Breath of the Wild How to Read Weapon Stats

All weapons in The Legend of Zelda series have a predefined corporeality of damage they cause to enemies. Each weapon'due south strength appears to be a simple multiple in strength of each game's weakest, basic weapon, which is commonly the starting sword.

Contents

  • 1 Set on Modifiers
    • 1.i Spin Attack
    • 1.two Jump Assail
    • one.3 Piece of Ability
    • i.four Ruddy Clothes
    • 1.5 Magic Rings
    • 1.vi Razor Seed
    • ane.7 Elixir Soup
    • 1.8 Great Fairy Tears
  • 2 Assail Modifiers Summary
  • 3 Weapon Strength By Game
    • 3.1 The Legend of Zelda
    • three.2 A Link to the Past
    • 3.three Link's Enkindling
    • 3.four Ocarina of Time
    • three.5 Majora's Mask
    • iii.6 Oracle of Seasons
    • iii.seven The Current of air Waker
    • three.viii Phantom Hourglass
    • 3.nine Spirit Tracks
    • iii.10 Skyward Sword
    • iii.eleven A Link Betwixt Worlds
    • 3.12 Tri Force Heroes
    • three.xiii Breath of the Wild
  • four References

Assault Modifiers

There are various items and actions Link can take that can alter the damage he deals with weapons. Multiple modifiers tin potentially stack with each other for a combined effect. For case, a spin set on may, depending on the game, receive a boost from an particular as well as maintaining its ain boost.

Spin Attack

OoT Spin Attack Artwork.png

Link using the Spin Attack in Ocarina of Time

Main article: Spin Attack

The spin set on doubles Link's attack strength with whichever sword he is using. Since Twilight Princess was released it only deals 1.5 times more damage than a regular assault of Link's sword.

Jump Attack

OoT Link Performing Jump Attack Artwork.png

Link performing a Leap Set on in Ocarina of Fourth dimension

Main article: Jump Assault

The leap attack has twice the damage with a sword as a normal assail. Since Twilight Princess was released it only deals 1.5 times more damage than a regular attack of Link's sword.

Piece of Power

LADX Piece of Power Sprite.png

Main article: Piece of Power

A Slice of Power is an item that momentarily doubles Link's attack power. They are dropped by enemies every time Link defeats between twoscore and 45 of them.[1]

Red Clothes

LADX Link Wearing Red Clothes Sprite.png

Master article: Red Clothes

The Cerise Dress are a permanent wear item for Link in Link's Awakening that doubles the power of all of his attacks. It is a permanent version of the Slice of Power, which its effects stack with Red Wearing apparel.

Magic Rings

OoS Magic Ring Unappraised Sprite.png

Main commodity: Magic Ring

Various Magic Rings in Oracle of Seasons and Oracle of Ages alter the amount of damage Link's attacks have. Some rings lower it, some raise it. Usually in exchange for something else, such as lowering Link's defenses or dissentious him with each attack. Certain rings increase the power of specific items such as bombs or the Boomerang.

Razor Seed

FS Razor Seed Artwork.png

Main article: Razor Seed

Razor Seeds are items that double Link'due south power until the end of the stage in Iv Swords. Razor Seeds tin can be found by cutting grass, breaking pots, and slashing bushes.

Elixir Soup

Elixirsoupfull.png

Main article: Elixir Soup

The Elixir Soup is a drinkable canteen item in The Air current Waker with two helpings that doubles Link's overall assault power for every bit long as the consequence is active. It is canceled in one case he takes damage.

Not bad Fairy Tears

TP Great Fairy's Tears Render.png

Chief article: Corking Fairy's Tears

The Bully Fairy'southward Tears in Twilight Princess are identical in function in the Elixir Soup. They double Link's attack power for a brief period of fourth dimension or until he takes damage.

Attack Modifiers Summary

Modifier Effect Game
LOZ AOL ALTTP LA OOT MM OOX FS TWW FSA TMC TP PH ST SS ALBW TFH
Spin Attack Doubles attack force of current sword No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Jump Attack Doubles attack strength of current sword No No No No Yes Yes No No Yes Yes No Yes Yes Yes Yes * No No
Slice of Power Doubles attack power temporarily No No No Yes No No No No No No No No No No No No No
Ruddy Dress Doubles attack power permanently No No No Yes * No No No No No No No No No No No No No
Magic Rings Increase or decrease attack power No No No No No No Yes No No No No No No No No No No
Razor Seed Doubles set on ability until end of phase No No No No No No No Yes No No No No No No No No No
Elixir Soup Doubles set on power until Link receives damage No No No No No No No No Yes No No No No No No No No
Great Fairy Tears Doubles attack power until Link receives impairment No No No No No No No No No No No Yes No No No No No

Weapon Strength By Game

The Fable of Zelda

Weapon Strength
SwordSword 1
White SwordWhite Sword 2
Magical SwordMagical Sword 4
ArrowArrow 2
Argent ArrowSilver Pointer 4
Burn downFire 1
FlopBomb 4
Magical RodMagical Rod 2

A Link to the By

Determining the damage-dealing capacity of weapons in A Link to the By is somewhat more than complex than in many other Zelda games, as the game has a relatively large number of exceptions and special cases where weapons deal differing amounts of damage or accept special furnishings depending on the target.[2] For the sake of legibility, only the nearly mutual amount of damage dealt by a weapon (when it deals damage) is listed in the table below. This table should therefore be taken every bit a general guideline rather than as truthful in every respect for every possible target. Specially notable exceptions, such as those concerning bosses, will be mentioned.

Despite the complication of the damage arrangement, a "high-HP enemy" strategy similar to that used with Majora's Mask tin can exist used to determine weapon strengths, although most enemies in the game have at least one weapon that affects them in a less common fashion, so at that place is no enemy quite as user-friendly as the Dodongo in Majora'due south Mask. The Hinox interacts normally with nearly all weapons, the exception existence that it is instantly killed by Link'southward bombs and unaffected by bombs thrown by enemies. This can be remedied past comparing flop damage with harm from other weapons on another sturdy target, such equally a Gibdo.

Some general notes:

  • Equally far as the programming is concerned, "instant kill" technically means that a weapon but always deals an amount of damage greater than the target'south total health. Thus, in the game's code it can be seen that "instant kill" translates to different amounts of harm depending on the weapon and the target, even though the practical effect is the same.
  • Certain enemies will take no damage from the Fighter's Sword or from Sword Beams, despite being vulnerable to more powerful swords. They can be damaged with a Spin Set on from the Fighter'south Sword, however.
  • Effects of a weapon other than damage itself (east.g. stun or freeze) volition invariably occur without dealing impairment. Weapons that tin can take non-damage effects will either have the effect or bargain impairment, depending on the target. They never do both on the same target.
Weapon Force
Fighter's SwordFighter'due south Sword i
Master SwordMaster Sword 2
Tempered SwordTempered Sword 4
Gold SwordGolden Sword[note 1] 8
Sword Beam (any sword)Sword Beam (any sword) 1
Boomerang, Magical BoomerangBoomerang, Magical Boomerang 0.5
HookshotHookshot[note 2]
BombFlop ii
Magic HammerMagic Hammer 4
ArrowArrow 2
Silver PointerSilver Arrow[annotation three]
Fire RodFire Rod four
Water ice RodWater ice Rod four
Bombos MedallionBombos Medallion[note iii]
Ether MedallionEther Medallion[note 3]
Quake MedallionQuake Medallion[note 3]
Cane of Somaria (cake or projectile)Cane of Somaria (cake or projectile) 1
Pikestaff of Byrna force fieldPikestaff of Byrna strength field ane
BeeBee 1
LanternLantern[note iv] 1
Thrown bushThrown bush 1
Thrown rock/jar/skull/etc.Thrown stone/jar/skull/etc. four
  1. Against most targets, a Spin Attack with the Golden Sword does no more than harm than a regular assail with the Gold Sword.
  2. The Hookshot instantly kills whatever enemy that it doesn't stun and isn't immune to it altogether.
  3. three.0 3.i three.ii 3.3 These weapons instantly kill regular enemies, or sometimes freeze them in the case of the Ether Medallion or catechumen them to Slimes in the case of the Convulse Medallion, and have no effect whatsoever on bosses. The merely exceptions are found in Silver Arrows, which tin instantly impale sure bosses (albeit ones that Link is likely to have already fought by the time the Silver Arrows become available) and can impairment Ganon, and the Bombos Medallion being able to instantly thaw Kholdstare'southward initial "ice block" phase. Bosses are also unaffected by stun, freeze, or other not-damage effects, and with the exception of Mothula the Bee will not assail them.
  4. The Lantern just deals damage in the Game Boy Advance version of the game.

Link'southward Enkindling

Equally with A Link to the Past, damage determination in Link's Awakening is complicated somewhat considering not all enemies accept the same amount of damage from a given weapon. (For instance, Gibdos have significantly less damage from Arrows than many enemies exercise.) Thus, the listed values represent the most common damage output of the diverse weapons, relative to the starting sword. Proficient enemies to use to test weapons' strength are the Ghinis in the graveyard and any respawning minibosses, such as those in Turtle Rock.

Weapon Strength
SwordSword 1
Level 2 SwordLevel two Sword[note 1] 2
ArrowPointer 4
BombFlop four
HookshotHookshot 2
Magic RodMagic Rod[note 2] 4
BoomerangBoomerang[note 3]
  1. Sword Beams from this sword bargain the same amount of damage as a direct hit.
  2. Certain enemies are killed in 1 hit from the Magic Rod even if they take multiple hits with other weapons.
  3. The Boomerang has highly irregular damage output, instantly killing most enemies (including the concluding phase of the final boss) while inflicting only two points of damage on others.

Ocarina of Fourth dimension

Unlike in Majora'south Mask, at that place is no enemy in Ocarina of Time that is universally affected by almost weapons, has a low threat level, and that takes a lot of hits to defeat. Instead to decide the force of diverse weapons, the amount of hits they each take to vanquish various enemies must be compared. The strengths of various swords and weapons plant in Ocarina of Time, with the Kokiri Sword set at 1, is as follows:

Weapon Forcefulness
Kokiri SwordKokiri Sword i
Main SwordMaster Sword 2
Behemothic's KnifeGiant's Pocketknife four
Giant's Knife (Cleaved)Behemothic'south Knife (Broken) 1
Biggoron's SwordBiggoron's Sword iv
ArrowArrow 2
Fire ArrowBurn down Arrow[note ane] 4
Ice ArrowIce Arrow[note i] 4
Light ArrowLight Pointer 2
SlingshotSlingshot i
BombBomb 2
BombchuBombchu two
Din's BurnDin'south Burn down 4
Megaton HammerMegaton Hammer 2
HookshotHookshot two
BoomerangBoomerang 1
Deku StickDeku Stick ii
  1. one.0 1.1 Assuming the target freezes or burns. Enemies that are invulnerable to freezing or burning will simply accept as much damage as they would from a regular Pointer.

Majora'southward Mask

The strength of the swords of Majora'due south Mask may best exist measured by the amount of normal strikes it takes to kill a full-sized Dodongo. This method can exist used to notice the force of almost anything that can be used equally a weapon in Majora'southward Mask. Here is a table of the weapons, the number of hits required, and the weapons' strengths with the Kokiri Sword's being set at one:

Weapon Forcefulness Hits Required
Kokiri SwordKokiri Sword ane 12
Razor SwordRazor Sword 2 6
Golden SwordGilded Sword 3 4
Bully Fairy's SwordGreat Fairy's Sword 4 three
Fierce Deity SwordFierce Deity Sword[note 1] iv 3
Energy DiskEnergy Deejay[annotation 1] 4 iii
Goron SpikeGoron Spikes[note 2] i 12
Goron PoundGoron Pound 2 vi
Goron PunchGoron Punch[note 3] 3 4
Zora FinsZora Fins 1 12
Chimera BlastChimera Blast 2 6
BombBomb 2 6
BombchuBombchu ii 6
Powder KegPowder Keg 4 3[annotation 4]
Normal/Fire/Ice ArrowNormal/Fire/Ice Arrow[note five] 2 6
Light ArrowLight Arrow iv iii
Deku StickDeku Stick 2 6
  1. 1.0 1.one The sword and the deejay may both hit an enemy at the aforementioned time. This naturally results in the enemy taking twice the harm. Some normal enemies will resist the disk because the Tearing Deity'south Mask was not intended to exist used confronting normal enemies.
  2. These are the spikes that Goron Link has when he is using magic while rolling.
  3. A Goron Punch will not damage a Chuchu.
  4. Determining this value takes logic. First drib a Pulverization Keg on a Dodongo. Information technology volition so take eight hits with the Zora Fins to impale it. This ways that the Pulverization Keg took off four hits worth, significant that three Powder Kegs would have killed it.
  5. Unlike in Ocarina of Time, enemies frozen with the Ice Arrows in Majora's Mask take no damage, not fifty-fifty the damage they would take from a regular Arrow. Enemies that cannot be frozen have a regular Arrow'due south worth of damage, as before.

Oracle of Seasons

Unlike their counterparts in most Zelda games, the weapons in Oracle of Seasons and Oracle of Ages have strengths that are integer multiples not of the force of the starting sword but of the forcefulness of the bones punch, an attack that Link can merely use if he is wearing the Fist Band. (A stronger version is available if Link wears the Expert'southward Ring.) Listed below are the strengths of the weapons of Oracle of Seasons and Oracle of Ages relative to the strength of this dial. Ghini are a good selection of enemy to exam the relative strengths of weapons on, as they take a large amount of health, are unremarkably vulnerable to nearly all weapons, and can only bargain harm through direct contact.

All weapons or weapon-like items non institute in this table by and large exercise non do damage (although they may stun enemies or have other effects), and in situations where they practise damage enemies always kill them immediately. (Eastward.g. the Switch Hook splits a Bari into two Biri, and can also kill the Biri, and nearly every weapon-similar item can kill a Keese.) There is one exception in Mystery Seeds, to which a handful of foes are specifically weak, simply in cases where these bargain damage instead of, say, stunning them or making them vulnerable these are the only way to truly damage the target and hence they cannot exist compared to other weapons.

Weapon Forcefulness
Wooden SwordWooden Sword 2
Noble SwordNoble Sword iii
Master SwordMaster Sword v
Biggoron's SwordBiggoron's Sword five
Sword Axle (whatever sword)Sword Axle (any sword) two
Magic BoomerangMagic Boomerang[notation i] two
BombBomb/Bombchu 4
SlingshotSlingshot/Hyper Slingshot/Seed Shooter[note 2] 2
Ember SeedEmber Seed[notation 3] two
Thrown rock/jar/mushroom/etc.Thrown stone/jar/mushroom/etc. two
Dial (Fist Band)Dial (with the Fist Ring) 1
Dial (Practiced Ring)Punch (with the Good's Ring) iv
Ricky's punchRicky'due south dial/wind attack 4
Moosh's ground poundMoosh's footing pound four
  1. In cases where it damages enemies. Most enemies do non take damage from this weapon but are merely stunned, and in some cases not even that. Nevertheless, different the Boomerang of most Zelda titles, this example of the Magic Boomerang is capable of dealing harm and stunning at the aforementioned fourth dimension; many enemies it damages are too stunned by information technology.
  2. Assuming the Seed fired is a Aroma Seed. Ember Seeds have the same effect when fired at an enemy that they do when used directly on an enemy, and the other Seeds accept not-damaging furnishings.
  3. Most ordinarily. A large number of enemies are allowed to Ember Seeds' fire, and a number of others have greater amounts of damage from it or are instantly killed by it.

The Air current Waker

There are a large variety of items that may be used as weapons in The Wind Waker. Information technology has more items that Link can choice up and use as weapons. Pigs and Moblins are good means to test the force of diverse weapons as they both have many hits, are not particularly dangerous, and are affected by about every weapon. Unlike the other games, The Wind Waker includes a characteristic to see an enemy's remaining life free energy, through the utilise of the Hero'due south Charm. This can be used to aid in the judgment of the relative strengths. The Current of air Waker's weapons also have the unique belongings of damaging anyone information technology hits, no affair who that is or who is wielding it, whether that is Link or an enemy. The strengths of the various weapons, relative to the Hero'due south Sword, are every bit follows:

Weapon Strength
Hero's SwordHero's Sword 1
Master SwordMaster Sword 2
Boko StickBoko Stick 1
MacheteMachete 2
Moblin SpearMoblin Spear 4
Darknut SwordDarknut Sword iv
Phantom Ganon's SwordPhantom Ganon's Sword 4
Stalfos ClubStalfos Guild 4
Tingle FlopTingle Bomb ii
BombBomb four
ArrowPointer 2
Burn down ArrowFire Arrow 4
Water ice ArrowWater ice Arrow 4
Light PointerCalorie-free Arrow[note ane] 5
Grappling HookGrappling Hook ane
Skull HammerSkull Hammer 4
HookshotHookshot i
Boko NutBoko Nut two
StoolStool 2
JarJar ii
JarBarrel ii
RockRock two
  1. The Light Arrow has no fixed corporeality of damage. It simply destroys normal foes, is the only style to damage Boob Ganon, and merely stuns Ganondorf in his Gerudo form.

Phantom Hourglass

Weapon Forcefulness
Oshus'due south SwordOshus's Sword ane
Phantom SwordPhantom Sword i
BombBomb 3
BombchuBombchu 3
ArrowArrow ii
HammerHammer[notation 1] 4
Grapplng ClawGrappling Hook 1
JarJar 1
RockRock ane
  1. Powering upwards a strike with the Hammer doubles the impairment dealt.

Spirit Tracks

Weapon Strength
Recruit's SwordRecruit'due south Sword 1
Lokomo SwordLokomo Sword 2
BombBomb iv
ArrowArrow 2
Lite ArrowLight Arrow 4
WhipWhip 0.5
Enemy ItemsEnemy Items Triforce piece.png 1
JarJar 1
RockRock 1

Skyward Sword

In Skyward Sword, every bit in Majora's Mask, one can decide the relative strengths of the various weapons in the game past testing them on an enemy that is affected unremarkably by them and takes a large amount of damage to kill. In this instance, the ideal enemy is a Moblin, whether of the wooden shield or metallic shield variety. (The latter tin take approximately twice as much impairment before dying, merely is significantly rarer, is found in less easily accessible areas, and cannot be encountered until after Link has the Goddess Longsword. Nor is information technology really necessary, as even the strongest weapons require several hits to kill a wooden shield Moblin.) The "hits required" column in this tabular array is based on the wooden shield diversity. Unfortunately, this cannot be washed with the Do Sword, equally Link only has this sword in the introductory phase of the game before he first descends to The Surface, and the but enemies shared between in that location and Skyloft are regular Keese, which take two hits with the Do Sword and one with all other weapons, and Green Chuchus, which do non have hit points in the conventional sense but must be split down to a minimum size afterwards which any sword kills them. Yet, since Keese take 2 hits with the Exercise Sword, the simplest assumption is that the Goddess Sword, the 2d weakest sword in the game, is twice as powerful.

All weapons or weapon-like items not constitute in this table more often than not exercise non do harm (although they may stun enemies, accident them around, or accept other effects), and in situations where they exercise harm enemies, they e'er kill them immediately. (E.g. the Protrude instantly kills both Deku Babas and Quadro Babas if it strikes their stems, and about every weapon-similar item can kill a Keese in i hit.)

Weapon Strength Hits Required
Practise SwordPractice Sword[note 1] 0.v 50
Goddess SwordGoddess Sword[annotation 2] one 25
Goddess LongswordGoddess Longsword[note 2] 2 13
Goddess White SwordGoddess White Sword[annotation two] 2 13
Master SwordMaster Sword[note 2] four vii
True Master SwordTrue Master Sword[annotation two] 4 7
BombBomb 10
iii
BowBow[notation 3] 4 7
Iron BowFe Bow[notation 3] 6 5
Sacred BowSacred Bow[annotation 3] 8 4
JarJar[note 4] 0.5 ~50
BarrelBarrel[note four] i 25
Koloktos' SwordKoloktos' Sword[annotation 5] 3 ~25
  1. Inferred, since as noted in a higher place, although Link cannot accept the Practice Sword when he offset encounters Moblins, the Goddess Sword kills Keese in ane hit while the Practice Sword takes two, and then the Practice Sword is well-nigh likely half as powerful. However, if the game is hacked to equip Link with the Practice Sword, information technology volition indeed take 50 hits to impale a Moblin, double that of the Goddess Sword.
  2. 2.0 2.1 2.two ii.iii ii.four In normal play, for each sword capable of performing it (with the exception of both Chief Swords), a Skyward Strike deals the same amount of impairment as a strike from the Goddess Sword. In Hero Mode, the Skyward Strike starts out with its final, Truthful Chief Sword level of ability.
  3. 3.0 3.1 three.2 Power of an uncharged shot. Fully charging a shot with any version of the Bow multiplies its power by 1.v. For example, a non-charged shot with the Sacred Bow does sixteen times as much damage as the Do Sword or twice as much damage as the Master Sword, while a charged shot does 24 times as much impairment every bit the Exercise Sword or three times as much harm as the Master Sword.
  4. four.0 4.one In practice there is no location with plenty of these objects around to kill a Moblin with them, but their damage-dealing capacity tin be inferred by using them against weaker enemies.
  5. The swords Koloktos drops can non be removed from the boss room in which Koloktos resides, simply their damage-dealing capacity can be inferred by repeated rounds against Koloktos.

A Link Between Worlds

Every bit A Link Between Worlds is heavily inspired by A Link to the By, it has a similar set up of impairment-dealing items and a like set of enemies on which they tin can be tested to decide their relative power. Although many of these weapons have the same relative power that they do in A Link to the By, some do not. For instance, the 2 upgrades to the Main Sword increase its forcefulness arithmetically rather than geometrically.

Weapon Strength
Forgotten SwordForgotten Sword i
Primary SwordMaster Sword[note ane] two
Master Sword Lv2Main Sword Lv2[note 1] iii
Master Sword Lv3Master Sword Lv3[note 1] 4
Boomerang, Nice BoomerangBoomerang 1
Nice HookshotHookshot 1
BombFlop 3
Prissy Flop Dainty Flop vi
Behemothic Bomb FlowerGiant Bomb Bloom 8
HammerHammer 3
Nice Hammer Nice Hammer 6
PointerPointer, Prissy Pointer 2
Fire RodFire Rod[note 2] i
Nice Fire Rod Nice Fire Rod[notation 2] 2
Water ice Rod, Prissy Water ice RodIce Rod, Nice Ice Rod 1
Nice Tornado Rod Overnice Tornado Rod 1
Lamp Lamp 0.5
Super Lamp Super Lamp 4
Net Internet 0.5
Super Net Super Net 4
Thrown bushThrown bush-league 1
Thrown rock/jar/skull/etc.Thrown rock/jar/skull/etc. iv
Thrown big boulderThrown large boulder[notation 3] three
BeeBee 0.25
Golden BeeGilt Bee 0.75
Majestic PotionImperial Potion 16
  1. 1.0 1.1 1.ii For each sword that can create Sword Beams, the ability of the axle is one-half that of a straight hit from the sword. For case, the axle from the Master Sword Lv2 is one.5 times equally powerful as a strike from the Forgotten Sword.
  2. ii.0 ii.1 The Fire Rod deals a "hit" of impairment to an enemy at regular, curt intervals during the menses of contact with the flame. This table shows the strength of that striking. Thus, for instance, if an enemy is caught in the Squeamish Burn Rod's flame long plenty to be hit 3 times, it will have six Forgotten Sword strikes worth of damage.
  3. Counter-intuitive though information technology may announced, the large boulders do indeed deal less damage than smaller rocks when thrown.

Tri Force Heroes

In Tri Force Heroes, all weapon damage in the game equate to one Heart each; i point of damage equals to i full Center worth of damage. Impairment amounts were calculated mainly via Coliseum matches and seeing how much damage were inflicted on the Links, only were also tested past comparing them to the basic Sword confronting enemies in the game. The Gripshot (without the Robowear), Water Rod and Gust Jar are not included every bit they exercise not bargain damage, just stun enemies.

Weapon Force
Sword Sword ane
Sword Sword (Sword Conform, Sword Master Arrange, Fierce Deity Armor) 2
Spin Set on Spin Assault 2
Spin Attack Spin Attack (Sword Suit, Sword Master Suit, Fierce Deity Armor) iv
Slap-up Spin Assail Swell Spin Attack (Spin Attack Attire) iv
Dash Dash (Ninja Gi) three
Cacto Wearing apparel Cacto Apparel 2
Bow Bow (Normal and Kokiri Clothes variants) 1
Fire Gloves Burn down Gloves 1
Fire Gloves Fire Gloves (Burn down Blazer) two per fireball
Magic Hammer Magic Hammer[notation 1] two
Magic Hammer Magic Hammer (Hammerwear) [note ane] 5
Boomerang Boomerang[note 2] 0.5
Boomerang Boomerang (Boomeranger) 1
Gripshot Gripshot (Robowear) 2
Bomb Bomb[note 3] 2
Bomb Bomb (Big Bomb Outfit)[note 3] 4
  1. ane.0 1.ane The Magic Hammer can kill almost enemies in one striking past flattening them, the damage shown is for enemies that cannot be flattened by it.
  2. The normal Boomerang tin can only kill small-scale enemies such as Keese.
  3. 3.0 iii.1 Bombs bargain one-half the damage to Links that they would to enemies.

Breath of the Wild

Main article: Weapon

All Weapons in Breath of the Wild, including Bows, display their attack stat in the inventory, which represents the exact number of points of damage that the weapon will bargain in a normal hit. Weapons of the aforementioned proper name generally have the same stats, but tin can sometimes be found with a bonus that increases its base forcefulness or adds critical hits. These bonuses are denoted in the description for the Weapon in the inventory as well equally via a symbol on the Weapon'due south icon.

Damage dealt can be temporarily additional through the employ of certain Armor sets, Foods and Elixirs. For instance, when cooking Mighty Bananas, Mighty Carps, Mighty Porgies, Mighty Thistles, Razorclaw Crabs or Razorshrooms, the resulting Food will accept an attack bonus ranging from one to three in effectiveness depending on which Materials were cooked and how much was cooked. The duration of the boost also varies. When cooking Bladed Rhino Beetles, an Elixir with an attack boost will issue. Link can likewise attain these assault boosts by wearing the Barbarian Set.

Some enemies also are weak to certain elements, such equally Ice Lizalfos being immediately defeated by Fire, or Guardians being weak to Ancient Weapons. Other factors, such as Weapons breaking on impact or Pointer shots to the head volition increase the impairment washed besides. Link can also perform a Sneakstrike past hitting enemies from behind without being seen, which multiplies the impairment of the strike by 8. Damage multipliers of different types can be combined for more impairment.

References

  1. The Fable of Zelda: Link's Awakening — Nintendo Thespian's Guide (Nintendo Co., Ltd.) pg. 89
  2. Monster/Assail Stats Guide, The Legend of Zelda: A Link to the Past, GameFAQs.

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Source: https://zelda.fandom.com/wiki/Weapon_Strength

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