Power in the case of a Basic Attack or the printed damage in the case of an Ability) and add your associated bonus Power. Some Power is generic, while others will only enhance Physical or Ability damage.

Then, check the opponent’s Armor, unless the damage being dealt is Pure. Armor can only block damage if it is generic (i.e, just ‘Armor’) or matches the type of damage being dealt (Physical Armor, Ability Armor). Pure damage ignores all kinds of Armor,

but can still be reduced by effects that reduce damage taken in all forms.

Alternatively, if the target has a Shield, first deal damage to the Shield before subtracting from the target’s Health. Damaging a Shield does not account for Armor.

Examples:

Mario has 2 Physical Power when he Basic Attacks Link, who has 1 Armor. The Basic Attack deals (21 = 1 damage).

Mario has 2 Physical Power when he Basic Attacks Link, who has 1 Ability Armor. Ability Armor has no effect on Physical Damage, so the attack deals (20 = 2 damage).

Mario uses Fireball on Link. Fireball deals 2 base damage, and Mario has +1 bonus Ability Power. Link has -1 Armor, so the attack deals (2+1 – (-1) = 4 damage).

Mario uses Fireball on Link. Fireball deals 2 base damage, and Mario has +2 bonus Ability Power. Link has +1 Armor, and a 2 point Shield, so the attack first targets the Shield, dealing (2+2) –2 = 2 damage and breaking the Shield. Link then takes (21 = 1) damage.

Step 3: Resolving Effects and Cooldowns

Some Abilities or Basic Attacks will have extra effects such as Crowd Control, Buffs, Debuffs, or Marks which can be tracked using markers. If the effect is exclusive to the All-Star, such as Mario’s Burn Mark which he applies with Fireball, will come with the All-Star’s bag. Other generic effects, such as Stun, can be found in the green ‘Common Statuses’ bag.

If the effect has a duration, you can place a Duration Tracker nearby it to track how long it has left. By right clicking it and changing its state, it can display any number up to 10. The first time it is placed, place it sideways to remind yourself that it was just placed. You can also place these Duration Trackers on Abilities that have set durations.

If an effect would be placed that already exists on that unit, simply refresh it to its original values.

If an Ability was used that has a cooldown, place a Cooldown Tracker on the numbered oval. Place it White Side up to remind yourself it was just placed. Note: some Abilities don’t start their cooldowns right away! Make sure to read the Ability.

In this example, Goomba Stomp is on a 2 turn cooldown and Mario has +1 Physical Power for 1 turn. He used Star Mario this turn, so the cooldown marker is White Side up on the number lowest on the track. The Invulnerable Buff was also just gained, so it’s duration timer is placed sideways.

After both Action Phases are used (or passed), and all Durations and Cooldowns are set, do the following to end the turn:

  1. Reduce any upright Duration Trackers on the All-Star in value by 1. If it would become 0, remove the corresponding effect.

  1. Move any Cooldown Trackers which are Black Side up 1 space up on their respective track. If there is no spaces for it to move up onto, remove the Cooldown Tracker: that Ability is no longer on cooldown and can be used again.

  1. Turn any sideways Duration Trackers right side up.

  1. Flip any Cooldown Trackers which are on their White Side, on to their Black Side.

Objectives/The Map

The objective of Super Smash Battle Royale is to obtain 60 Smash Points. There are two ways to do this:

  1. When an All-Star is defeated (i.e, it’s Health is reduced to 0), the opposing team gains 10 Smash Points. These are still granted even if the All-Star’s defeat was not due to an enemy attack.

  2. When a Sandbag is defeated, the opposing team gains 10 Smash Points.

Sandbags are special in that while they have Health and can be defeated, they can only take damage from Basic Attacks unless specifically stated. When a Sandbag is defeated, place it on the stat card of the All-Star who defeated it on a 5 turn duration. When the duration expires, return the Sandbag to its original position.

When an All-Star is defeated, place their token on their own stat card with a 3 turn duration. When the duration expires, return the All-Star’s token to any space in their friendly Respawn Zone. Restore their Health to full and remove all effects, but track cooldowns as normal.

The Team Healers in the middle of the field can be moved onto by units of either team. When they do, place it onto that unit’s stat card with a 5 turn duration and restore +1 Health to that unit. When the duration expires, return the Team Healer to its original position.

Other Rules

Many of the rules in Super Smash Battle Royale are changed, modified, and overridden by the effects printed on Abilities and All-Stars. These printed rules ALWAYS supersede the rules you’ve read thus far.

Some All-Stars come with special tokens that denote zones they create, like Marx’s Black Hole and Incineroar’s Wrestling Ring. To place these on the board, but beneath tokens, set their Y value to 1.70

Information such as cooldowns, stat values, and markers of Debuffs, Buffs, etc are public knowledge to both players and should never be hidden.

Even if effects on a unit provide the same effect, it might be useful to separate their markers if they have different durations. For example, it’s much easier to track +1 Physical Power for 1 turn and +2 Physical Power for 2 turns if they are two different markers. Take advantage of the fact that you have infinite pieces!

Unless you are playing in a high stakes public tournament that has somehow been created since the time of this writing, you are welcome and even encouraged to use varying amounts of house rules if it helps better understand the flow of the game. After all, it’s just you guys playing, it’s no big deal.

Glossary of Terms

All-Star: The core units of the team.

Minion: Other units which are created by All-Stars.

Object: Units on the field which do not perform actions on their own.

Health: How much damage a unit can take before being defeated.

Basic Attack: A generic attack units can perform.

Physical Power: How much damage a unit deals with it’s Basic Attack.

Physical Armor: How much less damage a unit receives from attacks that deal Physical Damage.

Ability Power: How much bonus damage a unit deals with Abilities.

Ability Armor: How much less damage a unit receives from attacks that deal Ability Damage.

Armor: How much less damage a unit takes.

Pure Damage: Damage that ignores all Armor.

Speed: How many spaces a unit can move during a Movement Phase.

Attack Range: How many spaces away a unit can be from its Basic Attack target for the Basic Attack to succeed.

Buff: A bonus effect that enhances some aspect of the unit.

Invulnerable: The unit cannot take any damage.

Untargetable: The unit cannot be the target of any attack. It can still take damage from attacks otherwise.

Crowd Control Immune: The unit cannot be affected by Crowd Control.

Debuff: A negative effect that detriments some aspect of the unit.

Mark: A special effect typically applied to interact with the All-Stars special Abilities (see the specific All-Stars for details).

Projectile: A keyword which some Abilities and effects interact with.

Passive: An effect that typically does not need direct activation or which can be triggered by certain other effects occurring. They are not disabled by Silences.

Attack Mod: A keyword that denotes an Ability as being an enhancer to the Basic Attack, i.e, it must follow rules of both an Ability and a Basic Attack.

Special: A keyword that denotes an Ability which can only be used in certain situations, i.e, during the duration of other Abilities.

Ultimate: A powerful Ability that can only be used from Round 3 onward.

Crowd Control: Negative effects which hamper All-Stars options in specific ways.

Slow: Reduces the target’s Speed (this is also a Debuff).

Blind: The unit cannot Basic Attack.

Silence: The unit cannot use Abilities.

Stun: The unit cannot act.

Knockdown: The unit can use either it’s Attack Phase OR it’s Movement Phase, but NOT both.

Root: The unit cannot move or use any effects that would cause it to leave it’s current space.

Taunt: The unit must Basic Attack the unit that Taunted it on their next turn. If they are not within Attack Range, they must move so that they are.

Out of Combat: The unit is not considered to be on the field. Their token only remains as an indicator of where they are. They cannot be affected by anything happening on the field, but are still affected by anything applied to them prior to being removed from combat.

Formless: The unit can share its space with other units.

Untargetable: The unit cannot be targeted by attacks that require a target (i.e., Basic Attacks, Abilities targeting one enemy within range). They can still take damage/effects from Basic Attacks and Abilities that do not require targets.

Shield: A layer of protection which is subtracted from before taking damage.

Aura: A field of a certain range that is always centered on the original unit, following it as it moves.

Rush: The unit moves until they are at the closest space within 1 tile of the target enemy.

Channel: The unit is charging up some sort of effect. While the unit is Channeling, it cannot perform any other actions. Channeling can be cancelled if the unit is affected by a Stun or Knockdown.

Deflect: The unit is immune to enemy Projectiles.

All-Stars

All-Stars are the core of Super Smash Battle Royale. It is the interactions between them and the different strengths and weaknesses they bring to the battle that makes every fight different from the last. Deciding which All-Stars to put on a team is just as important and strategic as making their every move in the game.

There are currently 308 playable All-Stars, shown below sorted by franchise. This list will continue to grow and include new franchises. Click on a character’s token to open their moveset and further explore what they bring to the team.

Credits

No one involved in the creation of this game created or holds any rights to the characters or images used within it. Super Smash Battle Royale is a passion project made and provided free of cost. All rights to characters/images are reserved to the original copyright holders. 

Credit to: 

Nintendo Co., Ltd.

HAL Laboratory, Inc.

INTELLIGENT SYSTEMS

Retro Studios

Next Level Games

SHIGESATO ITOI

APE inc.

Pokémon.

Creatures Inc.

GAME FREAK inc.

NOISE Inc.

VITEI

Vanpool, Inc.

Camelot Co. Ltd

Treasure Co., Ltd.

Marvelous Inc.

Tose Co., Ltd

Red Entertainment

Skip Ltd.

Mistwalker Corporation

AQ Interactive, Inc.

Konami Digital Entertainment

SEGA

PlatinumGames Inc.

CAPCOM CO., LTD.

Koei Tecmo Holdings Co., Ltd.

BANDAI NAMCO Entertainment Inc.

MONOLITHSOFT

CAPCOM U.S.A., INC.

SQUARE ENIX CO., LTD.

Yacht Club Games, LLC

ATLUS

Microsoft

Rare Limited

SNK CORPORATION.

Mojang AB

Ubisoft Entertainment SA

Toby Fox

Studio MDHR

Digital Extremes

Game designed by:

WeehawMemes     Instagram   Youtube     Twitter

Special Help From:

r/overjoyedhippie for scripting advice within Tabletop Simulator.

BigGoshe for providing voice over in the trailer.

Tabletop Simulator for (hopefully) absolving me of my sins and forgiving my insolence. And also for making the game with which I make this game within.

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