Super Smash Bros Codexery

Driller

A spinning steel needle that turns a straight line into a warning shot.

The Driller is a small, metallic projectile item in the Super Smash Bros. series, first introduced in Super Smash Bros. Melee. Shaped like a compact industrial drill with a pointed bit and a cylindrical body, it launches horizontally across the stage in a rigid, unalterable straight line, striking every fighter in its path before vanishing off-screen. It occupies the niche of a simple, spammy projectile that punishes lazy positioning without demanding any input from the player who spawned it.

Though it deals modest damage per hit, the Driller's real value lies in its predictability and the way it carves a narrow corridor of danger across the stage. In team or free-for-all matches, it can create awkward pressure windows, force opponents to jump or sidestep, and occasionally clip a low-hanging opponent who is mid-recovery. It is one of the most visually iconic "little things" in the item pool, instantly recognizable by its spinning bit and compact silhouette.

Quick Facts

Type
Projectile item
Flight path
  • Horizontal
  • straight line
  • no homing
Damage class
Low (single-hit, multi-target)
Available in
  • Melee
  • Brawl
  • 3DS/Wii U
  • Ultimate
Player input after spawn
None (fixed trajectory)

Lore & Background

In the broad, chaotic mythology fans weave around the Smash universe, the Driller fits the archetype of a mass-produced tool from some unnamed industrial backwater. It is not a weapon forged in a smithy or a relic of a fallen kingdom; it is a workshop implement, the kind you'd find on a pegboard in a garage beneath a fighting tournament venue. Its presence in the item pool is less a narrative event and more a logistical accident—someone left a crate of spare parts on the stage, and the tournament's item-spawning magic pulled one out of the box.

That mundane origin is part of its charm. While the Smash Ball crackles with cosmic energy and the Master Sword hums with ancient power, the Driller just drills. It does not glow, does not sing, does not carry the weight of a hero's legacy. It is the item equivalent of a paper cut: small, slightly annoying, and somehow more memorable than the big dramatic hits around it. Fans affectionately treat it as the "background NPC" of the item roster, the one that exists so the pool feels complete.

Across the series, its design has remained remarkably consistent—a short cylinder with a tapered drill bit, rendered in a flat metallic grey or silver. It never evolves, never gains a special variant, never gets a fan-favorite alternate skin. It simply shows up, spins its bit, and exits the stage, leaving a thin line of sparks where it passed. In a game full of legendary blades and star-shaped projectiles, the Driller's quiet, utilitarian presence is a small act of design honesty.

Reader's Guide

The Driller spawns as a neutral item with no owner. Once it touches the ground, it launches horizontally in the direction it was facing, traveling in a perfectly straight line at a constant speed. It does not arc, does not home, does not bounce off walls. It simply goes until it leaves the stage.

Damage is low—roughly in the single-digit to low-double-digit percentage range per hit—so it will not knock back a mid-percentage opponent dramatically. However, because it can strike multiple fighters in a single pass, it becomes a small area-denial tool in four-player or team matches. A well-timed spawn can clip two or three opponents who are clustered near the edge or mid-recovering.

In competitive play, the Driller is essentially irrelevant. Its fixed trajectory means it can be trivially avoided with a hop or a short dash, and its damage is too low to matter in a 1v1. Its niche is casual and online free-for-all, where the chaos of multiple opponents makes a random horizontal projectile genuinely annoying. It pairs well with stages that have flat, wide platforms, since the longer the line of travel, the more opponents it can clip.

For a new player, the key takeaway is simple: if you see one spawn, you have roughly a second to decide whether to jump over it or let it pass. There is no input to alter its path. It is a coin flip dressed in steel.

Did You Know?

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