Super Smash Bros. Infinite Wiki

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Super Smash Bros. Infinite Wiki
Super Smash Bros. Infinite Wiki
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This article is about Zagreus's appearance in Super Smash Bros. Infinite. For other uses, see Zagreus.
In the name of Hades, Zagreus accepts this invitation to Smash! Use his arsenal of mythical weaponry and Boons granted by the gods of Olympus to dash and weave your way through the competition! Try not to die, or you'll be back where you started in the Underworld!
—Description from the Super Smash Blog.

Zagreus is a playable character in Super Smash Bros. Infinite. He was officially revealed during the Game Awards 202X as the first downloadable fighter in the First Smash Season Pass, as part of the In The Name Of Hades Bundle. Zagreus is classified as Fighter #103.

Darren Korb reprises his role in Super Smash Bros. Infinite with brand new voicelines for the character.

Attributes[]

Strengths[]

Weaknesses[]

Summary[]

Attributes[]

Ground Attacks[]

Aerial Attacks[]

Grabs and Throws[]

Special Attacks[]

Moveset[]

Tilts, Smashes, Aerials & Throws[]

Normals
Jab Aspect of Zagreus Damage
2%
1%
3.5%
Zagreus performs a sideways slash with its right arm for the first press, a vertical slash which is held by both hands for the second, and a horizontal forward thrust for the third. The third action is accompanied by a greater knockback, which is horizontal by the way, compared to most jabs in the game.
Dash Stygian Thrust Damage
8% (clean)
6% (late)
agreus dashes forward while he thrusts the Stygian Blade forward with fiery rage. Similar to his last hit of his jab, has a high knockback typically for heavy dash attacks, and the thrust makes for a thin yet extendable reach.
Forward Tilt Stygian Slash Damage
11%
An upward swipe while leaning forward. It has a large arc that is useful for spacing and deals medium knockback. It's quite medium sized in terms of speed.
Up Tilt Upward Stygian Thrust Damage
12%
Zagreus thrusts the Stygian Blade straight upwards. Small hit box, but it deals impressive knockback if it hits. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents.
Down Tilt A Slide to the Underworld Damage
8%
A baseball slide. Zagreus slides forward a short distance in a sliding attack. Original to Smash, but very much in the style and swagger Zagreus uses with his attacks. Unlike similar moves, Zagreus' down tilt does not lose strength during the late hitboxes. Can easily be linked into his Up Tilt at low percents.
Smash Attacks
Forward Smash Adamant Rail's Flurry Damage:
1.9% (hits 1-5), 9% (last hit)
2.4% (hits 1-5), 11.5% (last hit)
Zagreus takes his trusty Adamant Rail and unleashes a series of energy bursts in quick succession, followed by a stronger burst. Hits opponents 6 times and has a lot of range, being one of the longest forward smashes in the game, very similar to Mii Gunner's. Coupled with its very long hitbox duration, it is overall difficult to challenge, pressures shields well, and is useful for edgeguarding. The 6th last burst is the strongest, and has quite the knockback.
Up Smash Malphon's Uppercut Damage:
15%
21%
The Twin Fists of Malphon appear on Zagreus' fists, and he delivers a strong uppercut with a small hop. The jump gives this more range than the other uppercuts of the game, although this also makes it more dangerous than the bunch, as if it's missed, Zagreus will have to land on its feet first before acting again, which makes him very vulnerable. Although, if hit, it is a very rewarding move which is accompanied with the most knockback out of all his smashes. Can be used as an out of shield option too.
Down Smash Stygian Slam Damage:
14%
20
Equipping the Stygian Blade, Zagreus performs a jumping downward stab attack into the ground which sends out a red shockwave all around him for considerably high damage and knockback. If used at the ledge, the red shockwave will extend beyond it and everyone (when airborne) who's trapped in it could get meteored starting at 40%.
Aerial Attacks
Neutral Aerial Eternal Spin Damage
9%
Zagreus' trusty Eternal Spear appears in his hand and he performs a circular slash around himself. Very similar to the likes of Cloud and Hero, it comes out moderatly fast and covers his whole hurtbox decently well. Can combo into other aerials and even itself.
Forward Aerial Eternal Stabs Damage
5% (each stab)
9% (tip, each stab)
Zagreus equips the Eternal Spear and delivers three quick stabbing attacks forward. Has a moderate bit of startup, when hopping only the first stab will come out before landing (with considerable landing lag), but since it's his trusty spear you'll be sure to cover tons of range. The tip of the spear delivers more knockback and damage.
Back Aerial Seeking Shots Damage
2.5% (bow)
11% (arrow, clean)
5% (arrow, late)
Zagreus equips the Seeking Bow, looks back, and fires a deadly shot behind himself which covers great distance. It has a slow startup but deals a lot of damage and knockback when hit clean, alas the arrow will deal less damage and knockback in the later frames. When the opponent is nearby, they can get hit by the bow themselves when zagreus equips it which has the potential of them then being led into the arrow if timed and handled correctly.
Up Aerial Chaos' Arc Damage
8%
Zagreus throws the Shield of Chaos up in the air which covers a short distance, which then fastly returns to Zagreus. Zagreus can't act in the short moment when the Shield is in the air and has to wait till it returns (don't worry, probably faster than you imagine). Very low knockback.​
Down Aerial Stygian Halfmoon Damage
11% (early)
16% (clean)
9% (late)
Zagreus takes his Stygian Blade and performs a slow downward, wide crescent slash with large coverage. If the attack connects in the middle of the swinging arc (directly below Zagreus, similar to Marth), it serves as a powerful meteor smash. This has a slow startup compared to other similar moves, but delivers great damage.
Throws
Pummel Malphon's Wrath Damage
3%
Zagreus uses his right fist, which is equipped with Malphon, to punch the opponent he grabbed.
Forward Throw Gilgamesh's Throw Damage
10%
Zagreus claws the opponent forward hard enough for them to fly away. Has moderate knockback and can KO middleweights at around 160% at the edge.
Back Throw Talos' Throw Damage
8%
Zagreus takes the opponent and throws them behind him, then being followed by a strong punch which makes them fly away. This is Zagreus' most relaible kill throw and has the most knockbacl out of all of them. KO'ing middleweights at 120% at the edge.
Up Throw Demeter's Throw Damage
7%
Zagreus performs an uppercut while hopping, like his up smash. Although there will be a blue aura and blue upward lines accompanying it which references The Aspect of Demeter's Giga Cutter. It can combo into neutral and up aerials reliably at low to mid percents. Has moderate knockback.
Down Throw Zagreus' Throw Damage
9%
Zagreus slams the opponent on the ground with both fists. However, its combo potential is fairly limited because of its moderately high ending lag and backward launching angle.
Misc Attacks
Floor Attack Stygian Sweep Damage
7%
Zagreus sweeps his good old blade behind then in front of him before waking up.
Ledge Attack The Boot of Ancient Greece Damage
9%
Zagreus gets up on the stage and sweeps with his right leg before standing firmtight.

Special Moves[]

Zagreus's Special Moves
Standard Special Cast
Zagreus casts a bloodstone, it is a slow long range projectile that can redirect itself to an opponent if aimed close enough, dealing 12.5% damage with no knockback on impact if Zagreus has no boon equipped. Zagreus has three reusable bloodstones and when the Cast hits an enemy, it stays lodged inside the foe until they are killed or 15 seconds elapse, which means Zagreus can't just mindlessly spam these whenever. When the bloodstone falls it can be collected to be launched again. Each god's boon also modifies the speed, area of effect and additional mechanics of the cast. Three casts, Dionysus, Demeter and Ares, create a projectile that does damage on its own instead of lodging into enemies. Also, to make multi-Zagreus battles less confusing, the bloodstones will change color depending on Zagreus' costume.
  • Zeus: Instead of the usual cast, Zagreus casts an electric bolt that can bounce off opponents up to three times, with each bounce having a homing effect. This will not bounce if only playing against one opponent, or if the other opponents are too far from the one that got aimed at. This also deals electric damage to opponents.
  • Poseidon: The weakest of the cast abilities in terms of damage, Zagreus fires a blast of water forward that deals minor damage but delivers hefty knockback! A very strong edge-guarding tool.
  • Demeter: Zagreus plants a crystal which remains in-place and fires a long-range ice stream blast forward for around a 4 seconds period of time. The ice beam can easily be dodged, but if hit it will freeze opponents when at higher percents after dealing small damage over time. An amazing zoning tool. When finished, the bloodstone will summon in its place, waiting to be picked up by Zagreus.
  • Dionysus: Zagreus throws out an arced bomb-like projectile forward which explodes into a cloud of poison when hitting an opponent or surface, which will stay in effect for around 4 seconds before dissipating and delivers the poison status effect to anyone caught in the fog. This move does deal 5% damage, but no pushback on impact.
  • Athena: Zagreus fires a slow-moving circular shield forward that delivers strong damage to opponents and reflects projectiles.
  • Ares: Zagreus fires a slow moving but multi-hit dark spinning blade forward. It moves slow but can string opponents along for multiple hits of damage and high-end knockback. This also deals a new debuff called “doom” where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback, similar to Sephiroth's side-special.
  • Artemis: Zagreus fires a green fast-moving arrow forward. This special has a 1/6 chance to deal a critical hit which will increase the knockback and damage of the arrow. This projectile also deals heavier damage than other projectiles to shields.
  • Aphrodite: Zagreus casts a very short-range pink blast of energy forward which deals quite a lot of damage compared to other cast variations. Has the shortest range, but has high damage and knockback potential, and can easily KO at high percentages. This will inflict charm onto foes, which is signified by them being engulfed in a pink aura and weaken their damage output by 30%.
Side Special Bull Rush
Zagreus equips the shield of chaos and charges up. Releasing the special button will cause Zagreus to charge forward and deal a heavy hit of damage and tremendous knockback if charged. As he charges, you'll notice Zagreus accumulating energy around him. When charged to the max, a flash appears and Zagreus is able to travel the half of Final Destination. The shield can also block projectile attacks and melee attacks that deal less than 6% damage, but if hit with something strong, the Shield will break and Zagreus will be left invulnerable for a while. If you're still charging after already being maxed, which is signified by the flash, then the move decreases in power after that point.
Up Special Dash
Zagreus charges, and once the special button releases, dashes to the direction which is indicated by a directional arrow which points towards Zagreus' travel direction before he begins moving. It travels similarly to moves like Fire Fox. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. If tapped, Zagreus will only perform 1 dash, if held moderately, Zagreus will perform 2, and when held to the end, he will perform 3. Each Dash can be redirectioned. The standard dash with no boons will deal no damage, but cover a lot of distance.
  • Zeus: Instead of his usual dash, when Zagreus dashes he will release lightning strikes that hit opponents close to him at the starting point of each dash. This variation travels a relatively shorter distance.
  • Poseidon: Due to the pushback of the waves, this has the most recovery (even compared to the standard version), Zagreus engulfs himself in rushing water as he quickly rushes. With each dash, Zagreus makes splashing waves at the end of it. This recovery deals the least damage but deals impressive pushback to enemies, knocking them far away.
  • Demeter: A slower and shorter recovery than the rest, Zagreus rushes through the air as he casts a short-range blast of frozen air in front of him with each dash. Opponents at higher percentages (+100%) hit by the ice have a high chance of being momentarily frozen. The dash itself deals no damage, however the ice does.
  • Dionysus: Zagreus surrounds himself in a mist of purple bubbles wich get left at the place where he rushes each time. While this distance is moderate, opponents hit by Zagreus in this state will be dealt a poison effect, and no actual raw damage will be dealt.
  • Athena: Zagreus rushes with his recovery as he is surrounded by four rapid moving shields that circle around him that reflect any projectiles that hit Zagreus while using the recovery. This recovery is moderate in distance, and deals heavy damage and moderate knockback to opponents that Zagreus hit.
  • Ares: Zagreus rushes, and from where he started each dash a dark buzzsaw is left spinning in his place, dealing multiple hits of damage for a moment before disappearing. Similarly to his cast, this also deals a new debuff called “doom” where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback.
  • Artemis: Zagreus rushes while surrounded by green energy that forms the tip of an arrow around him, this Dash deals no damage whatsoever, but for 5 seconds after the dash Zagreus has a higher chance of performing critical hits on all his moves, from a 1/8 chance to a 1/6 one more specifically, this will be signaled with Zagreus flashing green while this is active. This dash has the longest range out of all the boon dashes and even rivals that of the standard one.
  • Aphrodite: Has the shortest range of all the dashes, Zagreus rushes in a recovery as he is surrounded by pink energy and hearts. At each dash, where he ends up, a gulf of pink aura gets summoned which is able to hit opponents. Opponents hit by this recovery will be dealt damage, with no knockback, and will be engulfed in a pink aura, which is a new debuff called "charm" where these opponents now temporarily deal 30% less damage.
Down Special Boon Select
Zagreus holds out hand and say, “in the name of Hades!” as three glowing orbs appear above his head. Use the control stick to choose which of the orbs you wish to select. When choosing a boon, that god’s symbol will appear above of Zagreus’ percentage to indicate which god is helping him. Each god’s Boon gives Zagreus’ special attacks a unique spice to them for a limited amount of time, some will even affect normal moves too! The three Boon options will be random, and an Olympian Boon remains in effect for 30 seconds before Zagreus loses that Boon and returns to normal, in the meantime, Zagreus will not be able to select another Boon and his Down-Special will be rendered futile for the time being. There is then a 5 second cooldown before Zagreus can choose another Boon.

When selecting a certain Boon, a voiceline and certain sound effect will play from that Boon's god. The Boons and their respective symbols are as follows.

  • Zeus: Signified by a lightning bolt. The Greek all-father Zeus’ boon will give Zagreus’ cast, dash and other certain attacks an electric effect to them. This boon affects most of Zagreus' normals outside of his grab and throw.
  • Poseidon: Signified by a blue trident, his Boon generally deliver impressive pushback when using specials and even normals.
  • Demeter: Signified by an icicle rod, Demeter’s boon will give freezing effects to certain specials. This boon only affects Zagreus' special attacks.
  • Dionysus: Signified by a purple glass, Dionysus’ boon will allow Zagreus to poison opponents when performing certain specials. This boon only affects Zagreus' special attacks.
  • Athena: Signified by a shield, Athena’s boon will give Zagreus’ specials a reflector ability. Zagreus will also receive less damage and pushback when using this boon, but deal less damage in general, as all of his normals will deal less damage
  • Ares: Signified by a war spear, Ares’ boon will give Zagreus’ specials a multi-hit attack property and a negative status effect called doom where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback. This boon only affects Zagreus' special attacks.
  • Artemis: Signified by a bow and arrow, Artemis’ boon effect will give Zagreus’ attacks a chance to critical hit! This boon affects normals too, so go ham with it and try your luck.
  • Aphrodite: Signified by a heart, when using certain specials, Aphrodite’s boon effects will cause a unique debuff called charm, which will weaken an opponent’s attack power briefly. This status is signified by the opponent being engulfed in a pink aura. This boon only affects Zagreus' special attacks.
  • Hermes: Upon selection this will not alter Zagreus' moves and only make Zagreus faster, akin to Hero's Accelerate.​
Final Smash There is no Escape
Zagreus summons his Eternal Spear and shouts “It's always pleasant in the Underworld” sarcastically, as he throws the spear forward across the stage, which continues even off-screen as it is engulfed within a red and dark aura which increases its range. Anyone caught by the spear will deal multiple hits and trigger a cinematic cutscene, transporting one opponent into the snowy, ruined hill. Hades turns around and shouts “There is no escape!” and delivers two trident swings, followed by a spinning attack, ending by engulfing the opponent with flaming pillars. If the Final Smash's possible resulting KO is the final KO needed to win, then the opponent will be submerged into the Pool of Styx, with the banner of the FS of the same name on top, transitioning to the splash screen that remains throughout the victory screen. This attack does not utilize the Boons.

Taunts[]

  • Up Taunt: Zagreus holds up an item much like how he caught a fish. These items can be: Nectar, Pom of Power, Daedulus Hammer, Centaur Heart, and Food. When picking up Nectar, he says "Looks delicious.", for Pom of Power , he says "A Pom of Power", for Daedulus Hammer, he says "Gods grant me strength.", for Centaur Heart, he says "Look what I found" and for Food, he says "Good enough."
  • Down Taunt: The Companion Battie appears and bounces around Zagreus while he says "Hey there, little guy."
  • Right Taunt: Turns to face the opponent and raises a fist. Based on his appearance when using a Boon.
  • Left Taunt: Stands straight and folds his arms. Flames appear around him as sparks shoots off.

On-Screen Appearance[]

Emerges from Pool of Styx and says "Again..." if respawning or "Let's start..." when first spawning.

Idle Poses[]

  • Zegreus smolders a while as fire blazes up around him.
  • Shifts on his foot and turns away from the opponent; his chest facing the camera. Based on his dialog pose.

Victory Poses[]

  • Zagreus fishes for a fish and pulls out a Knucklehead, Charp, or Voidskate.
  • A Boon appears and Zagreus touches it and says "In the name of Hades, I accept this." Either Zeus, Dionysus, Poseidon, Ares, or Athena will appear behind Zagreus.
  • Hades destroys a Wretched Thug, which dissipates as Zagreus swings his sword and rests it on his shoulder.

In competitive play[]

To be added

Classic Mode Route: The Seven Seas[]

Every stage has a water element along with opponents that either have a tropical, sea, or pirate theme. Every battle is a Stamina match.

Round Opponent Stage Music Notes References
1 Greninja Scuttle Town Scuttle Town (Shantae: The Half-Genie Hero) Greninja is a Water-type Pokemon, Scuttle Town is typically the first level in Shantae games.
2 InklingInkling Delfino Plaza Dance through the Danger (Half-Genie Hero) Inklings are based on humanoid squids while Delfino Plaza is a resort on the ocean.
3 Marin Tortimer's Island Run Run Rottytops! (Shantae and the Pirate's Curse) Marin grew up on Koholint Island while Tortimer Island is, well, an island.
4 King K Rool N. Sanity Beach Risky Boots Battle (Shantae GBC) King K. Rool has a pirate persona while N. Sanity Beach is a tropical location.
5 CorrinCorrin May Ship Sunken Shipyard (Shantae and the Seven Sirens)

Corrin has some water-based attacks while The May Ship is a flying pirate ship.

6 DJ Octavio Great Bay Rise and Shine (Shantae and the Seven Sirens) DJ Octavio is a cephalopod while the stage, Great Bay, is a coastal location.
BONUS Board the Platforms
FINAL Mii Swordfighter Pirate Ship Boss Fight (Shantae: Half-Genie Hero) The Mii Costume is a Female Pirate Outfit The Mii Swordfighter is based on Risky Boots while the Pirate Ship is meant to symbolize the ship she owns.

Palette Swaps[]

Zagreus Palette (SSBI)
Dark Red Based on Zagreus' appearance in the original Hades.
Grey
Purple Based on the god, Dionysus.
Green Based on the goddess, Persephone.
Black Based on the god, Thanatos.
Pink Based on the goddess, Aphrodite.
Blue Based on the character, Theseus.
Cyan
Yellow Based on the god, Ares.
Orange Based on the god, Hermes.
White Based on the character, Skelly.
Neon Green


External links[]

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