Viper Blade: Difference between revisions

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{{WeaponBox
{{WeaponBox
|name = Viper Blade
|name = Viper Blade
|image = Item01_04_on.png
|image = Viper Blade.png
|type = [[Blade]]
|type = [[Blade]]
|specializesin = Melee/Ranged Combat
|specializesin = Melee/Ranged Combat

Revision as of 05:31, 21 March 2015

Viper Blade
Viper Blade.png
Type: Blade
Specializes In: Melee/Ranged Combat
Strengths: Inherent poisoning ability, good homing ability and range
Weaknesses: Shot damage greatly decreases at long range

The Viper Blade, know in Japan as Fencing: Viper (撃剣バイパー "Gekiken Baipā") is a Blade in Kid Icarus: Uprising. It has shots that travel in a long arc that can bend sharply toward enemies. It is among the few weapons that can poison enemies without any kind of modifier. It has above average range for a blade, but charges somewhat slowly. Its backward dash continuous fires four slightly scattered shots, whereas the rest of its dash continuous fire shots fire three in a line. This blade's ranged damage is heavily affected by distance, more-so than most other blades.

Idol description

A blade said to have been forged from the scales of a thousand venomous serpents. It's one of the few weapons that inflicts poison damage. Users of this blade should soothe its dark, nightly rattlings with gentle caresses.

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 79.4m 10.3
Charged 101.2m 49.7 1
Melee hit 1 67.2
Melee hit 2 37.8
Melee hit 3 79.8
Special attack 100.0m 134.0 1

Land battles

Attack Distance Damage (near) Damage (far) Shots
Continuous 28.4m 2.3 2.3
Forward-dash continuous 39.9m 12.9 7.9 3
Side-dash continuous 35.6m 10.7 6.4 3
Backward-dash continuous 37.7m 10.7 5.0 4
Charged 43.0m 23.9 15.0 1
Forward-dash charged 55.6m 35.4 22.8 1
Side-dash charged 47.6m 35.1 21.1 1
Backward-dash charged 44.2m 36.8 20.5 1
Melee hit 1 17.6
Melee hit 2 9.9
Melee hit 3 20.9
Melee dash 48.3

Weapon fusion

This weapon follows standard weapon fusion rules.

Notes

  • This weapon has an air to land melee damage ratio of 3.8.