User:Pikazilla

King K Rool

 * Spirit: Defense & Flinch Resistance
 * Pros: K Rool is as fun as I thought he would be. He is the 2nd heaviest fighter and also has a great recovery; making him the ultimate wall. His two projectiles also allows him to keep foes at a distance and edgeguard. His superarmor also is excellent for getting in close or outlasting his enemy.
 * Cons: K Rool is still a slow and massive target; meaning that characters with fast combos that can get through his flinch resistance will be an issue. His melee range is also lacking. He is not designed for airborne combat and is very vulnerable when using his slow up-special.

Miis

 * Spirit: Depends
 * Brawler: Kick or Boomerang (item)
 * Swordfighter: Sword & Specials
 * Gunner: Shooting Attacks or Items
 * Pros
 * Brawler: Good Specials for diving from the sky.
 * Swordfighter: Excellent mid-range attacks, including Specials involving a dash or charge and decent projectiles.
 * Gunner: Some of the longest and best ranged attacks in the game. Can devastate tanky fighters with hit-and-run tactics.
 * Cons
 * Brawler: The Brawler does not have the same range as most other fighters and so there is little point in using it. My best Brawler is a Sheik clone; sacrificing range and speed for power and airborne mobility. Not much else to say other than the obvious long range weakness.
 * Swordfighter: Is dependent on using its mobility effectively, as the other swordsmen in the game have longer swords. Tiny maps are a potential weakness.
 * Gunner: Is dependent on exploiting its superior range. Even the basic Battlefield is arguably too small to be used effectively. Fast opponents can close the distance and maintain close combat. Obstacles and terrain can also be used by enemies as cover.

Simon

 * Spirit: Whip
 * Pros: Excellent at mid range, arguably the best. The combination of his whip, projectiles and sliding kicks allow him to have many options.
 * Cons: Fast or long ranged fighters can avoid Simon's midranged attacks. Simon uses his weapons as his primary defense, but can have issues under pressure. He is also terrible in team battles or on stages with slopes. Recovery is also lacking.

Ganondorf

 * Spirit: Akuma or Calamity Ganon (with Shield Breaker) or Hyper Smash or Neutral Special
 * Pros: Ganondorf is just as powerful as before, but his sword changes alot by giving him better range and accuracy when delivering these hits.
 * Cons: Ganondorf still suffers from low speed and a poor recovery. He can be easily harassed by hit-and-run, projectile users or combos that pin him down.

Shulk

 * Spirit: Sword
 * Pros: Very adaptable. Decent attacks and melee range.
 * Cons: Monado is very high maintenance and can be distracting. Shulk's other traits are not unique. No projectiles.

Ridley

 * Spirit: Air or Physical
 * Pros: Great at airborne combat. Has the attributes of a tank but lacks many tank weaknesses.
 * Cons: Large hitbox. Melee range is surprisingly short. Reckless attacks could cause accidental self-destructs or suicide-kos. Down-special is arguably useless.

Incineroar

 * Spirit: Throw
 * Pros: Aggressive close combat. A light tank. Dominates shield spammers.
 * Cons: No projectiles. Lacks vertical recovery. Up-special is risky. Smash-taunts are distracting.

Link

 * Spirit: Self-Healing or Sword or Akuma
 * Pros: Effective at all ranges. Diverse projectiles gives Link an option in many situation. Link is still able to fight effectively at close combat; a trait most long ranged fighters lack.
 * Cons: Can be overwhelmed by agile opponents. Some stages can restrict Link's projectiles. Weak recovery.

Olimar

 * Spirit: Stamina Battle
 * Pros: High damage for Stamina Battle. Effective at mid range.
 * Cons: Very light. Lacking in combos. Short melee range.

Wii Fit Trainer

 * Spirit: Akuma
 * Pros: Long limbs give good melee range. Balanced. Good air attacks and juggling.
 * Cons: Both projectiles have slow startup and are very similar. No obvious advantages.

Bowser

 * Spirit: Attack or Tank
 * Pros: Heaviest fighter. High attack. Can be effective at some spirit board events involving chaotic swarms and melees.
 * Cons: Surprisingly short range combined with sluggish movement and massive hitbox makes it difficult to land blows without getting hit. His extra defenses do not compensate for Dedede's mobility or Ganondorf's offensive overkill.

Isabelle

 * Spirit: Defensive
 * Pros: Great zone control and defensive counter attacks.
 * Cons: Not designed for intense close combat or fast opponents. Somewhat gimicky. Lightweight.

DK

 * Spirit: Smash Attack
 * Pros: Smash Attacks have long range and massive power. High weight, yet slightly more agile compared to other tanks.
 * Cons: Special Moves are below par. Poor vertical recovery. No long range. Large hitbox.

Lucario

 * Spirit: Critical Offense & Aura
 * Pros: Above average agility and mobility. Adaptable with few counters.
 * Cons: Somewhat dependent on being injured to achieve a high attack power, which contradicts with Lucario's below average weight. Final Smash is somewhat easy to avoid.

Sheik

 * Spirit: Air or Kick (Gurl got legs :3)
 * Pros: Very fast and agile. Great air combos.
 * Cons: Lightweight.

Dr. Mario

 * Spirit: Akuma
 * Pros: Balance with above average power.
 * Cons: Mobility is somewhat lacking.

Sonic

 * Spirit: Self-Healing
 * Pros: Very fast ground movement. Great hit-and-run potential.
 * Cons: Lightweight. Final Smash difficult to use.

Little Mac

 * Spirit: Fist
 * Pros: High speed, agility and damage. Small hitbox.
 * Cons: No long range options. Weak recovery. Lightweight. Few options against shields.

Dedede

 * Spirit: Flinch Resistance
 * Pros: High knockback. Somewhat mobile tank.
 * Cons: Slow attacks. Large hitbox. Almost no advantages compared to other tanks (especially K. Rool).

Lucina

 * Spirit: Sword
 * Pros: Above average agility and speed. Doesn't require the same precision Marth wants. Good melee range. Can be offensive or defensive.
 * Cons: Below average power. No long range options.

Zelda

 * Spirit: Final Smash or Specials
 * Pros: Good Specials for maintaining distance. Above average attack power.
 * Cons: Gimicky. Not designed for close combat. Slightly slow. Low weight.

Daisy

 * Spirit: Final Smash or Air
 * Pros: Great air control. Best Final Smash.
 * Cons: Below average ground or long range combat.

Cloud

 * Spirit: Sword & air attack or specials
 * Pros: Great air attacks. High attack power. Good melee range.
 * Cons: Below average recovery. Limit Breaks can make Cloud predictable. Limit Break charging can be time consuming or make Cloud vulnerable: especially on small stages.

Charizard

 * Spirit: Fire or Side Special
 * Pros: Flare Blitz is one of the best Specials in the game. Light tank.
 * Cons: Flare Blitz has many flaws. Is either slower or weaker than most other characters.

Ryu/Ken

 * Spirit: Physical
 * Pros: Good combos. Command Inputs can be effective if performed precisely.
 * Cons: Command Inputs are difficult to reliably implement. No obvious advantages.

Mr. Game & Watch

 * Spirit: ???
 * Pros: Great Recovery Up Special. Unorthodox fighting style with some combo potential.
 * Cons: Low stats. Gimicky moveset; especially Judge.

Wario

 * Spirit: ???
 * Pros: Light Tank.
 * Cons: Specials are ineffective (possible nerf compared to Brawl). Short range.

Yoshi

 * Spirit: Air & Kick
 * Pros: Good air combos. Down Air is high damage against tanks.
 * Cons: Poor recoveries if double-jump is not available. Poor Specials. Lightweight.

Pikachu

 * Spirit: Electric
 * Pros: Very agile with many high damage or large hitbox moves.
 * Cons: Lightweight.

Bayonetta

 * Spirit: Speed & Hyper Smash
 * Pros: Good Hyper Smash and combos.
 * Cons: Odd movement. Low weight.

Chrom

 * Spirit: Sword
 * Pros: Light Tank. Great close combat.
 * Cons: Very close ranged.

Meta Knight

 * Spirit: Sword
 * Pros: Very agile. Great movement overall. Good recovery and combos.
 * Cons: Lightweight. Very close range.

Palutena

 * Spirit: Magic
 * Pros: Great mid-range attacks. Good speed.
 * Cons: Poor close combat.

Mewtwo

 * Spirit: ???
 * Pros: Great movement. Good air attack & melee range. Tricky Specials.
 * Cons: Lightweight. Most Specials do little to no damage.

Greninja

 * Spirit: Water
 * Pros: Great ground movement.
 * Cons: Poor air movement. Lightweight. Sheik is similar or superior in many ways.

Snake

 * Spirit: Explosion
 * Pros: Above average damage and weight. Good combo potential.
 * Cons: Somewhat slow movement and attacks. Sometimes dependent on traps.

Inkling

 * Spirit: Speed (on large maps)
 * Pros: Good mid-range coverage. Good damage. Good movement. Splat Bomb is great defensively.
 * Cons: Weak to fast or close-combat fighters. Low weight. Reloading is a severe weakness.

Samus / Dark Samus
I don't play either character and I don't see a significant difference. I prefer Mii Gunner anyways.

Peach / Daisy
I have a bias towards Daisy and against Peach; regardless of the game. Peach is a braindead mcguffin, Daisy is a barrel of fun.

Marth / Lucina
I am good with either character; but I do not need the tipper mechanic since it doesn't give me the same flexibility and limits how aggressive I can be. If I wanted distance in my melee attacks; I would choose Simon.

Ike / Chrom
Chrom has speed to compensate for the weaknesses I see in Ike.

Pit / Dark Pit
I don't play as either character, so I don't care.

Ryu / Ken
There is a clear difference between the two, but Ken is introduced so late game that I see no need to learn his style when I already experienced Ryu's for so long. Either way; their command inputs are difficult to use and are thus not worth my time for serious fighting.

Simon / Richter
I am satisfied with Simon anyways, so I see no reason to try out the nearly identical Richter. I would rather be He-Man rather than 'another edgy anime teen'.

Mario / Dr. Mario / Luigi
My love for Sunshine does not hide the fact that I hate using FLUDD in Smash, especially since the Tornado is such a better move. I preferred Dr. Mario since Melee; Dr. Mario maintains most of Mario's agility while giving him a much needed boost in power. I never bothered to play as Luigi seriously, and I don't like the new changes he has.

Link / Young Link / Toon Link
Normal Link has the range and power to overshadow both his kid forms. His new bomb detonation mechanic is tactically effective and powerful. There is no reason to use the stubby swords that the kids use.

Fox / Falco
I rarely use either of these guys, but I prefer Fox since both his ground and airborne movement is more consistent and he feels faster even if he lacks Falco's aerial mobility.

Pikachu / Pichu
Pichu is no longer bottom tier, but still is too frail to do much. Pikachu appears to be top tier and is on par with Pichu in every way except can survive slightly longer and has better melee range.

Falcon / Ganondorf
I play as Falcon to outmaneuver Tanks and Ganondorf to quickly kill lightweights. I choose the fighter that best suits my mission.

Ness / Lucas
Don't like these fighting styles, don't play them. Lucas uses more PSI attacks, which is more relevant to PSI spirits: PK Flash is a superior neutral special, but that's Ness' only advantage with PSI attacks.

Villager / Isabelle
I honestly don't know how to play Villager. Isabelle is different due to her OP specials giving her great zoning and keep-away tactics.

My Tier List
(This is in regards to my own personal skill; it has nothing to do with the Smashboard or Eventhub Tier Lists. Subject to change.)

Top Mains
(These are my best fighters by far.)
 * K. Rool
 * Sheik
 * Lucina
 * Link
 * Pikachu

Mains
(The strengths and skill I have with these fighters make them both enjoyable and efficient. I frequently play as these fighters.)
 * Cloud
 * Sonic
 * Simon
 * Lucario
 * Dr. Mario

High
(These fighters are capable of defeating serious threats despite having flaws. They have the potential to become a Main as I continue testing them out.)
 * Mewtwo
 * Mii Brawler
 * Little Mac
 * Incineroar
 * Mii Swordfighter

Mid
(These characters have enough potential to be higher tier if I had more time with them.)
 * Shulk
 * Yoshi
 * Ganondorf
 * Meta Knight
 * Ridley

Low
(These fighters are fun to play, but are too flawed to fight in a serious match against a high tier).
 * Inkling
 * Daisy
 * Palutena
 * Bowser
 * Greninja
 * DK
 * Olimar
 * Wii Fit Trainer
 * Mii Gunner
 * Diddy Kong
 * Bayonetta

Casual Only
(These fighters are very unreliable in a serious match).
 * Chrom
 * Snake
 * Captain Falcon
 * Pichu
 * Isabelle

Spirits Only
'''(These characters I use only because they work well with cheese tactics that Spirits provide.) '''
 * Lucas (PSI)
 * Zelda (Final Smash)
 * Pokemon Trainer (Flare Blitz)
 * Kirby (Stone)
 * Luigi (Super Jump Punch)
 * PURIN (Rollout & Rest)

Bottom & Not Interested
(Not all of these characters are low tier; some are characters I haven't tried because I don't like their playstyle.)
 * Young Link
 * Toon Link
 * Dedede
 * Mr. Game & Watch
 * Samus/Dark Samus
 * Pacman
 * Zero-Suit Samus
 * Pit/Dark Pit
 * Bowser Jr.
 * Mario
 * Fox
 * Falco
 * Rosalina
 * Ness
 * Duck Hunt
 * Ice Climbers
 * Robin
 * Ryu/Ken
 * ROB
 * Wario
 * Villager
 * Wolf
 * Megaman
 * Ike
 * Corrin
 * Peach
 * Marth
 * Roy
 * Richter

SSB Ult Interested List

 * P Plant
 * Very unorthodox character; although I don't know if it would make him low tier or high tier as a result.
 * Joker
 * If Joker has good moves or is a 'pay to win' character, I might play him. But I don't like his random inclusion.

Overkill Ganondorf
Max out Ganonodorf's (or a similar tank's) already extreme power to one-shot most enemies. This includes high-stat spirits, giant-mode spirits, and spirits that boost Ganondorf's sword or Warlock Punch. Metal-mode or flinch resistance spirits also can assist in confirming the kill by allowing more reckless aggression.

Yoshi Akuma
Akuma is one of the most powerful Spirits in the game due to his absurd attack power. He has no Support Slots, meaning he can be used for fighters that don't work well with specialization. Yoshi is both mobile and yet devastating against bosses and giants with his Flutter Kick, making it a great combo with Akuma.

Immortal Juggernaut
Use a high defense spirit combined with self-healing support (like Celebi). Combo with Link (who has great keep-away specials) or Sonic (who has great speed) to outlast your opponent. Only works on large maps and is best used in 1-on-1 duels. Also the best team for most World of Light boss fights.

Staff Sniping
Use the Staff to shoot an enemy off the stage the instant the match begins. Works best on Omega Stages and against tanks.

Arceus/Dan Hibiki Spirits
These are spirits that exist primarily for the sake of focusing entirely on support skills so that power is on equal footing; with Arceus being the most powerful balanced neutral 3 slot spirit and Dan Hibiki being the weakest.

None of these Spirits will focus on Attack Skills that increase power of unique types of moves (punches, electricity, water...), since I want to be more experimental rather than relying on brute force. Hazards are also ignored.

1-4 are offensive, 5-8 are defensive, 9-12 are agile and 13-16 uses Trade-Off.


 * 1) Princess Punch Double Final Smash
 * 2) Hulk Unflinching Charged Smashes + Hyper Smash Attacks
 * 3) Wrecking Ball Shield Damage * 3
 * 4) Big Stick Ore Club Equipped
 * 5) Limit Break Fast Final Smash Meter + Critical Health Defense
 * 6) Deadpool Great Auto Heal
 * 7) Superman Super Armor
 * 8) Turtle Armor Knight + Metal
 * 9) Fly High Additional Midair Jump + Jump
 * 10) Biker Easier Dodging + Move Speed + Braking Ability
 * 11) Make It Quick Running Start + Light Weight
 * 12) Cannonball Instadrop + Impact Run
 * 13) Comeback Critical Health Attack + Critical Health Immunity
 * 14) Terminator Critical Health Defense + Trade-Off Defense + Trade-Off Defense
 * 15) McCree Rage Blaster Equipped + Trade-Off Attack + Trade-Off Attack
 * 16) Akuma Trade-Off Attack + Trade-Off Speed + Trade-Off Ability

Item Tier List
(This is assuming I will always acquire the item. Assist Trophies and Pokeballs not included.)

GODSEND

 * Smash Ball
 * Even the worst Final Smashes can still be useful. Even if you ignore Final Smashes; the Smash Ball can distract the enemy into predictably attacking the Ball. Even with the new Final Smash Meter: the normal Smash Ball Final Smashes are actually deadlier, and thus are still very effective.
 * Rolling Crate
 * Can be a devastating and fast weapon, assuming it can be positioned well. Even if it misses, it will force the enemy to move. Can still function as a normal Crate otherwise; containing many items.
 * Ore Club
 * Great range and power. Great at Edgeguarding. Can still deal decent damage even after running out of ammo. Can be thrown to compensate for its otherwise slow and predictable fighting style.
 * Boss Galga
 * Very difficult to avoid, can cause the enemy to panic or move predictably. Requires no aiming. Instant KO at high percentages. Lacks the liabilities that the Beetle has.
 * Deku Nut
 * A very long stun; assuming that you score the hit.
 * Blue Spiny Shell
 * High damage and knockback while also being difficult to avoid. Can cause the enemy to panic. Requires no aiming. The high damage means it still does something to low percent enemies; unlike the Boss Galga.
 * Bullet Bill
 * Huge damage and extreme speed. Just be careful where you aim...
 * Super Mushroom
 * The large hitbox is mostly compensated with additional weight and range. The extreme power of being giant is almost always a benefit.
 * Super Star
 * Invincibility is OP in any context. The only downsides is that it technically doesn't stop all KOs and that the enemy is going to flee from you since there is literally nothing they can do offensively except to wait you out.
 * Heart Container/Maximum Tomato
 * These items give you so much health that it is almost like getting an extra life; giving you a massive edge.
 * Dragoon
 * Assuming you can get the pieces, you are given a chance at a free instant KO! Dodging it is hard since you can aim it from anywhere on the stage.
 * Sandbag
 * The Sandbag's endurance allows it to be more effective in either dispensing items or distracting enemies compared to other containers. It also lacks the risk of self destructing along with any other randomness.
 * Special Flag
 * Having an extra point (either extra life or free KO) is probably the most overpowered trait of any item; as items are intended to either gain an advantage to score points or prevent your foe from scoring points. The only downside is the necessary weakness of this item: the slow activation. However this slow activation can be useful. It gives the enemy plenty of time to react to what you doing and predictably forces them to attack you to stop the activation: not doing so is not an option. This can allow you to make easy traps or counter attacks.

Great

 * Crate
 * Slower than a barrel (as a weapon) but easier to break out and has more items.
 * Beam Sword
 * Great range and okay damage. Can also be thrown for surprising attacks.
 * Death’s Scythe
 * Surprisingly fast to use, but can be predictable. Not really useful at low percentages. A 100% KO is very useful; especially since Home-Run Bat is sometimes survivable depending on terrain or conditions.
 * Home Run Bat
 * One of the few things to KO at 0%. Can be predictable, but can also be thrown multiple times to fake-out enemies.
 * Banana Gun
 * Massive damage if it lands. Even if it misses, it becomes a Banana Peel which can be used to make a foe vulnerable. Great at finishing an opponent or restricting their movement by forcing them to dodge.
 * Ray Gun
 * Great at juggling or suppressive fire due to high ammo.
 * Steel Driver
 * Similar to the Ray Gun; but more unpredictable.
 * Super Scope
 * Flexible and a powerful charge shot. Does require that you maintain long range.
 * Beast Ball
 * Very difficult to dodge due to its precision and speed. Good power. Can however be easily stolen if it lands next to the enemy.
 * Bee Hive
 * Multiple stuns are very effective. Can cause the enemy to panic. The hive itself can be a good trap if you can trick the enemy into breaking it.
 * Bob-omb
 * Great power. Can be dangerous however; approach and use with caution.
 * Bombchu
 * A slightly weaker but slightly more flexible Bob-omb.
 * Cucco
 * Can cause enemies to panic. Rather chaotic; can hurt the user.
 * Green Shell
 * Good damage, power, and speed. Can be used at long range, although is too slow to be effective at long ranges.
 * Pitfall
 * Can be a devastating stun. Also can spike and deter enemy movement.
 * Smart Bomb
 * Now that there is no self-harm; does great damage with a massive blast.
 * X Bomb
 * Excellent damage and no self-harm (when thrown). Does require precision, but it is easy to throw a fighter into it.
 * Metal Box
 * The defensive boosts of the Metal Box allows for a more aggressive playstyle without the risk. Being Metal is so powerful that Metal Killer is a real boost. It does however make you drop like a rock.
 * Back Shield
 * By guaranteeing that you cannot be attacked from behind, the Back Shield will allow you to focus your attention and prevent attacks from flanking maneuvers. Great for multi-man modes.
 * Franklin Badge
 * Basically forces the enemy to fight you at close combat, which makes them more predictable. You can still use your projectiles, giving you a range advantage. Also some characters (like Samus and Gunner) have few ways to avoid the Badge since they have too many projectile attacks.
 * Rocket Belt
 * Makes recoveries and air movement very easy to control.
 * Screwattack
 * Allows juggling options as well as surprise attacks. This can be great for escaping difficult scenarios or beginning juggles and combos.
 * Fairy Bottle
 * This weapon is extremely risky since it gives you no benefit if your damage is low, meaning the enemy can exploit it. But you can just discard it in that scenario. When you can use it, it is a Godsend.
 * Daybreak
 * It is slow and predictable; but can potentially instantly KO.
 * Bomber
 * Very predictable and somewhat slow, but can do massive damage with a large hitbox.

Better than Nothing

 * Barrel
 * Too slow to be consistently useful and can cause self-harm (as a weapon); great otherwise.
 * Capsule
 * Can be risky due to chance of explosion or the risk of throwing it at your enemy only for them to get a good item because of it. Good weapon otherwise.
 * Grass
 * Simple and not risky, but does have the chance of being nothing.
 * Fire Bar
 * Good reach initially, but is only useful initially; will quickly become irrelevant as the Bar shrinks.
 * Hammer & Golden Hammer
 * High power and good reach is somewhat overshadowed by the predictable slow movement and chance of a defect. Useless on large stages. Fast enemies, counter specials and long range can make the Hammers either useless or a liability.
 * Lip's Stick
 * Okay range and okay damage. Can be thrown multiple times. Life-Sapping has benefits; especially in Stamina.
 * Star Rod
 * Tries to be two things at once (melee and shooting item) but doesn't excel in either category. Good range and flexibility are its only assets.
 * Banana Peel
 * Can be picked up by the enemy, making it a potential liability. The stunning can still be useful for finishing off a foe or to deter enemy movement.
 * Drill Arm
 * Is escape-able, unlike other instant-ko weapons. Only 1 shot and is almost useless after firing. Can still be devastating if it lands precisely.
 * Rage Blaster
 * Great if you are at high damage; a low ammo slow RPM Ray Gun otherwise.
 * Staff
 * Excellent at the very specific scenario of sniping from long range on a stage with no obstacles. Weak otherwise.
 * Black Hole
 * Some fighters can escape the Black Hole. The enemy is not stunned, so they can still fight back. Does still make them a good target.
 * Boomerang
 * Great range and precision and potentially unlimited ammo. Weak otherwise. Can be stolen easily.
 * Bumper
 * Can be devastating as an edgeguard or to score a KO in a specific situation. Useless otherwise.
 * Freezie
 * Has an awkward 'floating stun' that makes it hard to follow up.
 * Gooey Bomb
 * Forces the players to 'play tag'; has the obvious liability of attaching to the user.
 * Hocotate Bomb
 * Requires precise timing to send the enemy to the site of impact. Can deter enemy movement by making them avoid the site of impact.
 * Hothead
 * More annoying than anything else. Can restrict enemy movement.
 * Motion-Sensor Bomb
 * Very situational. Can cause accidental self-harm. Powerful otherwise; can deter enemy movement.
 * POW Block
 * A very odd item.
 * Lightning Bolt
 * The ability to shrink your enemy, thus making them very frail, should be a Godsend: especially since it cannot be dodged or avoided. However the high chance of backfire makes this item a big gamble.
 * Timer
 * Same issues with the Lightning Bolt; can backfire, making it a gamble.
 * Bunny Hood
 * The added agility and jump can make things confusing when your mobility is beyond what you are used to. The added agility can still be an asset, especially for the tanks.
 * Super Leaf
 * Does give better air control and has recovery potential; but also can slow you down and make you an easy target.
 * Food
 * More of a distraction that makes you act predictably, but otherwise it's an okay boost.
 * Healing Field
 * The high amount of healing it does is just so slow that it forces you to be a sitting duck. Your enemy can also use it as well. But if you can defend it, then it does give you a slight edge with the healing.
 * Ramblin' Evil Mushroom
 * Has the potential to confuse some players just enough to make them open for attacks. Really annoying otherwise.
 * Soccer Ball
 * This item requires precision to be useful, and has the possibility of being knocked back. However it does do impressive damage.
 * Warp Star
 * Stages with ceiling or platforms can protect enemies from the Warp Star; assuming you can even aim with it. The slowness of the attack makes it easy to air-dodge, unless you have poor timing. However it does have high damage and a large blast.

Not Good Not Bad

 * Party Ball
 * High chance of multiple dangerous Bomb-ombs. Breaks so slowly that an enemy can quickly react to it. Not a useful weapon either.
 * Killing Edge
 * Forces the user to fight predictably due to the periodic crits. Very weak if it doesn't crit.
 * Fire Flower
 * Mostly annoying. Somewhat useful for Edgeguarding or dealing high damage; but useless and predictable otherwise.
 * Gust Bellows
 * Mostly annoying. Can be used for Edgeguarding; but does no damage and can go berserk if dropped.
 * Beetle
 * Can be escaped by buttonmashing. Can be redirected, making it a liability.
 * Healing Sprout
 * Restricts 'A moves'. Can be attached to the enemy, making it a liability.
 * Killer Eye
 * Very odd and predictable weapon.
 * Super Launch Star
 * Very situational. Can be self-destructive.
 * Mr. Saturn
 * Can be picked up by the enemy after it lands, making it a liability. Too weak to do anything else. Shield breaking is not a useful trait for a slow and obvious weapon; it would make more sense to take the hit rather than try to block.
 * Smoke Bomb
 * Can cause some confusion, but is pointless otherwise. Can be a liability since the smoke has no player bias. Pointless against CPUs.
 * Unira
 * Can be a liability due to blocking projectiles or getting knocked around. Can be dodged somewhat easily. Is only effective in large numbers, which is rare.
 * Superspicy Curry
 * The 'dash only' trait combined with the flames can make using the Curry somewhat unpredictable or difficult to use. Reflectors can actually counter the Curry to some degree. Also creates the possibility of accidentally detonating bombs with the flames.

Negative Items

 * Poison Mushroom
 * The additional agility and smaller hitbox is overshadowed by the sharp drop in power and weight. A heavy blow is basically an instant KO. It can force you to predictably avoid the enemy, which is difficult to do on the smaller stages.
 * Fake Smash Ball
 * This item is just annoying in so many ways; especially if it blocks the real Smash Ball. It moves almost randomly, making it difficult to trick the enemy into getting hit by the blast.
 * Blast Box
 * Using this item is very situational since it's just so dangerous to the user.