Editing Chimera
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The Chimera has two different sets of HP: one when first encountered and a second, longer set when the three heads fly out of the jar it carries (which causes Sora to lose his current lock-on and thus he has to target the Chimera again whenever this happens). Depleting the second HP bar ends the fight, but its defenses are extremely high at this stage; the trick is to repeatedly strike the colored heads that bounce around, knocking them back at the main body and dealing much higher damage than regular attacks are capable of. If the second HP bar hasn't been depleted after a set time, the heads will fly back into the jar and Sora must take out the first HP bar again. | The Chimera has two different sets of HP: one when first encountered and a second, longer set when the three heads fly out of the jar it carries (which causes Sora to lose his current lock-on and thus he has to target the Chimera again whenever this happens). Depleting the second HP bar ends the fight, but its defenses are extremely high at this stage; the trick is to repeatedly strike the colored heads that bounce around, knocking them back at the main body and dealing much higher damage than regular attacks are capable of. If the second HP bar hasn't been depleted after a set time, the heads will fly back into the jar and Sora must take out the first HP bar again. | ||
A good strategy is to take out the surrounding [[Gargoyle]]s first; casting Gravira or Graviga on Chimera just as it is summoning them will hit both the Chimera | A good strategy is to take out the surrounding [[Gargoyle]]s first; casting Gravira or Graviga on Chimera just as it is summoning them will hit both the Chimera all four of its minions, knocking off most of their HP right off the bat. A single Thunder spell should finish them off; alternatively, leave them for your allies to take care of and focus on Chimera at this point. | ||
The Chimera has attacks that can knock back Sora and the party so maintain safe distance where possible. The main threat lies in its high damage and wide-area attacks, thus optimized defense and high-strength party-wide healing are a strong asset for the fight. Its attacks are, however, fairly easy to dodge. Stay in the air and hit it with aerial combos to avoid its shockwave attack, and dodge roll out of the way of its flying corkscrew strike, to keep damage to a minimum. It tends to corkscrew when low on health in its first HP bar, so knocking its health down to zero with a rapid flurry of attacks is also a solid option. | The Chimera has attacks that can knock back Sora and the party so maintain safe distance where possible. The main threat lies in its high damage and wide-area attacks, thus optimized defense and high-strength party-wide healing are a strong asset for the fight. Its attacks are, however, fairly easy to dodge. Stay in the air and hit it with aerial combos to avoid its shockwave attack, and dodge roll out of the way of its flying corkscrew strike, to keep damage to a minimum. It tends to corkscrew when low on health in its first HP bar, so knocking its health down to zero with a rapid flurry of attacks is also a solid option. |