User:Star Solister/Ability rankings

Leave me a message if you want to discuss these. You are welcome to offer suggestions to the list. I will not do a list for Canvas Curse, as that game is almost purely skill-based, and copy abilities play a negligible role in it.

For most abilities, I weigh power, efficiency, and versatility significantly more than other factors when considering which abilities to place over others. Abilities that clear the field and allow the player to progress through a stage quickly and efficiently are what I consider to be ideal. Boss-slaying abilities are also held in similar high regard. I do consider field uses for abilities, i.e. if an ability is mandatory to solve a handful of similar puzzles.

Kirby: Planet Robobot
Ice, Hammer, Cutter, and ESP are looking like the big 4 here. I'll do analysis of everything once I complete the campaign.

Kirby's Return to Dream Land
Last Updated: Feb. 26th, 2017

SS tier

 * KRtDL_Wing_icon.png Wing is at the top due to its unparalleled mobility and field utility, being the cornerstone of Return to Dream Land any% speedruns. It has a ridiculous amount of mobility options and invincibility, allowing Kirby to get anywhere quickly, and almost all of its attacks can combo or cancel into each other. It can also defeat bosses extremely quickly when mastered, having the highest aerial DPS in the game, with its only weakness being the lack of a single strong move that can strike bosses during spawning or idle times. The only thing holding it back is human error, and even then, speedrunners have pushed the technical limits of Wing very far, which cannot be said for other theoretically powerful abilities such as Ninja.

Top tier

 * KRtDL_Spark_icon.png While Spark has a much lower DPS and skill/potential ceiling than the majority of abilities, it is in the top tier solely due to how safe it is for how much reward it gives. Its passive Spark Barrier allows players to just ram their way through enemies and levels and remain completely safe when carrying items, allowing anyone to pick up the ability and just completely nullify the difficulty of the majority of the game. Additionally, its DPS is not the best, but it's still very solid, with Spark Waves being able to chip away at bosses from a safe distance both on the ground and when airborne. Using Spark on the field is like using Stone in the Arena; you'll pretty much win if you're careful, but unlike Stone, Spark has the added benefit of staying safe while retaining mobility, making it much more superior in that analogy.
 * KRtDL_Leaf_icon.png Leaf is one of the best cutting abilities, being able to not only cut ropes but also clear field enemies quickly and efficiently. It also has a perfect guard, and boasts very respectable DPS with the ability to attack from several angles and in many situations with Leaf Rain, Leaf Uppercut, and Leaf Tornado, making it also useful for beating bosses and clearing Arenas. Overall, Leaf is a swiss-army knife of an ability that has very few situations where it would be a poor choice.
 * KRtDL_Hammer_icon.png Hammer has amazing sheer power and ease of use for sub-10 minute Arena runs, beating out almost any ability below it DPS-wise. The current solo world records for both the Arena and True Arena, both TAS and non-TAS, use Hammer. It has two powerful moves with invincibility frames and can strike both grounded and airborne bosses, and can even manipulate how much health the boss will have going into its second stage by alternating between normal and reverse Hammer Flips. However, it has almost no field utility besides pounding in some stakes and attacking underwater, and is rather slow, making it not the best choice for clearing large waves of enemies.

High tier

 * KRtDL_Ninja_icon.png Ninja is about as powerful than Hammer with a few niche moves that allow it to do better against certain bosses (such as Air Drop), and has much more stage utility than it. It can clear out enemies quite efficiently and has good mobility options. However, its overall field utility is still limited outside of cutting ropes due to its kit being much more ideal in taking on bosses rather than enemies, and it deals the most damage when Kirby is up extremely close, making it a very unsafe ability when trying to master it.
 * KRtDL_Tornado_icon.png Tornado is awkward to try to control at first, but quickly becomes one of the best tools for going fast on the field while staying completely safe. It boasts invincibility and can deal quite a bit of burst damage to bosses, being one of the safest abilities to use against bosses that does not completely compromise power.
 * KRtDL_Fighter_icon.png Fighter is also a powerful boss killer, being able to completely obliterate grounded bosses with its instant Force Blast and deal very respectable damage to airborne ones by virtue of hard aerial 1 and Rising Break. However, it lacks field utility besides being able to clear out enemies, and is relatively difficult to optimize.

Mid-high tier

 * KRtDL_Spear_icon.png Spear is quite a nice cutting ability with the ability to attack from several different angles, including in the water. It has range and decent power, one of the best projectiles in the game, and boasts some solid burst potential. However, it is rather slow and very positioning-heavy against bosses; additionally, it lacks moves that give it invincibility, though its long range slightly compensates for that.
 * KRtDL_Parasol_icon.png Parasol's grounded DPS is by far the best in the game, with Parasol Twirl dealing 72 maximum damage in quick succession. However, it has no good way of striking airborne bosses at all, and is almost completely helpless against them. Kirby is forced to plow through aerial bosses with carefully spaced aerial dash attacks, and it takes an extremely long time to accumulate chip damage that way. Parasol has great field utility, but the specificity in the foes that it can take on keeps it lower than the top-tiered abilities.
 * KRtDL_Water_icon.png Water has amazing utility on the field. It gives a great advantage while swimming, breezes through a lot of levels very quickly, can activate switches from afar with its neutral attack, and is necessary for solving fire puzzles. However, most of its attacks are extremely lacking in damage output; the exception is its Rainbow attack, which is unfortunately as hard to input as Gazer Spiral while only dealing 37 damage. However, this attack grants invincibility and can be chained over and over, which gives it a respectable DPS against bosses, though it does make Water rather one-dimensional against them. Overall, a solid ability with the tools to take on most situations.

Mid-low tier

 * KRtDL_Fire_icon.png Fire is very useful in the early stages to breeze through easy sections with its Burning attack. It is also necessary to light fuses. However, later on, this niche falls off, especially as the level design gets more complex; it becomes largely outclassed by Wing, which can move in a variety of directions, not just forward. Fire is not the most ideal ability to use against bosses, as Return to Dream Land bosses tend to move around frequently, making it very difficult to set up the one attack it has that has respectable DPS (the Inferno).
 * KRtDL_Bomb_icon.png Bomb has excellent DPS and has the ability to strike from various angles. It is necessary to solve some switch puzzles, as well. However, it is very awkward to use to clear enemies due to how slow it is, and is difficult to optimize against bosses due to the frequency in which they move around. Often times, Kirby needs to be in very specific positions to maximize the amount of damage that he can deal to bosses before they move onto time-draining patterns.
 * KRtDL_Beam_icon.png One of the abilities that I massively underrated for many years, Beam has been extremely buffed in regards to power. Beam Blast in the air is its most powerful DPS, and while it is almost as unwieldy as Spear in that it requires precise movement and positioning, it can deal consistent damage to any boss in the game when mastered. While Cycle Beam now lacks vertical range, it has been made slightly more powerful, which compensates for the range loss. Capture Beam is also an incredibly quick throw that can deal a lump sum of damage to bosses in a pinch. However, what holds it back is the aforementioned unwieldiness, making it a very technical ability that has less reward than Wing or Ninja, and the awkward angles that it strikes at which make it inefficient for clearing out enemies.
 * KRtDL_Sword_icon.png Sword functions like a rather gimped Parasol. While its grounded DPS with Spin Slash is excellent, it is slower than Parasol Twirl because it requires charging and has noticeable endlag. Like Parasol, it has no way of reliably hitting enemies in the air without getting up extremely close. However, unlike Parasol, it can't even cheese them out with aerial invincibility. To its benefit, though, Sword's normal grounded slash combo can hit enemies that are slightly above the ground, though of course such slashes are still slow and come with no invincibility. This makes Sword quite dangerous to use for less reward than other abilities above it.

Low tier

 * KRtDL_Cutter_icon.png Cutter's buffs have maintained its versatility on the field while improving its matchup against bosses. It has an excellent dash attack, clears enemies well, and is able to strike from various different angles. Its far-ranged attacks can keep the player away from danger against stronger foes while still dealing decent damage. However, it still struggles to get out decent damage against bosses, as it has very low DPS; its most damaging attack (Final Cutter) requires the player to get very close to bosses, making it a dangerous ability to speedrun bosses with. It is also rather outclassed by Leaf in most regards.
 * KRtDL_Ice_icon.png Ice is greatly hindered by the fact that most bosses move around quickly now. On the field, it's no more than a traction gainer in very specific ice-covered levels, and while freezing everything is fun as hell, almost no puzzles require its use. It has low DPS against bosses, and Ice Ejection has gone from a powerful throw move to a move that Kirby seldom gets to use and won't be able to land easily. However, its field utility is still many degrees greater than that of the abilities below it.
 * KRtDL_Whip_icon.png Whip is an awkward ability that can get some 1UPs and healing items through walls, nearly none of which are required in the later stages of the game, and has the weakest grab and throws in the game. It has a Gazer Spiral-like attack, but said attack is extremely laggy, hard to input, and overall impractical to use in any situation. Due to its low power for very little reward, Whip is easily placed near the bottom of the low tier.
 * KRtDL_Stone_icon.png Stone can pound in stakes and slide down slopes, and that's the extent of its utility; however, its boss-shredding power has greatly diminished due to its decreased damage output when uncharged, slowness when charged, increased erraticity of bosses, and extremely unsafe positional requirements. Stone Uppercut alleviates some of these problems, but it has low damage compared to other abilities' spammable attacks. Of course, you'll win the Arena if you use Stone. But is a slow, boring, guaranteed win in just one or two modes really worth using your ability slot for?

Bottom tier

 * KRtDL_Hi-Jump_icon.png Hi-Jump is mandatory for some puzzles but you should never use it otherwise, as its damage is completely awful and the horizontal layout of levels doesn't match its new, simplistic design. If Hi-Jump could be canceled like in Adventure, perhaps it would have been an interesting, technical mobility tool that doubles as a niche ability against airborne bosses, but it can't be.
 * KRtDL_Needle_icon.png Needle is unquestionably the worst ability in the entire game. It has no utility on the field at all besides its decent dash attack, and can't even reliably KO field enemies enemies in one hit. Its best DPS revolves around shaking the Wii Remote in a pathetic attempt to do damage to bosses, and since it has no invincibility, it can't even get up close to bosses where it would do the most damage. As such, the player must resort to holding down the attack button and shaking from afar. Sound familiar? Just use Spark.

Kirby Super Star/Ultra
Updated: February 14th, 2015

Top tier


Jet is the best ability to do speedruns with, breezing through the first few sub-games of Super Star extremely quickly. It also has arguably the best throw in the game, and has reliable damage output in Jet Cracker anyway. Jet can also one-shot any mini-boss by super jumping into them from below while they spawn. Wing complements Jet on more vertical levels with its extremely fast vertical mobility and advanced techniques, and isn't too bad against bosses. Plasma has the potential to be charged incredibly fast, making it the undisputed best and safest ability to use against any standard boss in the game. Hammer's raw damage output is more reliable if one's fingers aren't fast enough.

High tier


Wheelie Rider is used in most speedruns to breeze through most levels, and as a nice bonus in 2P, its star shot shreds bosses. Ninja clears enemies very effectively and has acceptable damage output against bosses, and has one of the best throws in the game. Yo-Yo is a fun ability and very useful on the field, and has long range and consistent damage output with normal attacks and Gazer Spiral; however, those attacks are quite laggy and require good spacing against bosses to work. Yo-Yo also has a decent grab but the worst dash attack in the entire game. Stone is necessary for a few Great Cave puzzles and in this game, is safe and potentially quick to use against bosses in the Arenas.

Mid tier


Suplex is more unreliable against bosses and quite slow on the field, and isn't really necessary for any puzzles in the game, but its sheer power more than makes up for it. Beam is a bread-and-butter ability that has no glaring strengths or weaknesses, and gets the job done wherever it's used. Ice messes up bosses with minions and stars, but that also makes it unreliable for damage output; it's very useful on the field, though, being able to clear large waves of enemies at once. Fighter is ideal for going through stages as its moves are powerful enough to take on most common enemies, but doesn't do as well against bosses because "just enough" is no longer enough. Fighter also has the worst throw in the game, as it's laggy and travels at an awkward angle that misses the target more often than not. Mirror is overrated due to its perfect guard; it hits some bomb blocks behind walls, but Beam gets some of those anyway, and it has almost no utility otherwise. Mirror Cut is a surprisingly efficient way to deal with bosses, although it's sorely outclassed by other abilities in that department anyway.

Low tier


Fire is alright on the field, but it's slow and other abilities clear enemies much faster. It's also extremely situational against bosses; even though it has the potential to deal insane damage, its main source of said damage requires extremely specific positional setups, which makes it lose outright to more mobile bosses. Cutter's most damaging attack, the Final Cutter, is pathetic with a measly damage output of barely above 40; it also moves Kirby forwards, leaving him wide open to attack. On the field, regular Cutters can't even take out normal enemies, forcing players to use awkward attacks to get through waves. It has some utility in cutting ropes, though, and has a very safe dash attack, so it's not completely useless. Parasol is decent for field traveling and shields Kirby in certain areas, but has one of the worst dash attacks in the game and no safe way to deal damage. It has one of the best throws in the game, though, allowing it to destroy certain bosses like Kracko's Revenge very easily. In Super Star, Wheel has a glitch that allows Kirby to destroy certain bosses that camp near the edge of the screen, like Fatty Whale and Heavy Lobster, in a matter of seconds; this alone gives it more utility than anything below it. Without this glitch, Wheel would be below Sword, as it is almost entirely useless otherwise and completely outclassed by the Wheelie Rider.

Bottom tier


Sword requires players to learn obscure advanced techniques to deal just consistent damage, and can't take on waves of enemies or solve the vast majority of, if not all, puzzles besides rope-cutting (which Cutter is better for anyway). It is also extremely unsafe against bosses, requiring players to get extremely close to just chip away at them. Bomb has no DPS potential and deals pathetic damage with the worst stun attack in the game, and does things that other abilities can do easily besides some obscure Revenge of Meta Knight puzzles where bombs go on switches to delay-activate them. Copy is redundant, and the fact that it has the best helper in the game doesn't matter in normal runs when the AI in 1P is a complete idiot. It's a neat concept and fun for 2P, but it's the worst ability in the game by far otherwise due to its one-dimensionality.

Kirby & the Amazing Mirror
Updated: February 14th, 2015

Top tier


All three of these abilities shred bosses extremely quickly and are useful on the field, but have their own pros and cons. Master is more consistent in damaging with its range and diversity of moves, is safer than the other two, and solves all puzzles, giving it the most utility and thereby making it the best ability in the game, but it isn't quite as fast at taking down bosses as the other two are. Smash's Hammer is extremely good for taking down enemies and bosses extremely quickly, but it lacks range and safety. Throw is the safest and most damaging ability in the game against certain grounded bosses that leave stars or projectiles behind, but struggles with airborne bosses.

High tier


Stone is incredibly safe and damaging, being even more powerful than Hammer's regular attacks; its speed problems from other games are alleviated with the advent of the new dash -> stone. However, it doesn't take down bosses as quickly as the top tier abilities do. Hammer Flip is the single most damaging attack in the game besides potentially Crash, but its other moves are outclassed by Smash unless in the water; Smash's grounded and aerial swings deal more than twice the amount of damage of Hammer's. Burning is very useful for speed on the field, breaking metal blocks, and poking at bosses, but lacks power and struggles against airborne bosses like Batafire. UFO is extremely fast and powerful, and maneuvers through the water exceptionally quickly, but its attacks are laggy and Kirby can't even keep it after beating a level. Wheel is ideal for speedruns and destroys all common enemies, but is nearly useless against bosses (which isn't a problem if you use it for its intended purpose.)

Mid tier


Sword's regular slashes are fast and powerful, and a good multithrust is nice to have. Its new Final Cutter attack gives it a way to respond to enemies in the air safely. However, it isn't as powerful as Hammer or Smash, and completely outclassed by Master for obvious reasons. Missile complements Wheel by giving a quick way to travel through the air, and is less useless against bosses due to its high damage, but is incredibly hard to control and unsafe to use in areas with lots of enemies, something that Wheel does not have a problem with. Tornado is even harder to control and can't break bomb blocks or normal blocks in this game, and lasts for a very short time; however, it is invincible and fast, and has good KOing power. Bomb is necessary for some puzzles and got buffed in damage relative to other abilities, giving it more utility, but it's still very slow and has become even harder to aim from Super Star. Beam would be low tier if not for its good range and decent damage that give it just enough utility to edge out the abilities below it.

Low tier


Fighter is nearly helpless against bosses due to its all-grounded moveset besides an unsafe uppercut, and while it's flexible and fun to use, the attacks don't even cut it on some normal enemies. Parasol makes some boss fights easy due to its protection, and is nice on some falling sections or cliffs with Foleys everywhere, but it's horribly weak otherwise and is shadowed by the versatility of similar weapon abilities like Hammer and Sword. The only thing Cutter has going for it is range, and that's about it, as it is pathetically weak and has very little applications that similar abilities cannot already fill. Laser is even weaker, but is necessary for just a few slope puzzles, making it more useful than any abilities below it. Spark's damage was greatly nerfed from Adventure, making it completely useless as an offensive tool. There is no reason to use Spark on the field as it's never necessary to solve puzzles and doesn't even net OHKOs on common enemies.

Bottom tier


Ice and Fire both have great range for taking out enemies in weird locations and hitting some bomb blocks, but even Sword and Beam can reach those, and those are infinitely superior abilities. Besides that, they are both laggy and terrible to use in nearly every situation.

Cupid requires that Kirby waste time charging to take out even common enemies, and its shot angles are extremely awkward, making it hard to even hit them in the first place. The fact that Kirby gradually descends during his flight doesn't help either, as it leaves him susceptible to the 1-block thick spike trap tunnels that Cupid was supposed to help him get through. Speaking of those, Burning easily passes those too. Because it's outclassed by Burning on its one specific purpose and has pathetic damage output and range, making it the worst offensive tool in the game and even in any Kirby game I've played, Cupid is by far the worst ability in the game.

Kirby: Squeak Squad
Updated: August 14th, 2012