Pandora Claws: Difference between revisions

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The '''Pandora Claws''' are [[Claws]] in ''[[Kid Icarus: Uprising]]'' that are based off the Goddess of Calamity, [[Pandora]]. They are unlocked upon completion of Chapter 5: [[Pandora's Labyrinth of Deceit]]. While having larger shots of all other claws and surprisingly good homing ability, they are fairly weak in Melee combat and have limited range. Despite their weak melee power, the third hit in the melee combo sends foes flying which can be combined with their backward dash charged shot to deal additional damage; however, this makes landing the final two hits of the melee combo impossible unless the target is frozen or petrified. The shots also give a Darkness effect, although this is for visual effect. Their side dash continuous fire has larger, slower shots than other claws. The side dash and standing charged shots are high in power and size but are slow as well. Its backward dash charged shots release a black version of Pandora with red highlights that can trap foes, although this has very little range and is best suited for shot cancellation.
The '''Pandora Claws''' are [[Claws]] in ''[[Kid Icarus: Uprising]]'' that are based off the Goddess of Calamity, [[Pandora]]. They are unlocked upon completion of Chapter 5: [[Pandora's Labyrinth of Deceit]]. While having larger shots of all other claws and surprisingly good homing ability, their melee dash attacks are quite weak. Despite their weak melee dash attacks, their melee combos  sends foes flying and are quite powerful which can be combined with their backward dash charged shot to deal additional damage; however, this makes landing the final two hits of the melee combo impossible unless the target is frozen or petrified. The shots also give a Darkness effect, although this is for visual effect. Their side dash continuous fire has larger, slower shots than other claws. The standing charged shot is high in power and size but is slow as well. Its backward dash charged shots release a black version of Pandora with red highlights that can trap foes and land multiple hits, although this has very little range and is best suited for shot cancellation.


== Idol description ==
== Idol description ==

Revision as of 10:42, 8 December 2013

Pandora Claws
PandoraClaws.jpeg
Type: Claws
Specializes In: ?
Strengths: ?
Weaknesses: ?

The Pandora Claws are Claws in Kid Icarus: Uprising that are based off the Goddess of Calamity, Pandora. They are unlocked upon completion of Chapter 5: Pandora's Labyrinth of Deceit. While having larger shots of all other claws and surprisingly good homing ability, their melee dash attacks are quite weak. Despite their weak melee dash attacks, their melee combos sends foes flying and are quite powerful which can be combined with their backward dash charged shot to deal additional damage; however, this makes landing the final two hits of the melee combo impossible unless the target is frozen or petrified. The shots also give a Darkness effect, although this is for visual effect. Their side dash continuous fire has larger, slower shots than other claws. The standing charged shot is high in power and size but is slow as well. Its backward dash charged shots release a black version of Pandora with red highlights that can trap foes and land multiple hits, although this has very little range and is best suited for shot cancellation.

Idol description

These claws are based on the spirit form of Pandora. Their backward-dash charged shot creates a barrier that offers good defense in Together mode. Their third melee strike can knock enemies into the air. Try using a backward-dash attack as foes fall.

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 69.7m 17.9
Charged 95.1m 65.7 1
Melee hit 1 63.0
Melee hit 2 33.6
Melee hit 3 25.2
Melee hit 4 29.4
Melee hit 5 84.0
Special attack 130.0m 22.0 10

Land battles

Attack Distance Damage (near) Damage (far) Shots
Standing continuous 23.2m 4.2 4.2
Forward-dash continuous 30.3m 18.0 12.6 2
Side-dash continuous 27.0m 15.0 10.5 2
Backward-dash continuous 28.6m 14.7 9.8 2
Standing charged 32.7m 23.5 17.6 1
Forward-dash charged 42.3m 36.7 27.5 1
Side-dash charged 38.0m 27.3 20.7 1
Backward-dash charged 1.6m 9.0 9.0 1
Melee hit 1 11.0
Melee hit 2 5.8
Melee hit 3 30.0
Melee hit 4 5.1
Melee hit 5 14.6
Melee dash 35.3

Weapon fusion

This weapon follows standard weapon fusion rules.