Kirby: Planet Robobot / beginner guide and Copy Ability choices
Kirby: Planet Robobot beginner guide and Copy Ability choices
Use ordinary Kirby powers before and between armor sections.
Edition covered
Original Nintendo 3DS release. Robobot Armor scanning, Code Cubes and Meta Knightmare Returns are specific to this game; the images show both screens in 2D.
Read each ability’s pause-screen moves

Many powers offer more than one attack. A grounded move may be safer in a narrow corridor than a long dash that carries Kirby into a hazard.
| Power | Useful feature | Check |
|---|---|---|
| ESP | Remote psychic attack | Safe positioning while aiming |
| Poison | Lingering hazardous puddles | Where enemies will move |
| Doctor | Capsules and concoctions | Pause-screen move list |
| Sword | Close combat and cutting | Approach distance |
| Archer | Ranged attacks | Room to aim |
Look across both depth planes
Warp Stars and stage devices move Kirby between front and back routes. A collectible visible behind the foreground may require a different entrance.
| Cue | Likely task | First action |
|---|---|---|
| Background collectible | Depth-plane route | Find a nearby transition |
| Ability enemy before a device | Power-specific puzzle | Keep its ability |
| Small opening beside armor | On-foot detour | Leave the suit safely |
| Uncollected Cube icon | Missed stage objective | Replay and inspect side paths |
Keep a useful puzzle power
A supplied enemy often hints at a nearby switch or obstacle. Recheck that room before replacing its ability.
Separate armor and on-foot routes
Some narrow passages require Kirby to leave the suit. Note where the armor is parked before exploring a small side opening.
References
| Reference | Website |
|---|---|
| Game reference | wikirby.com |
| Nintendo game overview | www.nintendo.com |
| Detailed topic reference | wikirby.com |
