Hello once again, Orbitars! Today I’m going to kick things off in our Weapon Spotlight series by reviewing one of my personal favorite weapons in Kid Icarus: Uprising, which also happens to be the most basic version of its weapon class. Today I’m going to talk about the Violet Palm.
Palms are equipped on the wielder’s arm like a tattoo, drawing upon the user’s own vitality to fire a barrage of homing shots. The Violet Palm is an average example of this weapon type, with great rapid fire but basic range. — Violet Palm Idol
Overview: As stated in the idol text above, the Violet Palm is the “standard” Palm in Kid Icarus: Uprising, and as such, it lacks any extra effects, such as the Great Reaper Palm’s Weakening Ability, or the Moonlight Palm’s ability to nullify shots. However, just because this palm has no innate abilities doesn’t make it bad. The Violet Palm has a much faster rapid fire than many other Palms (the Great Reaper, Virgo, Moonlight, and Cutter all have much slower rates of fire), as well as a very good innate shot homing ability. Additionally, the Violet Palm’s melee attack is somewhat weak, and it’s shots weaken the farther they travel, making this Palm an excellent midrange weapon for those who like to engage their enemies at close range, but without melee attacks.
Standing shots: The Violet Palm’s basic attack consists of violet and green energy bursts that home in on the enemy. These little shots are middle of the road in terms of damage output, dealing around 7 points of damage from 10m away, increasing to 7.5 damage at 5m. The Violet Palm’s rapid fire capabilities are excellent, firing about 15 shots before pausing. The shots continue to weaken the farther from the target you get, making this an ideal close to midrange weapon. The standing charge shot fires a giant rainbow-colored energy blast at the foe, once again dealing more damage the closer you are, in the test case dealing 76 points of damage from 10m and 80 damage from 5m, weakening as you move farther away. As a maximum range, the normal shots hit from about 25-30m, and the charge shot can hit from as far as 45m.
Dash shots: The Violet Palm’s dash shots are the same regardless of direction. The weapon fires rainbow-colored spheres that are smaller than the charge shot for the dash attack, and these do about 14 damage from 10m, once again weakening as distance increases. These shots fire in groups of five before pausing if you hold the button down. The dash charge shot looks identical to that of the standing charge shot, but deals around 115-120 damage from 10m, depending on which way you dash. The ranges are similar to those of the standing shots, with charged shots hitting from 40-50m and normal shots hitting from a maximum of about 30m.
Melee attacks: Hand to hand combat isn’t this Palm’s strong point, with a three-hit combo dealing between 10-20 points of damage for each strike, depending on which hit it is. The melee attacks are also much slower than their projectile counterparts, so therefore you’ll probably want to steer clear of this method of attack unless you absolutely need to or have some excellent melee bonuses. The melee dash attack consists of your angel performing an uppercut on the enemy, and should deal between 40 and 50 points of damage.
Special Abilities: Since it is the most basic weapon in its class, the Violet Palm has no special abilities.
Summary: Although it is the most basic weapon in its class, the Violet Palm doesn’t disappoint. While the melee attacks and lack of abilities can be somewhat of a letdown, the excellent rapid fire, homing, and decent strength make this as great weapon for close- to midrange combat for both beginners and pros alike.
Important note: the values obtained from this review are from a Violet Palm value 235 with five stars in range, no stars in Melee, Poison +1, Shot range +1, Side-dash ch. shot +2, Heart bonus +1. Your exact damage and other numbers may differ based on your version’s own unique properties.
Image courtesy of Creative Uncut.