Uprising adventure archiveKid Icarus: UprisingGUIDES
Kid Icarus: Uprising / Powers, Treasure Hunt and loadout planning

Kid Icarus: Uprising Powers, Treasure Hunt and loadout planning

Fit limited-use abilities into the grid and target specific rewards.

Items at a glance

First Blade, a Blade-class weapon in Kid Icarus: Uprising

Blade

Tradeoff to examine: Specific model’s shot behavior.

Insight Staff, a Staff-class weapon in Kid Icarus: Uprising

Staff

Tradeoff to examine: Close-range handling.

Tiger Claws, a Claws-class weapon in Kid Icarus: Uprising

Claws

Tradeoff to examine: Limited range.

Fortune Bow, a Bow-class weapon in Kid Icarus: Uprising

Bow

Tradeoff to examine: Charge timing.

Violet Palm, a Palm-class weapon in Kid Icarus: Uprising

Palm

Tradeoff to examine: Projectile properties.

Ore Club, a Club-class weapon in Kid Icarus: Uprising

Club

Tradeoff to examine: No normal continuous fire.

EZ Cannon, a Cannon-class weapon in Kid Icarus: Uprising

Cannon

Tradeoff to examine: Movement and firing behavior.

Standard Orbitars, an Orbitars-class weapon in Kid Icarus: Uprising

Orbitars

Tradeoff to examine: Spread and homing.

See all 9 items with pictures →

Edition covered

Original Nintendo 3DS game. Official internet multiplayer and SpotPass ended with Nintendo’s online-service closure; local multiplayer and StreetPass use separate local communication.

Fit Powers into the available grid

Pit uses a large weapon during close-range ground combat.
Pit uses a large weapon during close-range ground combat.

Powers occupy shaped spaces in a loadout grid. A strong individual ability may force out several smaller ones, so plan the whole arrangement before choosing the final set.

Power planning
Power rolePurposeBest time
RecoveryRestore healthBefore the next dangerous encounter
DefenseReduce immediate riskDuring a dense attack sequence
MovementImprove positioningClose or create distance
OffenseIncrease attack pressureDuring a reliable damage opening

Match Powers to the weapon’s weakness

A slow heavy weapon may benefit from movement support; an aggressive approach may need protection or recovery. Choose effects that support a specific battle plan instead of filling space at random.

Treasure Hunt checks
Condition typeVerifyCommon mistake
Chapter clearCorrect chapter and required resultClearing a different route
Intensity requirementSpecified setting or thresholdFinishing after a drop below it
Weapon requirementCorrect weapon or categoryUsing a similar-looking model
Combat featExact action and countAssuming any victory qualifies
Feather useSquare permits itSome conditions cannot be bypassed

Watch limited uses during ground battles

Equipped Powers have a limited activation supply. Save a recovery or defensive use for a difficult room rather than spending it because the icon is available.

Read each Treasure Hunt condition exactly

The boards reward concrete feats involving chapters, equipment or other modes. A clear at the wrong Intensity or with the wrong weapon may not satisfy the square you targeted.

References
Guide references
ReferenceWebsite
Nintendo electronic manualwww.nintendo.com
Game and chapter referencewww.kidicaruswiki.org
Powers referencewww.kidicaruswiki.org
Treasure Hunt boardswww.kidicaruswiki.org