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Hand-Type Weapons
Like Boots but unlike Dual Swords, a pair of Hand Weapons only takes up one slot in the weapon inventory, rather than each of the two taking up slots.
- Name: Boxing Gloves
- Type: Melee
- Subtype: Hand
- Level: E
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 1
- Information: Big, red, padded boxing gloves that can be worn to punch enemies. They won't deal any extra damage, but they'll let you build your weapon level in Hand Weapons, training you for things like Brass Knuckles or Clawed Gauntlets.
- Name: Brass Knuckles
- Type: Melee
- Subtype: Hand
- Level: D
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Information: Brass knuckles for both hands, letting you throw two punches in one turn. They're not too hard to use.
- Name: Shovel Claws
- Type: Melee
- Subtype: Hand
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1 [/]
- Hits: 2
- Information: An upgrade used by Knuckles The Echidna, they're metallic knuckle spikes that cut through Defense with both of their two hits per turn. They're moderately difficult to use.
- Name: Clawed Gauntlets
- Type: Melee
- Subtype: Hand
- Level: B
- Element: None
- Ailment: None
- Power: Attack x2
- Hits: 2
- Information: A pair of gold gauntlets with their ends shaped into sharp claws. They're a unique weapon that allows for two solid hits per turn, but they are difficult to use.
- Name: Adamantium Claws
- Type: Melee
- Subtype: Hand
- Level: A
- Element: None
- Ailment: None
- Power: Attack x2 [X]
- Hits: 2
- Information: Gloves containing replicas of Wolverine's claws made of real adamantium, allowing them to slice through anything. These things are really hard to use, but if you get there, you can tear through armor with two hits per turn.
- Name: Catcher's Mitt
- Type: Melee
- Subtype: Hand
- Level: D
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 1
- Defend Bonus: Reflective
- Information: A baseball glove designed to help players catch the ball. Obviously not intended as a weapon, and not much use for attacking directly, but wearing it allows you to catch projectile attacks and throw them back at their shooter by using the Defend command. This even works with psychic projectiles, because—well, game mechanics, but if pressed I'd say that wearing the glove puts you in the right state of mind to return projectiles, allowing your brain to do so via a physical throwing motion, or something like that. This is seen in the Green Glove enemy from Yoshi's Island, who tosses back all projectiles without even needing to Defend.
- Name: Maracas
- Type: Melee
- Subtype: Hand
- Level: D
- Element: None
- Ailment: Slow, Turns: 3, Chance: 25%, Benefit: Fast, Turns: 3, Chance: 25%
- Power: Attack x1
- Hits: 2
- Information: A pair of maracas. When used to attack, you'll whack the opponent with one and then the other for two hits per turn. The target may be taken by the rhythm and become either Fast or Slow as a result of either hit, but since Fastness and Slowness cancel each other out, if both are inflicted, effectively nothing will happen.
- Name: Cymbals
- Type: Melee
- Subtype: Hand
- Level: D
- Element: None
- Ailment: None
- Power: Attack x2
- Hits: 1
- Information: A pair of cymbals to be crashed together on the target's head. This makes for only one hit per turn, unlike other hand weapons. These were famously used by Mallow in Super Mario RPG.
- Name: Wasp Drill Gauntlets
- Type: Melee
- Subtype: Hand
- Level: C
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 2
- Defend Bonus: +1
- Information: The two halves of a drill worn over the hands of Wasp Drillers. The Wasp Drillers hold them together and spin them to attack or to burrow underground, and will reflexively hold them up as shields for defensive purposes. When the gauntlets are stolen from them, they function as Hand Weapons that get two hits per turn, and the defensive posture is mimicked by the Defend Bonus normally seen on Shield-type weapons, but burrowing would need to be accomplished via a special attack.
- Name: Sonic Cymbals
- Type: Melee
- Subtype: Hand
- Level: B
- Element: None
- Ailment: None
- Power: Attack x2 +4 (Projectile)
- Hits: 1
- Information: A pair of cymbals that launch a blast of sound at the target when crashed together. This will deal extra damage to sound-sensitive characters like Venom, as well as avoiding contact damage.
- Name: Nunchaku (Nunchucks)
- Type: Melee
- Subtype: Hand
- Level: B
- Element: None
- Ailment: None
- Power: Attack x1
- Hits: 4
- Information: A pair of nunchucks that can be flailed to deal four hits in a single turn. As in real life, it takes a lot of training to master these.
- Name: Infinity Gauntlet
- Type: Melee
- Subtype: Hand
- Level: A
- Element: None
- Ailment: None
- Power: Attack x2
- Hits: 1
- Information: A single, golden gauntlet to be worn on the left hand, with six round slots on the back into which the six Infinity Stones can be fitted. Each stone grants the wielder specific godlike powers, with all six amounting to full-blown omnipotence on par with the Maestro. Without any Infinity Stones, however, the gauntlet itself is just a metal glove, and yet requires extreme skill to wield.