Aurum Club: Difference between revisions

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{{Incomplete|Needs description, image, and base statistics}}
{{Incomplete|Needs description and image}}
{{WeaponBox
{{WeaponBox
|name = Aurum Club
|name = Aurum Club
|image = Aurum_Club.png
|image = Aurum_Club.png
|type = [[Club]]
|type = [[Club]]
|specializesin = ?
|specializesin = Long range combat
|strengths = ?
|strengths = Large projectiles, high nullification value
|weaknesses = ?
|weaknesses = Weak short range and melee damage, long recharge time, poor homing ability
}}
}}
''(description needed)''
''(description needed)''

Revision as of 20:21, 15 March 2015

Pitsadexpression.gif This article is incomplete and is in need of attention.

Reason: Needs description and image
Aurum Club
Aurum Club.png
Type: Club
Specializes In: Long range combat
Strengths: Large projectiles, high nullification value
Weaknesses: Weak short range and melee damage, long recharge time, poor homing ability

(description needed)

Idol description

This club has charged shots that have limited range and lack homing but are large, making it harder for targets to avoid them. It can also shoot through obstacles, and its shots have a strong potential for nullifying incoming fire.

Base statistics

Notice:
Weapon data is for weapons with zero ranged and melee stars with no mods to them. Distance refers to the maximum range a shot can travel, measured with non-homing shots. Damage (near) refers to the damage done when the target is as close as possible. Damage (far) refers to the damage given at maximum range. The symbol "—" means the corresponding stat is not applicable to that specific attack.

Air battles

Attack Distance Damage Shots
Continuous (shot)* 40.0 - 50.0
Continuous (melee)* 40.0 - 70.0
Charged 90.7m 91.2 1
Melee hit* 60.0 - 80.0
Special attack 110.0m 178.0 1

* Damage dealt corresponds to accuracy.

Land battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous 13.7 19.8
Forward-dash continuous 14.4 6.8
Side-dash continuous 9.9 9.9
Backward-dash continuous 13.7 6.4
Standing charged 64.8m 26.9 40.3 1
Forward-dash charged 57.6m 37.9 56.8 1
Side-dash charged 40.3m 34.8 52.2 1
Backward-dash charged 2.2m 24.4 35.1 1
Melee hit 1 25.8
Melee hit 2 28.9
Melee dash 45.6

Weapon fusion

This weapon follows standard weapon fusion rules.