“ | Alright, how about I introduce these fellas, who appear in 'Super Star Ultra'? |
„ |
~ Plasma Wisp's entry in the Great Dedede-Directory (Translated) - Official Kirby JP twitter, post of Oct 13, 2021 |
Summary
Plasma Wisp is a reoccurring minor enemy that grants Kirby the Plasma ability when swallowed.
Powers and Stats
Tier: 6-A
Name: Plasma Wisp
Origin: Kirby Super Star
Gender: Genderless
Age: Unknown
Classification: Plasma entity, Regular enemy, Helper
Powers and Abilities:
Superhuman Physical Characteristics, Small Size (Comparable to Kirby, whose 20 cm/"8 inches" tall. Can dodge certain attacks by crouching if judged convenient), Self-Sustenance (Type 1), Inorganic Physiology (Type 1. Its body is made out of plasma), Regeneration (At least High-Mid, likely higher. Can reproduce the substance of his body to come back from an incomplete state), Immortality (Type 3), Flight, Energy Manipulation and Projection (Can shot the plasma of his body and always produce more), Forcefield Creation, Plasma Manipulation, Skilled in Hand to Hand Combat, Teleportation (Can disappear and reappear in different places), Intangibility, Transformation & Transmutation (Can turn into a small ball of energy via Space Jump, any carried item is transformed too. His projectiles go through walls)
Healing (With various food items), Statistics Amplification, Invulnerability (Invincibility Candy), Resistance to Life Manipulation (Invincible Candy; Other users of it show being invulnerable to being one-shotted by Dethskullks, who "suck the life force out of anyone they touch" & are careful to not use that power on each other. Characters in Ghost form[1] can't absorb a little bit of life from targets using an Invincible Candy), Sound Manipulation (Invincible Candy; Users are invulnerable to attacks from Kirbys using the Bell Copy Ability and characters using the Mike item)
Attack Potency: Continent level (Any Plasma Wisp can become a Helper and harm and defeat Iron Mams, if being less powerful themselves)
Speed: Relativistic+ Combat Speed (Any Plasma Wisp on Planet Popstar and outer space can become a Helper; A Helper Plasma Wisp can dodge attacks from Iron Mams, Knuckle Joes, and Bandana Waddle Dee, who can punch Planet Popstar hard enough to quickly leave a crack in it visible from space within side content, which shows what Kirby and other characters can do. A Helper Plasma Wisp can dodge and block attacks from Simirrors, who can react to an incoming laser by using a reflective move at a close distance [0.64 c], and any Helper can react to & dodge those lasers across their adventures)
Lifting Strength: Class 1 (A Plasma Wisp as a Helper can harm and defeat Fatty Whale, the final hit against it sending the small whale flying away)
Striking Strength: Continent level (As an enemy, it can harm other Helpers on contact)
Durability: Continent level (Can withstand numerous hits from Knuckle Joe), regeneration makes him difficult to kill
Stamina: Athletic. Plasma Wisp as a Helper can complete a boss gauntlet, although he could heal himself in the process.
Range: Below Standard Melee Range physically, up to Several Meters depending on the attacks
Standard Equipment: None notable
- Optional Equipment: Maxim Tomato, various food items, Invincibility Candy
Intelligence: Below Average. Most beings in the series are silly and childish to a degree. Some Plasma Wisp worked as soldiers for the Meta-Knights when they tried to conquer Dreamland[2], presumably agreeing with their reasonable, if morally dubious motives to do so. Able to assist in the defeat of Meta Knight, and has shown capability of forming various combat strategies and adapting to defeat different, unpredictable opponents.
Weaknesses: Plasma Wisp's levitation is limited in speed.
Notable Attacks/Techniques:
- Plasma Beams: Serving as close ranged attacks, Plasma Wisp will shoot a barrage of miniature energy bullets towards its opponent. Although lacking in much power, they have an advantage in speed, repetition and the lack of difficulty executing them.
- Plasma Arrows: Typically thrown in successions of 3, these plasma attacks have the ability to take form into that of arrowheads which resembling that were commonly used by the Native Americans. They have greater range and power than the beams do, however are more difficult to pull off and lack as much speed. As well as not being able to spam them as much as Plasma Beams.
- Plasma Blast: While seemingly the best of the attacks, having the greatest range, speed and power, this attack can often be limited. The Plasma Blast is the most difficult to execute, and takes a while to charge up a sufficient enough energy to release. Potentially leaving Plasma Wisp vulnerable to attacks.
- Plasma Guard: Plasma Wisp solidifies its body and takes the shape of a green sphere. This technique will increase its durability and make it less vulernable to attacks, though restricts its mobility severely and prevents PW from being able to attack.
- Space Jump: A technique most Kirby characters have, Plasma Wisp transforms into a small ball of energy which turns out to be intangible, he uses this power to mobilize himself or regroup with mates faster. Any carried item is transformed too, as proven by other users of Space Jump[3].
Optional Equipment
Heals all of his health when eaten.
Heal varying amounts of his health.
When collected, Plasma Wisp becomes invincible and faster for a short time, and almost any enemy he touches will be instantly defeated, or at least damaged.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches:
References
- ↑ For example Kirby, Bandana Waddle Dee or Meta Knight
- ↑ Meta Knight's Revenge · Kirby Super Star & Kirby Super Star Ultra
- ↑ Kirby's Return to Dream Land
Discussions
Discussion threads involving Plasma Wisp |