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Kirby: United is an RPG for the 3DS and Wii U. Because it is made for a younger audience than most RPG's, it has relatively simple mechanics and forgiving gameplay. The game covers most of the Kirby franchises history, and in a departure from past titles, predominantly features Kirby's helpers rather than Kirby himself.
The full story will be uploaded here soon.
The game begins at dawn when a mysterious object crashes onto Mt. Dedede. Kirby sees the crash from a distance, and rushes in to help. He meets up with King Dedede and Waddle Dee, and Meta Knight shows up shortly afterwards. The four move in to identify the object, which appears to be a large glowing crystal. The gem flashes and floats off the ground as they approach it, prompting the group to attack. The object is beaten after a short battle, and Kirby eats it before it can escape. With the crisis seemingly resolved, the King throws an impromptu banquet for the heroes. Kirby enjoys it at first, but quickly becomes ill, eventually passing out.
When he recovers, he has been transformed into a crystal similar to the one he ate, and he finds that Dreamland has been taken over by a hostile force of data creatures and possessed helpers, led by what seems to be Kirby himself! With the help of three rogue helpers, Kirby must save his friends, destroy the crystal forces, and get his body back!
Just like previous entries, Kirby United has a variety of game modes to choose from. At first only the main story is unlocked, but more modes will be unlocked as the game progresses.
This game mode follows the central story of the game, allowing the player to take control of Kirby's helpers to explore and battle. The overworld is split into several levels, which are connected either to a hub area or to each other. To complete each level, the player must traverse the area, defeating enemies they meet, completing challenges and puzzles, and defeating the bosses in the area. Many levels also have helpers and allies to defeat, allowing them to join your team.
Once the Main Adventure is complete, the player will be able to play through the game again, this time under different rules. These new modes don't have a story, but follow the same levels as the main story mode. Each mode has a different final boss.
Swift Mode- The standard time attack mode. In this mode, each level has a time limit to beat. In the overworld, characters and enemies move faster. In battle, the player has a limited amount of time to choose their moves, input commands must be executed faster, and enemy attacks are faster.
Hero Mode- This mode plays much more like a traditional RPG. The player does not have access to the helpers or Kirby- they can only use the partners. The player starts out with only Bandanna Dee. Up to four partners can be out at once, but only two can attack in a turn. Their attacks have no special inputs, but can be upgraded. If a partner falls in battle, they must be revived at a save point.
Helper Mode- In this mode, the player only has access to the three starting helpers. No partners can be recruited in this mode. The three helpers will learn new moves as the game progresses, and can use special moves at any time. There are no revives in battle except when using an item.
Kirby Mode- This mode is similar to the beta play style for Kirby United. Kirby is not trapped as a crystal, and is able to gain copy abilities by beating the possessed helpers. He cannot recruit any partners in this mode. He starts out with Wheel, Sword, and Fire. When using an ability, he can use the same moves as its respective helper. In battle, he can summon one helper based on any ability he has acquired so far, but will not be able to use that ability until he recalls the helper, or it is beaten.
Crisis Mode- This mode is inspired by Fire Emblem's death mechanic. The gameplay is similar to the standard mode, but much harder. Helpers and partners have less health and less item space. Enemies are also much stronger. If a helper falls in battle, it must be revived at a save point. If a partner falls in battle, they can only be revived by using a very rare item.
After finding Kirby's game system, the player can access additional sub games. Only a couple are available at once, but game cartridges can be found in story mode to unlock more. Completing each sub game on its hardest difficulty level will unlock additional super moves, items, or skills in the main game. Each game has both a single player and multiplayer mode.
Ninja Strike- Based on both Quick Draw, Samurai Kirby, and Speed Eaters, this game is a simple reaction game. Kirby must prove his skills by striking before his foe. On harder difficulty modes, the player must press the correct directional button to succeed. The multiplayer mode pits up to four Kirby's against each other, where they must grab food once it is revealed- the sooner they strike, the better food they get.
Egg Bomber- Based on Egg Catcher, this game adds a rhythm game element to the mix. Kirby must open his mouth to catch all the eggs King Dedede throws, but avoid eating the bombs. Later levels also add in Gordos which Kirby must jump over. In multiplayer, a second player controls King Dedede, with their goal being to make Kirby either drop to many eggs or take too much damage.
Crane Catch- Based on Crane Fever, this game mixes elements of fishing games, adding an element of skill to this otherwise luck based game. the goal is to earn enough credits to buy an expensive toy by retrieving items from a crane machine. Other members in the arcade are willing to give Kirby more credits in return for certain toys. There are several machines, each with different mechanics and prices- but if Kirby runs out of credits, its game over. In multiplayer, four Kirbies play a large machine at the same time, and try to pull the best items for themselves. Each player can also "tilt" the machine to gain an advantage, but doing so too often will penalize them.
Megaton Punch- Based on Megaton Punch and Crackity Hack, this is another timing based game. Kirby must rise through the ranks of Megaton Punch tournament by beating the opponents of each weight class. Each punch is performed by executing three inputs- this mode introduces several new types of techniques Kirby can learn that have unique properties. By combining the right moves, Kirby can earn even higher scores. In multiplayer, up to four players try to get the highest score in five rounds of punching.
Snack Tracks X- Based on the original Snack Tracks, this is a twitch game based in swift reactions. Much like the original, Kirby must eat the food presented while avoiding harmful items. In this version, Kirby is faced with four conveyor belts, and must also turn to face the one with food on it. Harder difficulties introduce new harmful items and special foods that are harder to eat. Multiplayer is identical to the original Snack Tracks, except with three rounds instead of two.
Gourmet Race- Based on Gourmet Race, this is a traditional platformer race. Kirby must race several opponents in three round races, seeking to eat the most food and reach the finish in time. Each foe has unique tactics that must be countered to win. In multiplayer, four players race to the finish of a four race prix. The leader is holding a cake that has a very high point value, but can be stoled if he is attacked.
Brawlball Arcade- Based on Brawlball, this is a simple pinball game. Kirby must clear several tables by scoring high points, meeting board objectives, and beating the table's boss. Abilities are introduced to this mode to give Kirby an edge. In multiplayer, four players try to either teach the high score first, or get the highest score within a time limit. By completing objectives, players can interfere with their opponents boards.
RPG Epic- Based on Kirby Quest.
Tower Bounce- Based on Block Attack.
Star Smash- Based on Smash Ride.
K.A.B.: Kirby Air Brigade- Based on Strato Patrol EOS.
Worlds and Levels
Most of the party members the player will recruit are helpers. Each one uses moves from Kirby's various abilities.
Note- Attacks in Bold can only be used when holding Kirby, and attacks in Italics are defensive moves that can only be used when not holding Kirby.
Weapon Class Helpers
Blade Knight, AKA Blade
This noble knight is among the first to join Kirby's party. With keen focus and expert swordsmanship, he quickly takes his place as the leader of the small band. His Sword Beam and Spin Slash are sure to leave foes reeling!
Blade is excellent at offense with versatile attacks- some can hit flying enemies, others hit multiple foes at once. He is also the only one of the three starters to possess a projectile. While it would seem his skills would become obsolete as the party grows, mastery of his action commands gives him unparalleled damage output with little effort!
Overhead Slash- Blade slashes one enemy with his sword
Sky Sword- Blade raises his sword to the sky, charging up its power. Replaced with Sky Beam once used.
Sky Beam- Fires a slash projectile at one enemy. Replaced with Sky Sword once used.
Sword Spin- Blade jumps into the air spinning his sword around him. Can hit both flying and grounded enemies.
Spin Slash-Blade powers up his sword, then executes a spinning sword attack. Can hit two adjacent enemies multiple times.
Multisword Stab- Jabs a single enemy with sword attacks before finishing with a powerful slash. Very powerful, but requires careful timing.
Sword Beam- If Blade's health is over 90%, he will launch a strong projectile at the start of every turn.
Vertical Slash- Can cut ropes, as well as reinforced steel cords.
Sir Kibble, AKA Boomer
With his razor sharp blades and clever use of aerodynamics, Sir Kibble was sure to make the cut! With careful use, his Cutter Boomerang and Cutter Dash can slice through enemy defenses, before finishing them of with Final Cutter. With so many options, this guy is sure to keep you coming back!
Sir Kibble's unique weapon allows players to get around defense by taking advantage of enemies weak points. Virtually every enemy takes extra damage when hit from behind- and his boomerangs can do that easily! His melee attacks can also bypass defense. At the same time, his helmet protects him from above, another common weak point.
Cutter Boomerang- Launches a sharpened boomerang that returns once thrown. It can hit the same enemy twice, or hit two enemies once each. The hit from behind bypasses defense.
Cutter Dash- Boomer dashes at an enemy while slashing with his cutter. A fairly weak attack, but it pierces defense and can easily deal critical hits.
Cleaving Cutter- Boomer deals a strong melee attack that hits enemies twice.
Hyper Boomerang- Boomer charges his cutter, making it larger. Once thrown, it will hit a single enemy multiple times.
Final Cutter- Boomer executes a powerful melee combo before finishing with a jumping strike. The final hit launches a shockwave that hits two adjacent enemies.
Contact Edge- When defending against melee attacks, Boomers hat will damage enemies. He also takes less damage from attacks from above.
Horizontal Cutter- Can cut grass, as well as slice weak woven ropes from a distance.
Bonkers, AKA Maulius
Once one of Kirby's most pugnacious foes, Bonkers brings the long coveted Hammer ability into battle. His Hammer Nail and Hammer Swing overwhelm his enemies with brute force, but his Hammer Flip is where its really at! Sure, it hurts him too, but power comes at a price.
Bonkers retains many of the qualities that make him a formidable midboss- his attacks can deal plenty of damage, and his bulk makes him hard to take down. He's so big, his melee attacks hit enemies from above, reducing the amount of defense he has to deal with. Don't pit him against fast enemies or foes with counters, though!
Hammer Nail- Maulius crushes a single enemy with his mallet.
Triple Hammer- Maulius charges his hammer, before hitting an enemy three times.
Hammer Swing- Spins like a tornado before bounding into an enemy. Can hit flying enemies and knock them down.
Giant Hammer- Maulius charges his hammer, making it larger. He then crushes his target with it, burying them. It can also trip any adjacent grounded enemies.
Hammer Flip- Charges his hammer with flames, before blasting an enemy with it. Can hit both flying and grounded enemies. While incredibly powerful, it deals recoil damage to Maulius.
Big Boss- Maulius doesn't regain as much health from food, but has far more health than most helpers.
Pound- Can hammer in stakes or press large buttons.
Poppy Bros. Jr., AKA Peter
When Poppy Bros. Jr. is around, every battle is a blast! His strategy of throwing bombs may seem simplistic, but only to the uninitiated. Bomb Throw! Bomb Set! Bomb Bowl! So much nuance! Just don't hang on to one for too long... his explosives no neither friend nor foe!
While Poppy's bombs do high damage, they fare poorly against enemy defense. Good thing he can be serve them up in a variety of ways to maximize effectiveness! Pull out a bomb, and wait a while to power it up. During this time, you can use other helpers to both cover him and give him an opening to attack.
Ready Bomb- Pulls out a bomb to use in his next attack.
Bomb Throw- Peter throws his bomb at a grounded or flying enemy. Can burn its target.
Bomb Set- Places a bomb on a foes head. Traps them for one turn, preventing them from attacking, before exploding. The bomb will also explode if another helper attacks the enemy, possibly harming them.
Bomb Bowl- Peter rolls a bomb in front of enemy lines; when it explodes, it damages all enemy units.
Straight Throw- Peter hurls a bomb directly at an enemy, dealing more damage than Bomb Throw. The attack can only hit grounded foes.
Loose Cannon- Peter can ready a bomb, but not throw it immediately. For every turn he waits, his next attack becomes stronger. Waiting too long, however, will cause the bomb to explode in his hands. It can also explode when blocking enemy attacks, dealing damage to the attacker.
Bomb- Peter can throw bombs that destroy tough obstacles. The bombs can also activate bomb blocks.
Klinko, AKA Pitch
The origins of Klinko's kind are steeped in mystery. All that is really known is that they drifted in one day... literally! In any case, Klinko can use his wooden hat to mimic the ancient art of Bumbershootry, using iconic techniques like Parasol Drill and Circus Throw! It also helps keep out the rain. Who knew?
Klinko's hat gives him very high defense from above and the sides- usually the most vulnerable areas- giving him an edge against strategic projectile users. At the same time, Klinko can deal powerful melee damage from a variety of directions, allowing him to circumvent enemy defense.
Parasol Swing- Pitch swings his wooden hat forward, battering one enemy.
Parasol Drill- Pitch dashes forward while twirling it's hat, dealing multiple hits to one enemy.
Parasol Twirl- Pitch jumps low, before dropping on an enemy hat-first.
Circus Throw- Grabs a grounded foe and juggles them with his hat, before throwing them into another enemy. Missing a command will drop the enemy and end the move.
Parasol Dive- Floats over to an enemy while slowly gaining altitude, before dropping on an enemy while spinning.
Airtight Roof- Attacks from above only deal 25% damage, and cannot inflict status effects.
Shield- Protects Pitch from falling hazards.
Gim, AKA 2-Y0
Fun Fact: Yo Yo are thought to have originated as hunting weapons. As ridiculous as that sounds, Gim's mastery of the toy removes all doubt. His Yo Yo Throw and Hammer Drop are cool enough, but it's his radical dance moves that take the cake. Master his Break Spin and Gazer Spiral, and you will be awesome to the extreme!
Gim's weapon of choice has excellent reach, allowing him to attack flying or guarding enemies without being hit himself. Many of his attacks hit multiple foes, and his high trip rate gives his moves a tactical element. His high speed and agility let him dodge around enemy attacks while still hitting back.
Yo Yo Throw- Throws a YoYo along the ground and hits a single enemy.
Break Spin- 2-Y0 dashes forward while spinning rapidly, battering a grounded enemy.
Yo Yo Up- 2-Y0 throws his YoYo upwards, hitting a flying enemy.
Gazer Spiral- 2-Y0 balances on his YoYo and flies upward while spinning, hitting grounded and flying enemies. The move creates two stars that also hits adjacent enemies.
Hammer Drop- 2-Y0 uses his YoYo to grab an enemy, swings them around, then slams them onto the ground.
Tangling String- YoYo attacks have a high chance of tripping grounded foes.
Parkour- 2-Y0 can jump across narrow ledges and poles.
Keke, AKA Lisbeth
Room Service! Once wielding only a broom, Keke has expanded her arsenal to include a duster and plunger! With these humble household tools, Keke can wipe out her enemies and do the chores at the same time. Her Dust Storm will obscure the vision of her foes, setting her up for a clean sweep!
Keke's attacks do little damage, but can inflict status ailments on foes. In particular, her dust attacks reduce their accuracy significantly, and is especially effective against projectile users. She also deals extra damage to enemies under status ailments, making her an excellent choice for crowd control. Her high speed and flying status also make her a difficult target to hit.
Sweep- Hits the ground in front of an enemy with her broom, kicking up dust. The move does no damage, but greatly reduces their projectile accuracy, and makes them dusty.
Duster- Batters an enemy with a duster. The move does more damage to dusty enemies.
Plunger- Grabs a foe with a plunger, and violently pumps them several times. Can soak enemies.
BroomStick- Lisbeth flies through a line of flying or grounded enemies, dealing heavy damage.
Dust Storm- Lisbeth kicks up tons of dust in front of all enemies. Significantly reduces the projectile accuracy of all enemies and helpers.
Cleanser- Lisbeth recovers from status effects quickly, and deals extra damage to enemies under status effects.
Dust- Can clean dirty objects, or sweep the floor to reveal secrets.
Laser Ball, AKA Optic
Lasers are like salt- they make everything better! With Laser Ball on your team, you will have no shortage of lasers. He has all kinds- lasers that bounce, lasers that burn, lasers that bypass defense. But when it's time to get serious, he can pull out the Super Diffusion Beam and roast the competition!
Laser Ball relies exclusively on projectiles, and every attack has high accuracy and damage. He is a versatile fighter, able to concentrate damage on one target or spread it out to several enemies. His inverted critical effect is important to remember- items and moves that increase his critical rate will actually hinder his damage output, so be careful when pairing him with support helpers!
Laser Blast- Fires a fast projectile that hits one enemy.
Angled Beams- Fires a bouncing beam that can hit up to three enemies
Arc Orb- Fires a plasma orb that hits one enemy several times, while potentially burning them
Big Laser Blast- Fires a concentrated beam through an enemy that ignores defense.
Super Diffusion Beam- Fires a powerful forked beam at several targets, dealing some recoil damage in the process.
Pinpoint- Has a very high accuracy rate, at the cost of an inverted critical effect, making critical hits deal less damage than normal ones. Increasing his critical rate is thus a handicap.
Laser Blast- Can fire reflecting beams off of slopes and mirrors.
Bang Bang, AKA Misty
3-2-1-Liftoff! Bang Bang takes to the skies, raining explosive destruction on her enemies. Rocket Launch and Rocket Liftoff both devastate opponents; Rainbow Salvo elevates it to a fine art! What's that? Exploding hurts her too? Nothing an Armored Shell can't solve!
Bang Bang is a great choice for taking on strong enemies and midbosses, as she possesses a variety of powerful moves. She is fast, powerful, and can hit foes in the air. The only problem is that almost every move damages her too, forcing her to either frequently use Armored Shell or use her weaker Heat Exhaust. Her power is mostly wasted on weak enemies, and her recoil damage makes it too difficult to survive true boss battles.
Rocket Launch- Flies into an enemy, exploding on contact.
Rocket Liftoff- Blasts off into the sky. On the next turn, Misty drops on top of an enemy, exploding on contact.
Heat Exhaust- Misty blasts an enemy with her fiery exhaust.
Armored Shell- Misty reinforces her body, preventing her next two attacks from dealing recoil damage.
Rainbow Salvo- Misty follows a multi-colored path, hitting up to five different enemies. She explodes on the fifth hit.
Payback Payload- Misty counter-attacks if she is attacked during that turn. She explodes if hit with a melee attack, and flies into enemies that hit her with projectiles.
Kamikaze- Has very strong attacks that have high accuracy, but almost all of them deal recoil damage.
Rocket- Can fly around freely, and blows up iron blocks that she hits. She moves faster the longer she flies, making her difficult to control.
Don't you love all the abilities Kirby has gained over the years? With Bukiset, you don't have to settle with just one! He brings an all-star line up of moves, along with some new ones! With the tools to deal with many situations, he's sure to be a smash hit! Just keep an eye on his health- he takes more damage the lower it is!
Bukiset is a true jack of all trades, literally using the skills of his allies in battle. Most of these moves are slightly different from the original, giving them different uses. He is perfect for knocking out weakened foes, but has low damage output in every other situation. His unique defensive move and special trait allow him to benefit even when he takes damage.
Vulcan Jab- Unleashes a flurry of punches on a target. Weaker than Knuckle Joe's, but has a higher critical chance.
Twinkle Star- Bukiset spins in midair, knocking flying enemies to the ground.
Final Cutter- Bukiset strikes an enemy twice with a jumping attack, before shooting a small shockwave. The shockwave is stronger than Sir Kibble's, but only hits the targeted enemy.
Hammer Flip- Powers up a fiery hammer before battering a single enemy. Weaker than Bomker's hammer flip, but deals no recoil damage.
Smash Kick- Bukiset charges a flying kick attack that makes enemies dizzy. Deals more damage the lower the target's HP is, making it a good KO move.
Bubble Shield- Unlike most defensive techniques, the Bubble Shield blocks all damage. If it is hit too hard, it will break, leaving Bukiset open for one turn.
Percent Meter- Defense falls the lower his HP is, and he is more vulnerable to Status effects. At the same time, his damage output rises as his HP falls.
Pallete- Bukiset can use Hammer, Fire, Cutter, or Stone.
Wiz, AKA Houdini
Ladies and Gentlemen, it's showtime! Wiz has more than a few tricks up his sleeve- his trained Doves strike his weakest enemies, and his Card Trick can easily handle a large audience! But the main attraction is his Roulette; what trick will he do next? Turn enemies into food? Put on a fireworks show? Grant invincibility to his allies? Who knows?! Enjoy the show!
Wiz has a ton of useful tricks with weird properties, making him a niche fighter. Like an actual magician, his tricks depend on both sleight of hand and perfect execution, making him ineffective against fast or strong enemies, and no bosses will be falling for his tricks. Where he shines is in normal battles, where his area of effect moves and targeted attacks will clear out a crowd.
Doves- Houdini releases 3 doves that automatically target the three weakest enemies.
Card Trick- Throws three cards that hit three adjacent enemies.
Clown Spring- Houdini releases a bouncing clown from his hat. It strikes high first, knocking down flying enemies, before hitting again lower down. It hits flying enemies twice, and grounded enemies only once.
Roulette- Houdini produces a random card from his hat, each of which yields a different outcome:
Cherry- Turns the targeted enemy into food if it is below 50% health. If not, the attack deals weak damage. (Common)
"?" Mark- Deals a random status effect to the targeted enemy. (Common)
Candy- Makes Houdini and company invincible for the next turn. (Very Rare)
Fireworks- Releases an explosive light show that hits all enemies. (Rare)
Escape Artist- Houdini can trigger traps without being harmed himself.
UFO, AKA Mr. UFO
This galactic traveler comes with the most advanced technology. It has been observed using abilities similar to those of local denizens- such as Chain Beam and Piercing Beam- but with some enhancements. However, its Unidentified Flight continues to defy science. Perhaps some things are best left... unknown.
UFO is very unusual and difficult to use, but has a lot of versatile tools. All of its attacks are fairly weak, but can produce additional effects that stack up its damage. In particular, its star guard deals damage whenever it is close to an enemy (and up to five can be out at once), and its Heat attacks inflict burn. In tandem with its high speed, its self healing, and its flying status, it can both deal lots of damage and survive tough boss battles.
Chain Beam- Flies close for an electric whip attack, similar, to Waddle Doo's.
Heat Beam- Releases a fiery whip attack at close range.
Piercing Beam- Releases a powerful laser similar to Laser Ball's, that deals fiery damage.
Heat Cannon- Fires off two consecutive heat beams, followed with a piercing beam.
Unidentified Flight- Teleports into enemies five times, each time hitting a random enemy.
Star Guard- While defending, UFO produces an orbiting star. The star deals damage to enemies who get close, and whenever UFO gets close to enemies during Chain Beam, Heat Beam, and Unidentified Flight. Up to five stars can be active at once.
Advanced Tech- UFO slowly heals itself whenever it isn't under a status effect.
Mystery Catch- UFO can lift heavy objects with its tractor beam, and move them around freely.
Wester, AKA Dusty
This cowboy hero don't need no fancy technology- Wester only needs his trusty whip to bring justice to the West. Use Whip Strike to score easy critical hits, or 100 Whip Dash to lay the damage on thick. When the time is right, use Whip Tornado to harness the power of the wind! You'll be riding into the sunset in no time!
Wester is an ideal choice when fighting strategic enemies. His long range allows him to avoid counter attacks, his attack speed makes his moves hard to avoid, and his high critical damage can strike through defense. He has a grabbing attack that also avoids counters. He has poor defense, so he relies on wise use of partners to win a fight.
Whip Strike- Dusty cracks his whip at an enemy, dealing a critical hit.
Jump Strike- Dusty jumps into the air, before striking upwards or downwards. Can hit a flying or grounded enemy.
100 Whip Dash- Dusty charges forward and unleashes a flurry of whip strikes.
Whip Grab- Grabs a foe with his whip, then slams them into the ground twice.
Whip Tornado- Dusty leaps into the air, swinging his whip above his head. Hits three adjacent enemies, and deals more damage to flying enemies.
Long Range- Melee attacks have such long range, they can safely hit enemies, even when they try to counter.
Lasso- Can latch onto distant hooks and swing from them, or nab items from a distance.
Ringle, AKA Aria
Who would have thought a sentient bell could be such a threat? Ring your foes a new one with Ring Ding Dong, or throw bells at them with Twin Tinker, before finishing them off with Ding Finale! You can even block attacks with your bell hat! Saved by the bell indeed!
Ring Ding Dong- Ringle swings its bell into a single three times. Generates sound waves that do damage to surrounding enemies, but is weaker the farther the enemy is.
Sting Ding- Creates two orbs of sound that home in on an enemy.
Twin Tinker- Spawns two smaller bells, then throws them at two different enemies.
Ding Finale- Releases two massive sound-waves, each of which can hit two enemies at once. The blast can make foes dizzy.
Tinker Melody- Releases bell-shaped symbols around Ringle's head, then they batter foes at random.
Bell Block- Ringle ducks inside his its bell helmet. Melee attacks will create sound waves that damage attackers, but are too weak to stop their attacks.
Pitch Perfect- Every perfect attack increases Ringle's power and speed.
Sound Wave- Ringle launches a sound wave that can break objects within its natural frequency.
Lanzer, AKA TriKnight
A master of the ancient art of stabbing things, Lanzer is ready to spearhead the next offensive! You could just use Spear Thrust and Skyward Thrust to poke enemies around, but that's child's play for Lanzer! Take to the sky with Spear Copter, and drill foes with Moon Drop! Get the point?
Spear Thrust- TriKnight stabs an enemy with his trident, with a chance of striking through defense.
Skyward Thrust- TriKinght positions himself beneath an enemy, and stabs upward. Can only hit flying enemies, but is almost always a critical hit.
Spear Copter- TriKnight spins his trident so fast, he can briefly fly. He then flies into a flying enemy, hitting them several times. He will stay in the air for the next turn.
Moon Drop- Leaps above an enemy, then drops on top of them with a deadly spearing attack.
Multi-Spear Attack- TriKnight blasts an enemy with numerous stab attacks, then throws three additional tridents at them.
Knight's Honor- TriKnight's defense rises significantly whenever he is holding Kirby.
Spear- TriKnight's trident can strike weak points in tough objects and break them. If a trident is lodged in a wall, he can bounce off it.
Spynum, AKA Noir
Spynum isn't just an archer- he's an assassin! Armed with a simple bow and a quiver of arrows, he can take down entire empires... on shot at a time! His Sharp Shot and Leaping Quiver riddle foes from afar, and his Arrow Slash cuts down foes who get too close. After taking down his target with a charged arrow, he can slip into the shadows to avoid detection. Still think he's a simple archer?
Sharp Shot- Noir shoots a single arrow at an enemy.
Arrow Slash- Noir slashes an enemy twice with an arrow.
Leaping Quiver- Noir leaps into the air, before riddling an enemy with four arrows.
Sky Shot Shower- Fires a charged arrow into the sky, which splits into several arrows before raining onto enemies.
Magic Star Arrow- Charges up an arrow and blasts an enemy with an absurdly powerful projectiles. Blows straight through defense.
Camouflage- Ducks behind fake scenery. Rather than block attacks, it causes enemies to ignore him, so attacks that hit random targets can still strike him. It also cannot block special boss attacks.
Waste Not- Each arrow Noir fires reduces his attack power. The only move that does not do this is Arrow Slash.
Trick Shot- Noir can fire arrows that cut through several ropes and shoot through small openings.
Element Class Helpers
Burning Leo, AKA Lionel
Burning Leo was among the first to join Kirby's team. His destructive potential knows no bounds! Fire Breath and Fireball Spin roast opponents, and his Blazing Flare coats the ground in flames! If you need to turn up the heat, use Inferno to power up your flames, before sealing the deal with Searing Bash!
Fire Breath- Blasts an enemy with blazing flames that inflicts burn.
Blazing Flare- Shoots a flaming orb in front of an ally- melee attackers will take heavy damage if they try to approach.
Inferno- Engulfs Lionel in a flaming aura that powers up his next attack and burns any melee attackers.
Searing Bash- Lionel charges up his flames before blasting through an enemy at top speed, dealing tons of damage.
Fireball Spin- Lionel rolls into a blazing wheel, before bashing an enemy several times.
Hot Head- Cannot be burned, but being frozen or soaked lowers his defense and attack.
Burn-Lionel can breathe fire to light fuses and roast grass.
Rocky, AKA Mason
Are you ready to rock?! Then you've picked the right guy! Rocky does only one thing- SMASH! Stone Smash! Stone Uppercut! HEAVY SMASH! MIGHTY UPPERCUT! Rocky is so tough, status effects don't even touch him! Just don't let him fall asleep- it's impossible to wake the guy up.
Stone Smash- Mason jumps on top of an enemy in stone form, crushing them.
Turbo Stone- Mason dashes into an enemy while spinning, hitting them a few times.
Stone Uppercut- Mason summons a stone fist from the ground, knocking an enemy upwards.
Heavy Smash- Mason leaps above an enemy before growing in size. When he lands on them, they are buried.
Mighty Uppercut- Mason summons a larger, spiked fist that breaks through enemy defense.
Megaton- While guarding, Mason is completely invincible, and most status effects cannot harm him. The only exception is sleep; Mason will sleep for a very long time if effected.
Stone- Mason can break through weak floors and press buttons with his weight.
Sparky, AKA Joulie
Don't be fooled by her diminutive appearance- Sparky's strong enough to lead the charge in any battle! Thunder Bolt and Lightning Strikes hit foes from the sky, and her electric aura protects her from projectiles! Once her power is at the max, launch a Spark Laser to leave foes dazed!
Spark- Joulie approaches an enemy, and creates an electric barrier around her that damages them.
Thunder Bolt- Sends an electric bolt into the sky that strikes her target one turn later.
Charge Power- Joulie charges electricity to power her next move. This also creates an electric barrier that blocks projectiles.
Lightning Strike- Calls down a bolt of electricity on three enemies, potentially paralyzing them.
Spark Laser- Joulie fires a powerful electric arrow through an enemy that paralyzes them.
Conductor- Attracts energy-based attacks toward her- these moves deal only half damage, and make her attack power rise.
Power Up-Can reactivate machines and light up power cords.
Mr. Frosty, AKA Celcia
Mr. Frosty is ready to put the bad guys on ice! Freezer Breath and Ice Sprinkle can freeze enemies in their tracks, and his Ice Ejection can suck up assailants to use as ammo! Don't worry about getting frozen yourself- the cold never bothers him, anyway. Just don't get him wet!
Freezer Breath- Blasts an enemy with chilly air that can freeze them.
Ice Sprinkle- Celcia spins about while blowing frosty air, freezing two adjacent enemies.
Ice Ball- Celcia rolls into an ice ball and rams an enemy.
Ice Ejection- Celcia prepares to catch the next attack and fire it back. This works on melee attacks too, but only if the enemy is small enough.
Ice Kick- Celcia creates two ice blocks, and knocks them toward two enemies.
Cold Feet- Celcia cannot be frozen, but burning or soaking attacks lower her speed and defense.
Chill- Can freeze water and cool lava into stone.
Plasma Wisp, AKA Aurora
This blazing energy behaves like a mix of fire and lightning! At first, Plasma Wisp can only use weak attacks like Plasma Amp, but for every turn she does so, her attacks become stronger! Soon, her lowly Plasma Amp becomes the swift Needle Arrow, the blazing Plasma Laser, and the mighty Plasma Barrier! Fortunately, her special attacks can be used at any charge! Light 'em up!
Plasma Amp (Lv.0)- Increases Aurora's Plasma Level by 1, while also launching a weak plasma projectile. Her Plasma level maxes out at 3.
Plasma Needle Arrow (Lv.1)- Aurora fires a barrage of weak electric needles at random enemy units.
Plasma Laser (Lv.2)- Aurora fires two powerful lasers that hit two adjacent enemies. Can stun her target.
Plasma Barrier (Lv.3)- Aurora fires her barrier at a single enemy, dealing high damage and either burning or stunning them.
Plasma Spray- Releases a massive barrage of weak plasma sparks that have a high chance of stunning her targets.
Plasma Comets- Aurora fires 3 powerful comets at random enemies, with the last one always stunning her target.
Plasma Guard- When Aurora's power reaches level 3, a barrier forms that automatically halves projectile damage. Unlike other defensive techniques, this one works even when not defending.
Power Creep- Attacks and Defense become higher the longer a fight goes on.
Plasma Wave- Can fire blasts of plasma that can light up electric wires at a distance, and can travel through walls. It is too weak to restart machines, though.
Simirror, AKA Magis
In this world there is a legend of an amazing mirror connected to an alternate world. The magical properties of this artifact provide power to all mirrors- and those who know how to use them. Simirror is one such person. His art allows him to use Mirror Cut to slice up enemies, or bash them with Reflect Force. But what would a mirror master be without clones? With his Mirror Body techniques, he can double his damage and reduce enemy acc- huh? There weren't two of you before! Quick! Which one is left-handed?!
Mirror Cut- Magis turns his scepter into a glass sword, slashing his target twice.
Mirror Body- Magis creates a duplicate of himself that executes standard attacks alongside him, effectively doubling both his damage and critical rate while halving enemy accuracy; when using other Mirror Body techniques, the copy attacks with Magis, but does not produce more copies. The move does nothing if a clone already exists.
Reflect Force- Magis launches a wave of glass shards that can hit both standing and flying enemies.
M.B. Sky- Magis creates a tower of 5 duplicates, who all jump on a particular enemy. The original does slightly more damage.
M.B. Ring- Magis creates a ring of 6 duplicates who all dash at random enemies. The original does slightly more damage to the targeted enemy.
Reflect Guard- Magis creates a magic barrier that reflects up to two projectiles back at enemies, dealing 1.5x damage in the process.
Super Reflective- Magis takes less damage from energy based attacks, and reflects the excess damage back at the attacker.
Duplicate- Magis can create a temporary clone of himself to help solve puzzles or provide a distraction.
Chameleo Arm, AKA Michameleo
Kirby once faced this colorful chameleon as an enemy, but all he ever wanted was to practice his art. Chameleo Arm now shows his true colors as an ally! His Paint Roller and Tail Whip deal lots of damage up close, but his true skill is his strategic use of color. Paint based attacks can all reduce accuracy and blind enemies, and his camouflage makes him difficult to see. He even does extra damage to foes with the same color!
Paint Roller- Chameleo rolls over an enemy at high speed, potentially flattening them.
Tail Whip- Chameleo uses one of his tails to latch onto an enemy, before pulling himself into them.
Paint Bomber- Chameleo launches paint blobs at an enemy, blinding them.
Paint Out- Chameleo launches a massive paint blob that hits all foes, blinding them. It also reveals invisible or camouflaged foes.
Tounge Latch- Chameleo grabs a foe with his tongue, and fires them into the air.
Cameleo-flage- Chameleo blends into the background. Increases his evasion, but he takes more damage if he is hit. Once the turn ends, Chameleo changes to a random color.
Color Code- Chameleo both takes less damage from and deals more damage to enemies with the same color as him.
Painter- Chameleo can paint objects, changing their color or function, and also reveal hidden secrets.
Cool Spook, AKA Lumen
Cool Spook may be a ghost, but he means no harm- he's always ready to (literally) brighten someone's day. He can grant an ally supernatural vision, put the spotlight on an enemy to prevent them from dodging, or blind an enemy with dazzling light. When necessary, he can toss his halo as a weapon, and even save his allies from death itself! What a cool dude!
Cool Spook is primarily a support character, unlike most other elemental helpers. His light abilities allow him to control the accuracy and evasion of friend and foe alike, giving him incredible control of the flow of battle. However, only one of his attacks (Halo Disc) does any damage, and it incredibly difficult to execute properly; but if the button input is performed perfectly, it deals massive damage!
Dazzling Light- Fires an orb of light directly at an enemy. It deals no damage, but halves its target's current accuracy.
Spectral Vision- Imbues an ally with holy light, doubling both their accuracy and critical damage.
Judgmental Spotlight- Shines a powerful spotlight on an enemy unit, lowering their evasion to 0.
Illumination- Bathes the entire battlefield in heavenly light, raising the accuracy of every ally and enemy to 100%.
Halo Disc- Fires his halo at an enemy unit. Very difficult to execute, but deals massive critical damage if successful.
See the Light- If an ally falls in battle, Cool Spook can save them at the cost of some HP. The ally returns with 50% health. This works only once in a battle, and does not work on Cool Spook himself.
Light Up- Can illuminate dark rooms and passages.
Metalun, AKA Orie
With the power of a freight train and the intelligence of a brick, Metalun is the epitome of dumb muscle. Metalun is so heavy, he can damage enemies by strolling past them! But skills like that leave little room for creativity. Ground Pound, Ball Bearing, Big Blade, Seismic Drop- all are merely variations on ways to crush the competition. He clearly doesn't care, and I don't think anyone else does either.
Metalun is very strong and very tough, making him a great choice for boss battles. His attacks are virtually impossible to block, and his Seismic Leap can even trip enemies in the air! At the same time, he has the highest defense in the game (so high, he doesn't have or need a guarding move), and is barely affected by most statuses. Only two can affect him- Bury (which traps him for a disproportionate time) and Sleep (he's even worse than Rocky here). Keep in mind his slow speed forces him to attack on every other turn.
Steel Stroll- Wanders around enemy lines, damaging every enemy he comes in contact with.
Ground Pound- Jumps on an enemy, doing massive damage and potentially burying them.
Ball Bearing- Morphs into a steel ball, and rolls quickly over an enemy.
Big Blade- Metalun morphs his head into a massive blade before falling onto an enemy. Very powerful and can deal devastating critical damage.
Seismic Drop- Jumps, tripping all enemies on the ground and in the air.
Metalun has no normal or special blocking technique.
Perfect Defense- Metalun has incredibly high defense, but can only attack once every other turn.
Iron Gian- Can pass through most hazards and weigh down switches.
Bubble Head, AKA Suds
You probably wouldn't expect bubbles to be an effective weapon... and it isn't. Bubble Beam has great accuracy, but pitiful damage output. When used properly, however, they can be very... annoying. Use Big Bubble to trap foes in a bubble, or put yourself in one using Floater to get some air. Both Foam Barrier and Soap Storm cover the entire battlefield! Argh! Freaking Bubbles!!!
Bubble Head is designed to trap enemies in weak bubbles. While they can be easily broken out of, they have a very high rate of success- plus, Bubble Head's high speed ensures he moves before his allies, setting up enemies for the ensuing attacks. He can also cover the battlefield in soapy foam, which traps any foe who tries to approach on the ground.
Bubble Beam- Fires a burst of bubbles at an enemy, dealing a little damage.
Big Bubble- Bubble Head fires a single large bubble at an enemy, trapping them. These bubbles force the enemy to move last in that turn cycle.
Floater- Bubble Head captures himself in a bubble, lifting hime off the ground. Changes his Elevation stat from Standing to Floating.
Foam Barrier- Coats the field in bubbles. If an enemy tries to approach on the ground, they are trapped and lose their turn. This effect lasts for only one turn.
Soap Storm- Fires a blast of bubbles at all enemies, trapping them until every ally has attacked.
Bubble Shield- Forms a defensive bubble around an ally. Said bubble completely negates the damage of a single hit. Bubble Head cannot use it on himself.
Item drop- Defeating an enemy in a bubble will increase its item drop chance.
Bubble- Can guide bubbles to retrieve distant objects.