Spellican: Difference between revisions

168 bytes added ,  11 years ago
(Added Strategy for defeating Spellican in Dream Drop Distance)
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==Strategy==
==Strategy==
Before confronting the Spellican, Sora should have a full Drop Gauge as this battle can take a long time. Several Drop-Me-Nots are also recommended. The battle begins with Sora chasing the Spellican along a magic track, the goal is to catch up with the Nightmare and knock it off the track. Sora can jump over the projectiles Spellican fires and use Sliding Dash to destroy the meteors. Once Sora catches up with the Spellican, the battle will continue to the next area.
The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-Up Block]].


Sora will now battle the Spellican directly in an arena filled with floating rocks. These can be used to launch Flowmotion attacks against the boss as well as navigating the area quickly. The Spellican frequently warps around the area and fires projectiles at Sora though these can be easily evaded. It will occasionally vanish to summon small brooms, destroy them to make the boss reappear.
The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican; once the Spellican is in range, Sora must perform [[Sliding Dive]] to inflict damage and force the Spellican to the main battle arena.


The Spellican will often attack at close range by transforming its staff into an energy blade. Blocking and then using Counter Rush is a good way to inflict damage. When the boss has lost a large portion of its health, it will summon a rain of fire. This attack is telegraphed by the sky darkening but attacking the Spellican will cancel the attack. After enough time passes, or after taking enough damage, the Spellican may teleport itself and Sora back to the magic track. It will need to be chased down again in order to continue the battle.
This area is filled with floating rocks which can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against the Spellican's attacks.


The Spellican frequently warps around the area and attacks by firing homing projectiles or transforming its staff into a lengthy blade of light that it will swing wildly. Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky, and may also vanish and replace itself with magic brooms<!--should this be linked?--> that must be destroyed before it will reappear. The Spellican can be made to flinch with nearly any of Sora's attacks, interrupting its own attack and opening it up for more attacks from Sora, but once it gets off the attacks they can either be evaded by hiding behind the rocks or parried with [[Counter Rush]]. After enough time passes, or after taking enough damage, the Spellican will take Sora with it back to the celestial road, where he will need to chase it down again in order to continue the battle.
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