|This article is incomplete and is in need of attention.|
Reason: Needs description and base statistics
These orbitars specialize in defense, for their charged shot raises a shield that has a strong potential of nullifying incoming fire. After throwing up this shield, users should switch to continuous fire as their main method of attack.
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.
|Melee hit 1||—||58.8||—|
|Melee hit 2||—||29.4||—|
|Melee hit 3||—||58.8||—|
|Attack||Distance||Damage (near)||Damage (far)||Shots|
|Melee hit 1||—||17.5||—||—|
|Melee hit 2||—||8.8||—||—|
|Melee hit 3||—||17.5||—||—|
This weapon follows standard weapon fusion rules.
- This weapon has an air to land melee damage ratio of 3.36.
The Guardian Orbitars make an appearance in Super Smash Bros. for Nintendo 3DS/Wii U, replacing Pit's former down special move, Mirror Shield. They function as projectile reflectors, and are also capable of blocking attacks and pushing back foes that are too close. Dark Pit also has the Guardian Orbitars as his down special that work identically to Pit's.
Guardian Orbitars are more defensive in nature than other Orbitars. When you fire a charged shot, they will create a shield that protects you and your friends. It's a good thing these float in the air on their own—they're actually ridiculously heavy.