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Reaction Endurance

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Reaction Endurance (リアクション耐久値 Riakushon Taikyū-chi?) is a combat mechanic in the Kingdom Hearts series. It determines how many hits an enemy will take before flinching or being blown away.

Enemies begin encounters with a certain amount of Reaction Endurance. Each attack that hits the enemy decreases their Reaction Endurance by a certain amount, which is referred to as the attack's Reaction Value (リアクション値 Riakushon-chi?). When an enemy's Reaction Endurance reaches 0, they will finch or be blown away.

Mechanics

Kingdom Hearts II

Kingdom Hearts 3D: Dream Drop Distance

In Kingdom Hearts 3D: Dream Drop Distance, every enemy and Spirit has a hidden Reaction Endurance value. Every attack landed on the target will deplete their Reaction Endurance by the attack's Reaction Value. Once a target's Reaction Endurance reaches 0, they will flinch or be blown away. If a creature with a current Reaction Endurance of 1 or greater is unharmed for at least 10 seconds, their Reaction Endurance will fully recover. If a creature with a current Reaction Endurance of 0 flinches, their Reaction Endurance will fully recover, while Young Xehanort, Xemnas, and the Spellican will also have their endurance restored after a short period of time.

Ordinary Dream Eaters have a Reaction Endurance of 1. Certain strong Dream Eaters have a Reaction Endurance of 3 or 4; this includes the Kooma Panda, Zolephant, Drill Sye, Halbird, Eaglider, Thunderaffe, Cera Terror, Tyranto Rex, Aura Lion, Pegaslick, Electricorn, Skelterwild, Keeba Tiger, Ryu Dragon, Ursa Circus, and Beatalike[KH DDD HD][?]. Bosses have a unique Reaction Endurance value.

Kingdom Hearts III

In Kingdom Hearts III, Reaction Endurance functions nearly identically to Kingdom Hearts 3D: Dream Drop Distance. When an enemy is hit, their Reaction Endurance decreases by the attack's Reaction Value, and the enemy will react to the blow once their Reaction Endurance reaches 0.

An enemy's Reaction Endurance is restored by 1 for every 10 seconds the enemy is not attacked. The Reaction Endurance will be completely restored if the enemy reacts (small flinches excluded), if 10 seconds pass after the endurance reaches 0, or if the enemy activates a Revenge Action.

Enemies in Armor Mode do not flinch or react regardless of their current Reaction Endurance. The Darkside, Rock Titan, Demon Tower, Demon Tide, King of Toys, Raging Vulture, and Lightning Angler also do not react. Many members of the real Organization XIII have a Reaction Endurance value of 0, but they do not flinch during attacks.

See also



Revenge Action

A Revenge Action (リベンジ行動 Ribenji Kōdō?) is a special technique used by enemies to break out of a combo. The mechanic was introduced in Kingdom Hearts II, but it was not officially acknowledged or named until Kingdom Hearts III. Revenge Actions are typically limited to strong enemies and bosses.

In games with a Revenge mechanic, each attack has a Revenge Value (リベンジ値 Ribenji-chi?). When an enemy is hit multiple times in close succession without performing an action of their own, the Revenge Value of the attacks begins to accumulate. Once the total surpasses the enemy's Revenge Activation Value (リベンジ発動値 Ribenji Hatsudō-chi?), they will perform a Revenge Action and break out of the combo. This prevents the player from infinitely stunning a boss with a combo.

When an enemy activates a Revenge Action, they will perform a sudden counterattack or warp away from the player. Usually, each enemy only has one Revenge Action.

Mechanics

Kingdom Hearts III

Kingdom Hearts III follows the basic Revenge Action formula: when enemies are attacked, revenge value of attacks accumulates, and when the accumulated value exceeds the Revenge Activation Value, a Revenge Action is immediately performed. Additionally, if even a small amount of Revenge Value is accumulated for 20 seconds, the Revenge Action will be activated regardless of the amount accumulated.

If the accumulated Revenge Value remains unchanged for about 3 seconds (including while being hit by an attack with a Revenge Value of 0), the accumulated Revenge Value will rapidly decrease to 0. When the enemy performs some kind of attack or takes a Revenge Action, the accumulated Revenge Value becomes zero.

Enemies who have access to Revenge Actions include Dusks, Reapers, Sorcerers, and about half of all boss enemies. A few enemies have special attributes that affect the accumulation of Revenge Value. For Dusks, the Revenge Value does not accumulate for attacks with elements other than Physical. For Reapers, every time it uses the Revenge Action twice, the Revenge Value does not accumulate for 20 seconds after activation. For the Demon Tower, Revenge Value of an attack is reduced from the accumulated total for Blizzard element damage, and for Anti-Aqua, the Revenge Value is reduced from the accumulated total for Fire element damage.

The Lich has several special properties. The Revenge Value does not accumulate from Dark and Non-element damage. Every time it uses the Revenge Action twice, the Revenge Value does not accumulate for 12 seconds after activation. The Revenge Value accumulated is 25% of the normal amount for Blizzard, Thunder, and Water damage in Olympus and Monstropolis; for Blizzard and Water damage in Toy Box; for Blizzard and Thunder damage in the Kingdom of Corona and The Caribbean; and for Thunder and Water damage in Arendelle.

See also