Halo Club

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Revision as of 02:02, 6 February 2013 by Angel of Cobalt (talk | contribs) (Added the Idol Description)
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Reason: Needs description, idol description, and base statistics
Halo Club
Item09 03 on.png
Type: Club
Specializes In: ?
Strengths: ?
Weaknesses: ?

(description needed)

Idol Description

This lightweight club shoots halos for its ammunition. Unlike other clubs, the Halo Club's charged shots can paralyze opponents. However, it has a low attack power and is particularly ill suited for melee attacks.

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 ?
Charged ? ? ?
Melee hit ?
Special attack 110.0m 178.0 1

Land battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous ? ?
Forward-dash continuous ? ? ?
Side-dash continuous ? ? ?
Backward-dash continuous ? ? ?
Standing charged ? ? ? ?
Forward-dash charged ? ? ? ?
Side-dash charged ? ? ? ?
Backward-dash charged ? ? ? ?
Melee hit 1 ?
Melee hit 2 ?
Melee dash ?

Weapon fusion

This weapon follows standard weapon fusion rules, with the following exception:

Rose Staff + Eyetrack Orbitars = Samurai Blade (rather than Halo Club)