Kingdom Hearts 358/2 Days

Artemis

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Kingdom Hearts 358/2 Days
Artemis
Artemis
"A weapon that possesses a very high Strength. Effective against tough enemies."
Japanese アルテミス
Rōmaji Arutemisu
Stats
Strength Magic
Base Unit Ultima Base Unit
+51 +2 +49 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +3 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Striker
2: Grand Slam
Obtained
Technical Gear ③ (Saïx)
Kingdom Hearts 358/2 Days
Artemis+
Artemis
"An upgraded Artemis.
Possesses very high Strength.
Effective against tough enemies."
Japanese アルテミス+
Rōmaji Arutemisu+
Stats
Strength Magic
Base Unit Ultima Base Unit
+62 +2 +38 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+2 +1 +0 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Striker
2: Vitality Surge
Obtained
Technical Gear+ ③ (Saïx)

The Artemis is a Claymore that can be wielded by Saïx in Kingdom Hearts 358/2 Days. It can be upgraded to Artemis+.

Design[edit]

The Artemis's handle is short, white, and has a pink spike set in its pommel. The guard is grey with a short, light grey protrusion on either of its sides. The main blade has a vague arrowhead-like shape with ridges in its sides. It also has two diamond-shaped gaps in its center. The main blade is mostly gold and the entire blade as black edges. A vertical line also runs down the middle of the main blade.

When Saïx enters his berserker state, the lower section of the Artemis is unchanged, but the main blade is bisected down the middle and the tips of the two new blades slant to opposing sides. The two diamond-shaped gaps now become a thin, gold blade. An additional, white blade with yellow edges connects the two halves of the main blade to this new blade.

Its name refers to the Greek moon goddess, Artemis.

Gameplay[edit]

Artemis's ground combo consists of a fast downward diagonal slash followed by a leap forward and a more powerful downward diagonal slash.

The aerial combo consists of a sideways slash, followed by an upward diagonal slash and a more powerful downward diagonal slash after a short pause.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Small Jump Downswing
Hit 1 0.75 X X X
(Ground) Small Jump Downswing
Hit 1 0.75 X X X
(Ground) Large Jump Downswing
Hit 1 2.0


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Swing
Hit 1 0.63 X X X
(Air) Upswing
Hit 1 0.75 X X X
(Air) Knock Down
Hit 1 1.56