Kirby and the Forgotten Land is Kirby's
newest adventure on the Nintendo Switch. It introduced a lot of new features, such as
freedom of movement in a fully 3D environment, the bizarre yet fun Mouthful Mode, and
the ability to evolve each of your copy abilities at least once. Since we already
did a video on Mouthful Mode specifically, today we’re focusing on Kirby's regular
copy abilities and their evolutions. I'm Kyle with 1upBinge, and this is Kirby and
the Forgotten Land Copy Abilities: Worst To Best. We had a tricky time trying to figure
out how we were going to rank these. Kirby has 12 regular copy abilities, and they
all have at least one upgrade in their arsenal. Because these evolutions would naturally be
thought of as better than their regular versions (or previous evolutions as the case
may be), we thought the list might seem too predictable if we simply ranked the
evolutions higher than their predecessors. Instead, what we have decided to do is rank
these abilities on their base versions with their evolution(s) also being big influence
on where each one appears on the list. RANKINGS As usual, we’ll be starting with the worst and
working our way up to the Best Copy Abilities… Starting at the bottom of the list,
we have the explosive Crash abilities. With this ability, Kirby can
let out one big blast of energy, which can cause quite a bit of damage.
This goes especially if he charges it up. The two reasons why this ability is at the bottom
are as follows: First, the amount of time it takes to charge this attack makes it a bit risky. While
charging, Kirby is left completely vulnerable, and anything that hits him will cause him
to have to start the charging process all over again. This definitely becomes much more
common when trying to use it in a boss fight. What helps this ability a little bit,
though not enough to move it up a spot, is the Crash's evolution: Time Crash. This is
basically what it would look like if Shadow used Chaos Blast and Chaos Control at the same
time. After Kirby initially unleashes his attack, time slows down for a little bit for everything
around him, granting him more chances to hit his opponents around him again before the
explosion ends. If these abilities could be used more than once before they disappeared,
they probably would be ranked higher. Up next, we have Kirby's Sleep abilities. We
actually kind of surprised ourselves when we ended up not putting the Sleep abilities at the very
bottom. After all, in almost every other game, the Sleep ability is pretty much useless. As a matter
of fact, on some occasions, this ability is used as an obstacle for Kirby to navigate around, as
making contact with it causes Kirby to instantly fall asleep. There is the rare game where Kirby
can benefit from it and even use a pillow to attack, but in most cases, it doesn't have much
use. This game is a rare exception to that though. This ability actually allows Kirby to move briefly
before falling asleep. When he does, he restores his health, which can really save him in a pinch.
He is left vulnerable in this state, but the healing certainly helps with this a little bit,
and Kirby can manually be woken up pretty quickly. Deep Sleep, which is the evolution to the Sleep
ability, is ultimately what keeps this ability from being on the bottom. Upon acquiring Deep
Sleep, Kirby can actually activate it whenever he wants, as opposed to it taking effect immediately.
Not only that, but after Kirby wakes up from his nap, he is given a boost in either speed or attack
for quite the considerable amount of time. We applaud the makers of the game for actually
finding a better use for the Sleep ability. Coming into the next spot on the list are the
Needle abilities. With this, Kirby turns into a spiky ball. While in this state, his initial spin
will allow him to lunge forward briefly before rolling in any other direction a bit slower.
While still in the ball, Kirby can pick up various smaller objects and enemies. The more he
picks up, the longer he can remain in this state. If he can't pick anything else up in time, or if
he wants to return to normal, Kirby stops rolling altogether. If he picked up anything as a ball
before doing so, he launch those things outward. This gets rid of them as well as use them as
projectiles to hit any other enemies that might be nearby. This ability has two evolutions.
The Clutter Needle looks a bit more chaotic, as it features many random objects that just
happen to be pointy. Otherwise, it pretty much functions almost identically to the base version.
The Crystal Needle is where things get slightly different. All the features of the previous
versions are there, and a couple are added on. First, Kirby leaves a trail of crystals behind
him, which could come in handy when an enemy he missed is following behind him. Secondly, Kirby
will launch two smaller spiky crystal balls out in front of him. This can certainly come in handy if
Kirby is in an area where he can't pick a lot up. Kirby's Fire abilities are the next ones on our
list. This is one ability that has pretty much become a staple of the franchise. It may be
because of the evolutions, but the base Fire ability seems to have a bit of a downgrade in
this game. It can at least provide a flame that can linger after Kirby stops breathing fire, but
that only increases the damage done by a little bit. Other than that, the fire itself doesn't
really do much damage all things considered. There are also two big features that at
least seem to be missing. For starters, Kirby can't engulf himself in fire here, which
could cause a lot of damage to nearby enemies when they touched him. Another missing feature is
some of his airborne attacks, which can be seen in Return to Dreamland as an example. When attacking
downwards, Kirby could turn into a wheel of fire, which could launch forward before it touches the
ground. Secondly, when jumping and not dashing, Kirby could spin around in a 360 while breathing
fire. This is a good offensive move, but was also a good form of defense if a lot of enemies are
around Kirby. Thankfully, his ability to launch forward as a fireball can still be done when in
the air. When upgraded into Volcano Fire, the fire breath turns into a bunch of volcanic rocks,
which thankfully do a bit more damage. Then, when evolving even further into Dragon Fire, Kirby
returns back to a fire breath. In this state, however, the breath does a bit more damage and
is more concentrated in front of him. The other noticeable feature is the fireball he turns into
when launching forward. It allows Kirby to glide for a little bit longer, and is much easier to
use multiple times before it touches the ground. Lastly, Kirby can find a fuse attached to a cannon
every once in a while. Using the Fire abilities, Kirby can light that fuse. If he gets into
the cannon before the fuse reaches it, he is launched to a different place in the
level that will often reward him in some way. Exploding onto the scene next are Kirby's Bomb
abilities. If you have ever seen the standard Bomb ability before, it hasn't changed much
here. It does provide a little more help with aiming, however, which is appreciated in a 3D game
like this. Kirby can throw as many as he wants in any direction. If they don't hit anything right
away, Kirby can throw another bomb at it and set both off. What really makes this one fun to use
is how Kirby can roll the Bomb a good distance in front him like a bowling ball. The game
is sometimes even aware of this, and gives you a set of enemies to hit that arranged like
bowling pins. (Note for the editor(s). If you need footage for this, I believe one of the bomb
challenges has a chance for this to happen). Kirby can evolve this ability into the Chain Bomb.
At first, aside from physical appearance, there doesn't seem to be much difference from
the base version since it functions the same way. What does make it different is what happens
after throwing multiple bombs near each other. If the bombs are close enough, a chain links them
together, which can be added to a certain amount of times. Each bomb added increases the range and
power when the bombs all go off. The second and final evolution is the Homing Bomb. The noticeable
difference here is that, after a bomb is thrown, it grows wheels and starts moving around.
If it detects an enemy after doing so, it will lock onto and head straight for them.
Chaining the bombs together is still possible, though this can be a little harder to
do with the bombs being more mobile now. The Drill abilities are up next. This isn't
the first ability Kirby has ever had that allows Kirby to dig through the ground,
but it still stands out on its own. This ability allows Kirby to attack multiple
enemies by jumping out from underground. As a bonus, if Kirby creates an enclosed
circle or close to one while underground, after he pops out, anything inside that space gets
hit/launched upward. If attacking in the air, Kirby can launch forward for a second before
heading towards the ground to initiate his underground attack. Its first evolution, the
Pencil Drill, doesn't look as threatening, but it can still do some damage. The pencil
gets launched in an arc after Kirby pops out, allowing for a little extra damage. The airborne
attack goes a little bit further as well. When in the air and not moving anywhere, the pencil
can be launched forward as a projectile. The last evolution, the Twin Drill, looks exactly how
you would think. Kirby now has two drills to use. While underground, a buzzsaw also appears out
of the ground and can damage people above the ground while Kirby is burrowing around underneath
them. When popping out, the drills can launch enemies straight upwards. All this makes it a good
ability to close out the first half of the list. Starting the second half of the list
now, we introduce the Tornado abilities. By the name alone, like with most abilities, you
can probably figure out pretty quick what Kirby does with this ability. Kirby turns himself into
a tornado and starts traversing the level at a faster speed. While doing so, he can snag certain
enemies and objects like the Needle ability could, then can throw them outwards in all directions.
The Tornado abilities can also be used for moving around quicker and traveling in the air for a
little bit before landing. This can be quite useful for avoiding hazards and pits below
him, taking some shortcuts on parts of levels, and even fly over to extra areas that he wouldn't
be able to reach otherwise. The Fleur Tornado that the base version evolves into functions in a very
similar manner. The tornado itself is bigger now and releases a bigger attack wave spreading out
in all directions at the end of the spin cycle. The other evolution, the Storm Tornado, is even
bigger than the previous two. While this tornado is spinning, it becomes a big, black tornado of
storm clouds, all of which increase the damage, range, and effects it has against Kirby's enemies.
This includes being able to shock them as well, and this is all while it possesses
improved traits of the other two tornadoes. Let's cool things down a bit now with
Kirby's Ice abilities. In a way, these abilities demonstrate what the Fire abilities
could have potentially been. The ice generally does more damage than the fire anyways. On top of
that, if the Ice Breath is used for long enough, the enemy can get encased completely in the ice.
When they go to break out, they end up losing a lot of their health if they don't get defeated
instantly. This even goes for the mini-bosses, with one even having the challenge of freezing
Fleurina to free another Waddle-Dee. Kirby can also generate what could be considered an ice
force field that provides a helpful defense, but it also be used as an attack that
he can slide into enemies with. Kirby's running animation is also changed. He now moves
around by ice skating, all while leaving shards of ice where he had just been. The Frosty Ice
evolution functions very similarly. Only now, if Kirby doesn't hit anything initially, some snowmen
can be created to launch at enemies as if he froze an enemy already. This can allow him even more
range for attacks when he doesn't want to get too close. When evolved into his Blizzard Ice ability,
Kirby now breathes Icicle Spears at enemies. If multiples are launched at the same spot, an
ice wall can be formed and used against enemies, making it much easier to hit them. The ice force
field also creates a ball of big ice needles around Kirby dealing a decent amount of damage at
a wider range. While blocking, Kirby's ice shield is a smaller version of the ice needles. If they
keep these evolutions for future games, perhaps the developers can take note of this ability
and do something similar for the fire abilities. Coming in just short of the top 3 are Kirby's
Hammer abilities. The Hammer is one of the only two Copy abilities in the game that receives 3
different evolutions instead of one or two. The Hammer functions very similarly to how it usually
does. Swinging the hammer quickly 3 times allows the third swing to become a little stronger.
When jumping, Kirby will do a forward rotation to swing his hammer which can hit multiple times.
This includes a potential extra hit when he lands back on the ground. He can also can charge up his
swing for various levels of power for an attack known as the Hammer Flip. This attack is arguably
one of the most famous moves Kirby has ever used, as it often winds up dealing some of the
highest amounts of damage in a single strike. It's first evolution, the Toy Hammer, might look
and sound weaker, but don't let that fool you. Instead of just 3, Kirby can now swing the hammer
5 times with the last one still being stronger. This is all done with a bigger hammer too.
Otherwise, it functions a lot like the regular hammer. The Wild Hammer is the next evolution,
and it also functions very similarly. Although, instead of 3 or 5 quick swings, the Wild
Hammer swings only twice, but the swings are a bit stronger. When we first heard the name of
the final evolution, the Masked Hammer, we were thinking Kirby would have an appearance similar to
that of Masked Dedede, but this was not the case. Instead, Kirby now wields two hammers at once,
all while allowing three strong swings again. What makes this a little bit different is, after
the third strike, 2 small electric tornadoes form and start sweeping the area for a short time. When
charging his swing, Kirby can now do a powerful spin attack. Lastly, when Kirby smacks the ground
with his hammers after swinging in the area, 4 electric tornadoes will spawn instead of just
two. This makes it much easier for Kirby to hit his enemies if he doesn't get them with the
initial swing of his hammers. The hammers, regardless of which version it is, also is notable
in being able to hammer in things like stakes, which often help him through the
level or uncover hidden secrets. Finishing up in third place are the
Cutter abilities. The Cutter works like a bladed boomerang. Multiples of them can
be thrown in quick succession. Additionally, if he is standing right in front of enemy, Kirby
engages in a quick series of close combat attacks. A newer feature in this game is that, after one
cutter blade is thrown, Kirby can make it hover in one spot and charge it up multiple times.
It can cause damage the whole time it is out, and charging it provides more damage as it returns
to Kirby. The first of two evolutions, the Chakram Cutter, is pretty much the same, but Kirby can
now throw many more blades in quicker succession, and more than one can be charged up after throwing
them at the same time. Close combat attacks are still possible here, and they also allow for
two blades to be thrown upon landing back on the ground for extra offense. The final stage
in the Cutter line up is the Buzzsaw Cutter. This one is similar to the Chakran Cutter
in that multiple can be thrown very fast. Upon landing a close combat attack, instead of
two smaller blades, one giant blade is thrown. The biggest difference here is that the buzzsaws
can bounce off of walls multiple times, even when fully charged. If Kirby can attack enemies in a
small space, which could include the dummy in the training room, and he charges up multiple blades
and bounces them all of walls multiple times, this could potentially be one of the
most deadly attacks in the entire game. A feature all of these Cutters have is that, if
there is something in the level that can be cut or sliced for extra help or bonuses, the Cutters
are one of the few capable of taking care of this. Our runner-ups on our list are the Ranger
abilities. Outside of Smash Bros., it has been rare to see Kirby ever wielding anything that
resembled a gun, but these abilities executed this concept well. This is probably Kirby's longest
ranged attacks. The base version functions like a long-ranged popgun of sorts, and each shot can
be charged for greater strength. On top of that, when dashing and in the air, Kirby can do a
series of sweeping shots towards the ground. There are also two other traits it shares with
its evolutions. For starts, they allow Kirby to hit certain floating targets that operate
like blue switches often found on the ground, and they can also all be aimed to fire at a
specific spot. The Noble Ranger grants Kirby two guns, which can fire off a lot faster. This helps
Kirby deal a lot more damage. On top of that, when fully charged, the Noble Ranger fires a lot
of shots extremely quick, dealing a lot of damage in the process. Given how quickly these can charge
up, Kirby can consistently pack a punch. The final evolution to this group of copy abilities is the
Space Ranger. This would have been cool if this meant Kirby could dress up like Buzz Lightyear,
but this is sadly not the case. Kirby does revert back to one gun again, but here's the catch:
Each shot hits multiple times. The charged shots obviously cause more damage, but the fully
charged version stands out over the others. After firing, the shot creates something similar
to a black hole, and deals a lot of damage to anyone caught inside the blast, potentially
making it one of the stronger attacks in the game. If you have been using a process of elimination
while watching this video, then you might already know which series of abilities have taken
the top spot. In case you haven't, our gold medal is presented to Kirby's Sword abilities.
This ability is the other of the two that gets 3 evolutions, each one crazier than the last, and
each can also be like the Cutters when slicing certain ropes or vines. The sword can be swung
just once, or multiple times in a quick combo. His aerial attack is pretty much identical to the
Hammer, in that he spins forward and hits multiple times. A note-worthy attack some of these swords
share is that, when the sword swing is charged up, Kirby will perform a powerful spin attack.
This happens to look a lot like another popular Nintendo character with a long green hat that does
an iconic spin attack with their sword. The Gigant Sword is a special one due to how it makes Kirby
look and act a lot like the Wild Edge mini-boss. The primary sword-swinging combo allows for 4
slower, but stronger swings. Charging it to the max makes Kirby swing with one powerful strike in
front of him. Shielding can also cause damage to enemies. Probably one of the craziest evolutions
in the game is the following stage, the Meta Knight Sword. As the name implies, this evolution
gives you Meta Knight's sword, mask, and little wings. Each swing of the sword can also launch a
wave of energy in the direction the sword is swung when at full health, even when doing the spinning
aerial attack. Charging up the sword does a spin attack again like the base Sword ability did, but
it is much stronger and bit more mobile now too. This already would have been enough to take the
top spot, but the game takes it one step further with the final evolution, the Morpho Knight Sword.
This sword pretty much functions as a reward for completing the Main Story and the toughest arena
battle in the game. This special sword ability has many functions similar to the Meta Knight
Sword, just even faster and stronger. Attacking when fully charged makes the sword grow in size
and overall power for a short time. When it hits the ground at full charge, it releases a giant
fire tornado after the initial damage is done, causing even more damage than the initial swing
already did. Putting all these factors together, we feel more than sure that the Sword ability and
its evolutions deserves to be in the top spot. But what do you think? What is your favorite
copy ability in Kirby and the Forgotten Land? Let us know in the comments below. And if you need
a 1up, make sure to hit that notification bell and binge our other Kirby videos: like our Mouthful
Modes Weak to Powerful video. Thanks for watching!