Kid Icarus: Uprising/Together

Multiplayer in Kid Icarus: Uprising is closely linked to the Single player portion of the game. Weapons and items can be earned and used in either mode, and the multiplayer portions of the game share the same basic gameplay as the Ground sections of the Campaign. There are two modes for both local and WiFi play: The team-based "Light vs. Dark" and the appropriately named "Free-For-All."

Light vs. Dark
In this mode, players are split into two teams of three. Each team has a shared life bar in addition to their regular gauges. Every time a player is defeated, their team's respective bar goes down. The more powerful the player's weapon, the more the bar goes down, meaning that choosing a powerful weapon is a double-edged sword.

Eventually, when the team bar goes down to zero, the last defeated player on the team respawns as an Angel. The first time to defeat the opposing team's angel is the winner, so protecting your team's angel is a must. However, this is balanced by angels having more health and being more powerful in battle than normal Fighters.

Free-For-All
Anywhere from two to six players battle each other for a set period of time. Any empty spots are taken by NPCs. Whoever scores the most points in that time is the winner. Points come from killing enemies, and the more powerful an enemy's weapon, the more points are earned. Each player can be identified by their color, which is based off of their Mii's.

Stages

 * Windy Wasteland - A wide, open stage with the occasional pile of stones. There are few places to hide, encouraging mobility and evasion.
 * Lava Basin - A stage based around a pit of magma. Knocking enemies into the magma nets kills.
 * Starlight Observatory - A building full of rooms and corridors. Some areas are bigger than others, so one can choose their battleground of choice.
 * Ancient Fortress - An old fortress, full of stairs, with a battlefield similar to Windy Wasteland outside.
 * Twilight Stratosphere - Several circle platforms overlapping each other, linked by jump pads. Essentially works as several separate arenas that melt into each other.
 * Desert Tomb - An abandoned tomb that brings the Egyptian pyramids behind. Fighting takes place in both narrow corridors and one of several open areas, both above and below ground.
 * Rail Temple - A large area surrounded by grind rails, which can be used to travel the battlefield. These rails make the user an easy target, but also expose much of the battlefield to their long ranged attacks. Some rails lead to an island over a pit in the middle. It is possible to be knocked off of this floating island, making it the scene of many deaths.
 * Cave of Spirits - A labyrinth of a cave, complete with jump pads.
 * Forgotten City - A city with several open areas to fight in.
 * Spiral Tower - An area with several plateaus and higher areas, marked by a tower. Although fights take place in open spaces, the changing elevation allows for ambushes and the like.
 * Large Arena - A large circular stage that players can be knocked off of.
 * Small Arena - A small circular stage that players can be knocked off of. This stage serves a purpose similar to "Final Destination" from the Super Smash Bros. series.

Rules that can be modified

 * Stages: Can be specifically or randomly picked, though are randomly picked by default.
 * Number of Players: 2 to 6
 * Time Limit: from 1 to 20 minutes, in segments of 1 minute
 * Items: None, Few, Standard, and Many options are available
 * CPU Difficulty: 1 to 9, with 5 as the default
 * Handicaps: None, Automatic based on performance, or up to 100% in intervals of 10%
 * Team Life Gauge: 100 to 3000 in intervals of 50

Rewards
After a battle has finished, you will be awarded a number of hearts based on your performance. You may also be awarded weapons or powers. You will generally receive better rewards for playing with more people or for playing with registered friends.

Tips and Tricks

 * Clubs are difficult to use in the main game, but are excellent in Together mode. Use them to take out multiple opponents at once, from both close and distant ranges.
 * In Light vs Dark, it is the Angel's responsibility to survive for their team. Sometimes, its best to run away from a fight rather than risk dying.
 * Keep track of whose using what weapons! Don't get into a melee fight with a Club user unless you have your own powerful melee weapon. Likewise, never try to snipe a Staff user unless you have a weapon that can work well at a range. In both cases, its better to avoid conflict.
 * Try to have a weapon of a value of at least 200 before going online. You can have a hard time competing on even grounds otherwise. That said, there are advantages to bringing weak weapons to a Light vs. Dark match.
 * Enemies on the ground only take a third of the usual damage. Instead of bashing a downed foe, try waiting for them to get up and hitting them with a charge shot.
 * Use powers that prevent being knocked back when using melee oriented weapons.
 * The bottom screen tells how much health enemies have, what weapon they're using, and what powers are active.