Weapon FAQ by Sabeta

Version 0.7, Last Updated 2012-05-19

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Kid Icarus Uprising Weapons Guide Version 0.3 By Sabetasama Last Update: 4/13/2012

Section I: Introduction

WARNING, THIS GUIDE MAY CONTAIN MINOR BOSS/CHARACTER SPOILERS

Welcome to my Kid Icarus: Uprising Weapons FAQ. This FAQ is designed to cover, detail, and explain every single nuance of the various weapons featured in Kid Icarus: Uprising. Weapons are by and large the single most important part of the game, as they determine all of Pit's (that's you) stats. Everything from how you move to how hard you hit or get hit is a part of the weapon you hold, and so this guide attempts to shed light on many facets of these items. Here you will find all information relelvent to the weapons of this game, including highly detailed stats, the effects and cost of weapon modifiers, and even a very in-depth look at Weapon Fusion, and that's only just the beginning.

Those of you who have been following my guide so far might notice the sudden upgrade. I did some digging and learned how to make these swanky Formatted FAQS. I chose this style mostly because It will totally remove the need for CTRL-F (That lovely table of contents, just click it to go where you want) and perhaps more importantly, it lets me make tables that are far nicer than my terrible attempts at ASCII. That being said this will be the format the guide takes from now on, hope you like it as much as I do.

Version History

(03/31/2012)

  • Version 0.2
    • Started the Guide
    • Table of Contents Built
    • Weapon Stats, Weapon List, and Fusion sections started
      • Placeholders made for parts not finished
    • Provided a bit of information on Blades

(04/13/2012)

  • Version 0.35
    • Overhauled In-Depth weapon info, now includes more data
    • Finished Blades (lol...that was such a lie, sorry >.>)
    • Added a good amount of information to other sections
  • Version 0.7
    • Complete Re-Vamp of the guide into a Formatted FAQ
    • Weapons In-Depth Section overhauled again, now matches In-Game names better.
    • Added Hyper Links to the Weapon Index section. No longer a need for CTRL-F, just click the name.
    • Added Unlockables Section
    • Overhauled Weapon Basics
      • Controls section added
      • Intro to Weapons section added
      • Re-Vamped Weapon Stats
    • Replaced Fusion Chart with an Image, much more readable.
    • Put everything I could into Tables instead of ASCII, looks nicer.
    • Changed the formatting in various parts of the guide, it's now much cleaner.
    • Blades still not done; BUT I made a fair amount of progress.
      • Idol descriptions complete

Next Update

  • Version 1.0
    • Weapons (mostly) finished
    • Weapon Modifiers further detailed (but not 100% finished)
    • Weapon Stars further detailed (but not 100% finished)
    • Weapon Planning/Building Section started/finished
    • Obtaining Weapons (derp)

Various Difficulties

I recently discovered every charged shot has a unique charge time associated with it. For example, the Crusader Blades standard charge shot recharges fairly quick, but the Back Dash Charge Shot takes quite a while. I believe this is to try and avoid players spamming the field with Charge Shots, but it will mean that every single weapons charge times needs to be figured out. For now, I'm going to ignore it, and provide the old values for Standing Charged Shot as a benchmark for comparison against other weapons.

I also discovered the training dummies size comes into effect when trying to find range values for weapons, in addition, some attacks have the ability to sort of 'dig' into opponents. I believe it has something to do with the size of the Hitbox, but regardless this means that ALL OF THE MELEE VALUES ARE INNACURATE. The range values are still valid, as they were obtained by shooting at the sky. If I can find some what to prove that the reach of every weapon is the same, then I will ignore melee range, if not, then there's nothing I can do right now. I need an accurate way to figure it out, but as far as I know, none exists.

A system for fusing weapons has been worked out, but the method is hardly what I could call "scientific". It's just vague barely understood guidelines, and while adhering to them works, I don't like basing anything on such speculative measures. Until I get something more definitive, I will not be working on the more technical aspects of Weapon fusion. I'm sorry for the inconvenience this provides.

I have almost all of the damage values for weapons recorded thanks to a friend, whose information you can view in the credits section. Until I import all of the information to the guide, I recommend you check that out for weapon specifics. His information by my standards is lacking, and the formatting he chose in my opinion is strange, but the numbers are there, and appear to be accurate. Importing them will take a while, so please bear with me.

Section II: Weapon Basics

This section covers the basics of the weapons, from what they are, to how they work.

Controls

This game uses three deceptively simply controls.

  • Movement: Press any direction on the Circle Pad.
    • Dashing: Tap the Circle Pad quickly.
    • Dodging: Tap the Circle Pad quickly immediately before an enemy attack would hit you
  • Aiming: move the stylus on the touch screen
    • Camera Control: Slide the stylus on the touch screen then release, like spinning a globe. Tap the touch screen to stop the camera
    • Zooming: Double tap the touch screen, but do not release it on the second tap. your camera will zoom in. Zoom is broken if you take damage.
  • Attack: Press the L Button. You will perform a Melee Attack if you are close enough to your opponent.
    • Dash Attack: Press the L Button while Dashing. You will perform a Melee version of this if you are close enough to your opponent.
    • Charge Attack: If you do not hold the L Button long enough, your aiming reticle will enlarge and change shape. Pressing L now will unleash a charge attack. These can be combined with Dash Attacks, but not Melee Attacks

What are weapons?

Weapons, are the armaments that you use when playing Single Player or online at all times. They decide everything from how far you can shoot to how much damage you'll deal. There are a total of nine weapon categories with twelve weapons in each, for an outstanding total of 108 weapons. Any two weapons from a given category will tend to play similarly to each other, but they'll each have one or two unique traits that make one preferable depending on your playstyle. In addition, two weapons of the same name might not share the same stats, as there are many different bonuses that each and every weapon can have, that are randomly generated when you obtain that particular weapon.

The nine weapon categories are:

  • Blade: Balanced, user-friendly weapons that combine close quarters combat ability with profeciency at range.
  • Staff: Extremely long-ranged weapons that allow you to aim at and take down enemies from a great distance.
  • Claws: Claws allow for fast movement, but their range is short, meaning you have to get close to your enemy to do any real damage.
  • Bow: These weapons fire fast homing shots, making them well suited for medium- to long-range attacks.
  • Palms: These weapons convert the user's own vitality (Don't worry, it won't drain your health or anything crazy like that) into a damaging shockwave that homes in on nearby enemies.
  • Clubs: the most powerful weapon type there is: thse incredibly destructive weapons launch shots capable of even piercing through walls!
  • Cannons: These weapons launch individual bombs that explode on impact, causing damage to anyone within the blast radius.
  • Orbitars: twin weapons that float above the user's shoulders. They have a very long range, and are more effective when used against distance enemies.
  • Arms: Close-combat weapons, designed for enormous striking power. Though they have a short range, enemies won't get away once you've got 'em.

Weapon Stats

Each and every weapon is unique, but what makes them that way? It is the basic stats that they carry. Weapon Modifiers aside, every weapon has several basic stats that cannot be changed, and alters the way they behave. Some weapons, for example, prefer to calmly walk around unleashing devastating charged shots, while others like to rush right into the fray and melee everyone they see. It is the weapon's stats that decides how they are used, so make sure you familiarize yourself with your weapon, and what it can do, so that you can find the best fit for you.

Range

There are a total of 8 different Range moves that you can perform with each weapon. Different weapons will have varying profficiencies with these 8 moves; for example, one weapon could be good at one move, but terrible at another, while another weapon could be just the opposite. The 8 attacks and how to perform them are:

  • Continuous Fire: Simply press and hold the L while standing a decent distance away from the enemy.
  • Fwd Dash Cont.: Press the L Button while dashing torwards your opponent.
  • Bkwd Dash Cont.: Press the L Button while dashing away from your opponent.
  • Side Dash Cont.: Press the L Button while dashing to either side of your opponent.
  • Charged Shot: Press the L Button when the Charged reticle appears (you cannot press the L button until then)
  • Fwd Dash Ch.: When able to perform a Charged attack and while dashing torwards your opponent, press the L Button.
  • Bkwd Dash Ch.:When able to perform a Charged attack and while dashing torwards your opponent, press the L Button.
  • Side Dash Ch.:When able to perform a Charged attack and while dashing to either side of your opponent, press the L Button.

Melee

Each weapon has three different Melee Attacks that they can perform. Unlike range attacks, you must be very close to your opponent in order to successfully to perform the attack, but they are often very powerful to make up for this. You will know if you are within Melee range, because the reticle will change. (It is different from the one used for a charged attack)

  • Melee Combo: Pressing L repeatedly will allow you to perform your Melee combo if you are within Melee Range. The final attack of the combo typically does the most damage, and the amount of hits in the combo depends on the weapon. Clubs have the minimum at 2, and Claws have the maximum at 5.
  • Dash Melee: Tap the L Button while dashing torwards your opponent while being in Melee range.
  • Running Dash Melee: While dashing, tap the control pad in the opposite direction and hit L at the same time. Damage done is roughly 1/3rd of of a Dash Melee, with a typically much greater attack range. Unlike other Melee attacks, you do not need to be in Melee range to use it.

Value

A weapons value is not so much a stat per se, but a benchmark that tells you in-general how good a weapon is. The higher the value, the better the weapon (theoretically) Value in single player is used to determine how many hearts that it will cost to buy, or how many you get from selling. In multiplayer it can be used for two things. The first, is how much score you gain from killing others (using a high powered weapon against a noob yields fewer points than a low powered weapon taking on goliath like a champ) as well as how much damage you do to the team health bar when you die in Light vs Dark.

All weapons default at 100 value, and depending on the Stars or Attributes they have, they can cost more (but not less) than that. Although the highest possible value is not yet known, it is believed to be 355, and fusing weapons above 300 value becomes VERY difficult.

Weight

Every weapon has a different weight to it. Weight simply determins how fast you move when you walk with that weapon. Clubs and staffs tend to be the slowest, while Claws tend to be the fastest.

Range (Shot Distance)

The shot distance is how far a shot can travel. Some weapons have very short ranges, and others have very long ranges. Some weapons' shots also get stronger as they travel, or get weaker. It's important to know the range values of your weapons, and whether or not it favors close quarters or distance.

Homing

Hominh is how well a weapons shots will home-in on enemies. You might want to say "My aim is great, so this is a useless stat" but homing can be extremely deady with good boosts. There has been more than one occasion where I deftly dodge a homing shot, only to have it whip around and blast me in the back, so never underestimate a high homing weapon!

Shot Cancellation

Every shot fired seems to have a certain amount of "hit points" When two shots meet in the air, the one with more hitpoints will keep moving, but it will lose hitpoints in doing so, making it easier to break with other shots. This entire process is called shot cancellation, and is extremely important for some weapons. When two weapons meet in battle, and one has a higher priority than the other, it becomes much easier to hit the one with lower priority. Some weapons even make shot cancellation their main focus, such as the Guardian Orbitars, whose charged shots errect massive walls designed solely to block incoming fire.

Weapon Modifiers

Weapon Modifiers are the spice of life for weapons in Kid Icarus. They are what truly sets weapons apart from one another, and give this game a bit of a chaotic flair. Weapon Modifiers (also called Attributes) are various built in traits that a weapon may have when you buy it, find it, or that gets carried over whenever you fuse weapons. There are weapon mods for everything: from health boosts, to more money, and from damage bonuses to self inflicted pain.

Below you will find a list of all Weapon Modifiers. Later on, I will include their minimum and maximum limits, as well as their values. It is important to note though that the first point of any weapon modifier is actually more expensive proportionally than the other parts. This means a weapon that has several attributes is wasting more value than one that has only one or two fully maxed abilties. My personal limit is three, as that's usually all you need, but for those with patience you can always go for more.

(will be more detailed once I actually gather the details)

Offensive

  • Dash ch. shot
  • Standing ch. Shot
  • Forward-dash ch. shot
  • Backward-dash ch. shot
  • Side dash charge shot
  • Dash cont. fire
  • Standing cont. fire
  • Forward-dash cont. fire
  • Backward-dash cont. fire
  • Side-dash cont. fire
  • Shot range
  • Shot homing
  • Melee combo
  • Melee dash attack
  • Shot cancellation
  • In-peril attack boost
  • Power attack
  • Item attack

Defensive

  • Health
  • Overall defense
  • Melee defense
  • Shot defense
  • Knockback defense
  • Knockback recover
  • Evasion
  • Health
  • In-peril autododge

Status Effect

  • Confusion
  • Pertrification
  • Freezing
  • Paralysis
  • Shaking
  • Burning
  • Poison
  • Effect Duration
  • Weakening
  • Recovery effect
  • Status resistence

Movement

  • Speed
  • Walking speed
  • Running speed
  • Stamina

Miscelanious

  • Full-health boost
  • Heart bonus
  • Self-injury

Weapon Stars

A weapons "Star Ratings" directly effect the amount of damage a weapon does in that particular field. For example, let's say you have weapon "A" and it does 10 damage with a charged shot, and 10 damage with a Melee attack. If you get half a star in ranged and half a star in Melee, the damage values of both would increase by about 30% (13 in this example), but if you only got the half star in ranged, then your Charge Shot would be 13, and your Melee would be 10 still.

In terms of Value, Range Stars cost more than Melee Stars, most likely as a result of the fact that there are much fewer options for one to use a Melee attack in game. (Protip: This gives Melee Specialized Weapons a slight advtantage in Value for competitive play) Each star increases damage by roughly 30% (exact percentages will be gathered later)

RangeMelee
StarsValueValue
0.514.99.4
1.023.215.2
1.531.521.0
2.039.826.8
2.548.132.6
3.056.438.4
3.564.744.2
4.073.050.0
4.581.355.8
5.089.661.6
5.597.967.4
6.0106.273.2

Above is a simple chart that shows the approximate values of each Star. As mentioned earlier Melee is much cheaper than Ranged, which is the game's way of balancing out the fact that Melee only has two attacks while Ranged has about eight. (There's technically 3 melee attacks, or more if you count each combo hit. Those are detailed later)

Thanks to the Japanese Wiki for these values.

Section III: Unlockables

This section will detail how to unlock any of the, well, unlockable weapons that can be found in this game. The weapons are divided into three groups, Zodiac, Challenge, and Boss. For the sake of completion, the three Zodiac Powers have been included as well, even though they aren't weapons.

Description

The Zodiac Weapons are nine weapons scattered throughought various levels that you can unlock by discovering them. Some of them, are hidden quite well, and this section hopes to help you find them, should you be unable to. The Zodiac Weapons themselves are seldom ever better than any other weapon, but it's fun to use the weapon that matches your Zodiac!

Sagittarius Bow

Chapter 2

As you proceed through the level you should eventually come to a point where you must go down a light of stairs. The stairs should go down, hit a small landing, then continue downward in a new direction before opening out into a courtyard. This is the point immediately before meeting Magnus. In that stairwell there is a large tapestry hanging on one of the walls. You can walk through the tapestry, revealing the Sagittarius Zodiac Chamber.

Taurus Arm

Chapter 4

During the level you'll eventually arrive in a room with two paths. Unless you took a side route earlier in the level, one of those pathways is blocked to you, and it leads to a chest. The other pathway leads to the doorway, and is guarded by three pendulum blades. Intentionally fall off this area (be careful, there are some spike pits below), and you should be in a room with a Clubberskull. BE VERY CAREFUL, Clubberskulls are exceptionally powerful enemies, and the room is littered with spike filled holes. Actually, look at those holes, one of them is glowing. Drop into the glowing to find it's actually the way to the Taurus Zodiac Chamber!

Gemini Orbitars

Chapter 6

This one might take multiple tries, depending on which fights with Dark Pit you get. One of the fights takes place under the fountain on the eastern side (Assuming the large temple-like area is the northern side) of the area. Upon defeating him and his Ogre Club, a door should open up in that area. Scout around a bit if need be, and you should see the Gemini Zodiac Chamber.

Cancer Claws

Chapter 8

When you arrive in the Constellation holding bay (The room with all the massive golden spheres) take the first jump pad you come to. Do NOT, and I repeat, do NOT take another Jump pad just yet or you will miss it. Standing slightly behind one of the spheres on what appears to be a dead end path is a Skuttler shooting you. Kill him and move to where he was, you can jump down here, and it will take you behind some of the spheres. Go through the door at the end of the path (don't take the jump pad) and you'll see the Cancer Zodiac Chamber.

Leo Cannon

Chapter 10

You'll eventually arrive at a part where you sink a statue into the Lava. Hug the wall to the left in this area to eventually arrive in the Leo Zodiac Chamber.

Virgo Palm

Chapter 12

Very far into the level you should arrive at a narrow strip-like area with a few enemies you have to fight. To the right of where you entered will be a dead end with two grenades. Kill all the enemies here and the game will drag your attention to an Elevator that has just appeared. Do not take the elevator. Instead go to where the two grenades were. Somewhere there should be another elevator. Take this one down to the Virgo Zodiac Chamber.

Scorpio Staff

Chapter 16

You'll eventually arrive at a point in the level where there is a large rotating room and several enemies you must fight. Also in this room is an Aether Ring, hop in and destry all the enemies. It is important that the Aether Ring does not break. After clearing the room continue on IN THE AETHER RING. You'll come through a room with many crusher like plates, be careful these don't smash your Aether Ring. You'll find a hole that you can drop into. Take advantage of the slow falling to scout out a gem like object embedded in one of the walls, and shoot it. This will make a couple of platforms appear. On the lowest platform (careful not to go all the way down to the floor) this platform should be level with the Scorpio Zodiac Chamber.

Capricorn Club

Chapter 20

You'll come to an area that's described as a prison. There will be some banter between the characters about how the area is a maze. In the center of the room is a large electrified door with a keyhole. Search around to find several jail cells (be careful, there's a Pluton in the area who will steal your things). There are switches on the floors that open the doors. Walk to the back leftmost cell and open the door. Besides an enemy it should be empty, but the wall is actually a fake. Walk on through it to find the route leading you to the Capricorn Zodiac Chamber

Aquarius Blade

Chapter 23

No that's not a typo up there, I do mean Chapter 23. This is the only Zodiac chamber on an odd numbered level. That being said, eventually you'll arrive in a part where you must take a grind rail. The characters will talk about how they might not actually lead anywhere. There should be a point where you must switch rails or fall, switch to the rail and ride it to the end. As soon as you disembark, turn around and hop back on the rail. You'll be taken straight to the Aquarius Zodiac Chamber. (This rail has a fork in it, which is why it takes you to a new place when you hop on it a second time)

Description

Challenge weapons are weapons unlocked by completing special challenges on the Treasure Hunt boards. None of them are terribly hard (except for the ones requiring you beat a boss in Crisis Mode), but some people have trouble with the Time Trials. My quicktip for that is to use tireless/ Lightweight and simply skip all the enemies you can. Using brawler claws with a +speed modifier helps as well.

Poseidon Cannon

Clear Chapter 8 within 20 minutes

Palutena Blade

Clear Chapter 9 withing 28 minutes

Viridi Palm

Acquire 5 different palms

Aurum Club

Clear Chapter 15 within 17 minutes

Aurum Blade

Chapter 15: Clear the chapter and destroy 8 of the Aurum Core's Turrets (Initially only 6 will spawn. You must weaken the boss to get another set of turrets to spawn)

Aurum Orbitars

Chapter 16: Clear the chapter using claws

Aurum Palm

Chapter 16: Clear the chapter and beat the boss without switching Grind Rails

Aurum Bow

Chapter 17: Defeat Aurum Pyrrhon while in Crisis Mode

Centurian Orbitars

Chapter 19: Defeat Chariot Master while in Crisis Mode

Viridi Claws

Chapter 22: Clear this chapter without dying

Palutena Bow

Clear Chapter 24 within 11 minutes

Boom Orbitars

Clear Chapter 25 within 15 minutes

Description

Boss Weapons are the weapons themed after the many bosses of Kid Icarus: Uprising As with the Zodiac weapons and Challenge weapons they are not particularly overpowered compared to other weapons, but they do often have traits that make them stand out a lot more, and are often at least top of their class.

Twinbellows Cannon

Complete Chapter 1

Hewdraw Club

Complete Chapter 3

Great Reaper Palm

Complete Chapter 4

Pandora Claws

Complete Chapter 5

Dark Pit Staff

Complete Chapter 6

Thanatos Staff

Complete Chapter 7

Kraken Arm

Complete Chapter 8

Phoenix Arm

Complete Chapter 10

Cragalanche Cannon

Complete Chapter 11

Arlon Orbitars

Complete Chapter 13

Phosphora Bow

Complete Chapter 14

Magnus Club

Complete Chapter 18

Section IV: Weapon List

Whoo boy. This is the big section. If you're reading this FAQ, then the most likely reason you came here is for one of two things. This section, or the Fusion section. (maybe even both) Of the two, this is by far the largest one. This section will detail each and every possible physical aspect of a weapon in great detail. I even went through and found the Idol Descriptions for them!

Weapon Name

Description:

Weight
ValueTime
Stamina
Speed (w)
Speed (r)

Rate of Fire
ValueCharge TimeShot Rate
Shot

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire
Fwd Dash cont.
Bkwd dash cont.
Side dash cont.
Charged
Charge shot
Fwd dash ch.
Bkwd dash ch.
side dash ch.

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo
Dash Melee
Running Dash Melee

Notes:

The table above is what I will be using to display the weapons information. Many of the values here I have already covered earlier in the guide, which you can view under the Weapon Stats section of the guide. The values not covered there will be briefly detailed below

  • Stamina: How long you can run
  • Speed (r/w): how fast you move walking or running
  • Charge Time: How fast your charge shots charge
  • Shot Rate: How many shots per second your continuous fire releases
  • Dmg (n/f): how much damage your weapon does from its shortest range, and its farthest range.
  • # Hits: Number of hits done per single action
  • Hit X: the amount of damage done per hit in each step of a weapon's Melee Combo

Weapon Index

This section is an Index of every weapon obtainable in the game. In order to make things as convenient as possible for you, the reader, I have created a link to the detailed information of every single weapon. If you know what weapon in particular you want, simply click the name of it, and you will be automatically directed there. You can also click the headers to take you to that weapons section.

BladeStaffClaws
First BladeInsight StaffTiger Claws
Burst BladeOrb StaffWolf Claws
Viper BladeRose StaffBear Claws
Crusader BladeKnuckle StaffBrawler Claws
Royal BladeAncient StaffStealth Claws
Optical BladeLancer StaffHedgehog Claws
Samurai BladeFlintlock StaffRaptor Claws
Bullet BladeSomewhat StaffArtillery Claws
Aquarius BladeScorpio StaffCancer Claws
Aurum BladeLaser StaffBeam Claws
Palutena BladeDark Pit StaffViridi Claws
Gaol BladeThanatos StaffPandora Claws

BowPalmClub
Fortune BowViolet PalmOre Club
Silver BowBurning PalmBabel Club
Meteor BowNeedle PalmSkyscraper Club
Divine BowMidnight PalmAtlas Club
Darkness BowCursed PalmEarthmaul Club
Crystal BowCutter PalmOgre Club
Angel BowPudgy PalmHalo Club
Hawkeye BowNinja PalmBlack Club
Sagittarius BowVirgo PalmCapricorn Club
Aurum BowAurum PalmAurum Club
Palutena BowViridi PalmHewdraw Club
Phosphora BowGreat Reaper PalmMagnus Club

CannonOrbitarsArm
EZ CannonStandard OrbitarsCrusher Arm
Ball CannonGuardian OrbitarsCompact Arm
Predator CannonShock OrbitarsElectroshock Arm
Poseidon CannonEyetrack OrbitarsVolcano Arm
Fireworks CannonFairy OrbitarsDrill Arm
Rail CannonPaw Pad OrbitarsBomber Arm
Dynamo CannonJetstream OrbitarsBowl Arm
Doom CannonBoom OrbitarsEnd-All Arm
Leo CannonGemini OrbitarsTaurus Arm
Sonic CannonAurum OrbitarsUpperdash Arm
Twinbellows CannonCenturian OrbitarsKraken Arm
Cragalanche CannonArlon OrbitarsPhoenix Arm

Blade

Balanced and user-friendly, Blades provide a strong mix of both Ranged and Melee profficiency. Blades operate like a toolbox, allowing you to mix up your strategies to suit your present situation. The only real weakness blades have is that they tend to not stand out in any given field, making them somewhat inferior to weapons designed to serve a specialized purpose, but just as those weapons focus on a single thing, you're able to change strategies to accomodate them. A feature that should not be overlooked, as few weapons can boast the same.

#001

First Blade

Description: Entrusted to Pit, this blade is just one of a new breed of armaments that combine close-quarters combat with ranged proficiency. The First Blade is well balanced in usability and strength, making it the perfect beginner's weapon.

Weight
ValueTime
Speed (w)1.6s
Speed (r)1.0s

Rate of Fire
ValueCharge TimeShot Rate
Shot1.5s~11sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Contuous fire2.32.3527.0mNo
Fwd Dash cont.12.08.7338.0mYes
Bkwd Dash cont.12.57.5336.0mYes
Side Dash cont.12.07.2334.0mYes
Charged
Charged28.016.8141.0mYes
Fwd Dash ch.35.124.8153.0mYes
Bkwd Dash ch.37.822.7142.2mYes
Side Dash ch.35.121.1147.6mYes

Melee
TypeHit 1Hit 2Hit 3Range
M Attack16.09.019.04.8m
MD Attack46.0N/AN/A4.8m
RD Attack30.4N/AN/A9.0m

Notes: The First Blade does exactly what its description says it does. It is the single most balanced weapon in the game, and the most balanced among blades as well. Neither fast or slow, powerful or weak, the First Blade is a great starter weapon, and the well-balanced style allows you to use it in a great variety of ways. None too shabby.

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#002

Burst Blade

Description: While the Burst Blade has lower attack power and has the shortest range of any blade, it also fires multiple bullets at once, giving it a wide attack. Its ranged attacks have a strong potential of nullifying incoming fire.

Weight
ValueTime
Stamina9.2s
Speed (w)1.5s
Speed (r)1.0s

Rate of Fire
ValueCharge TimeShot Rate
Shot1.5s~10sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire*2.32.3418.4mNo
Fwd Dash cont.30.518.3125.8mYes
Bkwd dash cont.26.315.8124.5mYes
Side dash cont.8.45.0323.1mYes
Charged
Charge shot23.814.3127.9mYes
Fwd dash ch.35.221.0132.0mYes
Bkwd dash ch.35.221.0124.7mYes
side dash ch.29.817.9132.4mYes

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo12.87.215.24.2m
Dash Melee36.8N/AN/A4.2m
Running Dash Melee24.3N/AN/A9.0m

*Shots are highly scattered, so don't count on every shot to hit unless you're in Melee range, especially online where Fighters are much smaller targets than the standard enemies of Single Player.

Notes: Although not the weakest, the Burst Blade is fairly weak as far as blades go, but it comes with two distinct advantages to balance that out. The first, is that its shots have a wide spread effect. Everything except its Continuous Dash Attacks has a very large shot that covers a good area, and travels fairly quickly as well, and to top it off it has a high shot cancellation as well, so it will likely nullify incoming fire. A good defense that can be used to launch a great offense.

Unfortunately though, it suffers a bit too much at the same time. It has a very short range, and weak shots to back it up. Against any range specialist you're very likely to be destroyed by simple keep-away strategies, and Melee specialists can hit much harder than you. In my opinion, this weapon isn't all that great.

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#003

Viper Blade

Description: A blade said to have been forged from the scales of a thousand venomous serpents. It's one of the few weapons that inflicts poison damage. Users of this blade should soothe its dark, nightly rattlings with gentle caresses.

Weight
ValueTime
Stamina9.2s
Speed (w)1.5s
Speed (r)1.0s

Rate of Fire
ValueCharge TimeShot Rate
Shot1.5s12sps

Ranged*
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire*2.02.0528.4mNo
Fwd dash cont.12.97.9339.9mYes
Bkwd dash cont.8.35.0437.6mYes
side dash cont.10.76.4335.6mYes
Charged
Charged shot24.915.0143.0mYes
Fwd dash ch.33.622.1155.6mYes
Bkwd dash ch.31.220.2144.2mYes
side dash ch.33.618.7149.9mYes

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo17.69.920.94.8m
Dash Melee48.3N/AN/A4.8m
Running Dash Melee36.4N/AN/A9.0m
  • This weapon has a native chance to poison.

Notes: A fairly average weapon by most rights. Its stats measure upto about the same as the First Blade, but with the added chance to poison. Some of its shots have unique arcs or curves to them that essentially let them ignore shot concellation, but the downside to that is you'll not be cancelling any of your opponents shots either. This weapon is really a mixed bag, I can't bring myself to love it, nor can I hate it.

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#004

Crusader Blade

Description: The horizontal stock crossing the barrel is packed with a substance that generates this weapon's wide-ranged shots. These shots have the strong potential for nullifying enemy fire, and the weapon's weight makes its melee attacks powerful.

Weight
ValueTime
Stamina9.2s
Speed (w)1.7s
Speed (r)1.1s

Rate of Fire
ValueCharge TimeShot Rate
Shot:1.3s10sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeH*oming
Attack2.52.5522.4mNo
FD Attack17.914.6231.5mYes
BD Attack19.415.8229.9mYes
SD Attack14.911.9231.3mYes
Charged
SC Attack25.420.3134.0mYes
FDC Attack37.230.1144.0mYes
BDC Attack34.327.8118.0mYes
SDC Attack31.925.5139.5mYes

TypeHit 1Hit 2Hit 2Range
M Attack20.011.323.84.8m
MD Attack57.5N/AN/A4.8m
MD Attack38.0N/AN/A9.0m

Notes: Ah the Crusader Blade. A blade that functions a little bit more like a club than a blade, but it does so in a beautiful way. All of its charged shots have excellent Shot Cancellation. They aren't overly strong or even that fast, but what they do have is a quick charge time, and their aforementioned cancellation priorty. The charged shots also have above par homing, allowing for easy approaches to get in close and use this weapon's specialty, Melee. The Crusader Blade functions best as a great blend between defensive and offensive qualities, and while these stats might not look all too tremendous, they can really hurt when used well. The main disadvantages of the Crusader Blade are slow movement speed and benchmark stats, not really allowing it to shine, as its Melee is outclassed by Samurai, but the combintation of ranged and melee qualities support each other making an excellent fighting weapon.

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#005

Royal Blade

Description: Once the heirloom of a royal house, this blade has since been worn by time and neglect. Its most powerful shots are those used during a backward dash, making the Royal Blade perfect for a hit-and-run strategy.

Weight
ValueTime
Stamina9.2s
Speed (w)1.7s
Speed (r)

Rate of Fire
ValueCharge TimeShot Rate
Shot1.6s12sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire2.82.823.0mYes
Fwd Dash cont.5.26.7332.3mYes
Bkwd dash cont.13.016.9245.0mYes
Side dash cont.6.17.9331.3mYes
Charged
Charge shot20.715.9
Fwd dash ch.18.9
Bkwd dash ch.27.4
side dash ch.

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo12.26.814.44.2m
Dash Melee35.0N/AN/A4.2m
Running Dash Melee23.1N/AN/A9.0m

SC Attack: 15.9 : 20.7 (34.8m) FDC Attack: 27.4 : 19.1 (45.1m) BDC Attack: 27.4 : 35.6 (45.5m) SDC Attack: 14.7 : 23.2 (43.8m)

Notes: This weapon by my standards is pretty terrible. The Royal Blade really only has two things going for it, and one of them is only barely worth mentioning. The first is that its shots get stronger with distance, something very rare among blades, and the second is that its shots have excellent homing. The downside is that it's weak, so its long range advantage is mitigated completely by just about any other weapon, and it's force to rely on homing to score more hits, but ultimately there are better weapon choices than the Royal Blade if that's what you're going for. Even the Burst Blade is a better pick because of a better shot cancellation and larger shots. I would personally avoid using this blade like the plague.

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#006

Optical Blade

Description: Despite its lightness, the extreme heat this glow-in-the-dark blade generates has the ability to cut even through steel. It also has the longest range of any blade and has charged shots grow in power slightly at long distances.

Weight
ValueTime
Stamina
Speed (w)
Speed (r)

Rate of Fire
ValueCharge TimeShot Rate
Shot

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire
Fwd Dash cont.
Bkwd dash cont.
Side dash cont.
Charged
Charge shot
Fwd dash ch.
Bkwd dash ch.
side dash ch.

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo
Dash Melee
Running Dash Melee

Notes: Quite possibly the worst blade among them all. For whatever reason the developers decided that the blade that functions most like a Bow should totally suck, having among the lowest stats of any plade, weak shots, and nothing at all particularly stands out about it.

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#007

Samurai Blade

Description: The Samurai Blade is a powerful copy of a legendary sword whose curved blade was devastating in close combat. While this blade improves quickness, it has weaker ranged shots and takes time to charge.

Weight
ValueTime
Stamina9.0s
Speed (w)1.3s
Speed (r)0.8s

Rate of Fire
ValueCharge TimeShot Rate
Shot:1.8s13sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Attack2.12.1423.5mNo
FD Attack13.17.8333.1mYes
BD Attack16.210.2231.3mYes
SD Attack10.86.5329.6mYes
SC Attack25.215.1135.7mYes
FDC Attack37.322.4146.1mYes
BDC Attack41.041.0130.6mYes
SDC Attack36.119.0141.4mYes

Melee
TypeHit 1Hit 2Hit 2Range
M Attack27.215.332.33.8m
MD Attack73.6N/AN/A3.8m
RD Attack48.6N/AN/A9.0m
  • The Backward Dash Charge Attack travels in a high arc, allowing for over-the-wall attacks. Despite its trajectory, it actually has extremely good homing, almost always finding its mark if you have the aiming reticle on your opponent.

Notes: The Samurai Blade, of all weapons, behaves most like an actual real world blade. Its sole purpose in life is to cut things, and it does quite a good job at it. The Melee stats on this weapon even surpass several clubs (but most definitely not the Magnus nor the Ogre Clubs) With enough offensive bonuses it's entirely possible to get this weapon to one hit kill enemies, and unlike clubs it allows you a great amount of mobility to rush in with your Melee Dash Attacks. Although lethal in melee, it is severely lacking elsewhere, with its strongest option being the one that's designed for running away; which, in the hands of a Melee specialist is counter-intuitive.

The charging time is a little slow, but the charge shots aren't much to write home about either. Taking that into account, if you want to move quickly and decimate your foesin one shot, then this is weapon for you. It will take some practice to learn how to properly abuse it, but once you have it is well worth it.

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#008

Bullet Blade

Description: This old-school weapon uses magic to fire a hail of explosive steel bullets. The Bullet Blade doesn't have much in the way of homing ability or melee attacks, but its shots are just as strong over long distances as up close.

Weight
ValueTime
Stamina
Speed (w)
Speed (r)

Rate of Fire
ValueCharge TimeShot Rate
Shot

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire
Fwd Dash cont.
Bkwd dash cont.
Side dash cont.
Charged
Charge shot
Fwd dash ch.
Bkwd dash ch.
side dash ch.

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo
Dash Melee
Running Dash Melee

Notes:

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#009

Aquarius Blade

Description: The Zodiac weapon bearing the sign of Aquarius. It uses extreme pressure to change water into an impossibly sharp edge. Its charged shot pushes enemies back as it damages them, and its melee attack can freeze foes.

Weight
ValueTime
Stamina
Speed (w)
Speed (r)

Rate of Fire
ValueCharge TimeShot Rate
Shot

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire2.72.727.0mNo
Fwd Dash cont.23.514.1235.7m
Bkwd dash cont.20.312.2232.1m
Side dash cont.19.411.7230.9m
Charged
Charge shot31.919.2140.0m
Fwd dash ch.46.228.8154.5m
Bkwd dash ch.45.129.912.7m
side dash ch.40.024.2146.2m

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo10.96.112.9
Dash Melee31.3N/AN/A
Running Dash Melee22.8N/AN/A
  • Melee attacks have an inherent change to inflict Freeze Status.

Notes: Quite possible my favorite blade, at least aethsetically. It has many great qualities that you could want in a blade too. Its shots are powerful, and it can freeze enemies in place. Although its shots are strong, they are often very slow moving, and its melee isn't very strong at all, but with proper mods these hindrences can be mitigated. An excellant blade, and it looks good too!

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#010

Aurum Blade

Description: The Aurum mimic every aspect of the worlds they conquer, from creatures to vehicles to weapons. Dyntos crafted the Aurum Blade by reversing this process. It charges quickly and fires shots with a high homing ability.

Weight
ValueTime
Stamina9.2s
Speed (w)1.5s
Speed (r)1.0s

Rate of Fire
ValueCharge TimeShot Rate
Shot1.1s17sps

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire1.31.3723.0mNo
Fwd Dash cont.16.27.3331.9mYes
Bkwd dash cont.14.06.3330.6mYes
Side dash cont.13.46.0328.9mYes
Charged
Charge shot31.414.1134.9mYes
Fwd dash ch.46.420.9145.1mYes
Bkwd dash ch.42.319.1135.8mYes
side dash ch.39.317.7140.5mYes

Melee
TypeDmg 1Dmg 2Dmg 2Range
Melee Attack11.76.613.94.8m
Dash Melee33.6N/AN/A4.8m
Running Dash Melee22.2N/AN/A9.0m

Notes: This blade is brutal. Sure it doesn't have quite as much punch as say the Gaol Blade or the Samurai Blade, but what it lacks in power it makes up for in speed, blindingly fast speed. Everything from its ultra-fast standing continuous fire to its charge time is quick, and as if that wasn't enough it actually has above average ranged stats, with its forte being in Forward Dash attacks. As a weapon that gets stronger as you get closer, that's an invaluable trait to have. These traits combined make the Aurum Blade the perfect approach weapon, for getting in close. Only Problem? The mediocre Melee stats. Without heavy investment from Stars and Weapon Modifiers you won't be killing anyone with a melee attack unless they were already dead or stood too close to the edge of a pit. That being said, as long as you can keep your distance (difficult among claws) you'll do well. Oh yeah, did I mention that the Dash Continuous Shots all have some pretty obscene homing coupled with a fast bullet speed? Definitley a weapon worth trying out.

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#011

Palutena Blade

Description: The rare example of a weapon ordered by Palutena. While its charged shots have a strong potential of nullifying enemy fire and its continuous-fire dash shots travel fast, they aren't very strong. However, its dash shots have great range.

Weight
ValueTime
Stamina9.2s
Speed (w)1.7s
Speed (r)1.1s

Rate of Fire
ValueCharge TimeShot Rate
Shot

Ranged
TypeDmg (n)Dmg (f)# HitsRangeHoming
Continuous
Continuous fire1.71.721.6m
Fwd Dash cont.6.13.7534.2m
Bkwd dash cont.5.33.2532.4m
Side dash cont.5.03.0530.6m
Charged
Charge shot21.012.6132.8m
Fwd dash ch.42.125.8159.4m
Bkwd dash ch.43.123.8147.2m
side dash ch.36.521.9153.3m

Melee
TypeHit 1Hit 2Hit 3Range
Melee combo12.26.814.4
Dash Melee35.0N/AN/A
Running Dash MeleeN/AN/A

Notes:

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#012

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