I | II | III | IV | |
---|---|---|---|---|
WHP | 52 | 60 | 70 | 82 |
Capacity | 23 | 50 | 80 | 120 |
Buy (EXP) | — | — | — | — |
Sell (Gilda) | 400 | 450 | 500 | 550 |
Attack | 100 | 140 | 180 | 245 |
Durable | 0 | 0 | 0 | 0 |
Flame | 0 | 0 | 0 | 0 |
Chill | 50 | 50 | 100 | 100 |
Lightning | 0 | 0 | 0 | 0 |
Cyclone | 0 | 0 | 0 | 0 |
Smash | 0 | 0 | 0 | 0 |
Exorcism | 0 | 0 | 0 | 0 |
Beast | 0 | 0 | 0 | 0 |
Scale | 0 | 0 | 0 | 0 |
The Clown Hand is a melee weapon arm for the Ridepod in Dark Chronicle. It is not available for purchase, but like all Ridepod parts, the Clown Hand and its later variants can be invented. The Clown Hand's melee combo is identical to that of the Cannonball Arm, consisting of a right hook, a swing with the left arm, and a downward slam with both arms. Each arm part can be invented and built in respectively chapters 1, 3, 4 and 5.
Each version of the Clown Hand is somewhat stronger than the Cannonball Arm, and has a focus on the Chill stat instead of the other weapon's focus on Smash. Despite its improved performance, it is not really usable compared to other available arm parts, as a majority of parts that are available earlier or at the same time out-class the Clown Hand. Thus making it only useful as part of the 'Clown' theme together with the Clown Body and Clown Foot.