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.
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.
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.
|Continuous (shot)*||—||40.0 - 50.0||—|
|Continuous (melee)*||—||40.0 - 70.0||—|
|Melee hit*||—||60.0 - 80.0||—|
* Damage dealt corresponds to accuracy.
|Attack||Distance||Damage (near)||Damage (far)||Shots|
|Melee hit 1||—||32.3||—||—|
|Melee hit 2||—||36.1||—||—|
* Attempting a backward-dash charged shot just out of melee range results in a forward-dash charged shot
This weapon follows standard weapon fusion rules.