Kid Icarus: Uprising/Weapons

Kid Icarus: Uprising has nine categories of weapons, each with a dozen types, for a total of over a hundred weapons. However, every individual example of a weapon has unique properties, such as melee and ranged power, stat boosts, and status ailments. For example, two First Blades can have radically different properties. Therefore, the following guide refers to weapons in their vanilla form.

Arms
Arms are bulky, powerful weapons that work great as melee weapons, and have great dash attacks, but have a limited range.


 * Crusher
 * Compact
 * Electroshock
 * Volcano
 * Drill
 * Bomber
 * Bowl
 * End-All
 * Taurus
 * Upperdash
 * Kraken
 * Phoenix

Blades
Blades are the game's most balanced category of weapon. They work decently in any situation except for extremely long ranges.


 * First
 * Burst
 * Viper
 * Crusader
 * Royal
 * Optical
 * Samurai
 * Bullet
 * Aquarius
 * Aurum
 * Palutena
 * Gaol

Bows
Bows work well at medium and long ranges. They also have limited homing abilities. However, their melee potential is limited.


 * Fortune
 * Silver
 * Meteor
 * Divine
 * Darkness
 * Crystal
 * Angel
 * Hawkeye
 * Sagittarius
 * Aurum
 * Palutena
 * Phisphora

Cannons
Cannons are roughly the ranged equivalent of Arms.


 * EZ
 * Ball
 * Predator
 * Fireworks
 * Dynamo
 * Poseidon
 * Rail
 * Doom
 * Twinbellows
 * Leo
 * Sonic
 * Cragalanche

Claws
Claws are fast weapons. They work best as melee tools, but also have a limited ranged attack.


 * Tiger
 * Hedgehog
 * Wolf
 * Brawler
 * Beam
 * Viridi
 * Stealth
 * Pandora
 * Bear
 * Artillery
 * Cancer
 * Raptor

Clubs
Clubs slow down the player, and lack a rapid-fire ranged option. However, they are very powerful at a close range, can deflect enemy shots and feature powerful charged shots.


 * Ore
 * Magnus
 * Babel
 * Earthmaul
 * Skyscraper
 * Hewdraw
 * Atlas
 * Black
 * Capricorn
 * Halo
 * Aurum
 * Ogre

Orbitars
Orbitars can target either one or two enemies at a time. They are best used at a range.


 * Guardian
 * Eyetrack
 * Boom
 * Aurum
 * Fairy
 * Shock
 * Arion
 * Jetstream
 * Centurion
 * Paw Pad
 * Gemini
 * Standard

Palms
Palms perform similarly to bows. Generally, they sacrifice power and range for extreme homing abilities.


 * Violet
 * Cursed
 * Viridi
 * Pudgy
 * Virgo
 * Ninja
 * Midnight
 * Great Reaper
 * Needle
 * Cutter
 * Aurum
 * Burning

Staffs
Staffs are the best long range weapon. Their shots gain power the further they travel. However, this makes them all but useless as melee weapons.


 * Insight
 * Orb
 * Thanatos
 * Lancer
 * Flintlock
 * Rose
 * Ancient
 * Scorpio
 * Somewhat
 * Dark Pit
 * Knuckle
 * Laser