Due to its massive size, the club is the most powerful weapon of all nine weapon types, possessing the potential to plow through hoards of enemies, pierce walls, and deflect certain projectiles. To make up for these advantages, clubs typically have slower attacks, decrease the user's movement speed, and have limited range.
- Stamina is 12 seconds, higher than any other weapon family
- Neutral Shot has innate Slip Shot property (exceptions: Atlas and Magnus Clubs)
- Swings instantly destroy any hit projectiles and, being melee attacks, don't use shot chargeup
- Parry Chargeup is higher
- No rapid fire
- All attacks are slower compared to other weapon families
- All Dash attacks don't provide as much momentum
- Melee Combo is limited to 2 hits
|Clubs are unique weapons ideal for dealing huge amounts of damage. Their gigantic long-range charged shots can even pass through walls! The Ore Club is fashioned from minerals that were mined on the mountain of the gods.|
|Designed to look like the tower that incurred the wrath of the heavens, this club has the longest charge time of any weapon. Its charged shots kick up a violent storm that delivers consecutive strikes, so try to make sure all of them hit.|
|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.|
|Unlike most clubs, the Atlas Club allows users to run quickly while using it. Its shots don't pass through obstacles, but its dash attacks travel fast with a high homing ability. A club that handles more like other weapon types.|
|The Earthmaul Club has a longer reach than any other weapon, its charged shot traveling up to 126 m. This is roughly three times the range of the First Blade. Its backward-dash charged shot reflects off walls.|
|The club used by Dark Pit in his battle with Pit beneath the temple in Chapter 6. Though its charged shots are slow and easily dodged, this superbrutal club has the most powerful melee attack of any weapon.|
|This lightweight club shoots halos for its ammunition. Unlike other clubs, the Halo Club's charged shots can paralyze opponents. However, it has a low attack power and is particularly ill suited for melee attacks.|
|While the mysterious Black Club's attack power and homing ability are high, its charge time and shot speed are slow. And not only do its charged shots cancel out enemy fire, they look really cool doing it too!|
|The Zodiac weapon bearing the sign of Capricorn. Its spiraling charged shots lack range, do less damage as they travel, and don't cancel out other shots. However, these shots do move fast and have a superfast charge time.|
|This club has charged shots that have limited range and lack homing but are large, making it harder for targets to avoid them. It can also shoot through obstacles, and its shots have a strong potential for nullifying incoming fire.|
|This club fires blade blasts and flame breath like the beast himself. Its charged shots have an extremely long range and high homing ability but are somewhat lacking in damage. Its melee attack also packs a mighty punch!|
|Designed to look like Magnus's sword, this club is at the top of its class in melee power and even boosts the speed of its user! Its shots barely have any range, making it the rare weapon exclusively suited to close combat.|
- Although it is one of the nine basic weapon types, the club was completely absent from early demos of Kid Icarus: Uprising for unknown reasons.
- ↑ Weapon Conversation
Palutena: Clubs are large, yes. But they're not as heavy as they look, right?
Pit: Yeah, why is that?
Palutena: The magic inside them makes them lighter when held. But they're much heavier when you swing them.