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{{Incomplete|Needs image}}
{{WeaponBox
{{WeaponBox
|image= Orb staff ar card.jpg
|image = Orb_Staff.png
|name= Orb Staff
|name = Orb Staff
|type= Staff
|type = Staff
|specializesin= Ranged combat
|specializesin = Long range combat
|strengths= Distance at range, fast projectile, quick charging
|strengths = High damage at a distance, fast projectile, quick charging, large shot size
|weaknesses= Ineffective at close range
|weaknesses = Ineffective at close range
}}
}}
The '''Orb Staff''' is a [[staff]] weapon in ''[[Kid Icarus: Uprising]]''.
The '''Orb Staff''' is a [[staff]] in ''[[Kid Icarus: Uprising]]''. This weapon fires jewels that have large size, which allow a greater span of attack. Continuous shots are yellow, have a slight homing ability, and tend to spread when the player dashes. Charged shots are green and can pierce multiple targets. Both shots deal more damage from afar than from up close.


This weapon fires jewels that have large size, which allow a greater span of attack. Continuous shots are yellow and have slight homing ability (and a tendency to spread when the player dashes). Charged shots are green and can pierce multiple targets. Both shots deal more damage from afar than from up close. Like most staffs, it has weak melee attacks.
== Idol description ==
 
==Idol Description==
''The Orb Staff's jewel raises its melee power. It's shot strength doesn't vary much, making if effective at any range. And while these shots lack in damage, distance, and knock-back ability, their large size makes hitting foes a breeze.''
''The Orb Staff's jewel raises its melee power. It's shot strength doesn't vary much, making if effective at any range. And while these shots lack in damage, distance, and knock-back ability, their large size makes hitting foes a breeze.''


==Base statistics==
== Base statistics ==
{{Weapon Notice}}
{{Weapon Notice}}
===Air Battles===
=== Air battles ===
{|class="wikitable"
{|class="wikitable" style="background: lightgrey"
|-
|-
!Shot!!Distance!!Damage
! Attack !! Distance !! Damage !! Shots
|-
|-
|Continuous||106.6m||19.0
| Continuous || 106.6m || 19.0 || —
|-
|-
|Charged||159.4m||104.8
| Charged || 159.4m || 104.8 || 1
|-
|-
|Melee hit 1||&mdash;||63.0<!--these equal land melee * 3.3, probably not coincidence-->
| Melee hit 1 || &mdash; || 63.0 || &mdash;
|-
|-
|Melee hit 2||&mdash;||33.6
| Melee hit 2 || &mdash; || 33.6 || &mdash;
|-
|-
|Melee hit 3||&mdash;||63.0
| Melee hit 3 || &mdash; || 63.0 || &mdash;
|-
|-
|Special attack||&mdash;||268.0
| Special attack || 200.0m || 268.0 || 1
|}
|}


===Land Battles===
=== Land battles ===
{|class="wikitable"
{|class="wikitable" style="background: lightgrey"
|-
|-
!Shot!!Distance!!Damage (far)!!Damage (near)
! Attack !! Distance !! Damage (near) !! Damage (far) !! Shots
|-
|-
|Continuous||38.1m||2.7||1.8
| Standing continuous || 38.1m || 1.8 || 2.7 || &mdash;
|-
|-
|Foward-dash continuous||48.6m||11.4||7.6
| Forward-dash continuous || 48.6m || 7.6 || 11.4 || 2
|-
|-
|Side-dash continuous||48.6m||9.8||6.5
| Side-dash continuous || 48.6m || 6.5 || 9.8 || 2
|-
|-
|Backward-dash continuous||48.6m||13.0||6.5
| Backward-dash continuous || 48.6m || 6.5 || 13.0 || 2
|-
|-
|Charged||61.3m||37.8||25.2
| Standing charged || 61.3m || 25.2 || 37.8 || 1
|-
|-
|Foward-dash charged||64.2m||67.1||47.2
| Forward-dash charged || 64.2m || 47.2 || 67.1 || 1
|-
|-
|Side-dash charged||64.2m||53.3||35.6
| Side-dash charged || 64.2m || 35.6 || 53.3 || 1
|-
|-
|Backward-dash charged||64.2m||58.5||41.2
| Backward-dash charged || 64.2m || 41.2 || 58.5 || 1
|-
|-
|Melee hit 1||&mdash;||&mdash;||19.1
| Melee hit 1 || &mdash; || 19.1 || &mdash; || &mdash;
|-
|-
|Melee hit 2||&mdash;||&mdash;||10.2
| Melee hit 2 || &mdash; || 10.2 || &mdash; || &mdash;
|-
|-
|Melee hit 3||&mdash;||&mdash;||19.1
| Melee hit 3 || &mdash; || 19.1 || &mdash; || &mdash;
|-
|-
|Melee dash||&mdash;||&mdash;||45.7
| Melee dash || &mdash; || 45.7 || &mdash; || &mdash;
|}
|}


==Weapon Fusing==
== Weapon fusion ==
The following weapon pairs will create an Orb Staff when fused:
This weapon follows standard [[Weapon#Fusion|weapon fusion]] rules.
*Bowl Arm & Dynamo Cannon
 
*Electroshock Arm & Twinbellows Cannon
== Notes ==
*Beam Claws & Volcano Arm
* This weapon has an air to land melee damage ratio of 3.3.
*Cancer Claws & Drill Arm
 
*Bullet Blade & Rail Cannon
==Gallery==
*Bullet Blade & Ogre Club
<gallery>
*Brawler Claws & Aurum Orbitars
Orb staff ar card.jpg|The AR Card for the Orb Staff.
*Earthmaul Club & Aquarius Blade
</gallery>
*<!-- This may be inaccurate please test it, then remove this notice.-->Compact Arm & Cragalance Cannon
 
*Drill Arm & Leo Cannon
*Bowl Arm & Raptor Claws
*Dynamo Cannon & Samurai Blade
*Wolf Claws & Arlon Orbitars
[[Category:Weapons]]
[[Category:Staffs]]
[[Category:Staffs]]
[[Category:Kid Icarus: Uprising]]
[[Category:Kid Icarus: Uprising]]

Latest revision as of 00:01, 16 October 2015

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

Reason: Needs image
Orb Staff
File:Orb Staff.png
Type: Staff
Specializes In: Long range combat
Strengths: High damage at a distance, fast projectile, quick charging, large shot size
Weaknesses: Ineffective at close range

The Orb Staff is a staff in Kid Icarus: Uprising. This weapon fires jewels that have large size, which allow a greater span of attack. Continuous shots are yellow, have a slight homing ability, and tend to spread when the player dashes. Charged shots are green and can pierce multiple targets. Both shots deal more damage from afar than from up close.

Idol description

The Orb Staff's jewel raises its melee power. It's shot strength doesn't vary much, making if effective at any range. And while these shots lack in damage, distance, and knock-back ability, their large size makes hitting foes a breeze.

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 106.6m 19.0
Charged 159.4m 104.8 1
Melee hit 1 63.0
Melee hit 2 33.6
Melee hit 3 63.0
Special attack 200.0m 268.0 1

Land battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous 38.1m 1.8 2.7
Forward-dash continuous 48.6m 7.6 11.4 2
Side-dash continuous 48.6m 6.5 9.8 2
Backward-dash continuous 48.6m 6.5 13.0 2
Standing charged 61.3m 25.2 37.8 1
Forward-dash charged 64.2m 47.2 67.1 1
Side-dash charged 64.2m 35.6 53.3 1
Backward-dash charged 64.2m 41.2 58.5 1
Melee hit 1 19.1
Melee hit 2 10.2
Melee hit 3 19.1
Melee dash 45.7

Weapon fusion

This weapon follows standard weapon fusion rules.

Notes

  • This weapon has an air to land melee damage ratio of 3.3.

Gallery