Skyscraper Club

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Skyscraper Club
Tower neon.png
Type: Club
Specializes In: Close ranged combat
Strengths: High close-range damage
Weaknesses: Slows movement speed, long recharge time, slow projectiles

A colorful club resembling a modern building including windows that flicker on and off. The Skyscraper Club can launch large rotating structures. This weapon is most destructive at close range, but slows down the user more than any other club. Its backward-dash charged shot raises into the air, but lacks any homing ability.

Idol description

A club with a rather modern look. Its charged shots deal massive damage up close and decrease in power the farther they travel. The Skyscraper Club decreases the user's speed more than most clubs.

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 138.6m 109.1 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 17.1 24.7
Forward-dash continuous 18.1 8.6
Side-dash continuous 12.4 12.4
Backward-dash continuous 17.1 8.0
Standing charged 99.0m 90.6 22.7 1
Forward-dash charged 88.0m 127.7 31.9 1
Side-dash charged 61.6m 117.4 29.7 1
Backward-dash charged 19.6m 82.4* 33.7 1
Melee hit 1 32.3
Melee hit 2 36.1
Melee dash 57.0

* Attempting a backward-dash charged shot just out of melee range results in a forward-dash charged shot

Weapon fusion

This weapon follows standard weapon fusion rules.