Summary
Plasma Wisp is a reoccurring minor enemy within the Kirby franchise. It has the ability to shoot various plasma or energy attacks towards attackers. An ability that Kirby gains upon absorbing it, turning him into Plasma Kirby. In one of the side games of Kirby Superstar, Plasma Wisp serves a helper to assist taking down different monsters that threaten the safety of Dream Land. PW has also made several appearances in the Super Smash Bros. series.
Powers and Stats
Tier: 5-A
Name: Plasma Wisp
Origin: Kirby
Gender: Genderless
Age: Unknown
Classification: Helper, Plasma Entity
Powers and Abilities: Superhuman Physical Characteristics, Flight, Energy Manipulation, Forcefields, Plasma Manipulation, Skilled in Hand to Hand Combat
Attack Potency: Large Planet level (Comparable to Knuckle Joe)
Speed: FTL
Lifting Strength: Unknown
Striking Strength: Large Planet Class (Should be somewhat comparable the other Helpers)
Durability: Large Planet level (Can withstand numerous hits and attacks from Jewel)
Stamina: High
Range: Extended melee range to several meters depending on the attacks
Standard Equipment: None
Intelligence: Has shown capable of forming various combat strategies and adapting to defeat different, unpredictable opponents.
Weaknesses: Plasma Wisp's levitation is very limited and can only be used for basic movement, to compensate for its lack of a limbs.
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.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: