Kingdom Hearts II Final Mix

Aerial Champ

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Aerial Champ

Aerial Champ KHIIFM.png

Japanese エアリアルチャンプ
Rōmaji Eariaru Chanpu

Type Emblem Heartless
Game Kingdom Hearts II Final Mix
Variations
Aerial Knocker
Aerial Champ

Kingdom Hearts II
A Heartless that locks in on its prey. Once it finds a target, it follows it while unleashing consecutive punches.

It is armed with three types of attacks, each with a different build up. Figure out which attack it is going to unleash and prepare accordingly.
Location HP Strength Defense EXP
Radiant Garden
Cavern of Remembrance
109 50 29 400
Physical Fire Blizzard
×1.0 ×1.0 ×1.0
Thunder Dark Neutral
×1.0 ×1.0 ×1.0

Rewards
Munny (5) ×2
Remembrance Stone (8%), Serenity Stone (4%)
World(s)
Radiant Garden

The Aerial Champ is an Emblem Heartless that is found in Kingdom Hearts II Final Mix.

Design[edit]

An Aerial Champ is a parrot-like creature with predominantly yellow plumage. Its round head, including its beak, is also yellow, though the tips of its tail feathers are orange and its neck and tail are white. Its eyes are large, black and yellow spirals on either side of its head. The Aerial Champ's wings are white and orange and sprout out of the top of its head rather than from its back or sides like real-world birds. Its legs are sky blue and it wears a large, blue boxing glove on each one. Its Heartless emblem is on its abdomen.

The Aerial Champ's name references its ability to fly and its increased strength when compared to the Aerial Knocker.

Strategy[edit]

The Aerial Champ's main attack is punching. They tend to appear in packs, and have many vicious punch combos. They tend to dodge until they attack with multiple jabs. Magnet followed by Thunder is a quick way to defeat large groups of them although if there is one alone, a single aerial combo with a strong Keyblade such as Decisive Pumpkin or Hero's Crest is enough to take it out. If you get surrounded reflect is also a viable option as it deals high damage and has a large area of effect.

Technique Element Power Guard?
Quintuple Hook (5連フック
5-Ren Fukku
?)
Physical x0.5
Unleashes five hooks in succession.
Triple Jab (3連ジャブ
3-Ren Jabu
?)
Physical x0.25
Unleashes three jabs in succession.
Charge Punch (チャージパンチ
Chāji Panchi
?)
Physical x1.5
Enlarges glove and throws a straight punch.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Gallery[edit]