Editing Darkside

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  |KHXbattlename=Fragments of Sorrow
  |KHXbattlename=Fragments of Sorrow
  |KHXbattlefile=Fragments of Sorrow KHHD.ogg
  |KHXbattlefile=Fragments of Sorrow KHHD.ogg
  |UXbattlename=Destiny's Force
  |UXbattlename=Destiny's Force<ref>Before 4.3.0 update.</ref>
|UXbattlenamen=<ref>Before 4.3.0 update.</ref>
  |UXbattlefile=Destiny's Force KHHD.ogg
  |UXbattlefile=Destiny's Force KHHD.ogg
  |UXbattlename2=The Deep End
  |UXbattlename2=The Deep End<ref>After 4.3.0 update.</ref>
|UXbattlename2n=<ref>After 4.3.0 update.</ref>
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlename3=Fragments of Sorrow
  |UXbattlename3=Fragments of Sorrow<ref>During [[Quest 2: Combat 101]].</ref>
|UXbattlename3n=<ref>During [[Quest 2: Combat 101]].</ref>
  |UXbattlefile3=Fragments of Sorrow KHHD.ogg
  |UXbattlefile3=Fragments of Sorrow KHHD.ogg
  |UXbattlename4=Night of Tragedy
  |UXbattlename4=Night of Tragedy <ref>During [[Quest 500: Corridor of Darkness Pt. 10]].</ref>
|UXbattlename4n=<ref>During [[Quest 500: Corridor of Darkness Pt. 10]].</ref>
  |UXbattlefile4=Night of Tragedy KHBBSFM.ogg
  |UXbattlefile4=Night of Tragedy KHBBSFM.ogg
  |s1=Dark Follower
  |s1=Dark Follower
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  |CP=99
  |CP=99
  |COMworld=Destiny Islands
  |COMworld=Destiny Islands
  |358HP=7.50
|358heart=—
|358munny=—
  |358HP=6.00
  |358EXP=12.65
  |358EXP=12.65
  |358flinch=X
  |358DEF=1.74
|358STUN=—
  |358M1=14
  |358M1=14
  |358LVL1=6
  |358LVL1=6
|358part1=Head
|358partdef1=1.74
|358part2=Arms
|358partdef2=3.55
  |358fire=x0.59
  |358fire=x0.59
  |358bliz=x0.67
  |358bliz=x0.67
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===''Kingdom Hearts Chain of Memories''===
===''Kingdom Hearts Chain of Memories''===
The battle takes place in an arena where the protagonist gets pushed to either left or right side due to the wind.
The Darkside follows a set attack pattern. It starts with Dark Punch, followed by Homing Darkness, Shock Wave, and finally Sphere of Darkness, before repeating.
====Sora's Story====
====Sora's Story====
This memory-based incarnation of the Darkside utilizes tactics similar to its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. When the Darkside is about to use Homing Darkness, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to use Dark Punch, which requires its arm to be immobilized, and there will be an opportunity to attack its head. Defeating all shadows appearing because of the Dark Punch will cause the Darkside to drop a [[Gimmick Card]], making a plank of driftwood appear that Sora can hop upon and float up to the Darkside's head to deal extra damage. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards. The Darkside tends to warp away before preparing to attack, making Omnislash unreliable for this boss during any circumstances other than when it uses Dark Punch, as Cloud disappears when no target is present.
This memory-based incarnation of the Darkside utilizes tactics similar to its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. When the Darkside is about to use Homing Darkness, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to use Dark Punch, which requires its arm to be immobilized, and there will be an opportunity to attack its head. Defeating all shadows appearing because of the Dark Punch will cause the Darkside to drop a [[Gimmick Card]], making a plank of driftwood appear that Sora can hop upon and float up to the Darkside's head to deal extra damage. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards. The Darkside tends to warp away before preparing to attack, making Omnislash unreliable for this boss, as Cloud disappears when no target is present.


====Reverse/Rebirth====
====Reverse/Rebirth====
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening from either Dark Punch or Shock Wave where it slams its arm into the ground.
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening where it slams its arm into the ground.
{{CoMDeck
{{CoMDeck
|card1=Darkside
|card1=Darkside
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{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.}}
{{atk-c|com|note=The Darkside follows a set attack pattern that repeats as follows: Dark Punch, Homing Darkness, Shock Wave, Sphere of Darkness.}}
{{atk-c|com}}
 
===''Kingdom Hearts Re:Chain of Memories''===
===''Kingdom Hearts Re:Chain of Memories''===
Compared to the original game, the differences are the fact the Gimmick Card now causes large plateaus to rise from the ground, the severely toned down HP on Sora's story, the absence of the wind physics in the arena, and the fact the Darkside remains permanently targettable. The Darkside executes the exact same tactics as its ''Kingdom Hearts'' counterpart, but sped up, and thus can be hard to avoid without card breaks.
Compared to the original game, the differences are the fact the Gimmick Card now causes large plateaus to rise from the ground, the severely toned down HP on Sora's story, and the fact the Darkside remains permanently targettable. The Darkside executes the exact same tactics as its ''Kingdom Hearts'' counterpart, but sped up, and thus can be hard to avoid without card breaks.


The most optimal way to make use of the Gimmick Card is to use it while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head.  
The most optimal way to make use of the Gimmick Card is to use it while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head.  

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