KINGDOM HEARTS III BESTIARY
Ultimania downloads: https://archive.org/details/KHUltimania
DeepL translator: https://www.deepl.com/
Feel free to take and use this document for your own purposes.
Translations may sacrifice "literalness" to get the point across better in English.
Some AI behaviour in patch(es) 1.04+ may differ from what's noted here.
Mentions of the X and Circle buttons are switched to match the English version.
All DLC-exclusive data is tentative/unconfirmed and prone to change at any moment.
All DLC rewards carry over into the base game and vice versa.
NOTES ON GUARDING: The in-game ability is called "Block" in the English version; I may use either "blocking" or "guarding" for the action as I deem appropriate. Standard (frontal) guard is 220° wide (central point being Sora's location) and lasts for 0.6 seconds per use. Repel indicates an attack that can be stopped (causing the attacker to stagger) or (in the case of projectiles) deflected. Negate (ie. "negate damage") indicates an attack that continues throughout the guard (projectiles dissipate). No is self-explanatory.
- Some attacks can be blocked from behind regardless, noted in the respective enemy/technique's section.
- All other PCs (Riku/Aqua/Roxas/Kairi), Guardian Form, Ultimate Form, and Nano Gear's Formchange Nano Arms have a 360° guard that lasts for 0.83 seconds per use.
- Counterguard/reprisal techniques are generally those with the term "counter" in their names, used during guarding (eg. Counter Kick, Counter Blast), and are an expansion of the KH II ability of the same name.
The game often translates リベンジ ("revenge") as "counter" (eg. Counter Kick, Counter Slash); for the most part I will do the same when referring to actions and the like, but will leave the term "revenge value" (when referring to the invisible numerical counter) as is since the fanbase is more familiar with that term in that context.
- tl;dr enemy hits revenge value, uses counter (whether an attack or some other action) in retaliation; reaction value is a similar concept in reverse that causes the enemy to flinch
突き - stab, thrust, lunge
突進 - rush, charge
I'll likely change tech name translations involving these as needed after getting a better view of the actual attacks.
All mentions of "devil" in the Tower and Tide's attacks were changed to "demon" to match the English version.
(Notes to self: change relevant instances of "overhead" to "upward", and also "bullet" to "projectile" or something suitable.)
Stagger and flinch mean the same thing, terms are used interchangeably depending on which sounds less awkward in context.
Maximum HP increase: +10 in Beginner/Standard/Proud, +5 in Critical
Maximum MP increase: +5 in Beginner/Standard/Proud, +2 in Critical
Note: These apply to Sora, haven't checked for allies.
Locations and detailed stats for non-boss enemies are very much incomplete, since I haven't yet checked for precise data. Corrections and other inputs welcome (Kalavinka@GameFAQs).
https://wikiwiki.jp/kh-3/ - JP wiki with data, must do a thorough check later. Has RVs for the Data Org., so that's something.
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ENEMY PAGE OVERVIEW
各world登場するenemyたちの詳細なdataを紹介しよう. 行く手をはばむboss敵に勝てないときは, 攻略adviceの記事を参考に挑んでみてほしい.
Normal敵は基本的にGummiphoneの[enemy攻略事典]での並び順で, boss敵はworld訪問chartの順(→p. 212)で掲載
1. OUTWARD APPEARANCE: What the enemy looks like.
2. NAME: The enemy's name.
3. MARK: A mark that indicates whether the enemy is a Heartless, Nobody or Unversed; enemies not of these types lack a mark.
4. LOCATIONS: Locations where the enemy appears.
5. HP MODIFIER / HP: Modifier that determines the enemy's maximum HP (→p. 596); bosses have a fixed HP value.
6. EXPERIENCE MODIFIER / EXPERIENCE: Modifier that determines the amount of EXP the enemy gives when defeated (→p. 596); bosses do not give EXP.
7. TYPE AFFINITIES: Modifier that determines how resistant the enemy is to attacks of a certain type.
8. STATUS EFFECTS: Indicates whether the enemy can be affected by a status effect; Vulnerable indicates it can be affected, and Immune indicates it can't.
9. REACTION VALUE: The enemy's reaction endurance value (→p. 597); enemies with a value of — react only under certain circumstances.
10. REVENGE VALUE: The enemy's revenge value, which triggers a counteraction (→p. 598); enemies with a value of — don't use counteractions.
11. ATTRACTION MODIFIER: Modifier that determines how resistant the enemy is to attractions (→p. 197); enemies with a value of — are exempt, as attractions can't be used against them.
12. BASE DAMAGE UPPER LIMIT: Base upper limit of damage that an enemy can take (→p. 184). — indicates no base damage upper limit.
13. PRIZE DROPS: その敵が倒されたときに落とすprizeの種類やprize boxの中身と, それぞれを落とす基本確率. HP prize, MP prize, Focus prize, munnyについては, sizeと個数も記している.
14. TECHNIQUES: Data on the techniques used by the enemy. Dataのちがう複数の攻撃をくり出す場合は, それぞれのdataを分けて掲載し, 区別するための名前を左側に記している. 項目の意味は以下のとおり.
* Technique name: The technique's name.
* Type: The attack's elemental type; attacks with a type of — deal no damage.
* Power modifier: The attack's modifier that determines how much damage it can deal (→p. 184). Attacks that hit more than once are noted in the following format.
- x + y: Power modifier x, power modifier y, etc. attacks hit in that order.
- x × y hits: Power modifier x's attack has y potential total hits.
- x per hit: Power modifier x's attack can land multiple hits.
* Guard: その攻撃をguardできるかどうか. 記号の意味は下の表を参照. 赤色の太字の記号は, guardしたときにCircle buttonでRisk Dodgeが行なえることをテす(動作がどういったものになるかは, どの攻撃をguardしたかで決まる). 攻撃をくり出さない行動には[—]と記載
* Repel level: The attack's repel level (→p. 181). [—]は弾きlevelを待たず, 攻撃同士での弾き返しが起こらない(相手の攻撃とぶつからずにすり抜ける)ことを示す
* Status effect: Indicates what status effect the attack can inflict on a struck opponent, the percentage (%) chance of inflicting the effect, and how long it lasts.
15. CHARACTERISTICS: A description of the enemy's general behaviour and any special qualities it may possess.
16. STRATEGIC ADVICE: Explains how to fight the enemy effectively.
17. OTHER ENEMY DATA: Additional data relevant to the enemy; refer to each item of data for details.
18. SITUATION COMMAND: The name(s) and effect(s) of the situation command(s) that appears in combat with the enemy when certain conditions are fulfilled.
DIFFERENCES BETWEEN NORMAL ENEMIES AND BOSSES
---------------------------------------------
NORMAL ENEMIES
* Appear in various places.
* Allies can defeat them (*1).
BOSSES
* Appear at fixed times and places during the story, and don't reappear after defeat (with the exception of enemies in the Battlegates).
* Allies can't defeat them.
*1: With the exceptions of the Rock Troll in Olympus: Thebes / Agora, a Chaos Carriage in fort mode, and the Metal Troll in San Fransokyo: The Bridge.
TABLE 1: GUARD SIGNS AND MEANINGS
---------------------------------
SIGNS GUARD RESULT: PROJECTILES RESULT: OTHER
Yes (repel) Possible Projectiles rebound and hit enemies Enemy's actions are interrupted and it staggers
Yes (negate) Possible Projectiles vanish or pass through Enemy continues its action(s)
No Impossible — —
ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): TECHNIQUES THAT CAN BE BLOCKED FROM BEHIND
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The Block ability blocks frontal techniques to a range of 220 degrees, and can't block those coming from behind. However, specific techniques used by certain enemies (listed below) can be blocked from behind regardless.
TABLE 2: ENEMY TECHNIQUES THAT CAN BE BLOCKED FROM BEHIND
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If only a specific part of an attack can be blocked from behind, that part is indicated in (parentheses).
ENEMY TECHNIQUES
Water Core Water Upper
Malachite Bolero Aero Storm
Winterhorn Air Assault
Frost Serpent Snow Cyclone, Burst-Out Attack
Tireblade Vertical Rocket Shot
Berserker Hammer Dance (drop)
Sorcerer Chaos Shot, Wild Dance
Flowersnake Poison Spit, Poison Scatter
Spiked Turtletoad Crush
Ice Titan Ice Claw
Lava Titan Magma Shot, Headbutt
Tornado Titan Debris Attack, Magma Storm, Ice Storm
Angelic Amber Trample (except shock wave)
King of Toys Missile
Grim Guardianess Pollen, Call Bomb
Marshmallow Jump Attack
Sköll 2-Hand Scratch, Double Scratch, Dark Breath, Dark Sun (dark rain)
Lightning Angler Thundaga
Catastrochorus Thunderbolt
Darkubes Combo Lunge, Spin Attack (drop)
Anti-Aqua Magic Shot, Encircling Magic Shot
Vanitas (first, second) Warp Downward Swing
Lich Aerora, Thunder Disc
Xigbar Shot
Luxord Scare Card
Saïx Berserk Weapon Throw (weapon), Blue Berserk Downward Swing (shock wave)
Xemnas Shot (*2)
Ansem Dark Laser
Young Xehanort Bind Whip (thrust), Freeze Shot
Ansem, Xemnas, etc.; remaining enemies (→p. 659) Annihilation (Keyblade bundles)
Replica Xehanorts Surging Lightning Strike, Cluster Shot
Armoured Xehanort Combo Attack, Knock Down, Flare, Flare Pillar, Flare Tornado (fire pillar)
Master Xehanort Combo Attack (except shock wave), Knock Down, Dark Shooting
*2: Except when used during Annihilation.
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ENEMY STATS ARE DETERMINED BY BATTLE LEVEL
Battle levelとは, 敵とのbattle levelの難易度を示すもので, 個々のworldやBattlegateに設定されている. すベての敵のstatusは, battle levelに応じた右の表のbase statsをもとに, 下の表のように決まるのだ. 基礎statusはbattle levelが上がるほど高くなるので, [battle level = 出現する敵のlevel]と考えるといいだろう.
[Caption: Screenshot displays a Sorcerer's HP gauge] An enemy's HP gauge is located at the top-right corner of the screen. Each gauge has a maximum length of 200 HP (2000 in the case of enemies that appear while sailing around The Caribbean); enemies that have more HP have two or more gauges. The green squares under the HP gauge represent the remaining number of gauges.
TABLE 1: HOW ENEMY STATS ARE CALCULATED
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STAT CALCULATION
Maximum HP (normal) Base HP × enemy's HP modifier (truncated)
Maximum HP (boss) Always fixed at a certain value (see respective boss's section)
Strength Same as base Strength
Defense Same as base Defense
Experience (normal) Base EXP × enemy's EXP modifier (rounded up to the next whole number; maximum 999)
Experience (boss) Always 0
* Enemies lack a magic stat.
TABLE 2: ENEMY BATTLE LEVELS AND BASE STATS
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LEVEL BASE HP STRENGTH DEFENSE BASE EXP
1 24 16 8 5
4 30 19 9 6
10 42 25 12 15
12 45 27 13 19
14 49 29 14 25
16 53 31 15 30
18 57 33 16 37
22 64 36 18 53
24 68 38 19 62
26 72 40 20 71
28 76 42 21 82
30 80 44 22 93
32 83 46 23 105
34 87 48 24 118
36 91 50 25 131
38 95 52 26 146
40 99 54 27 161
42 102 55 28 177
46 110 59 30 210
50 118 63 32 247
60 137 73 37 353
70 156 82 42 478
BL 1: The Final World (tutorial)
BL 4: Olympus (A)
BL 10: Twilight Town (A, B)
BL 12: Toy Box (A)
BL 14: Olympus (B), Kingdom of Corona (A)
BL 16: Twilight Town (C), Toy Box (B)
BL 18: Kingdom of Corona (B)
BL 22: Olympus (C)
BL 24: Twilight Town (D), Toy Box (C), Monstropolis (B)
BL 26: Kingdom of Corona (C), Arendelle (B)
BL 28: Monstropolis (C)
BL 30: Olympus (D), Arendelle (C)
BL 32: Toy Box (D)
BL 34: Kingdom of Corona (D), The Caribbean (C)
BL 36: Monstropolis (D)
BL 38: Arendelle (D), San Fransokyo (C)
BL 40: The Caribbean (D)
BL 42: San Fransokyo (D), Keyblade Graveyard (first), The Final World (Lich pursuit)
BL 46: Keyblade Graveyard (second)
BL 50: Realm of Darkness, Land of Departure, Scala ad Caelum, Battlegate 0
BL 60: Battlegates 1-13
BL 70: Battlegate 14
A: 3 or less worlds cleared
B: 4-5 worlds cleared
C: 6-8 worlds cleared
D: The Final World cleared
In the case of enemies that appear while sailing on your ship around the Caribbean:
* Base Strength: 10
* Base Defense: 0
* Base EXP: 202 (post-Final World cleared, base EXP: 277)
Max HP depends on the type of enemy and where it appears (→p. 624).
EXAMPLES OF MAXIMUM HP AND EXP BATTLE LEVEL DIFFERENCES
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Example: Large Body
* Base HP: ×3.5
* Base EXP: ×2.5
LEVEL HP EXP
4 105 15
40 346 403
EDITOR'S NOTES
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* EXP yield compared to Standard & Proud is 1.25× in Beginner and 0.75× in Critical. Yield should be read as "Beginner/Standard & Proud/Critical".
* EXP Incentive (random full course ability, 3 or more "+" meals) boosts yield by 1.5× (plus an additional 1.1× per level difference if Sora's BL is below the current area's).
* EXP modifiers stack.
* Unless noted otherwise, enemies will always spawn somewhere in a given location.
* Additional notes are given in [parentheses]. Many events are forced; you must defeat all enemies to continue. Some events are optional; either the event itself is optional (eg. rescues in Olympus), or the event itself is forced but enemies during the event can be ignored (eg. San Fransokyo's forced Flash Tracer).
* The "Lich chase" section of The Final World cannot be revisited.
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ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): DAMAGE IS DETERMINED BY THESE SIMPLE CALCULATIONS
The amount of damage caused by an attack (and recovered with Cure-line magic) is determined as follows. The various calculations are simple, so determining the final amount should not be difficult; however, base upper limit revision may be a bit more complex, so be careful not to misunderstand it.
(Editor's note: "Allies" refers to Sora and other party members, unless specified otherwise.)
DAMAGE FORMULA
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1. BASE DAMAGE CALCULATION
Base damage calculation is as follows. Each attack uses either Strength or Magic, as specified. Deflected projectiles use the Strength of the one who fired the projectile.
HOW BASE DAMAGE IS DECIDED
--------------------------
Attacker's Strength or Magic − target's Defense
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2. BASE UPPER LIMIT REVISION
If step 1's result exceeds the base upper limit, this excess amount is halved (non-whole numbers are truncated); an example of such is detailed below.
TABLE 1: BASE DAMAGE UPPER LIMIT
--------------------------------
TARGET BASE UPPER LIMIT
Sora —
Allies 24
Most normal enemies —
Bosses and some normal enemies 12, 16 or 24 (differs between enemies)
EXAMPLE CALCULATION
-------------------
In this case, the calculated result of step 1 is 31, and an ally took the damage; the excess amount is 7. Half of 7 is 3.5; and this is truncated to 3. When added to the base upper limit, the final result is 27.
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3. LOWER LIMIT REVISION
If step 2's result is below the lower limit listed below, it is revised to match the lower limit.
TABLE 2: DAMAGE LOWER LIMIT
---------------------------
TARGET LOWER LIMIT
Allies 1
Enemies 1 + battle level ÷ 10 (rounded up to the next whole number)
(Note: I'm assuming it's 1 + [BL ÷ 10] until further notice; eg. lower limit for KG2 would be 6.)
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4. POWER MODIFIER REVISION
Step 3's result (or step 2 if step 3 was unnecessary) is multiplied by the power modifier of a specified attack (rounded up to the nearest whole number). Refer to chapter 2 for allied attacks and chapter 8 for enemy attacks.
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5. RESISTANCES, ABILITIES, ETC. REVISION
Step 4's result is revised according to the following factors; if multiple factors are included, they are calculated in order as seen in the table below.
TABLE 3: DAMAGE REVISION FACTORS
--------------------------------
FACTORS COMMENTARY
Elemental type resistance An attack with an elemental type is revised according to the target's resistance; ×0.9 with 10% resistance, ×0.8 with 20% resistance, ×0.7 with 30% resistance, etc. (rounded up to the nearest whole number)
Rapid-fire resistance A rapid-fire attack is revised in the same way as an attack with an elemental type
Links, team attacks (*1), attractions Damage taken by allies is revised to ×0.25 (rounded up to the nearest whole number) when the actions specified to the left are active
Game mode (difficulty level) Revised according to the fixed modifier for each game mode (difficulty level) (→p. 670)
Abilities If the attacker and/or the target have equipped abilities that can change the amount of damage dealt, the attack is revised accordingly; the revision amount differs for each ability (→pp. 157–159)
*1: Except for Interceptor Wing in the Dark Baymax battle and Trinity Sled while sliding down the North Mountain and during the Frozen Slider mini-game.
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DETERMINING THE AMOUNT OF HP CURE-LINE MAGIC ETC. RECOVERS
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Base recovery amount + user's Magic
Determined individually for each magic spell and technique. Untargeted allies within range are healed for half the amount (except for Baymax's Care Spray).
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TABLE: GAME MODE DIFFERENCES
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GAME MODE DAMAGE DEALT DAMAGE TAKEN EXPERIENCE GAINED
Beginner ×1.25 ×0.5 ×1.25
Standard ×1 ×1 ×1
Proud ×1 ×1.5 ×1
Critical ×0.5 ×2 ×0.75
(Note: Critical damage modifiers are unconfirmed.)
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REPEL
IMPORTANT! When an attack is repelled, the targeted character assumes a defensive stance and/or flinches.
TYPICAL REPEL TRIGGERS
* Block an enemy's attack
* Mutual attacks from Sora (*1) and an enemy collide
* Sora's attack (*1) hits terrain
* Enemy blocks an attack (eg. a Large Body is attacked from the front; an Earth Core is attacked from behind)
*1: Only the first part of an Attack combo can hit something in this manner.
OUTCOMES AND ACTING UPON THEM ※[無敵]……動作中は無敵になる
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PATTERN A: FROM A DEFENSIVE STANCE TO A REPRISAL
TRIGGERS
* Repel a small-sized enemy's attack
* Repel a small-sized projectile
- See below for details
ASSUMING A DEFENSIVE STANCE
You can't take any other actions for a short while, but the guard continues for another 0.7 seconds (0.67 seconds in the air); in this situation, you can block attacks from all directions.
[Caption 1a: Sora blocks the Neoshadow's Aerial Rush] X button
REPRISAL (INVINCIBLE)
If the attacking enemy is within 12 metres of the player character, a reprisal prompt appears (when an appropriate ability is equipped), which can be used by pressing the X button.
[Caption 1b: Sora counterattacks the Neoshadow with Counter Slash] X button
FINAL BLOW (INVINCIBLE)
You can follow up a successful reprisal with Final Blow (if equipped) by pressing the X button immediately afterward.
[Caption 1c: Sora continues his counterattack with Final Blow]
PATTERN B: FROM A STAGGER TO A REPRISAL
TRIGGERS
* Repel a large-sized enemy's attack
* When mutual attacks collide
- See below for details
STAGGER
Your stance is broken, and attacks and guards are interrupted.
[Caption 2a: Sora defends himself from a Helmed Body] Circle button
RISK DODGE (INVINCIBLE)
Blocking certain staggering attacks gives you the opportunity to use (with the Circle button) a special evasion tactic called Risk Dodge (requires the Risk Dodge ability). There are four variants of Risk Dodge, dependent on the attack blocked.
[Caption 2b: Sora moves behind the Helmed Body with Risk Dodge] X button
RISK DODGE REPRISAL (INVINCIBLE)
If you press X while using Risk Dodge, you can counter with a Risk Dodge Reprisal. There are four variants of Risk Dodge Reprisals, dependent on Risk Dodge's behaviour.
[Caption 2c: Sora counterattacks with a Risk Dodge Reprisal]
CHECK THESE POINTS!
-------------------
* Certain projectiles can be reflected back at (and deal damage to) the enemy who fired them.
* 攻撃同士がぶつかり合ったときでも, 防御姿勢をとった場合ならreprisalは実行可能. 一方, 攻撃同士がぶつかり合ってよろめいた場合は, Risk Dodgeは行なえない
* Soraが習得するreprisalのabilityは3種類あるが, 一度にsetできるのはいずれかひとつのみ(set中のものを外さなければ, ほかのものはsetできない)
* Formchange(Keyblade変形)中の特殊なguard(Barrierなど)ではSoraがよろめくことがなく, reprisalも特殊なものになる
ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): REPEL EFFECT IS DETERMINED BY REPEL LEVEL
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A "repel level" is assigned to all actions that may cause a repel effect (see chapter 2 for ally attacks, and chapter 8 for enemy attacks). 弾き返しが起こったとき, 敵のactionのほうが弾きLVが高ければ操作characterはよろめき, そうでなければ防御姿勢をとるのだ. なお, 弾きLVを持たないactionでは, 弾き返しは起こらない.
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ENEMIES' SPECIAL TRAITS
強敵の多くは, damageを受けても平然と行動をつづけたり, こちらの攻撃を受けた直後に反撃したりする. そういったやっかいな性質に対処するためにも, それぞれの仕組みを知っておきたい.
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REACTION ENDURANCE VALUE
A VALUE THAT INDICATES WHETHER AN ENEMY, UPON TAKING DAMAGE, CAN CONTINUE ACTING WITHOUT FLINCHING
強いnormal敵や一部のboss敵は, 攻撃を少し受けたならひるんだり吹き飛んだりせずに行動する. これには, 敵が持つ[reaction endurance value]という画面に表示されない値が関係しており, 攻撃を受けたときにこの値が1以上残っていると, ひるむなどのreactionをとらないのだ.
[Caption 1a: Sora attacks a Mechanitaur] A Mechanitaur (reaction value 3) continues to act when struck by an Attack combo…
[Caption 1b: Sora attacks surrounding Mechanitaurs] …but continuous attacks will lower its reaction value to 0 and cause it to stagger.
REACTION VALUE MECHANICS
------------------------
* 敵が攻撃を受けると, その攻撃の[reaction value]のぶんreaction endurance valueが減り, 減ったあとの値が1以上ならreactionをとらず, zeroならreactionをとる. Reaction value can't be lowered below 0.
* Reaction value recovers by 1 per 10 seconds without being attacked.
* Reaction value recovers completely if any of the following conditions are met:
- Reaction value reaches 0; reactionが終わるか(*2); 10 seconds pass
- A counteraction is triggered (→p. 598).
*2: Reactionが少しひるむ程度だと, 回復しない場合もある
COLUMN PORTAL: まったくひるまない敵や一時的にひるまなくなる敵もいる
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The following enemies never flinch or otherwise react regardless of reaction value (barring special circumstances). Various other enemies do not react while attacking or in armoured mode. In such cases, you should block or dodge their attacks, and attack them from afar when possible.
NON-REACTING ENEMIES
* Darkside
* Rock Titan
* Demon Tower
* Demon Tide
* King of Toys
* Raging Vulture
* Lightning Angler
[Caption 3: Sora aims at the Raging Vulture] Raging Vulture becomes incapacitated when its HP reaches certain thresholds.
[Caption 4: Sora fights Saïx] Most Real Organization XIII members have a reaction value of 0, but don't flinch while attacking.
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COUNTERACTIONS
COUNTERATTACKS INSTANTLY AFTER NUMEROUS ATTACKS
When attacked by the party constantly, certain regular enemies (Dusk, Reaper, and Sorcerer) and about half the bosses will abruptly retaliate by warping away or using a certain technique; these counteractions activate when its revenge value rises above a certain level (typically 6–8). A typical full Attack combo-set accumulates about 3.5 revenge, so in such cases a counteraction is usually triggered during a second combo-set.
[Caption 1: Aqua attacks Vanitas with Magic Pulse → Vanitas attacks Aqua with Warp Downward Swing] An enemy whose accumulated revenge value exceeds a certain level counterattacks regardless of its current status; they will not flinch while doing so.
[Caption 2: Sora attacks the Dark Inferno with Stun Impact] Reprisal techniques and Triangle button techniques have a revenge value of 0.
REVENGE VALUE MECHANICS
-----------------------
* When an enemy is struck by an attack, it accumulates revenge value; when this value equals or exceeds the given value listed in its stat block, a counteraction is triggered.
* If any single given enemy continuously accumulates revenge value for 20 seconds, it uses a counteraction regardless of the accumulated value.
* If accumulated revenge value stays unchanged for 3 seconds (including attacks with a revenge value of 0), it quickly drops to 0.
* If an enemy attacks or uses a counteraction, its accumulated revenge value drops to 0.
ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): REVENGE VALUE IN NONSTANDARD SITUATIONS
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Usually, revenge value an enemy accumulates is determined by the attack it's struck by, but in some cases, it neither increases nor decreases. Against the enemies noted below, it's possible to delay a counteraction by using attacks that don't increase its revenge value.
[Caption 3: Sora casts Fire on Anti-Aqua] It's a good idea to reduce Anti-Aqua's revenge value by incorporating Firaga into a combo.
ENEMIES WITH NONSTANDARD REVENGE VALUE ACCUMULATION
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DUSK
* Attacks that aren't Physical-type don't increase revenge value.
REAPER
* After two counteractions, its revenge value doesn't increase for 20 seconds.
DEMON TOWER
* Blizzard-type attacks reduce its accumulated revenge value (*1).
ANTI-AQUA
* Fire-type attacks reduce her accumulated revenge value (*1).
LICH
* After two counteractions, its revenge value doesn't increase for 12 seconds.
* Dark-type and Neutral-type attacks don't increase revenge value.
* Specifically-typed attacks increase revenge value by 25% the normal value in certain areas (as noted below):
- Olympus and Monstropolis: Blizzard-type, Thunder-type, Water-type
- Toy Box: Blizzard-type, Water-type
- Kingdom of Corona and The Caribbean: Blizzard-type, Thunder-type
- Arendelle: Thunder-type, Water-type
*1: Reduced value is the same as the value indicated for that technique.
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ARMOURED MODE
WITHSTANDS ATTACKS AS LONG AS ITS ARMOUR HAS HP REMAINING
The enemies in Table 1 may transform into a special "armoured mode"; such enemies use the traits listed in Table 2, and neither stagger nor lose HP. Instead, attacks reduce armour HP; enemies revert to normal when armour HP reaches 0. Each attack deals a fixed amount of damage to armour HP regardless of its power modifier (1か2か3が多い). The attacks in Table 3 are effective at reducing armour HP quickly.
[Caption: Armoured Marshmallow's armour HP is displayed] An armoured enemy's HP gauge is that of the armour, not itself. Armour HPの量は敵ごとに異なるが(50か100が多い), の長さはその量に関係なく一定.
TABLE 1: ENEMIES WITH AN ARMOURED MODE
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* Satyr (in group formation / p. 610)
* Rock Troll (*2)
* Metal Troll
* Chief Puff
* Marshmallow
* Catastrochorus
*2: Lacks an armoured mode in Olympus and the Keyblade Graveyard.
(Editor's note: The Rock Troll in the Agora, not the pair in Battlegate 2.)
TABLE 2: ARMOURED MODE TRAITS
-----------------------------
* Armour absorbs HP damage from attacks; armoured mode ends when armour HP reaches 0.
* Doesn't flinch when attacked; reaction value doesn't decrease; attraction modifiers are unaffected.
* Armoured enemies have exclusive behavioural patterns.
* All armoured enemies (except Satyr and Chief Puff) revert to normal after a while, regardless of remaining armour HP.
* Chief Puff's armoured mode ends when it summons Puffballs.
TABLE 3: ATTACKS THAT RAPIDLY REDUCE ARMOUR HP
----------------------------------------------
ATTACK HP DAMAGE
Rapid-fire projectile attacks (eg. Double Arrowguns' Shoot combos) 1 each (high sum total; 38 or 46)
Magic combos and grand magic while in Artillery Style 10 each (grand magic 50)
Non-Donald team attacks, attractions or Link finishers By attack (typically 50)
* Using an Aero-type attack on a Chief Puff and the special team attack Tree Whip on Marshmallow instantly destroys their armour.
****************************************************************************************************
GUARD
SOME ENEMIES CAN BLOCK ATTACKS WITH THEIR WEAPON OR CERTAIN BODY PARTS
Enemies whose bodies are covered with a hardened carapace or who use large, heavy weapons can block certain attacks using such parts or objects; the table below details these traits.
[Caption: Sora attacks a Spiked Turtletoad to no effect] When using Physical-type attacks, aim for unguarded areas.
ENEMY GUARD DETAILS
-------------------
ENEMY GUARDED AREAS ATTACKS BLOCKED
Earth Core (*3) Back, sides Physical, Dark, and Neutral-type attacks
Large Body Abdomen Physical-type attacks
Helmed Body Abdomen Physical-type attacks
Berserker Held weapon All attacks that don't pierce guards
Spiked Turtletoad Shell on back All attacks that don't pierce guards
* Spiked Turtletoad can't guard while staggered.
*3: When using attacks other than Sand Travel, its entire body is guarded and it blocks all attacks that are not Fire, Blizzard or Thunder-type.
****************************************************************************************************
FRIENDLY FIRE
SOME ENEMY ATTACKS CAN AFFECT OTHER ENEMIES
Some enemy attacks affect not only the player's party, but also other enemies; they won't hurt each other, but smaller enemies (such as Shadows) may be blown back. ちなみに, 同士討ちを起こす攻撃とほかの敵の攻撃がぶつかったときでも弾き返しは起こる.
[Caption: A Soldier is knocked back by a Rock Troll's Face Tackle] 大きな敵がくり出す攻撃や, 身体ごとぶつかる動作の攻撃の多くは, ほかの敵にも当たる.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SHADOW
These shifty shades skulk around, then strike out of the blue. Stay locked on to make sure they don't give you the slip.
They're immune to normal attacks when they dive beneath the surface, but a splash of Water magic will yank them out of hiding in a hurry!
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×0.6
- Keyblade Graveyard and Demon Tower cast-offs: ×0.2
EXP modifier:
- Normal: ×0.5
- Keyblade Graveyard: ×0.2
- Station of Awakening and Demon Tower cast-offs: ×0
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Writhing Shard (8%)
* Writhing Stone (4%)
Battlegate:
* HP prize [1] ×2
* Munny [1] ×3
* Writhing Shard (8%)
* Writhing Stone (4%)
Demon Tower cast-offs:
* HP prize [5] ×2
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 18 HP, 4/3/3 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 38 HP, 34/27/21 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 48 HP, 59/47/36 EXP, 44 Strength, 22 Defense (OL4)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4)
* Thebes / Gardens (OL1; optional event [rescue])
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4 [post-clear, post-Water Core event])
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1, OL2, OL3, OL4)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)
TWILIGHT TOWN
Level 10, 25 HP, 10/8/6 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 31 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 40 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / Underground Conduit (TT1, TT2, TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)
TOY BOX
Level 12, 27 HP, 13/10/8 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 31 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 40 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 49 HP, 67/53/40 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)
KINGDOM OF CORONA
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 34 HP, 24/19/15 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 43 HP, 45/36/27 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 52 HP, 74/59/45 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)
MONSTROPOLIS
Level 60, 27 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Tank Yard (Battlegate 8; Demon Tower cast-offs)
SAN FRANSOKYO
Level 38, 57 HP, 92/73/55 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 61 HP, 112/89/67 EXP, 55 Strength, 28 Defense (SF2)
* The Bridge
* The City / South District: Day (SF1 [pre-Catastrochorus])
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
DARK WORLD
Level 50, 32 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (Demon Tower cast-offs)
KEYBLADE GRAVEYARD
Level 42, 20 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
Level 50, 70 HP, 155/124/93 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Badlands (KG1; event; spawns infinitely)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)
THE FINAL WORLD
Level 1, 14 HP, 0 EXP, 16 Strength, 8 Defense (FW1)
Level 42, 61 HP, 112/89/67 EXP, 55 Strength, 28 Defense (FW2)
* Station of Awakening (FW1; event)
* Olympus: Realm of the Gods / Courtyard (FW2; spawns infinitely)
* Olympus: Realm of the Gods / Corridors (FW2; spawns infinitely)
SCALA AD CAELUM [DLC]
Level 50, 70 HP, 155/124/93 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
SCALA AD CAELUM [DLC]
Level 50, 1400 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; event [Kairi's heart fragment])
TECHNIQUES
----------
LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Lunges with left hand.
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand while advancing forward.
JUMP SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps lightly and scratches with both hands.
CHARACTERISTICS
---------------
* Launches attacks after prowling around or temporarily retreating from an opponent.
* May melt into the ground and move around within (does not do this in the Keyblade Graveyard's Badlands). In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
NEOSHADOW
These souped-up Shadows hit hard and fast with their jump attacks; if they're in the air, better get out of there.
Once they melt into the ground, they're beyond the reach of most attacks, but that's nothing a little Water magic can't fix. Fight puddles with puddles!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0.7
- Water: ×1
- Aero: ×1
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Focus prize [5] ×2
* Writhing Stone (8%)
* Wellspring Stone (8%)
* Writhing Gem (4%)
Battlegate:
* HP prize [1] ×3
* Munny [10] ×4
* Writhing Stone (8%)
* Wellspring Stone (8%)
* Writhing Gem (4%)
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
* The Neighborhood / The Old Mansion (TT1; event)
SAN FRANSOKYO
Level 38, 142 HP, 274/219/165 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Night (SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2)
KEYBLADE GRAVEYARD
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)
THE FINAL WORLD
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (FW2)
* Olympus: Realm of the Gods / Courtyard (FW2; spawns infinitely)
* Olympus: Realm of the Gods / Corridors (FW2; spawns infinitely)
* San Fransokyo: The City / Central District: Night (FW2; optional event; summoned by Lich)
SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1.2
Guard: Yes (repel)
Repel level: 2
Description: Scratches with both hands.
FALLING SCRATCH
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps high, swoops, and scratches with both hands.
AERIAL RUSH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Curls its body and rams opponents from a low altitude.
SHADOW-OUT
-Emergence-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Sideways spin-
Type: Physical
Power modifier: ×0.65
Guard: Yes (negate)
Repel level: 2
Description: Melts into the ground and approaches opponents, then jumps out and drops down while spinning sideways.
CHARACTERISTICS
---------------
* 相手との間合いが近ければ歩いて, 遠ければ走って移動し, その合間に攻撃をくり出す
* 遠くから一気に近寄るときや, 遠くヘすばやく逃げるとき, Shadow-Outで近寄るときは, 地面に溶けこんで移動する. In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
FLUTTERING
Your best bet against these feather-flinging dive-bombers is a blast of magic to keep them still just long enough to lay down some hits.
If they drop to the floor, get ready for a nasty spinning charge attack. Jump over it and watch them go sailing past.
Keep an eye on the sky when you're out and about; they like to perch on tree branches and other high spots to get the drop on prey.
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×1
- Keyblade Graveyard: ×0.33
EXP modifier:
- Normal: ×1
- Keyblade Graveyard: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×3
* Focus prize [5] ×1
* Writhing Shard (8%)
* Writhing Stone (4%)
* Writhing Gem (4%)
Battlegate:
* MP prize [3] ×3
* Munny [5] ×3
* Writhing Shard (8%)
* Writhing Stone (4%)
* Writhing Gem (4%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Tower/Hills transitional zone (KC1, KC2, KC3, KC4)
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Basement (MON1, MON2, MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1; event)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1 [pre-clear])
KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Badlands (KG1; event; spawns infinitely)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)
THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Kingdom of Corona: The Forest / Marsh (FW2; optional event; summoned by Lich; may also spawn randomly)
TECHNIQUES
----------
FEATHER FLING
Type: Dark
Power modifier: ×0.65 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires shining feathers forward in three directions.
AERIAL CHARGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Poses with wings and rams opponents.
SPIN RUSH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: 地面に着地し, 翼で身体を覆った姿勢でコマのように回転しつつ蛇行して進む
CHARACTERISTICS
---------------
* Attacks after flying away a short distance from opponents.
* Hangs onto tree branches and ceilings in certain locations; it drops down and begins to act when an opponent draws near.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
FLAME CORE
Make snuffing out these flame-flinging fiends a top priority, or you're toast! And whoever said to fight fire with fire never met these things; your red-hot spells won't even tickle.
When in danger, they'll burst into flames and really bring the heat. Douse them with a well-aimed Water or Blizzard spell to chill them out, then finish the job.
BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0
- Blizzard: ×2
- Thunder: ×1
- Water: ×2
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Immune
- Stun: Immune
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* MP prize [5] ×2
* Blazing Shard (15%)
* Blazing Stone (10%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / Agora (OL1; event)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Thebes / Gardens (OL1; event)
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1; event)
* Realm of the Gods / Courtyard (Battlegate 1)
MONSTROPOLIS
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 152 HP, 205/164/123 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 182 HP, 328/262/197 EXP, 50 Strength, 25 Defense (MON3)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Tank Yard (Battlegate 8)
SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
FIRE BLOW
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Breathes loosely homing flames.
Status effect: Burn (50%/2 seconds)
FIRE THROW
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches homing fireballs in three directions.
RUSH
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Flies around at high speed for about 15 seconds. その途中で, 一度だけ相手にぶつかりに行く
METEOR ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: After rising, it swoops downward diagonally.
CHARACTERISTICS
---------------
* Uses Fire Throw immediately after appearing and before doing anything else, then flies around slowly, using Fire Blow and Fire Throw.
* Can ignite itself once per battle when reduced below 50% HP; while so ignited, it continuously uses Rush and Meteor Attack, and reverts to normal when struck by a Blizzard-type or Water-type attack.
* Releases steam and does nothing for 3 seconds when struck by a Water-type attack.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
WATER CORE
Hit these sopping scoundrels while they're coated in water and they'll only teleport away. That's your cue to being the magical heat; a Fire spell will evaporate that shield in no time.
Don't get caught out in their rain, or you'll come down with the extremely annoying cloud status.
BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×2
- Blizzard: ×1
- Thunder: ×0.5
- Water: ×0
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Munny [1] ×3
* Soothing Shard (15%)
* Soothing Stone (10%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4; optional event [river])
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4; optional event [waterfall])
* Realm of the Gods / Courtyard (Battlegate 1)
KINGDOM OF CORONA
Level 14, 98 HP, 62/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 114 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-clear], KC2, KC3, KC4)
* The Forest / Wetlands (KC1 [post-clear], KC2, KC3, KC4)
MONSTROPOLIS
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 152 HP, 205/164/123 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 182 HP, 328/262/197 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1 [post-clear], MON2, MON3)
THE CARIBBEAN
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 198 HP, 403/322/242 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Undersea Cavern (CB1, CB2; underwater)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Confinement Island (CB1, CB2; optional event [treasure chest])
* The High Seas / Ship's End (CB1, CB2; underwater)
* The High Seas / Sandbar Isle (CB1, CB2; underwater)
* Port Royal / Docks (CB1, CB2; underwater)
* Port Royal / Seaport (CB1, CB2; underwater)
* Port Royal / Settlement (CB1, CB2)
SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
WAVE ATTACK
Type: Water
Power modifier: ×1.2
Guard: Yes (repel)
Repel level: 2
Description: Transforms into a stream of water and charges.
WATER SHOT
Type: Water
Power modifier: ×0.6 per hit
Guard: Yes (negate)
Repel level: 2
Description: Launches six loosely homing water projectiles.
WATER UPPER
Type: Water
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Raises a water pillar directly beneath an opponent.
CLOUD DROP
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Moves forward and sends down rain while upside-down.
Status effect: Cloud (100%/20 seconds)
CHARACTERISTICS
---------------
* After flying around, it uses Wave Attack or coats itself in water; while so coated, it launches an attack, after which the coat disappears.
* While coated in water, it dodges most attacks by warping. Fire-type attacks penetrate and destroy the shield and cause the Water Core to do nothing for 5 seconds.
* Invincible to everything except Fire-type attacks while in a Wave Attack-induced water stream state.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
EARTH CORE
If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic!
When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.
BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Focus prize [5] ×1
* Pulsing Shard (15%)
* Pulsing Stone (10%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
* Mount Olympus / Cliff Ascent (OL1 [post-clear], OL2, OL3, OL4 / OL1, OL2, OL3, OL4; optional event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)
KINGDOM OF CORONA
Level 14, 98 HP, 62/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 114 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)
THE CARIBBEAN
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 198 HP, 403/322/242 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 10)
* Davy Jones' Locker (CB1; optional event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Horseshoe Island (CB1, CB2)
TECHNIQUES
----------
DRILL ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 3
Description: Leaps and spins like a drill.
Status effect: Stun (40%/6 seconds)
SPIN LINER
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate)
Repel level: 2
Description: Buries its head in the ground and moves around while spinning sideways.
Status effect: Stun (25%/6 seconds)
SAND TRAVEL
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Turns into sand, circles around opponents at high speed and/or collides into them, then leaps out and bites at opponents.
CHARACTERISTICS
---------------
* Moves around, keeping some distance from opponents, then attacks.
* Automatically blocks Physical, Dark, and Neutral-type from behind (unless staggered).
* When using Drill Attack or Spin Liner, it automatically blocks all attacks that aren't Fire, Blizzard, or Thunder-type.
* Invincible to Physical-type attacks while using Sand Travel.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
EARTH CORE (TOWER)
If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic!
When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.
BASE STATS
----------
Classification: Heartless
HP modifier: ×10
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Vulnerable
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 15
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Focus prize [5] ×3
* Hungry Shard (12%)
* Hungry Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 300 HP, 27/21/16 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 490 HP, 110/88/66 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 640 HP, 233/186/140 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 800 HP, 408/326/245 EXP, 44 Strength, 22 Defense (OL4)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1, OL2, OL3, OL4; optional event)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
THE CARIBBEAN
Level 34, 870 HP, 517/413/310 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 990 HP, 705/564/423 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 1370 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Horseshoe Island (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)
TECHNIQUES
----------
ROCK SPIT
-Headbutt-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Rocks-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spits out five rocks from its mouth with lunging headbutts; the rocks fall in a parabolic pattern.
SAND DIVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Dives underground and emerges from sandy soil nearby, launching opponents in its way.
CHARACTERISTICS
---------------
* Uses Rock Spit while spinning on the spot.
* May move elsewhere using Sand Dive if it's in a large area; it is invincible while doing so.
* Goofy Bombardier instantly defeats it.
COLUMN PORTAL: EARTH CORE TRANSFORMS INTO TOWER
-----------------------------------------------
The four Earth Cores that appear alongside the Earth Core (Tower) in Olympus: Mount Olympus / Cliff Ascent (near the Zeus statue) share a special trait: if 20 seconds pass after defeating the Earth Core (Tower), one Earth Core will transform into such.
[Caption 1a: Earth Core dives underground] If the above conditions are met, one Earth Core leaps backward [?] and dives underground; it is invincible while doing so.
[Caption 1b: Earth Core (Tower) emerges from the ground] Immediately afterward, it becomes an Earth Core (Tower) and emerges from below; it will not revert to its previous state.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SOLDIER
As threats go, these aren't all that threatening, but that's no reason to be reckless.
Just be careful not to get surrounded. Focus on taking them down one by one!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×3
* Munny [1] ×2
* Pulsing Shard (8%)
* Lightning Shard (8%)
* Wellspring Shard (4%)
In battles where Boo must be made to laugh:
* MP prize [3] ×3
* Munny [1] ×2
* Pulsing Shard (8%)
* Pulsing Stone (4%)
* Wellspring Shard (4%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 64 HP, 67/53/40 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 2)
* Thebes / Agora (OL1; event [Rock Troll battle])
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4) / OL1; optional event [rescue])
* Thebes / Gardens (OL1; optional event [rescue])
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Apex (Battlegate 2; spawns infinitely)
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Door Vault / Upper Level (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; event)
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District: Night (SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand.
COMBO LUNGE
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Grabs enemy with right hand and strikes with left hand.
AERIAL WHIRLWIND KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps straight overhead and launches a swooping kick.
DASH KICK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Glows, then jumps and swings legs.
CHARACTERISTICS
---------------
* Attacks after running around carelessly.
* Staggers if Scratch or Combo Lunge are blocked.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
HIGH SOLDIER
These are more or less just like vanilla Soldiers, except way angrier.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×3
* Munny [1] ×2
* Wellspring Gem (8%)
* Wellspring Crystal (12%)
* Blazing Crystal (4%)
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; event)
* The City / South District: Night (SF1, SF2)
* The City / Central District (Battlegate 12)
* The City / North District: Night (SF1, SF2)
TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand.
COMBO LUNGE
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Grabs enemy with right hand and strikes with left hand.
AERIAL WHIRLWIND KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps straight overhead and launches a swooping kick.
DASH KICK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Glows, then jumps and swings legs.
CHARACTERISTICS
---------------
* Attacks after running around carelessly; it's more aggressive than a Soldier.
* Staggers if Scratch or Combo Lunge are blocked.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
AIR SOLDIER
A Soldier in flight is no cause for fright; just watch for that charging attack and you'll be all right.
When they fly out of walloping range, a blast of magic will do the trick.
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×1
- Keyblade Graveyard: ×0.33
EXP modifier:
- Normal: ×1
- Keyblade Graveyard: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Lucid Shard (12%)
* Lucid Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 64 HP, 67/53/40 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4 / OL1; optional event [rescue])
* Thebes / The Big Olive (OL1 [pre-clear] / OL1; optional event [rescue])
* Thebes / Alleyway (OL1; event)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1, OL2, OL3, OL4)
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Cloud Ridge (OL1, OL2, OL3, OL4)
KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
TECHNIQUES
----------
KNUCKLE HAMMER
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Crosses arms and swings them downward.
LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Approaches closely and punches right hand upward.
AXE KICK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Somersaults forward and swings leg downward.
SAVATE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings leg sideways and kicks.
(Note: Savate is a French martial art/combat sport commonly called "French kickboxing".)
TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Rams opponents with both arms outstretched.
CHARACTERISTICS
---------------
* Attacks after flying away a short distance from opponents.
* In certain areas of Olympus: Realm of the Gods and in Battlegate 1, it appears clutching a Bizarre Archer in its feet; it continues to fly around until attacked and forced to drop the Bizarre Archer.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LARGE BODY
Don't get bodychecked by these oversized oafs, and watch out for the shock waves when they come down from a jump. Their jelly bellies will bounce any frontal attacks, so circle round to the rear before slashing away. Magic works, too.
Get on their nerves, and they'll turn red and charge at you. A Blizzard spell ought to cool them off.
BASE STATS
----------
Classification: Heartless
HP modifier: ×3.5
EXP modifier: ×2.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Munny [10] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)
Battle immediately after entering Olympus for the first time and arriving at Mount Olympus:
* HP prize [5] ×2
* Munny [10] ×2
* Potion (100%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 105 HP, 19/15/12 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 171 HP, 79/63/48 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 224 HP, 167/133/100 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 280 HP, 292/233/175 EXP, 44 Strength, 22 Defense (OL4)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4 [post-Water Core event])
* Mount Olympus / Cliff Ascent (OL1; event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)
TWILIGHT TOWN
Level 10, 147 HP, 48/38/29 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 185 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)
TOY BOX
Level 12, 157 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 185 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 290 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)
MONSTROPOLIS
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 266 HP, 257/205/154 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 318 HP, 410/328/246 EXP, 50 Strength, 25 Defense (MON3)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)
THE CARIBBEAN
Level 34, 304 HP, 369/295/222 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 346 HP, 504/403/303 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 479 HP, 999/883/663 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Port Royal Waters (CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)
THE FINAL WORLD
Level 42, 357 HP, 554/443/333 EXP, 55 Strength, 28 Defense (FW2)
* Monstropolis: Monsters, Inc. / Lobby & Offices (FW2; optional event; summoned by Lich)
(If summoned, you MUST defeat the Large Bodies, but it's possible to drain all of the Lich's HP before it can do so.)
TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Swings both arms left-and-right.
CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes its belly and rams opponents.
JUMPING SHOCK WAVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Jumps and generates a shock wave upon landing.
BODY ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Slides along the ground on its belly, hitting anything in its way; flinches if it hits a wall.
CHARACTERISTICS
---------------
* Attacks after walking around and approaching opponents.
* In some areas, it uses Body Attack as it spawns.
* Its abdomen automatically blocks Physical-type attacks (unless staggered or when using certain attacks).
* When reduced below 40% HP, it becomes enraged (signified by turning red) and uses Charge repeatedly; this can be stopped by freezing it.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
HELMED BODY
Basically your garden-variety Large Body…if your garden is full of extra-aggressive monsters (which would raise more questions than it answers, really).
BASE STATS
----------
Classification: Heartless
HP modifier: ×3.5
EXP modifier: ×2.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Munny [10] ×2
* Writhing Gem (8%)
* Wellspring Crystal (4%)
* Pulsing Crystal (4%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 252 HP, 223/178/134 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 280 HP, 292/233/175 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 332 HP, 457/365/274 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1 [post-clear], AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1 [post-clear], AR2, AR3)
SAN FRANSOKYO
Level 60, 479 HP, 999/883/663 EXP, 73 Strength, 37 Defense (Battlegate 11)
* The City / North District (Battlegate 11; transported to The Bridge)
SCALA AD CAELUM [DLC]
Level 50, 413 HP, 773/618/464 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Swings both arms left-and-right.
CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes its belly and rams opponents.
JUMPING SHOCK WAVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Jumps and generates a shock wave upon landing.
BODY ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Slides along the ground on its belly, hitting anything in its way; flinches if it hits a wall.
CHARACTERISTICS
---------------
* Attacks after walking around and approaching opponents; it's more aggressive than a Large Body.
* In some areas, it uses Body Attack as it appears.
* Its abdomen automatically blocks Physical-type attacks (unless staggered).
* When reduced below 40% HP, it becomes enraged (signified by turning red) and uses Charge repeatedly; this can be stopped by freezing it.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
VERMILION SAMBA
These fiery fliers come to a midair halt and conjure up a sigil before they launch flaming badness at you. Use that opportunity to strike!
When they do start dishing out the rapid-fire spells, keep a cool head and dodge out of the way.
Nothing rains of their parade quite like a cool sip of Water magic. If you've got the MP to spare, go ahead and make a splash!
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×1
- Rail slide: ×0.1
EXP modifier:
- Normal: ×1
- Rail slide: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0
- Blizzard: ×1
- Thunder: ×1
- Water: ×1.5
- Aero: ×0.7
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×1
* Focus prize [3] ×3
* Blazing Stone (12%)
* Blazing Gem (6%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 3 HP, 3/2/2 EXP, 19 Strength, 9 Defense (OL1; rail slide)
Level 14, 4 HP, 7/5/4 EXP, 29 Strength, 14 Defense (OL2; rail slide)
Level 22, 6 HP, 14/11/9 EXP, 36 Strength, 18 Defense (OL3; rail slide)
Level 30, 8 HP, 24/19/15 EXP, 44 Strength, 22 Defense (OL4; rail slide)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4; rail slide)
TWILIGHT TOWN
Level 10, 42 HP, 19/15/12 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)
KEYBLADE GRAVEYARD
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; spawns infinitely)
TECHNIQUES
----------
FIRE MAGNUM
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots fire forward in five directions.
FIRE STRIKE
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Rams opponents while its sigil burns.
CHARACTERISTICS
---------------
* Summons a red circular sigil behind itself after flying around and swinging its head left-and-right. When the sigil appears, it launches an attack, after which the sigil vanishes.
* Its sigil vanishes if frozen or struck by Water-type attacks.
* Has special traits on special rail slides (see below).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MARINE RUMBA
These watery wizards swim through the air with the grace of the majestic trout. Before casting magic, they'll come to a stop and summon spheres of water, leaving themselves open to attack.
Think fast if they do start conjuring, because the speed of their spells is no joke!
Nothing dries them up faster than a zap of Thunder magic. If you've got the MP to spare, use it to give 'em a thousand-volt jolt!
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×1
- Rail slide: ×0.1
EXP modifier:
- Normal: ×1
- Rail slide: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×0
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×1
* Focus prize [3] ×3
* Soothing Stone (12%)
* Soothing Gem (6%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
* The Forest / Tower (KC1; event)
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
Level 26, 7 HP, 19/15/12 EXP, 40 Strength, 20 Defense (AR1; rail slide)
Level 30, 8 HP, 24/19/15 EXP, 44 Strength, 22 Defense (AR2; rail slide)
Level 38, 9 HP, 38/30/23 EXP, 52 Strength, 26 Defense (AR3; rail slide)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [pre-clear])
* The North Mountain / Snowfield (AR1 [pre-clear])
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3; rail slide)
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Ship's End (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)
SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
WATER VULCAN
Type: Water
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots its water spheres forward in three directions.
WATER SNIPE
Type: Water
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Merges its three water spheres and fires the resulting sphere forward.
CHARACTERISTICS
---------------
* After flying around slowly, three water spheres surround it. When the water spheres appear, it launches an attack, after which the spheres vanish.
* Its water spheres vanish if frozen or struck by Thunder-type attacks.
* Has special traits on special rail slides (see below).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GOLD BEAT
These electrical enemies zip through the air and zap you. They have to stop and conjure up a sigil before they can rain lightning down on you, so take that chance to exact brutal prevenge.
Their rapid-fire thunderstorm will electrify you if it connects, so watch for the tell and don't get too close.
Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales!
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×1
- Rail slide: ×0.1
EXP modifier:
- Normal: ×1
- Rail slide: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0
- Water: ×0.7
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Immune
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* Focus prize [5] ×1
* Munny [1] ×4
* Lightning Stone (12%)
* Lightning Gem (6%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1 [post-clear], AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Foothills (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1 [pre-clear])
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Ship's End (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Dockside Path (CB1, CB2)
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; optional event [Catastrochorus])
KEYBLADE GRAVEYARD
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; spawns infinitely)
TECHNIQUES
----------
THUNDER SHOT
-Orbs-
Type: Thunder
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: 1
-Electric discharge-
Type: Thunder
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Scatters many lightning orbs forward; if one hits the ground or a wall, it discharges electricity and vanishes.
Status effect: Electrify (100%/10 seconds; orbs)
THUNDER WHIP
Type: Thunder
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Transforms its sigil into two whips and swings them.
CHARACTERISTICS
---------------
* Summons a yellow circular sigil behind itself after flying in a zig-zag motion. While the sigil is active, it can use any of its attacks; the sigil only vanishes after using Thunder Shot.
* Its sigil vanishes if frozen or struck by Aero-type attacks.
* Has special traits on special rail slides (see below).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MALACHITE BOLERO
These blustery baddies dance and whirl on the wind, but can't use magic without stopping to summon their sigil first. That's your cue to blow 'em away.
If you see wind gathering at your feet, move away—fast. Unless you like getting swept up in a tornado, that is.
Nothing freezes them in their tracks quite like Blizzard magic. If you've got the MP to spare, use it to put them on ice!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×0.7
- Water: ×1
- Aero: ×0
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* Focus prize [3] ×3
* Focus prize [5] ×1
* Lucid Stone (12%)
* Lucid Gem (6%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (KC1 [post-clear], KC2, KC3, KC4 / KC1; event / KC1; optional event [rabbits])
* The Forest / Hills (Battlegate 7)
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Dockside Path (CB1, CB2)
SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
AERO CUTTER
Type: Aero
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires three wind blades in succession; these wind blades move in an arc.
AERO STORM
Type: Aero
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a tornado centred at the target's location; the tornado disappears after chasing the target for a short while.
CHARACTERISTICS
---------------
* After flying around in circles, three crescent-shaped magic circles surround it. When the magic circles appear, it launches an attack, after which the circles vanish.
* Its magic circles vanish if struck by Blizzard-type attacks.
COLUMN PORTAL: BEHAVIOURAL DIFFERENCES WHEN ATTACKING SORA ON SPECIAL RAIL SLIDES
---------------------------------------------------------------------------------
Vermilion Sambas, Marine Rumbas and Gold Beats with the special traits listed below appear whenever Sora travels on certain special rail slides. Prize boxes dropped during special rail slides are automatically drawn to Sora for reliable collection.
SPECIAL RAIL SLIDE DIFFERENCES
* HP modifier: ×0.1
* EXP modifier: ×0.2
* Only drops prize boxes.
* Attraction markers do not appear.
* Vermilion Sambas immediately conjure a sigil and attack with Fire Strike.
* Marine Rumbas immediately conjure water spheres and attack with Water Snipe.
* Gold Beats immediately conjure a sigil, fly around for a short while, then use Thunder Shot.
[Caption: A swarm of Vermilion Sambas attack Sora in Olympus with Fire Strike] Vermilion Sambas and Marine Rumbas (but not Gold Beats) attack immediately after appearing.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
POPCAT
Keep your wits about you when walking past pottery; you never know when it might sprout fuzzy limbs and attack!
Once these scaredy-cats show themselves, they'll start running around like crazy. If you try to create some distance, they'll huck smaller pots your way, but a well-timed block will return those to sender.
Popcats are top-heavy and prone to face-planting. When they stumble, make sure it's the last trip they take.
Vitality: Smash these green Popcats to get at the bounty of HP prizes inside. Refreshing!
Magic: Smash these blue Popcats to get at the bounty of MP prizes inside. Energizing!
Focus: Smash these red Popcats to get at the bounty of Focus prizes inside. Invigorating!
Munny: Smash these gold Popcats to get at the mountain of munnies inside. Score!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
Popcat:
* Hungry Shard (8%)
* Hungry Stone (4%)
Vitality Popcat:
* HP prize [1] ×4
* HP prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)
Magic Popcat:
* MP prize [3] ×4
* MP prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)
Focus Popcat:
* Focus prize [3] ×4
* Focus prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)
Munny Popcat:
* Munny [1] ×4
* Munny [10] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
* Thebes / Overlook (OL1 [pre-clear]; Popcat)
* Thebes / The Big Olive (OL1 [pre-clear]; Popcat)
TWILIGHT TOWN
Level 10, 42 HP, 23/18/14 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / Underground Conduit (TT1, TT2, TT3; Munny)
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Video Games (TB1, TB2, TB3, TB4; Vitality, Magic, Focus, Munny)
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1, KC2, KC3, KC4; Munny)
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Gorge (AR1, AR2, AR3; all)
* The North Mountain / Snowfield (AR1 [pre-clear]; Munny)
* The Labyrinth of Ice / Lower Tier/Middle Tier transitional zone (AR1, AR2, AR3; Focus, Munny)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3; Popcat, Vitality, Magic [pre-clear], Munny)
* The Labyrinth of Ice / Upper Tier (AR1, AR2, AR3; Vitality, Magic, Focus, Munny)
SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC; Vitality, Magic, Focus)
TECHNIQUES
----------
POT SHAKE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings closed-lid pot sideways.
GIANT CLAW SCRATCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Leaps and scratches with both hands.
SMALL POT BOMB
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Hurls small pots (which move in a curved arc).
Status effect: Sneeze (50%/15 seconds)
CHARACTERISTICS
---------------
* Trips after running around; may or may not attack when it gets up.
* Disguises itself as a pot and lies in wait in certain areas; if an opponent passes by, it uses Giant Claw Scratch and proceeds to act normally.
COLUMN PORTAL: THE FOUR VARIETIES OF POPCAT
-------------------------------------------
Listed below are the various Popcat subspecies. Their techniques and behaviour are the same as the standard Popcat, but their body colour and dropped prizes differ depending on the type.
* Vitality Popcat
* Magic Popcat
* Focus Popcat
* Munny Popcat
[Caption: A swarm of various Popcat subspecies appear in the Toy Box]
(Relevant info incorporated in the sections above.)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
BIZARRE ARCHER
Archers that shoot arrows from their bows. Sound obvious? Well, that's honestly all there is to 'em.
They pose little threat to you alone, but in packs, they're a problem. Return fire from afar with magic, or close the distance and introduce them to your Keyblade.
They'll sometimes team up with Air Soldiers. Maybe they're buddies?
BASE STATS
----------
Classification: Heartless
HP modifier: ×0.8
EXP modifier: ×0.75
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×2
* Munny [1] ×2
* Blazing Shard (8%)
* Lightning Shard (8%)
* Wellspring Shard (4%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 24 HP, 7/5/4 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 39 HP, 24/19/15 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 51 HP, 50/40/30 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 64 HP, 88/70/53 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 109 HP, 332/265/199 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / The Big Olive (OL1 [pre-clear])
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Cloud Ridge (OL1, OL2, OL3, OL4)
TWILIGHT TOWN
Level 10, 33 HP, 15/12/9 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 42 HP, 29/23/18 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 54 HP, 59/47/36 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)
KINGDOM OF CORONA
Level 14, 39 HP, 24/19/15 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 45 HP, 35/28/21 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 57 HP, 68/54/41 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 69 HP, 112/89/67 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event / KC1 [post-festival, pre-clear])
* The Forest / Wetlands (KC1, KC2, KC3, KC4)
TECHNIQUES
----------
SHOOT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Fires a single arrow (which moves in a curved arc).
CHARACTERISTICS
---------------
* Uses Shoot after changing direction/orienting itself. If an opponent approaches closely, it may instead run away or wander around idly between attacks.
* If carried by an Air Soldier, it [continuously?] uses Shoot until the Air Soldier is defeated and forced to drop it.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ROCK TROLL
Think this massive, musclebound monster's a slowpoke? Think again. Think it's no big deal when it stops swinging around that huge axe and wears it as a mask? Think again…AGAIN!
Just keep swinging. You may not be able to damage the big buy while he's masked, but you can break his fancy face.
BASE STATS
----------
Classification: Heartless
HP modifier:
- Normal: ×24
- Keyblade Graveyard: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 15
- Revenge value: —
- Attraction modifier: ×0.4
- Base damage upper limit: 24
REWARDS
-------
* HP prize [5] ×4
* Munny [10] ×3
* Wellspring Stone (30%)
* Wellspring Gem (20%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 720 HP, 27/21/16 EXP, 19 Strength, 9 Defense (OL1)
Level 60, 3288 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 2)
* Thebes / Agora (OL1; event)
* Realm of the Gods / Apex (Battlegate 2)
ARENDELLE
Level 26, 1728 HP, 312/249/187 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Gorge (AR1; event)
KEYBLADE GRAVEYARD
Level 42, 816 HP, 775/620/465 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings left arm sideways.
TRAMPLE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Steps firmly on the ground and scatters rocks.
NORMAL MODE
COMBO SWEEP
Type: Physical
Power modifier: ×1 + ×2
Guard:
- Swing to left: Yes (negate)
- Swing to right: Yes (negate; Risk Dodge)
Repel level:
- Swing to left: 2
- Swing to right: 3
Description: Swings its axe left-and-right.
DOWNWARD SWING
-Axe-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rock-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Slams axe into the ground ahead of it, causing rocks to burst out. If near an opponent, it jumps back before using this attack.
SPINNING ROCK SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins on its grounded axe like a top, scattering small rocks around it from the mouth of its mask.
WEARING MASK
FACE TACKLE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Pushes its face forward and rams opponents.
FRONTAL ROCK SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Shoots six large rocks from the mouth of its mask.
CHARACTERISTICS
---------------
* Every 50 seconds, it can turn its axe into a face-worn mask and vice versa (it does not do this in Olympus or the Keyblade Graveyard); when worn, it enters armoured mode (initial value: 100), the techniques it uses change (see above), and it can move around while using Trample.
* It uses/can use any of Sweep, Combo Sweep or Frontal Rock Shot in tandem with Trample.
* Its reaction value doesn't decrease if anything other than its face is attacked.
[Caption: A masked Rock Troll glows] Wearing a mask.
(Note: By "Olympus", they probably mean the mandatory fight, not the Battlegate.)
COLUMN PORTAL: ROCK TROLL'S MASK BREAKS WHEN DAMAGED
----------------------------------------------------
A Rock Troll's mask (when worn) breaks bit by bit as its armour HP decreases. When its armour HP is reduced to 0, the mask is completely broken and removed, and its actions change as seen below; furthermore, it cannot reactivate armoured mode.
CHANGES AFTER ITS MASK IS COMPLETELY BROKEN
* Does not re-equip mask.
* Attacks occasionally.
* Stops using Spinning Rock Shot and Downward Swing.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
METAL TROLL
Imagine a Rock Troll that's always hangry. Yep, that's this guy.
BASE STATS
----------
Classification: Heartless
HP modifier: ×24
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 15
- Revenge value: —
- Attraction modifier: ×0.4
- Base damage upper limit: 24
REWARDS
-------
* HP prize [5] ×4
* Munny [10] ×3
* Wellspring Stone (30%)
* Wellspring Gem (20%)
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2280 HP, 639/511/384 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 2448 HP, 775/620/465 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 3288 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 11)
* The Bridge (SF1; event)
* The City / South District: Night (SF1 [post-clear], SF2)
* The City / North District: Night (SF1 [post-clear], SF2)
* The City / North District (Battlegate 11; transported to The Bridge)
TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings left arm sideways.
TRAMPLE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Steps firmly on the ground and scatters rocks.
NORMAL MODE
COMBO SWEEP
Type: Physical
Power modifier: ×1 + ×2
Guard:
- Swing to left: Yes (negate)
- Swing to right: Yes (negate; Risk Dodge)
Repel level:
- Swing to left: 2
- Swing to right: 3
Description: Swings its axe left-and-right.
DOWNWARD SWING
-Axe-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rock-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Slams axe into the ground ahead of it, causing rocks to burst out. If near an opponent, it jumps back before using this attack.
SPINNING ROCK SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins on its grounded axe like a top, scattering small rocks around it from the mouth of its mask.
WEARING MASK
FACE TACKLE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Pushes its face forward and rams opponents.
FRONTAL ROCK SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Shoots six large rocks from the mouth of its mask.
CHARACTERISTICS
---------------
* Every 50 seconds, it can turn its axe into a face-worn mask and vice versa; changed functions are identical to a Rock Troll's.
* It uses/can use any of Sweep, Combo Sweep or Frontal Rock Shot in tandem with Trample.
* Its reaction value doesn't decrease if anything other than its face is attacked.
* Attacks more aggressively than a Rock Troll.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SATYR
Aside from a mean punch, the biggest threat from these bullies is their stampede attack. They always lower their visor before trying to ram you. If you can break the horns off those helms, you'll get the rest of the fight "free of charge."
In formation, they're tougher to wrangle. Either break their ranks with a Trinity Guard, or keep your distance and pepper them with magic.
BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 3
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Pulsing Stone (8%)
* Pulsing Gem (4%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Realm of the Gods / Courtyard (OL1; event)
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
ARENDELLE
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 190 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3 / AR1; event)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The North Mountain / Foothills (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)
TECHNIQUES
----------
HOOK
Type: Physical
Power modifier: ×1
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes with right hand.
RAGING UPPER
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Steps forward, then leaps and swings right hand upward.
TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Lowers its visor and rams opponents.
CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 3
Description: Aims visor's horns forward, then runs through and rams opponents.
CHARACTERISTICS
---------------
* If near an opponent, it walks; if far away, it runs; it can use any one of Hook, Raging Upper, or Tackle while doing so.
* Its traits change when in group formation (see below).
* If, when damaged, it's knocked back and falls over, its visor's horns will break; afterward, its base reaction value is set to 0 and it no longer uses Tackle.
COLUMN PORTAL: SATYRS FIRST APPEAR IN GROUP FORMATION
-----------------------------------------------------
When you first visit Olympus: Realm of the Gods, 25 Satyrs attack in formation; enemies in this formation have the traits listed below and all perform the same actions until their armour HP reaches 0. Satyrs that spawn elsewhere do not appear in formation.
TRAITS OF SATYRS IN FORMATION
* Immune to status effects.
* Keeps itself in 5×5 formation as much as possible (altering movement if necessary) and uses Charge.
* If one Satyr flinches, so do the rest.
* Armour HP (initial value: 50) is shared among all.
* When armour HP is reduced to 0, the horns on their visors break and the formation collapses (at which point each Satyr acts individually).
[Caption: Sora defends himself from Satyrs in Olympus] If you block the Charge, all Satyrs in formation flinch simultaneously.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MECHANITAUR
Face it: some Satyrs are haters, and this is what they look like.
BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 3
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Wellspring Gem (12%)
* Hungry Crystal (8%)
* Writhing Crystal (8%)
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 255 HP, 443/354/266 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The City / South District: Day (SF1; event)
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2)
* The City / Central District (Battlegate 12)
* The City / North District: Night (SF1, SF2)
TECHNIQUES
----------
HOOK
Type: Physical
Power modifier: ×1
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes with right hand.
RAGING UPPER
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Steps forward, then leaps and swings right hand upward.
TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Lowers its visor and rams opponents.
CHARACTERISTICS
---------------
* If near an opponent, it walks; if far away, it runs; it can use any of its attacks while doing so (it's more aggressive than a Satyr).
* Unlike the similar-looking Satyrs, their visors don't break.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TOY TROOPER
Those jet packs and ray guns may be toys, but these "masked intruders" are anything but fun and games when they come barreling your way.
They'll sometimes chuck grenades your way, but that's not necessarily bad news. After letting it fly, they'll hit the deck. Kick 'em while they're down! Or, if you're feeling fancy, a well-timed Keyblade swing will return those grenades to sender.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegates 4 & 5)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; optional event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)
TECHNIQUES
----------
TOY SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots lightly-homing light arrows in three directions.
BOOSTER KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: 後方ヘ浮上したあと突進して蹴る
TOY BOMB
Type: Blizzard
Power modifier: ×2
Guard: Yes (repel)
Repel level: 2
Description: Throws a smoke bomb that explodes on impact.
CHARACTERISTICS
---------------
* Attacks after briefly running straightforward or flying around.
* If opponents are too close or too distant, it adjusts its distance accordingly.
* After using TOY Bomb, it lies flat until the thrown bomb explodes.
(Yes, TOY Bomb is capitalised like that, as is TOY Shot.)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
POLE CANNON
Approach these turrets and they'll only warp away, so your best bet is to return fire from a distance with magic.
The extending arm mount allows them a variety of firing positions. Silver lining? You'll look awesome swinging around that pole!
BASE STATS
----------
Classification: Heartless
HP modifier: ×0.75
EXP modifier: ×0.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Focus prize [3] ×2
* Blazing Shard (12%)
* Blazing Stone (6%)
* Wellspring Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 33 HP, 13/10/8 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 39 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 51 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 62 HP, 67/53/40 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 102 HP, 222/177/133 EXP, 73 Strength, 37 Defense (Battlegate 4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1; optional event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)
SAN FRANSOKYO
Level 38, 71 HP, 92/73/55 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 76 HP, 112/89/67 EXP, 55 Strength, 28 Defense (SF2)
* The Bridge (SF1; event)
* The City / South District: Day (SF1; optional event [Catastrochorus])
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A])
TECHNIQUES
----------
CANNONBALL SHOT
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: 1
Description: Shoots a light projectile straight ahead.
CHARACTERISTICS
---------------
* Uses Cannonball Shot while changing its orientation.
* If opponents are too close or too distant, it may warp a short distance accordingly.
* Can extend and contract the pole beneath its turret. Sora can use the Flowmotion actions Pole Spin and Pole Swing on an extended pole.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MARIONETTE
This puppet may not seem like such a pain when it rides around on its ring, but just wait until it possesses a nearby toy!
Or, here's a better plan: don't wait until it possesses a nearby toy. Sever this scoundrel's strings on sight.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Lightning Shard (12%)
* Lightning Stone (6%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Toy Box: Galaxy Toys / Main Floor: 1F (FW2; optional event; summoned by Lich)
TECHNIQUES
----------
DOLL SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings hanging doll sideways [back-and-forth?].
CHARGE ATTACK
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (repel)
Repel level: 2
Description: Places doll atop ring and charges forward.
CHARACTERISTICS
---------------
* Moves around while maintaining some distance from opponents, then attacks.
* If a toy is nearby, it possesses it and becomes one of the enemies listed below (*1). It can't be targeted during the act of possession and is invincible while doing so.
*1: Marionettes can possess and become one of the following types of enemies: Beasts & Bugs, Patchwork Animals, Air Droids, or Bouncy Pets.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
POWERWILD
These impish chimps swing through the trees and scrabble along walls while pelting you with nuts. Rude! Block whatever they throw and send it right back at 'em.
They'll taunt and tease and try to bait you into attacking. The best response? Attack! They're wide open the whole time, silly monkeys.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Pulsing Shard (12%)
* Pulsing Stone (6%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 42 HP, 19/15/12 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3 / TT1; event)
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 6)
* The Forest / Hills (KC1, KC2, KC3, KC4)
* The Forest / Marsh/Campsite transitional zone (KC1, KC2, KC3, KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4 / KC1; event [Chaos Carriage battle])
* The Forest / Wetlands (Battlegate 6)
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Port Royal Waters (CB1, CB2 [small island near Isla de los Mástiles])
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Isla Verdemontaña (CB1, CB2)
TECHNIQUES
----------
SCRATCH ATTACK
Type: Physical
Power modifier: ×0.5 × 6 hits
Guard: Yes (repel)
Repel level: 2
Description: Scratches alternately with left and right hands.
AERIAL SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches simultaneously with both hands while jumping.
SLIDING
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Slides around with its feet aimed forward.
NUT THROW
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Produces nuts and throws them in a curved arc.
Status effect: Stun (50%/5 seconds)
WALL JUMP ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps between walls and scratches while doing so.
CHARACTERISTICS
---------------
* Uses Scratch Attack, Sliding and Nut Throw when on the ground.
* Uses Nut Throw when on a tree branch.
* Uses Nut Throw and Wall Jump Attack when clinging to a wall.
* If a Chaos Carriage is nearby, it frequently climbs on top of it and uses Artillery; while so mounted, it is invincible and can use Aerial Scratch.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
POGO SHOVEL
Part shovel, part pogo stick, part drill—and thankfully, all pretty clumsy. Stay calm and sidestep its attacks, especially the pounce; whiffing that one leaves this Heartless flat on its face and wide open.
Most of the time, its shovel will dig up rocks to sling your way, but once in a blue moon it'll hit a mother lode of prizes—all yours for the taking!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×1.5
- Thunder: ×0.7
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Pulsing Gem (8%)
* Wellspring Stone (8%)
* Wellspring Gem (4%)
Generated by Ground Burrow (if it doesn't hurl rocks?):
* Prize ×3 (95%; random type and value)
* Munny [1] ×25 and Munny [5] ×5 (5%)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Basement (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Vault Passage (MON1, MON2, MON3)
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
* The City / North District: Night (SF1, SF2)
TECHNIQUES
----------
JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Leaps and swings shovel downward.
SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Shovelの先端を軸にspinしながら進む
GROUND BURROW
-Upward swing-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Rock-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Digs underground with its shovel, digs up rocks, then swings shovel upward and hurls rocks.
CHARACTERISTICS
---------------
* Wanders in and out of range of opponents, then attacks.
* May dig up prizes with Ground Burrow. Usually these are HP prizes, etc. (of random types and sizes); there is a 5% chance that it digs up 25 small [1] and 5 medium [5] munny instead.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
PARASOL BEAUTY
The prettiest roses having the cruelest thorns—or, in the case, laser parasols and spinning skirts of doom. At distance or up close, they're not a threat to be taken lightly.
Watch for the flash after they've opened their parasols; that's a sure sign you're about to eat beam. The good news is that blasting that laser takes these ladies temporarily out of commission. Use that time to make it a permanent retirement!
BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Munny [5] ×3
* Wellspring Shard (12%)
* Wellspring Stone (8%)
* Hungry Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 122 HP, 63/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 142 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 217 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; optional event [rabbits])
* The Forest / Hills (Battlegate 7)
* The Forest / Marsh (KC1, KC2, KC3, KC4)
ARENDELLE
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 200 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Valley of Ice/Frozen Wall transitional zone (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
* The Labyrinth of Ice / Upper Tier (AR1, AR2, AR3)
TECHNIQUES
----------
UMBRELLA GATLING
Type: Neutral
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots eight light projectiles from the tip of its parasol.
UMBRELLA LASER
Type: Neutral
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Gathers light at the tip of its parasol and fires a laser.
SPIN ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Moves around erratically while spinning like a top.
BOMB SHOT
-Explosion-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Light projectile-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Uses the explosion underfoot to propel itself away, then shoots wide-ranging light projectiles from its parasol.
CHARACTERISTICS
---------------
* Can use any of Umbrella Gatling, Umbrella Laser or Spin Attack without moving around too much; does not use Spin Attack if opponents are too far away.
* Uses Bomb Shot when an opponent approaches.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
CHIEF PUFF
These fluffians can fling their spores into the air to create Puffballs. Eventually, their own fluff will grow back, but that's nothing a gust of Aero magic won't fix.
Keep clear of the pollen they send up, or you'll come down with an annoying fit of sneezing.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
-Normal-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
-Tower-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
-Normal-
- Reaction value: 3
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
-Tower-
- Reaction value: 5
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×3
* Munny [10] ×2
* Lucid Stone (12%)
* Lucid Gem (4%)
* Wellspring Stone (8%)
Tower:
* MP prize [3] ×4
* Munny [10] ×3
* Wellspring Stone (16%)
* Lucid Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1; event)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (Battlegate 7)
TECHNIQUES
----------
NORMAL MODE
SPIN ATTACK
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (repel)
Repel level: 2
Description: Swings leaves while spinning its lower body sideways.
AFRO BANGING
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Generates more fluff and scatters spores around itself.
Status effect: Sneeze (100%/15 seconds)
TOWER MODE
SHOWER NEEDLE
Type: Physical
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: 1
Description: Light rises from beneath it, then it shoots countless needles while moving forward.
CHARACTERISTICS
---------------
* Uses Spin Attack and Afro Banging while switching between fluffy and non-fluffy mode.
* Can summon five Puffballs when fluffy.
* Some Chief Puffs begin acting in tower mode, held up by a stack of five Puffballs; in this mode, it uses Shower Needle.
COLUMN PORTAL: CHIEF PUFF MODE CHANGES
--------------------------------------
A Chief Puff begins battle in either its fluffy or tower mode, changing modes according to the sequence below. Certain modes also trigger its armoured mode; Afro Banging completely restores armour HP, while being struck by an Aero-type attack instantly reduces it to 0.
MODE CHANGE SEQUENCE AND ARMOUR HP
* Fluffy: 24 HP
- Armour HP is reduced to 0 or it summons five Puffballs (switches to non-fluffy mode)
* Tower: 36 HP (Certain prizes, noted above, are dropped when the tower armour's HP is reduced to 0.)
- Armour HP reaches 0 (switches to non-fluffy mode)
* Not fluffy: —
- Uses Afro Banging (switches to fluffy mode)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
PUFFBALL
These wicked weedlings may look cute romping and rolling around, but make no mistake; they will bring the hurt if you let them.
(Don't let them!)
BASE STATS
----------
Classification: Heartless
HP modifier: ×0.6
EXP modifier: ×0.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Lucid Shard (8%)
* Lucid Stone (4%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 34 HP, 24/19/15 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 43 HP, 45/36/27 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 52 HP, 74/59/45 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 82 HP, 222/177/133 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (Battlegate 7)
TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier: ×0.6
Guard: Yes (repel)
Repel level: 2
Description: Hovers around while spinning sideways.
CHARACTERISTICS
---------------
* Uses Spin Attack after wandering and cartwheeling around.
* When supporting a Chief Puff in tower mode, it becomes invincible and cannot be targeted; reducing Chief Puff's tower mode's HP to 0 causes the composite Puffballs to cease supporting it and act normally.
* Sora行動しはじめる身体が大きいenemyにぶつかられると横に転がる
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
CHAOS CARRIAGE
Defensive driving is a foreign concept to these careening carts. Even if you take out the horse pulling them, another one will sprout to take its place.
If any Powerwilds are around, those carts will stack up into a turret where the Powerwilds can rain pain down on you. Swat the simians before they can make with the monkey business!
BASE STATS
----------
Classification: Heartless
HP modifier: ×12
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.8
- Blizzard: ×0.8
- Thunder: ×0.8
- Water: ×0.8
- Aero: ×0.8
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 10
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: 24
REWARDS
-------
* HP prize [1] ×3
* MP prize [5] ×3
* Wellspring Gem (20%)
* Hungry Stone (12%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 588 HP, 110/88/66 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 684 HP, 163/130/98 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 864 HP, 312/249/187 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 1044 HP, 517/413/310 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 1644 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 6)
* The Forest / Tower/Hills transitional zone (KC1 [post-festival, pre-clear])
* The Forest / Hills (KC1 [post-festival], KC2, KC3, KC4)
* The Forest / Wetlands (KC1; event)
* The Forest / Wetlands (Battlegate 6)
TECHNIQUES
----------
NORMAL MODE
WHEELIE PRESS
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Raises its front legs and tramples down.
TAIL SWING
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings its carriage(s) while moving forward.
CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around at high speed, crashing into opponents in its path.
FORT MODE
ARTILLERY
-Shot-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Blast-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Repeatedly fires cannonballs in four directions while running around; they explode on contact.
CHARACTERISTICS
---------------
* After walking around, it uses either Charge, Wheelie Press, or Tail Swing.
* Some Chaos Carriages appear as three stacked mini-forts (fort mode). In fort mode, it is invincible and can't be targeted, and uses Artillery when a Powerwild is atop it. Once all other enemies are defeated, it reverts to normal mode and behaviour, pulling the other connected forts behind it as carriages.
COLUMN PORTAL: CHAOS CARRIAGES WITH CONNECTED CARRIAGES MUST BE DEFEATED THREE TIMES
------------------------------------------------------------------------------------
A Chaos Carriage that exits fort mode pulls three connected carriages behind it. When defeated in such a state, the amount of carriages is reduced by one and another Chaos Carriage appears in its place (see below).
CONNECTED CARRIAGE TRAITS
* When defeated, the lead carriage vanishes and the Chaos Carriage hiding at the back of the chain appears and begins to act (a hidden Chaos Carriage is invincible and cannot be targeted).
* 荷台の数が3つのときはかならず, ふたつのときは高い頻度で, 攻撃を連続してくり出したり, Tail Swingで荷台を1回多く振りまわしたりする
* After using Charge, it uses Wheelie Press or Charge (again).
[Caption: A Chaos Carriage attacks Sora with Tail Swing] Careful not to let the connected carriages hit you.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
WINTERHORN
A buck that chucks ice as it leaps and bounds.
Fire magic will blast those frosty antlers clean off, making the fight a lot easier. Just don't go slinging Blizzard spells at it, or that rack will come back!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Frost Shard (16%)
* Frost Stone (8%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1; event [Rock Troll battle])
* The North Mountain / Valley of Ice (AR1 [pre-clear] / AR1; event)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1 [post-clear], AR2, AR3)
THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Arendelle: The Labyrinth of Ice / Middle Tier (FW2; optional event; summoned by Lich)
TECHNIQUES
----------
SOMERSAULT ATTACK
-With antlers-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Without antlers-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Swings antlers and forelegs upward while somersaulting.
AIR ASSAULT
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Floats in the air and rains down icicles directly below while moving forward.
CHARACTERISTICS
---------------
* Keeps its distance from opponents, then attacks.
* Its antlers break if struck by a Fire-type attack.
* Runs around and occasionally uses Somersault Attack while bereft of its antlers.
* Its antlers regenerate after 30–40 seconds or if struck by a Blizzard-type attack.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
FROST SERPENT
A skeletal serpent, soaring on wings of snowpack. With a simple spin of its body, it gives rise to icy whirlwinds that gnash and rend all before it.
Sound imposing? Burst those wings and it's just a snake with arms.
That doesn't mean it's entirely toothless on the ground; it can still burrow beneath Sora and his buddies and stab its tail upward. When you see it dive, look alive!
BASE STATS
----------
Classification: Heartless
HP modifier:
* Frost Serpent: ×8
* Wings and tail: ×0.5
EXP modifier:
* Frost Serpent: ×3.5
* Wings and tail: ×0.3
TYPE AFFINITIES
-Frost Serpent-
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×0.7
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
-Wings and tail-
- Physical: ×1
- Fire: ×2
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Frost Serpent-
- Reaction value: 10
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: 16
-Wings and tail-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
Frost Serpent:
* MP prize [5] ×2
* Munny [10] ×4
* Frost Crystal (30%)
Wings:
* Focus prize [5] ×1
* Focus prize [3] ×3
* Frost Stone (40%)
* Frost Gem (40%)
Tail:
* MP prize [5] ×3
* MP prize [3] ×3
* Hungry Stone (40%)
* Hungry Gem (20%)
* Hungry Crystal (20%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
-Frost Serpent-
Level 26, 576 HP, 312/249/187 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 640 HP, 408/326/245 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 760 HP, 639/511/384 EXP, 52 Strength, 26 Defense (AR3)
-Wings and tail-
Level 26, 36 HP, 28/22/17 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 40 HP, 35/28/21 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 47 HP, 55/44/33 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain (AR1; event [mountain slide])
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
TECHNIQUES
----------
FLYING MODE
BLIZZARD BREATH
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a ray (either in a straight line or in a wandering motion) that generates icicles on the ground.
SNOW CYCLONE
Type: Aero
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a tornado that follows the target.
GROUND MODE
SNOWPLOW CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances forward while its hands spin like drills.
(Note: "Snowplow" used to translate ラッセル "Russell", after a once-common type of North American snowplow machine.)
BURST-OUT ATTACK
-Tail-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Emergence-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Dives underground, sticks its tail up directly beneath the target once or several times, then leaps out.
CHARACTERISTICS
---------------
* Switches between flying mode (its hands turn into wings) and ground mode (its lower body is buried underground). Techniques used in each mode are listed above.
* In flying mode, its left and right wings and tail have HP and can be targeted (see above for relevant data).
* Almost always flinches when struck by a Fire-type attack.
COLUMN PORTAL: FROST SERPENT'S BEHAVIOUR CHANGES WHEN ITS WINGS ARE DESTROYED
-----------------------------------------------------------------------------
The Frost Serpent is forced out of its flying mode when its wings' and tail's HP reach 0, causing the changes listed below.
CHANGES WHEN THE WINGS OR TAIL ARE DESTROYED
* Drops prizes.
* Uses Snow Cyclone less frequently.
* If both wings are destroyed, it falls and continues to act in its ground mode.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
VAPORFLY
These flying fiends will dart at you with guns blazing, but they can only attack head-on. Turns out, shooting too straight is a weakness!
They may be easy to dodge, but they're not easy to hit. Don't hold back with that magic!
BASE STATS
----------
Classification: Heartless
HP modifier:
* Normal: ×1
* Raging Vulture battle: ×0.2
EXP modifier:
* Normal: ×1
* Raging Vulture battle: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Immune
- Honey: Vulnerable
OTHER PROPERTIES
-Normal-
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
-Raging Vulture battle-
- Reaction value: 0
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×2
* Lucid Stone (8%)
* Lucid Gem (6%)
* Wellspring Gem (4%)
Raging Vulture battle:
* HP prize [5] ×3
* Lucid Stone (8%)
* Lucid Gem (6%)
* Wellspring Gem (4%)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 34, 17 HP, 30/24/18 EXP, 48 Strength, 24 Defense (CB1; Raging Vulture battle)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Southern Waters (CB1; optional event [Raging Vulture])
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)
THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* The Caribbean: The High Seas / Northern Waters (FW2; optional event; summoned by Lich)
TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Rams opponents while spinning.
MACHINE-GUN FIRE
Type: Neutral
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 1
Description: Fires a barrage of projectiles straight ahead that continue until they pass overhead.
MAGIC MISSILE
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Lightly follows target and fires a missile.
Note: Used during Raging Vulture battle.
CHARACTERISTICS
---------------
* Uses Charge or Machine-Gun Fire after flying around.
* Can also use Magic Missile during the Raging Vulture battle, emitting coloured smoke when it does so (Sora can rail slide on the smoke).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SEA SPRITE
If you want to know these fickle fishes' weakness, keep an eye on their color! Just remember this handy rhyme:
If it's blue, Thunder hits true.
If it's red, Blizzard instead.
If it's yellow…something something Fire?
Keep blasting them with their elemental weakness and they'll go belly-up in no time.
BASE STATS
----------
Classification: Heartless
HP modifier: ×1.2
EXP modifier: ×1.5
TYPE AFFINITIES
-Blue-
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0
- Thunder: ×2
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
-Red-
- Physical: ×1
- Fire: ×0
- Blizzard: ×2
- Thunder: ×0.7
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
-Yellow-
- Physical: ×1
- Fire: ×2
- Blizzard: ×0.7
- Thunder: ×0
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
-Iridescent-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×0.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
-Blue-
- Freeze: Immune
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
-Red and iridescent-
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
-Yellow-
- Freeze: Vulnerable
- Electrify: Immune
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
Blue:
* MP prize [3] ×3
* Frost Stone (12%)
* Frost Gem (6%)
Red:
* HP prize [1] ×3
* Blazing Stone (12%)
* Blazing Gem (6%)
Yellow:
* Munny [5] ×3
* Lightning Stone (12%)
* Lightning Gem (6%)
Iridescent:
* Munny [1] ×3
* Soothing Stone (12%)
* Soothing Gem (6%)
* Wellspring Gem (8%)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 104 HP, 222/177/133 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 118 HP, 303/242/182 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Huddled Isles (CB1, CB2; underwater)
* The High Seas / Undersea Cavern (CB1, CB2; underwater)
* The High Seas / Isla de los Mástiles (CB1, CB2; underwater)
* The High Seas / Ship's End (CB1, CB2; underwater)
* The High Seas / Sandbar Isle (CB1, CB2; underwater)
* Port Royal / Docks (CB1, CB2; underwater)
* Port Royal / Seaport (CB1, CB2; underwater)
* Port Royal / Fort (CB1, CB2; underwater)
TECHNIQUES
----------
BITE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Bites while moving forward.
VERTICAL TAIL SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings its tail downward while spinning vertically.
IN ANY COLOUR OTHER THAN IRIDESCENT
BLIZZARD
Type: Blizzard
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Breathes a homing lump of ice from its mouth at its target.
FIRE
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Breathes a homing fireball from its mouth at its target.
SHOCK CHARGE
Type: Thunder
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Illuminates its whole body and rams opponents.
Status effect: Electrify (100%/10 seconds)
CHARACTERISTICS
---------------
* Changes colour every 20–30 seconds in the following order: blue → red → yellow → iridescent → blue → etc. (its body colour when it first appears differs depending on location). Techniques used change depending on body colour (see table below): Blizzard when blue, Fire when red, and Shock Charge when yellow.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SPEAR LIZARD
Walking on land isn't their forte, so don't be surprised if they flounder about in the wrong direction. Those spears they carry find their targets well enough, though.
Be on the lookout for Water magic, and if they start blowing bubbles your way, move! A direct hit will cause a sneezing fit.
BASE STATS
----------
Classification: Heartless
HP modifier: ×0.8
EXP modifier: ×0.75
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×0.7
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×3
* Soothing Stone (8%)
* Soothing Gem (4%)
* Soothing Crystal (2%)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 69 HP, 112/89/67 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 79 HP, 152/121/91 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 109 HP, 332/265/199 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Port Royal Waters (CB1, CB2 [small island near Isla de los Mástiles] / CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Confinement Island (CB1, CB2; optional event [treasure chest])
* Port Royal / Fort (CB1 [during crab hunt])
TECHNIQUES
----------
DOWNWARD SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Steps back and swings spear downward.
JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Leaps forward and swings spear downward.
WATER
Type: Water
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Shoots water in an arc-shaped motion.
FLOAT BUBBLE
Type: Water
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
Description: Generates bubbles directly in front of itself and launches them forward.
Status effect: Sneeze (100%/15 seconds)
CHARACTERISTICS
---------------
* Repeatedkly runs up to and retreats from opponents, then attacks.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ANCHOR RAIDER
This swashbuckler's anchor can hook onto thin air, turning it into a swinging pendulum of pain. Don't watch the anchor, though; it's that extending chain and sharp saber you need to be ready for.
Instead of trying to keep up with it, try letting your magic do the chasing for you.
BASE STATS
----------
Classification: Heartless
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×0.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Vulnerable
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 10
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Wellspring Gem (20%)
* Wellspring Crystal (8%)
* Lucid Crystal (8%)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 696 HP, 517/413/310 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 792 HP, 705/564/423 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 10)
* Davy Jones' Locker (CB1; event)
* The High Seas / Port Royal Waters (CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / The Isle of Luck (CB1, CB2)
* Port Royal / Fort (CB1 [during crab hunt])
TECHNIQUES
----------
SABRE ATTACK
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Slashes at its opponent while swaying like a pendulum.
ANCHOR SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Charges with its sabre pointing forward.
SABRE DROP
-Sabre-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Moves overhead its target, then drops and thrusts its sabre into the ground, generating shock waves.
CHARACTERISTICS
---------------
* Slightly distances itself (in mid-air) from opponents, then attacks 1–3 times.
* Generally doesn't flinch while attacking or extending its anchor to move long distances quickly.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TIREBLADE
One monster, two modes, all trouble.
In their aerial form, they'll flit about on blade-wings, slashing at you whenever they get the chance.
In their ground form, they'll lob rockets your way. Watch the target on the ground: when it turns red, that's your cue to bail!
BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×2
* Lightning Stone (8%)
* Lightning Gem (4%)
* Lightning Crystal (2%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 4)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The Bridge (SF1; event)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; optional event [Catastrochorus])
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District (Battlegate 12)
TECHNIQUES
----------
FLYING MODE
HORIZONTAL SPIN SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Slashes with wings while spinning sideways.
VERTICAL SPIN SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: After turning its wings downward, it slashes down while spinning vertically. [check later]
WHEELED MODE
VERTICAL ROCKET SHOT ("Vertical Falling Missile" on p. 601)
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Shoots a rocket into the air, after which a tracking marker appears and follows opponents; when the marker turns red, the rocket strikes that position.
CHARACTERISTICS
---------------
* Can switch between flying mode (with shining wings) and wheeled mode (with tires); techniques used change depending on mode.
* One specific Tireblade in San Fransokyo: The Bridge remains in wheeled mode and continuously uses Vertical Rocket Shot instead of moving around; it begins to act normally when approached by an opponent.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DUSK
Phantasmagorical frights that morph and stretch as they fight. Stay locked on, and all the fancy footwork in the world won't save them.
As tough as they are to predict, there are moments when they just sort of…stand there. And when they space? Keyblade to the face.
BASE STATS
----------
Classification: Nobody
HP modifier:
* Normal: ×1.5
* Keyblade Graveyard: ×0.5
EXP modifier:
* Normal: ×1.5
* Keyblade Graveyard: ×0.3
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Twilight Shard (12%)
* Twilight Stone (6%)
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 3)
* The Neighborhood / Tram Common (TT1; event)
* The Neighborhood / The Old Mansion (TT1; event)
* The Neighborhood / The Old Mansion (Battlegate 3)
KINGDOM OF CORONA
Level 14, 73 HP, 48/38/29 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 85 HP, 70/56/42 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 108 HP, 134/107/81 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 130 HP, 222/177/133 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-festival, pre-clear])
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Kingdom / Wharf (KC1; event)
ARENDELLE
Level 26, 108 HP, 134/107/81 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 130 HP, 175/140/105 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 142 HP, 274/219/165 EXP, 52 Strength, 26 Defense (AR3)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
KEYBLADE GRAVEYARD
Level 42, 51 HP, 68/54/41 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
HEADBUTT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Approaches the target while moving in a meandering manner, then swings enlarged head downward.
SWEEP KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Performs a side-to-side sweeping kick with both legs at ground level.
CHARACTERISTICS
---------------
* Attacks after walking around in random directions, stretching its body vertically and moving forward or back, or moving in a single fluid motion without stopping.
* Generally doesn't flinch when attacking or when its body is stretched out vertically.
* Its revenge value doesn't increase when attacked by non-Physical-type techniques, nor does it increase at all in the Keyblade Graveyard: Badlands.
* Stretches its body vertically and moves back as a counteraction.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SNIPER
Gravity's got nothing on these slippery sharpshooters, and as soon as you close the distance they'll warp right outta there. The good news? Blocking will send the arrows they fire straight back at them.
In bigger brawls, you'll want to make them a priority. A little magic goes a long way toward pinning them down until you can land some hits.
BASE STATS
----------
Classification: Nobody
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×0.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Focus prize [5] ×2
* Betwixt Shard (18%)
* Betwixt Stone (12%)
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 3)
* The Neighborhood / Tram Common (TT1; event)
* The Neighborhood / The Old Mansion (Battlegate 3)
ARENDELLE
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
SAN FRANSOKYO
Level 38, 142 HP, 270/216/162 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2)
* The City / North District: Night (SF1, SF2)
SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
SHOT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Aims with its laser sight and shoots a light projectile which briefly hangs in mid-air before flying towards its target.
GIANT SHOT
-Large light projectile-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Small light projectile-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (repel)
Repel level: 2
Description: Enlarges weapon, aims with its laser sight for 2 seconds, then fires a large light projectile. This large light immediately stops and hangs in mid-air after firing, after which it splits into five small light projectiles that fly towards a nearby opponent.
STRIKE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Warps near an opponent and strikes them with its weapon.
CHARACTERISTICS
---------------
* Launches its attacks after standing still from a distance or after warping.
* Frequently warps and moves away from opponents after using Giant Shot.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
REAPER
That scythe isn't your only worry; these floral fiends have a punishing petal attack as well. And a trio of Reapers can team up to bloom-bomb a much broader area.
Their flower bud form may be immune to normal attacks, but as a rule, plants don't fare well against magical flames.
BASE STATS
----------
Classification: Nobody
HP modifier:
* Normal: ×3
* Keyblade Graveyard: ×1
EXP modifier:
* Normal: ×2.5
* Keyblade Graveyard: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×1
- Thunder: ×1
- Water: ×0.5
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Focus prize [5] ×2
* Betwixt Shard (18%)
* Betwixt Stone (12%)
* Betwixt Gem (8%)
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 147 HP, 79/63/48 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 171 HP, 117/93/70 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 216 HP, 223/178/134 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 261 HP, 369/295/222 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-festival], KC2, KC3, KC4 / KC1; event)
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Kingdom / Wharf (KC1; event)
ARENDELLE
Level 60, 411 HP, 999/883/663 EXP, 73 Strength, 37 Defense
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
KEYBLADE GRAVEYARD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
SCALA AD CAELUM [DLC]
Level 50, 354 HP, 773/618/464 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
LEAF SLASH
Type: Physical
Power modifier: ×0.8
Guard: Yes (repel)
Repel level: 2
Description: Spins around sideways while advancing in a meandering manner.
THORN WHIP
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Lands and transforms into a flower bud-like form, then advances forward while swinging numerous thorns downward.
FLARE DANCE
Type: Neutral
Power modifier: ×0.6 per hit
Guard: Yes (negate)
Repel level: —
Description: Somersaults and scatters petal-like fragments of light around itself.
CHARACTERISTICS
---------------
* Attacks after frequently warping around in mid-air beforehand.
* Sometimes uses Leaf Slash when another Reaper does so.
* May use Flare Dance in tandem with [up to] two other Reapers.
* Warps and uses either Flare Dance or Leaf Slash as a counteraction.
* Immune to non-Fire-type attacks while warping, using Flare Dance, or immediately before attacking with Thorn Whip.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
NINJA
Lightning-quick martial arts? Razor-sharp kunai? Phantom clones? Oh, yeah. That's a ninja.
Those clones do look mighty convincing, but a fake's a fake. Stay cool, watch closely, and spot the real deal—then give 'em the chop!
BASE STATS
----------
Classification: Nobody
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0.5
- Water: ×1.5
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Munny [5] ×2
* Betwixt Stone (18%)
* Betwixt Gem (12%)
* Betwixt Crystal (8%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 200 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Lower Tier (AR1; event)
* The Labyrinth of Ice / Middle Tier (AR1; event)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
SCALA AD CAELUM [DLC]
Level 50, 295 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
KUNAI COMBO
Type: Physical (arm shake); Thunder (thrown kunai)
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 2
Description: Throws seven kunai in succession.
ROLLING GLIDE
-During spin-
Type: Physical
Power modifier: ×0.5 × 2 hits
Guard: Yes (negate)
Repel level: 2
-End of spin-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Floats in the air and approaches opponents, then swings its arms while spinning.
CLONING TECHNIQUE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Surrounds opponents with itself and five clones for 10 seconds. They do nothing until a clone is attacked, at which point the clones disappear and the real Ninja attacks.
REVERSE THUNDER
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Floats in the air in a prawn-like pose and discharges electricity around itself.
(Prawn as in the crustacean.)
CHARACTERISTICS
---------------
* After moving away from its opponents, it uses Kunai Combo, Rolling Glide, or Cloning Technique.
* If there are only one or two Ninja total on the field, it may become invincible and use Reverse Thunder.
* Cloning Technique spawns five extra clones for 10 seconds with the following traits: full HP, no shadow, no attraction marker chance.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GAMBLER
It's all fun and games until somebody gets mauled by a giant playing card. Can you imagine the paper cuts from those things?! When a hand of them start circling you, watch for a flash; that's your cue to dodge.
Not interested in playing dice? Try playing baseball. Batter up!
BASE STATS
----------
Classification: Nobody
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×0.7
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [5] ×2
* Munny [10] ×4
* Twilight Stone (18%)
* Twilight Gem (12%)
* Twilight Crystal (6%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
THE CARIBBEAN
Level 34, 130 HP, 222/177/133 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 148 HP, 303/242/182 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Port Royal Waters (CB1; event)
* Port Royal / Dockside Path (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)
SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier: ×0.6 per hit
Guard: Yes (repel)
Repel level: 2
Description: Moves forward while spinning in a handstand pose.
DICE PRESS
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Throws bouncy homing dice.
CARD SHUFFLE
Type: Physical
Power modifier: ×0.3 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Ten cards surround and strike an opponent.
CHARACTERISTICS
---------------
* Attacks after walking about slowly or moving forward in mid-air.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
BERSERKER
Is the Nobody swinging the hammer, or the hammer swinging the Nobody? Reading its attacks can be tricky, but each blow hits like a truck, so steer clear of that hammer unless you're interested in air travel.
Oh, and if you see its body shrink and its hammer grow, a combo's coming your way. Think fast!
BASE STATS
----------
Classification: Nobody
HP modifier:
* Battlegate 9: ×16
* Scala ad Caelum: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 25
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: 24
REWARDS
-------
* MP prize [5] ×4
* Munny [10] ×3
* Betwixt Crystal (73%)
* Hungry Crystal (18%)
* Evanescent Crystal (9%)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 60, 2192 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)
SCALA AD CAELUM [DLC]
Level 50, 944 HP, 999/865/649 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
HAMMER PULL
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Pulls a nearby hammer towards itself.
SPIN KICK
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Kicks while spinning around its hammer's shaft.
ROUND-TRIP RUSH
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate)
Repel level: —
Description: Rams opponents, then flips around and rams opponents again.
JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Leaps directly overhead its target and drops straight down.
HAMMER DANCE
-Strike-
Type: Physical
Power modifier: ×0.3 × 10 hits
Guard: Yes (negate)
Repel level: 2
-Swing-
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate)
Repel level: 2
-Drop-
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Slams its enlarged hammer into the ground repeatedly, swings it, then drops down from the air.
CHARACTERISTICS
---------------
* Its hammer spawns a short distance away; it uses Hammer Pull to take and wield it.
* After dragging itself around, it uses attacks other than Hammer Pull once or several times.
* Automatically blocks blockable attacks that strike its hammer.
* Generally doesn't flinch while attacking.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SORCERER
Magic and elemental attacks won't work well against these confounding casters. Know what will? Keyblade to the face.
Watch out when the cubes they've conjured change color; that means pain is incoming. But then, when are ethereal objects glowing red a good sign?
BASE STATS
----------
Classification: Nobody
HP modifier:
* Battlegate 3: ×15
* Scala ad Caelum: ×5
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0
- Blizzard: ×0
- Thunder: ×0
- Water: ×0
- Aero: ×0
- Dark: ×0
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 5
- Attraction modifier: ×1.1
- Base damage upper limit: 24
REWARDS
-------
* MP prize [5] ×4
* Focus prize [5] ×2
* Twilight Crystal (80%)
* Hungry Crystal (20%)
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 60, 2055 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense
* The Neighborhood / The Old Mansion (Battlegate 3)
SCALA AD CAELUM [DLC]
Level 50, 590 HP, 999/865/649 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)
TECHNIQUES
----------
CHAOS SHIELD
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Cubes materialise and spin around itself.
CHAOS SHOT
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Deploys three cubes around the target and makes them explode; repeats this three times.
WILD DANCE
Type: Physical
Power modifier: ×0.2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Summons a multitude of cubes near the target and swings them many times.
CHARACTERISTICS
---------------
* Attacks once or several times after warping away from opponents.
* Warps far away as a counteraction.
* Generally doesn't flinch while using Chaos Shield or Wild Dance or before deploying its Chaos Shot cubes.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
FLOOD
The Unversed equivalent of a Shadow. Agile, but otherwise unimpressive.
BASE STATS
----------
Classification: Unversed
HP modifier:
* Normal: ×1
* Keyblade Graveyard: ×0.33
EXP modifier:
* Normal: ×1
* Keyblade Graveyard: ×0.2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.8
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×2
* Sinister Shard (12%)
* Wellspring Shard (4%)
Keyblade Graveyard:
* HP prize [1] ×2
* Munny [1] ×2
* Sinister Shard (12%)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1, MON2, MON3 / MON1; event)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Vault Passage (MON1, MON2, MON3)
KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
TECHNIQUES
----------
CUT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with its right hand.
LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Lunges with its left hand.
DIVE LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps lightly, then swoops and lunges with its right hand.
CHARACTERISTICS
---------------
* Attacks after prowling around or temporarily retreating from opponents.
* May melt into the ground and move around within (does not do this in the Keyblade Graveyard's Badlands). In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
FLOWERSNAKE
These pests cling to poles and pipes, where they pump out poison that sticks around for a while. Watch your step!
One blast of the supersonic scream they emit while crawling along the floor and you'll be stunned. Bring the hurt before it can bring the noise.
BASE STATS
----------
Classification: Unversed
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.8
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* MP prize [3] ×3
* Munny [5] ×2
* Sinister Stone (8%)
* Sinister Gem (4%)
* Wellspring Stone (8%)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1 [post-clear], MON2, MON3; atop Spiked Turtletoad)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3; atop Spiked Turtletoad)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Vault Passage (MON1, MON2, MON3)
TECHNIQUES
----------
SNAKE MODE
HEAD BAT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings its head downward with a slamming motion.
BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Leaps and bites.
SOUND WAVE ATTACK
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Emits sound waves from its mouth while swinging its neck/head left-and-right.
Status effect: Stun (100%/6 seconds)
FLOWER MODE
POISON SPIT
Type: Dark
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Shoots venom at the target; venom that hits the ground forms a pond that remains for 3 seconds.
POISON SCATTER
Type: Dark
Power modifier: ×1 × 3 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Scatters venom three times/three bundles of venom; venom that hits the ground forms a pond that remains for 3 seconds.
CHARACTERISTICS
---------------
* Appears in either snake mode (grounded, slithering around like a snake) or flower mode (affixed to a wall or pillar, takes the form of a flower); techniques used change depending on its mode.
* When in snake mode, it may jump toward a wall or pillar and switch to flower mode.
* A Flowersnake in flower mode switches to snake mode when struck by an attack.
* A pair of Flowersnakes may use Sound Wave Attack and Bite in tandem on the same target.
COLUMN PORTAL: FLOWERSNAKES MAY MERGE WITH SPIKED TURTLETOADS
-------------------------------------------------------------
Certain Flowersnakes spawn merged with a Spiked Turtletoad; Flowersnakes swallowed by a Spiked Turtletoad also merge with it. Flowersnakes have the following traits when merged; when their respective Spiked Turtletoad is defeated, so are they.
MERGED SPIKED TURTLETOAD AND FLOWERSNAKE TRAITS
* Completely invincible and can't be targeted.
* Does nothing when merged (during Shell Spin, it scatters poison nearby without aiming at a partcular opponent).
[Caption: The party faces a Spiked Turtletoad; a red circle surrounds the Flowersnake on top] When merged with a Spiked Turtletoad, it appears upon its back in flower mode.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SPIKED TURTLETOAD
When it gets puffed up, you get roughed up. Watch out for that flying press once its belly fills with air! The shell on its back is Keyblade-proof, so you'll have to find softer places to smack.
It can swallow nearby Flowersnakes, then sprout them as toxic turrets. And if it swallows you… Don't let it swallow you.
BASE STATS
----------
Classification: Unversed
HP modifier:
* Normal: ×8
* Keyblade Graveyard: ×2.66
EXP modifier:
* Normal: ×3.5
* Keyblade Graveyard: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×0.5
- Aero: ×1
- Dark: ×0.8
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: —
REWARDS
-------
* HP prize [5] ×3
* Munny [10] ×4
* Sinister Crystal (20%)
* Wellspring Gem (10%)
* Pulsing Gem (8%)
Keyblade Graveyard:
* HP prize [5] ×3
* Munny [10] ×3
* Sinister Crystal (30%)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 544 HP, 272/217/163 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 608 HP, 359/287/216 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 728 HP, 574/459/345 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)
KEYBLADE GRAVEYARD
Level 42, 271 HP, 443/354/266 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)
TECHNIQUES
----------
HIGH BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Slams its whiskers downward.
WHISKER SLAP
Type: Physical
Power modifier: ×0.75 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances while swinging its whiskers downward in an alternating left-and-right pattern.
CRUSH
Type: Physical
Power modifier: ×2.5 × 3 hits
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Inflates its belly and bounces three times.
SHELL SPIN
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Rushes around in a circular orbit while spinning.
EAT
-Swallow-
Type: Physical
Power modifier: ×0
Guard: No
Repel level: —
-Bite-
Type: Physical
Power modifier: ×3 × 3 hits
Guard: No
Repel level: —
Description: 息を吸って正面の相手をひるませたあと吸いこみ, 3回かんでから吐き出す
CHARACTERISTICS
---------------
* Advances slowly, then attacks once or several times.
* May swallow Flowersnakes in front of it and merge with them.
* When merged with Flowersnakes, Shell Spin's properties change as follows: Releases purple fumes while spinning and rams its opponents several times.
* Automatically blocks blockable attacks that strike its shell.
* Generally doesn't flinch while attacking.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TURTLETOAD
Unlike their larger cousins, these little guys have soft shells that are very much not Keyblade-proof.
They can't swallow you up, either, which is always a plus. Just don't think that makes them harmless; these rotten ribbiters still pack a punch!
BASE STATS
----------
Classification: Unversed
HP modifier: ×4
EXP modifier: ×3
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×0.5
- Aero: ×1
- Dark: ×0.8
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Vulnerable
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
- Reaction value: 3
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* Focus prize [5] ×2
* Munny [5] ×4
* Sinister Gem (16%)
* Wellspring Stone (8%)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 272 HP, 233/186/140 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 304 HP, 308/246/185 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 364 HP, 492/393/295 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1, MON2, MON3)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Vault Passage (MON1, MON2, MON3)
TECHNIQUES
----------
HIGH BITE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Slams its whiskers downward.
WHISKER SLAP
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances while swinging its whiskers downward in alternating left-and-right pattern.
CRUSH
Type: Physical
Power modifier: ×2 × 2 hits
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Inflates its belly and bounces twice.
SHELL SPIN
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Rushes around in a circular orbit while spinning.
CHARACTERISTICS
---------------
* Advances slowly, then attacks once or several times.
* If struck by an attack, it may use Shell Spin immediately afterward.
* Generally doesn't flinch when using Crush or Shell Spin.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GIGAS: POWER CLASS
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a taste for terror.
This model boasts a sturdy hull and brutal close-quarter attacks. Keep your distance, and avoid that shoulder tackle at all costs!
BASE STATS
----------
Classification: Other
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×0.5
- Fire: ×0.75
- Blizzard: ×0.75
- Thunder: ×0.75
- Water: ×0.75
- Aero: ×0.75
- Dark: ×0.75
- Neutral: ×0.75
- Rapid-fire: ×0.65
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 15
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: 24
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 360 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 424 HP, 132/105/79 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 544 HP, 272/217/163 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 664 HP, 460/368/276 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots two light projectiles from its right-hand muzzle.
PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.
TACKLE
Type: Physical
Power modifier: ×3
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Turns glowing right shoulder forward and rams opponents.
CHARACTERISTICS
---------------
* Primarily uses Punch after running towards an opponent.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GIGAS: SPEED CLASS
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a penchant for peril.
This model's speed and agility are its greatest weapons.
Well, that and the mega-cluster of explosives it fires from its shoulder cannons.
BASE STATS
----------
Classification: Other
HP modifier: ×5
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×0.5
- Fire: ×0.75
- Blizzard: ×0.75
- Thunder: ×0.75
- Water: ×0.75
- Aero: ×0.75
- Dark: ×0.75
- Neutral: ×0.75
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 10
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: 24
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 225 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 265 HP, 132/105/79 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 340 HP, 272/217/163 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 415 HP, 460/368/276 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 685 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots three light projectiles from its right-hand muzzle.
PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.
BOMB
-Orb-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Blast-
Type: Neutral
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires three light orbs each from its left shoulder and right shoulder cannons in sequence; they explode when they hit something.
CHARACTERISTICS
---------------
* Primarily uses Shot after leaping away from an opponent.
* May only shoot a single projectile if using Shot while leaping.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GIGAS: GUNNER CLASS
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper that's keen on chaos.
This long-range model's a bit of a glass cannon, so get up in its face and smash it to bits!
The energy rounds it fires from its shoulder cannons are blazingly fast, so get out of the way as soon as it starts to takes aim.
BASE STATS
----------
Classification: Other
HP modifier: ×4
EXP modifier: ×3
TYPE AFFINITIES
- Physical: ×0.5
- Fire: ×0.75
- Blizzard: ×0.75
- Thunder: ×0.75
- Water: ×0.75
- Aero: ×0.75
- Dark: ×0.75
- Neutral: ×0.75
- Rapid-fire: ×0.35
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: 24
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 180 HP, 72/57/43 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 212 HP, 113/90/68 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 272 HP, 233/186/140 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 332 HP, 394/315/237 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 548 HP, 999/999/795[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots four light projectiles from its right-hand muzzle.
PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.
BOMB
-Ball-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Blast-
Type: Neutral
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 左肩のキャノン砲から, 大きな光弾を同時に放つ. 光弾は何かに当たると爆発する
CHARACTERISTICS
---------------
* Primarily uses Shot after leaping away from an opponent.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
BEASTS & BUGS
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
Expect these quick critters to zip out of range and let their cannons fly. That's about the only thing they can do, actually.
BASE STATS
----------
Classification: Other
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (16%)
* Wellspring Stone (8%)
* Hungry Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 90 HP, 48/38/29 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 106 HP, 75/60/45 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 166 HP, 263/210/158 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
GUNSHOT
Type: Neutral
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Lightly fires a single homing light projectile.
CHARACTERISTICS
---------------
* Uses Gunshot after retreating from an opponent.
* Generally doesn't flinch just before shooting a light projectile with Gunshot.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
PATCHWORK ANIMALS
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
These simple-minded plushies only know one trick: chaaarge! Use magic to trip them up, then give them some new stitches.
BASE STATS
----------
Classification: Other
HP modifier: ×3
EXP modifier: ×2.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×2
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 135 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 159 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 204 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 249 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Floats up and rams opponents.
CHARACTERISTICS
---------------
* There are two variants appearance-wise (both act identically).
* Slowly approaches an opponent, then uses Charge.
* Generally doesn't flinch just before it attacks with Charge.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
AIR DROIDS
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
When these nuisances aren't blasting you with their arm cannons, they're blasting you with gale-force winds. The good news? They can't do both at the same time. When they switch on that fan, use magic to blow them away!
BASE STATS
----------
Classification: Other
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 90 HP, 48/38/29 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 106 HP, 75/60/45 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 166 HP, 263/210/158 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
GUNSHOT
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires a barrage of light projectiles while turning to-and-fro.
CHARACTERISTICS
---------------
* Can appear in three colours (all act identically).
* Uses Gunshot after retreating from opponents.
* If an opponent is nearby, it may unleash a gust of wind from the fan on its chest and force them back.
* Generally doesn't flinch just before using Gunshot or generating a gust of wind.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
BOUNCY PETS
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
These bouncy baddies rarely sit still for long. Use those brief pauses to take the spring out of their step!
BASE STATS
----------
Classification: Other
HP modifier: ×3
EXP modifier: ×2.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×2
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.8
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: —
- Attraction modifier: ×1.1
- Base damage upper limit: —
REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 135 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 159 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 204 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 249 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
TECHNIQUES
----------
CRUSH
-Drop-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Leaps directly overhead its target and drops straight down, generating a shock wave.
CHARACTERISTICS
---------------
* There are six variants appearance-wise (all act identically).
* After retreating from an opponent, it uses Crush once or several times.
* Generally doesn't flinch just before initiating Crush.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SUPREME SMASHER
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
This massive menace gave Sora and his friends a run for their money, but in the end no deadly claws or terrible tower turrets were a match for the mighty Rex.
Yes, that Rex.
BASE STATS
----------
Classification: Other
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 3
- Revenge value: —
- Attraction modifier: ×0.8
- Base damage upper limit: —
REWARDS
-------
* HP prize (5) ×3
* Munny (10) ×4
* Wellspring Shard (16%)
* Wellspring Stone (8%)
* Hungry Shard (8%)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 360 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Action Figures (TB1; event)
TECHNIQUES
----------
DOUBLE CLAW
Type: Physical
Power modifier: ×2 × 2 hits
Guard: Yes (negate)
Repel level: 2
Description: Scratches with left hand, then scratches with right hand while turning its upper body.
DASH CLAW
Type: Physical
Power modifier: ×3
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Charges straight forward and spins its right hand while turning its upper body.
HEAT BREATH
Type: Fire
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Raises its head and releases a light beam from its mouth.
PLASMA
Type: Thunder
Power modifier: ×1 × 5 hits
Guard: Yes (negate)
Repel level: —
Description: Unleashes five lightning bolts above its head as it chases its opponents forward.
CHARACTERISTICS
---------------
* Walks slowly, then attacks. Frequently uses Dash Claw if no other Supreme Smashers are around.
* Sora以外を狙うときは, いずれかの攻撃後につづけてHeat BreathかPlasmaを使うことが多い
* Frequently uses Heat Breath if Sora is aboard a Gigas.
* 相手が自分よりも高いところにいるときは, あまり攻撃を行なわない
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
HEARTLESS SHIP
BASE STATS
----------
Classification: Other
HP: See below
EXP modifier: See below
OTHER PROPERTIES
- Damage modifier: ×10
- Base damage upper limit: —
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, var HP, var EXP, 10 Strength, 0 Defense (CB1)
Level 40, var HP, var EXP, 10 Strength, 0 Defense (CB2)
* The High Seas (various; see below)
* Over the Edge (CB1; event)
* The High Seas / Northern Waters (CB1; event)
(Note: "Main" locations don't necessarily mean "exclusive", but I haven't yet checked for other specifics.)
CHARACTERISTICS
---------------
* There are eight types of small ships and four types of large ships; up to five ships/types of ships can appear in a single fleet. Different types of ships appear depending on the area.
* The hull, mast and core each have their own HP values; some ships have different maximum HP values and power modifiers depending on their location (see below). Note that Scan only reveals the hull's HP.
* The High Seas / Northern WatersでHeartlessの船団と戦う場面(→p. 322)に現れる大型船を含む艦隊は, 陣形を組んで行動することがある(そのときに使うArtilleryは威力倍率が低い)
* When a fleet is destroyed, you obtain rewards as detailed below. (*1)
* 幽霊船以外の大型船は, 沈む前にしばらく停止する(*2). 停止中の船にSoraの船が近寄ってTriangleボタンで[乗り込む]を行なうと, 甲板でHeartlessとのbattleになり, Heartlessが全滅したら, Soraは右ページの[甲板battle勝利時の戦利品]を得る
*1: 停止中の大型船が残っている場合は, それが沈むまで得られない
*2: 艦隊が全滅してから約30秒が過ぎるか, 停止中に合計3000のdamageを受けると沈む
TRAITS OF EACH SHIP PART
------------------------
MAST
* Damageを受けると帆が破けていき(幽霊船をのぞく), 受けたdamageの約0.1–0.5倍(船の種類ごとに異なる)だけ船体のHPも減る
* マストのHPがzeroになった船は, マストが折れてゆっくりとしか進めなくなる(幽霊船をのぞく). また, マストに攻撃が当たるとそのdamageぶん船体のHPが減るようになる
HULL
* The hull breaks when damaged.
* A ship sinks when its hull is reduced to 0 HP.
CORE
* The cores come in three colours: red, blue, and green. Smaller ships have 1–2 cores of a single colour, whereas larger ships may have up to 6. The core's colour determines what type of Leviathan Force is used by Sora's ship (→p. 672).
- Red: Raging Cannons; Blue: Tidal Wave; Green: Wind Chasers
* HPがzeroになったcoreは消えて, すベてのcoreが消えた船は沈む
SHIP DATA
---------
* Power modifiers listed are per hit.
* Ships do not drop HP, MP, or Focus prizes.
* 世界の果てに現れる通常船(小)と, The High Seas / Northern WatersでHeartlessの船団と戦う場面(→p. 322)に現れる大型船は, 経験値倍率が[0]
NORMAL SHIP (SMALL / RED STRIPES)
HP: 4000–10000 (hull); 2000–3400 (mast); 100–500 (green core); 100–850 (blue core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Northern Waters
* Huddled Isles
Actions:
* Approach
* Artillery (Power modifier: ×1–3)
* Homing missiles (Power modifier: ×3–5)
* Ram (Power modifier: ×15–40)
NORMAL SHIP (SMALL / BLUE STRIPES)
HP: 4000–10000 (hull); 2000–3400 (mast); 300–500 (green core); 600–850 (blue core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Northern Waters
* Huddled Isles
Actions:
* Retreat
* Artillery (Power modifier: ×1–4)
* Homing missiles (Power modifier: ×4–8)
* Waterspout (Power modifier: ×15–20)
NORMAL SHIP (SMALL / RED)
HP: 7000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Any
Actions:
* Approach
* Artillery (Power modifier: ×4)
* Homing missiles (Power modifier: ×15)
* Ram (Power modifier: ×24)
NORMAL SHIP (SMALL / BLUE)
HP: 7000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Any
Actions:
* Retreat
* Artillery (Power modifier: ×3.5)
* Homing missiles (Power modifier: ×20)
NORMAL SHIP (SMALL / PURPLE)
HP: 10000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
Actions:
* Retreat
* Homing missiles (Power modifier: ×15)
* Waterspout (Power modifier: ×15)
* Stops moving when using its own attacks
CRAB SHIP
HP: 4000 (hull); 2400 (mast); 240 (green core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Any
Actions:
* Retreat
* Homing missiles (Power modifier: ×15)
BLACK SHIP (SMALL)
HP: 18000 (hull); 3400 (mast); 1600 (blue core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
* Isla Verdemontaña
Actions:
* Accompanies Black Ship (Large)
* Homing missiles (Power modifier: ×25)
* Transforms into Black Ship (Large) with Waterspout (Power modifier: ×50) if accompanying Black Ship (Large) is defeated
GHOST SHIP (SMALL)
HP: 20000 (hull); 2100 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
Actions:
* Accompanies Ghost Ship (Large)
* Warp
* Artillery (Power modifier: ×5)
* Homing missiles (Power modifier: ×7)
* Self-destruction (Power modifier: ×150)
* Sinks with Ghost Ship (Large)
NORMAL SHIP (LARGE)
HP: 24000–38000 (hull); 7500–12000 (mast); 500 (green core); 1100 (blue core); 1500–1800 (red core)
EXP modifier: ×3
EXP:
* 443/354/266 (CB1)
* 604/483/363 (CB2)
Main locations:
* Most areas
Actions:
* Artillery (Power modifier: ×3–6)
* Homing missiles (Power modifier: ×30)
* Waterspout (Power modifier: ×20)
* Purple-glowing missiles (Power modifier: ×80)
TREASURE SHIP
HP: 32000 (hull); 15000 (mast); 1800 (red core)
EXP modifier: ×3.5
EXP:
* 517/413/310 (CB1)
* 705/564/423 (CB2)
Main locations:
* Southern Waters
* Isle of Luck
Actions:
* Always appears alone
* Retreat
* Artillery (Power modifier: ×7)
* Homing missiles (Power modifier: ×40)
* Waterspout (Power modifier: ×60)
* Purple-glowing missiles (Power modifier: ×150)
BLACK SHIP (LARGE)
HP: 32000 (hull); 12000 (mast); 2000 (red core)
EXP modifier: ×3.5
EXP:
* 517/413/310 (CB1)
* 705/564/423 (CB2)
Main locations:
* Southern Waters (east)
* Isla Verdemontaña
Actions:
* Artillery (Power modifier: ×5.5–6)
* Homing missiles (Power modifier: ×40)
* Ram (Power modifier: ×80)
* Purple-glowing missiles (Power modifier: ×100)
* Self-destruction (Power modifier: ×180)
GHOST SHIP (LARGE)
HP: 42000 (hull); 2400 (red core)
EXP modifier: ×4
EXP:
* 590/472/354 (CB1)
* 805/644/483 (CB2)
Main locations:
* Southern Waters (east)
Actions:
* Warp
* Artillery (Power modifier: ×7)
* Homing missiles (Power modifier: ×7)
ADDITIONAL NOTES ABOUT ACTIONS
------------------------------
* すべてのSmall ShipとTreasure Shipは, Artilleryの弾を横方向にしか撃てない
* Homing Missilesの弾は, Soraの船による攻撃か別のHoming Missilesの爆発に巻きこまれると, 爆発して消える
* Self-Destructを使った船は, 直後に沈む
* Ghost Ship (Large)は, warp時にGhost Ship (Small)を出現させることがある
REWARDS
-------
FLEETS
* Quantity of munny and crabs obtained from fleets vary.
Containing only Small Ships:
* 0–30 munny
* Potion (20%)
* Hi-Potion (30%)
* White Crab ×10 (50%)
Note: Cannot acquire all three [non-munny] rewards at once.
Including Large Ships:
* 15–60 munny
* Hi-Potion (20%)
Containing only Crab Ships:
* White Crab ×15–60
Ghost Ships:
* 500 munny
* Hi-Ether (100%)
* Acrisius+ (50%)
* Master's Necklace (30%)
* Cosmic Belt (20%)
DECK BATTLES
Fleets including Normal Ships (Large):
* Rewards vary depending on the fleet.
* 50 munny
* Hi-Potion (100%)
* Shield Belt (30%)
* Ability Ring+ (30%)
* Technician's Ring+ (30%)
* 50 munny
* Refocuser (100%)
* Bronze Amulet (30%)
* Power Ring (30%)
* Buster Ring (30%)
* 50 munny
* Hi-Potion (100%)
* Silver Amulet (30%)
* Magic Ring (30%)
* Rune Ring (30%)
* 50 munny
* Tent ×3 (100%)
* Gold Amulet (30%)
* Shadow Anklet (30%)
* Dark Anklet (30%)
* 100 munny
* Hi-Potion (100%)
* Blizzard Choker (30%)
* Buster Band (30%)
* Blizzara Choker (30%)
* 100 munny
* Hi-Potion (100%)
* Fire Bangle (30%)
* Guardian's Belt (30%)
* Thundara Trinket (30%)
* 100 munny
* Hi-Potion (100%)
* Thunder Trinket (30%)
* Power Band (30%)
* Fira Bangle (30%)
* 200 munny
* Ether (100%)
* Elven Bandanna (30%)
* Divine Bandanna (30%)
* Valor Ring (30%)
* 200 Munny
* Ether (100%)
* Wind Fan (30%)
* Storm Fan (30%)
* Force Ring (30%)
Treasure Ship:
* 1000 Munny
* Hi-Potion ×3 (100%)
* Mega Potion (50%)
* Mega-Ether (50%)
* Bronze Necklace (50%)
Black Ship fleet:
* 300 Munny
* Hi-Ether (100%)
* Skill Ring+ (30%)
* Silver Necklace (30%)
* Cosmic Arts (20%)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARKSIDE
A colossal Heartless that arose before Sora in a land of endless sea and sky.
It looks different from other Darksides Sora has battled with, but the cause remains a mystery.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: 24
REWARDS
-------
* Fire (Sora)
* Water (Sora)
LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level 1, 400 HP, 0 EXP, 16 Strength, 8 Defense (FW1)
* Station of Awakening (FW1; boss; Sora fights alone)
SCALA AD CAELUM [DLC]
Level 50, 2400 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC; boss; Sora fights alone)
TECHNIQUES
----------
DARK PUNCH
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Punches the ground with a glowing right hand.
DARK HOMING
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (repel)
Repel level: 2
Description: Repeatedly shoots groups of 2–3 homing light projectiles from the hole in its abdomen.
SHOCK WAVE
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Generates a shock wave by punching its left hand into the ground. Used immediately after Dark Sphere.
Status effect: Stun (50%/5 seconds)
DARK SPHERE
-Dark sphere-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Falling sphere-
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Produces a dark sphere from the ground and lets it loose in midair; this large sphere rains smaller spheres around itself and its opponent.
CHARACTERISTICS
---------------
* Attacks after turning to face its opponent; after attacking, it does nothing for 10 seconds (it only uses Dark Sphere immediately following Shock Wave).
* Four Shadows appear when it uses Dark Punch.
* 同じ技を2回つづけて使うことや, Dark Sphereの直後にShock Waveを使うことが多い
STRATEGIC ADVICE
----------------
DODGE ITS ATTACKS OR GUARD BEFORE IT DOES SO
You can only attack the parts of the Darkside that can be locked onto: head, left hand, and right hand. 敵の攻撃をかわすかBlockで防いだあと, 直後の何もしてこないときを狙って, 左右どちらかの手に向かってAttackを当てていこう. Prioritise defeating the four Shadows when they appear.
HOW TO DEAL WITH DARK SPHERE
You can easily avoid Dark Sphere's numerous spheres by distancing yourself from the Darkside. さらに, かわす合間に[近寄って敵の手をAttackで3–4回攻撃→走って離れる]と行動して, damageを与えてもいい.
[Caption 1: Sora attacks the Darkside's left hand] Darksideが攻撃をくり出したあとのスキに, こちらから攻める.
[Caption 2: Sora rolls away from the Darkside's Dark Punch] このbattle中に現れるShadowは, HP prize [1]を2個落とす. 受けたdamageは, これで回復しよう.
[Caption 3: Sora attacks Shadows summoned by the Darkside] Darksideの攻撃をかわすには, 離れつつ, 当たりそうなときはDodge Rollをするといい.
[Caption 4: Sora blocks the Darkside's Dark Homing] Dark Homingの飛んでくる弾をBlockで防ぐと, 跳ね返ってDarksideに当たる.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ROCK TITAN
Hercules (1997)
A gargantuan being made of solid stone.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Feet-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: 16
-Head-
- Reaction value: —
- Revenge value: —
- Attraction modifier: ×0.1
- Base damage upper limit: 16
REWARDS
-------
* Maximum MP increase (Sora)
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 450 HP (head), 300 HP (feet), 0 EXP, 19 Strength, 9 Defense (OL1)
* Mount Olympus / Mountainside (OL1; boss)
TECHNIQUES
----------
ROCK DROP
-Small-
Type: Physical
Power modifier: ×0.5
Guard: No
Repel level: —
-Medium-
Type: Physical
Power modifier: ×1
Guard: No
Repel level: —
-Large-
Type: Physical
Power modifier: ×2
Guard: No
Repel level: —
Description: Drops rocks; larger rocks deal more damage.
TRAMPLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Stomps on the ground with one foot; rocks protrude from the immediate ground area as it does so.
LEFT-AND-RIGHT TRAMPLE
Type: Physical
Power modifier: ×1 × 6 hits
Guard: Yes (negate)
Repel level: 2
Description: Tramples the ground with both feet in an alternating pattern; rocks protrude from the immediate ground area with each stomp.
PINCUSHION ATTACK
Type: Physical
Power modifier: ×0.5 × 2 hits
Guard: Yes (negate)
Repel level: —
Description: 地面に青い光のlineを2回浮かび上がらせる. Line上には, とがった岩が突き出す
SIDE-TO-SIDE HEAD SWING
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Shakes head(s) side-to-side.
CHARACTERISTICS
---------------
* Moves to the clifftop and launches attacks according to the situation.
* Its left foot, right foot and heads each have their own HP bars (though the two heads share HP).
STRATEGIC ADVICE
----------------
ASCEND THE CLIFF AND ATTACK ITS FEET AND HEADS IN TURN
The Rock Titan fights according to the sequence shown below; to win, its heads must be reduced to 0 HP. It is possible to attack parts other than those that can be locked onto, but it won't lose HP in such cases. Mountain Coaster can reduce the heads' HP regardless of where its attacks are aimed.
ROCK TITAN BATTLE SEQUENCE
--------------------------
1. CLIMB THE CLIFF AND APPROACH THE ENEMY
* Rock Titan's actions: Repeatedly uses Rock Drop.
* Strategy: Run diagonally to avoid the falling rocks and climb to the clifftop.
1 → 2: Sora reaches the clifftop.
2. ATTACK THE ENEMY'S FEET
* Rock Titan's actions: Uses Trample, Left-and-Right Trample, and Pincushion Attack.
* Strategy: It's recommended to reduce the HP of each foot in an alternating pattern while dodging and blocking the Rock Titan's attacks, so both can be zeroed out near-simultaneously; this way, you can avoid consecutive attacks from each foot.
2 → 1: Sora falls off the cliff.
2 → 3a: Both of the Rock Titan's feet are reduced to 0 HP.
3. ATTACK AND DEFEAT THE ENEMY'S HEADS
* Rock Titan's actions: Falls back against the mountainside and uses Side-to-Side Head Swing when the party approaches it.
* Strategy: Run up the sparkling footholds (it's recommended to run up the right [side of the screen facing the mountainside]), and attack its heads with Attack and Fire.
3 → 2: If 3 minutes pass after the Rock Titan falls back against the mountainside or any HP remains after using Mountain Coaster, both of its feet recover to 50% HP, and Sora drops down beside them.
[Caption: Sora attacks one of the Rock Titan's heads] The fight becomes considerably easier if you can get between its heads.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ICE TITAN
Hercules (1997)
A gargantuan being made of frigid ice.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×0
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 50
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 600 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss)
TECHNIQUES
----------
ICE BREATH
Type: Blizzard
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Raises its head and breathes ice from its mouth.
Status effect: Freeze (100%/0.5 seconds)
ICE FROST
Type: Blizzard
Power modifier: ×0.5 per hit
Guard: No
Repel level: —
Description: Grabs the lava mound and breathes ice.
Status effect: Freeze (100%/1.5 seconds)
ICE CLAW
-Hand-
Type: Blizzard
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Strikes the ground with its right palm and summons ice pillars that repeatedly protrude from directly underneath the opponent.
STOMP
-Foot-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: 左右の足で交互に地面を踏んで, 相手がいる方向ヘ氷柱をつぎつぎと突き出させる
CHARACTERISTICS
---------------
* Uses Ice Breath, Ice Claw, and Stomp when the party is on the ground.
* If a party member is on the lava mound, it may use Ice Breath, Ice Frost, or Ice Claw, or do nothing for 10 seconds before attacking.
* Uses Ice Breath when the Tornado Titan launches gusts of wind.
* Lava Titan(右ページを参照)のMagma Breathが頭部に当腰から下は無敵
STRATEGIC ADVICE
----------------
CLIMB THE LAVA MOUND AND ATTACK ITS HEAD
The Ice, Lava and Tornado Titans appear together; in this phase, the Tornado Titan only launches gusts of wind at certain points (see table below). Your opponents in this phase, Ice Titan and Lava Titan, attack less frequently while you're on the lava mound; they also bring their faces near the mound between attacks. 溶岩の山の上からIce Titanの頭部を狙っていき, 敵が攻撃の動作をはじめたらいったん下に降りてかわせば, 安全に戦いやすい.
TIMES WHEN THE TORNADO TITAN LAUNCHES WIND GUSTS
------------------------------------------------
* Start of battle
* (One of) Ice Titan or Lava Titan's HP is reduced below 50%
* (One of) Ice Titan or Lava Titan is defeated
[Caption 1: Ice Titan attacks Sora with Ice Claw] Defeat the Ice Titan first, as its Ice Claw is very powerful.
[Caption 2: Ice, Lava and Tornado Titans attack Sora in unison] Wind gusts will only blow you away, but watch out for other attacks.
[Caption 3: Sora attacks the Ice Titan] Attack with combos or Fire from atop the mound.
[Caption 4: Sora and Hercules attack the Ice Titan with their Heroic Swing team attack] Team attacks and attractions will move you atop the lava mound regardless of your current position.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LAVA TITAN
Hercules (1997)
A gargantuan being made of molten lava.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0
- Blizzard: ×1
- Thunder: ×0.7
- Water: ×1
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 50
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 600 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss)
TECHNIQUES
----------
MAGMA BREATH
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Raises its head and breathes magma from its mouth.
Status effect: Burn (100%/1 second)
MAGMA SHOT
-Arm-
Type: Fire
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Magma-
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Swings both its arms in succession and spreads magma over a wide area.
HEADBUTT
-Headbutt-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Headbutts the lava mound and generates a shock wave.
CHARACTERISTICS
---------------
* Uses Magma Breath and Magma Shot when the party is on the ground.
* If a party member is on the lava mound, it may use Magma Breath or Magma Shot, or do nothing for 10 seconds before attacking.
* Uses Magma Breath when the Tornado Titan launches gusts of wind.
* If the Ice Titan's Ice Breath hits its head, it freezes temporarily and cannot move (this deals no damage).
* Magma body below its shoulders is invincible.
* Completely invincible while using Magma Breath and Magma Shot.
STRATEGIC ADVICE
----------------
CLIMB THE LAVA MOUND FOR A CHANCE TO ATTACK
Both the Lava Titan and Ice Titan remain in position while attacking. Focus on the Ice Titan first, as it has various potent techniques. The basics of the fight are the same for both; climb the lava mound and target each enemy's face as their faces approach. When the Lava Titan attacks, descend the lava mound on the Ice Titan's side and hide at its base. The Lava Titan is invincible when using attacks other than Headbutt, and it can easily cause you to waste time if unaware of such properties.
[Caption 1: Lava Titan glares at Sora] Enemies don't do anything of note between attacks while you're ascending (or atop) the lava mound.
[Caption 2: Sora casts Fire at the Lava Titan] Fire deals no damage to the Lava Titan; use Attack combos instead.
[Caption 3: Lava Titan attacks Sora with Magma Breath] The Lava Titan is completely covered in magma and invincible when using attacks other than Headbutt.
[Caption 4: Sora hides from the Lava Titan's Magma Shot behind the lava mound] When it breathes magma or discharges it from its arms, hide behind the lava mound so it can't hit you.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TORNADO TITAN
Hercules (1997)
A gargantuan being made of violent winds.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×1
- Water: ×0.7
- Aero: ×0
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 50
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
REWARDS
-------
* Maximum HP increase (Sora)
* Hero's Origin
LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 1000 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss; transported to Tornado Titan battlefield)
TECHNIQUES
----------
BLOW AWAY
Type: Aero
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Inflates its thin body instantly.
DEBRIS ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 2
Description: Launches lots of debris from the holes in its head and arms.
BIG TORNADO
-Magma-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Debris-
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Attacks a falling opponent with countless magma, ice, and miscellaneous debris.
MAGMA STORM
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Clings on to the defeated Lava Titan, absorbs its heat, and rains down fire forward of itself.
ICE STORM
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Clings on to the defeated Ice Titan, absorbs its cold, and fires blocks of ice forward.
CHARACTERISTICS
---------------
* Its actions change depending on the situation (see below).
* It can blow away nearby opponents when it changes shape (no damage).
* When using Magma Storm or Ice Storm, it moves beneath the clouds and becomes invincible while moving.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
RELY ON YOURSELF FOR HP RECOVERY
The battle against the Tornado Titan has three phases (listed below). You can approach and attack the Titan in each phase; in the second and third phases, you fight alone and can't rely on party members for recovery. If you lose, equip Potions and try again.
TORNADO TITAN BATTLE SEQUENCE
-----------------------------
1. FIGHT ON THE GROUND
* Tornado Titan's actions: After using Blow Away and Debris Attack 2–4 times, it sucks up the party.
* Strategy: Block and Dodge Roll away from flying debris, then attack. At close range, it uses Blow Away, but you can avoid this by Dodge Rolling away when it thins its body.
1 → 2: Sora is sucked up by the Tornado Titan.
2. GET BLOWN SKYWARD AND DIVE
* Tornado Titan's actions: Blows Sora skyward and uses Big Tornado.
* Strategy: 真下ヘ進み, 右の写真のあたりで待つのが比較的安全. When "ATTACK!" appears on-screen, press the X button to unleash a Dive Attack.
Caption: Sora dives towards the attacking Tornado Titan.
2 → 3: Sora descends to a certain altitude or uses Dive.
3. FIGHT WHILE FLOATING IN THE AIR
* Tornado Titan's actions: Normally uses Blow Away and Debris Attack; if it moves toward the Lava Titan, it uses Magma Storm; if it moves toward the Ice Titan, it uses Ice Storm.
* Strategy: Some debris won't damage you on contact, それらのうち一部の小さいdebrisには, attractionで飛び移れる. Dodge enemy attacks with Aerial Dodge or by moving between pieces of debris, then close in and attack.
[Caption: Sora scopes out a piece of floating debris] If a small piece of debris floats nearby, jump toward and hover in front of it.
3 → 1: 2 minutes pass during the situation listed in phase 3, and the Tornado Titan has at least 33% HP left.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DEMON TOWER
A dark swarm of Shadows, stacked into a looming spire.
The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Yellow eyes-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.4
-Red eyes-
- Physical: ×0.2
- Fire: ×0.2
- Blizzard: ×1
- Thunder: ×0.2
- Water: ×0.2
- Aero: ×0.2
- Dark: ×0.2
- Neutral: ×0.2
- Rapid-fire: ×0.2
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: 8
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
Dark World:
* N/A
Battlegate 8:
* Illusory Crystal (10%)
* Illusory Crystal (guaranteed; once only)
* Secret Report 8 (guaranteed; once only)
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 60, 1200 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Tank Yard (Battlegate 8)
DARK WORLD
Level 50, 1200 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (RoD; boss; fought twice, both as Riku)
TECHNIQUES
----------
DEMON DIVE
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and springs up, then lunges at its opponent.
DEMON RISE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Scatters itself, then gathers at its opponent's position and attacks, returning to its previous form while doing so.
DEMON HOOK
Type: Physical
Power modifier: ×1.5 × 3 hits
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and strikes three times with its tip from the side.
DEMON UPPER
Type: Physical
Power modifier: ×1.5 × 3 hits
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and thrusts its tip upward twice.
DARK WORLD SECOND BATTLE
PHANTOM DANCE
-Ice crystals-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Magic orbs-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Weapon attack-
Type: Physical
Power modifier: ×0.5 or ×0.8 per hit
Guard: Yes (negate)
Repel level: 2
Description: While the Demon Tower hides underground, a phantom Anti-Aqua warps around and attacks in the following sequence: four ice crystals appear → fires magic orbs → attacks thrice with weapon → waits for a short while and then fires another magic orb → fires the four ice crystals that appeared at the start.
CHARACTERISTICS
---------------
* After moving around, its eyes change colour from yellow to red and it clads itself in a black aura and launches attacks (its eyes revert to yellow when it stops attacking).
* Immediately after using Demon Dive, it follows up with Demon Rise; this sequence generates five Shadows.
* During its second battle in the Dark World, it uses several attacks in a row, uses Phantom Dance after Demon Rise, and cannot be reduced to 0 HP solely through attacking (it will always have at least 1 HP left).
STRATEGIC ADVICE
----------------
ATTACK WHEN ITS EYES ARE YELLOW
When the Demon Tower attacks, its eyes turn red. Attack it when its eyes are yellow, avoid it when its eyes are red, and dodge and block its attacks with the Square button. Shadows that appear during the battle are easily defeated with ranged attacks like Thundaga.
NOTES ABOUT THE DARK WORLD FIGHTS
The Demon Tower appears twice in the Dark World; in the first, Riku and Mickey fight together; in the second, Riku fights alone. PlayerはRikuを操作するが, shortcutのcommandの並びなどがRiku操作時のものになっているので, 入力をまちがえないように注意. In its second appearance, the Demon Tower can't be completely drained of HP; the battle ends when the situation command "Sora" (which appears when it's at 1 HP) is used.
[Caption 1: Demon Tower attacks Sora with Demon Dive] Do not attack the Demon Tower when its eyes are red.
[Caption 2: Riku blocks the Demon Tower's Demon Rise] When it gathers itself, block to prevent the upcoming attack.
[Caption 3: Riku blocks the Demon Tower's Phantom Dance] You can defend yourself from Phantom Dance by repeatedly Sonic Dodging or by following this sequence: いったん消えた幻影が現れたらSquare button連打でguard→4回目の攻撃をguardした直後にCircle/X buttonを押す→すぐにSquare button連打
SITUATION COMMAND: SORA
-----------------------
Display: Dark World second battle; Demon Tower is reduced to 1 HP.
Effect: Ends the battle.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DEMON TIDE
A dark swarm of Shadows, gathered into a massive, seething cloud.
The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Glowing core-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.4
-Non-glowing core and parts other than the core in flying mode-
- Physical: ×0.5
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral:
- Twilight Town: ×0.2
- Keyblade Graveyard: ×0.5
- Rapid-fire: ×0.4
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
Twilight Town:
* Cure (Sora)
* MP Safety (Sora)
Keyblade Graveyard:
* Curaga (Sora)
* Starlight
LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 4000 HP, 0 EXP, 25 Strength, 12 Defense (TT1)
* The Neighborhood / Tram Common (TT1; boss)
KEYBLADE GRAVEYARD
Level 46, 4000 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (KG2; boss)
TECHNIQUES
----------
FLYING MODE
DEMON SCREW
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Flies around at high speed while its core spins; it does this 2–3 times, crashing into opponents in its path.
DEMON FALL
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Circles in the air, then dives underground and resurfaces several times, forming an arc and attacking as it does so.
DEMON AVALANCHE
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires many Shadows forward like projectiles; they vanish after travelling a certain distance or hitting an opponent.
TORNADO MODE
DEMON TORNADO
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Moves around while spinning at high speed, crashing into opponents in its path 2–3 times.
DEMON BARRAGE
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Rapidly fires many Shadows like projectiles.
DEMON METEOR
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Coreを地中にもぐらせて, [巨大な弾をつぎつぎと山なりに飛ばす→相手を上空へ浮き上がらせながら巨大な弾をつぎつぎと打ち上げる]という攻撃を仕掛ける
CHARACTERISTICS
---------------
* When in flying mode (signified by the core being at the "head" of the Tide), its eyes change colour from yellow to red (after flying through obstacles) and launches attacks (its eyes revert to yellow when it ceases attacking). The core sometimes glows in this mode.
* When reduced to 50% HP, it takes the form of a tornado with the core floating in the centre (tornado mode). In tornado mode, the core constantly glows; when the tornado glows red, it unleashes an attack (the tornado returns to its original colour afterward). After using Demon Meteor, the tornado covering the core temporarily disappears and it does nothing for 25 seconds.
* In Twilight Town, it doesn't use Demon Avalanche and flees when reduced to 85% HP.
STRATEGIC ADVICE
----------------
FOCUS ON GUARDING AND EVADING WHEN ITS EYES OR THE TORNADO TURNS RED
The Demon Tide has a core; attack the core while it glows for maximum damage. Lock onto the core and use Attack combos and the like; when the Tide's eyes or tornado turns red, retreat and prepare to block and dodge its attacks (as seen in the table below). While the Tide is in flying mode, your attacks can hit other parts of its body; after it shifts to tornado mode, only the core remains vulnerable.
HOW TO CONTROL KEYBLADE-RIDING SORA
Once you defeat the Demon Tide at the Keyblade Graveyard, you'll enter a special sequence wherein Sora rides upon a mass of Keyblades and flies toward it. Enemies will fly at you repeatedly (dealing 3 or 5 damage per hit); eliminate them by pressing Triangle repeatedly to call upon the aid of the ancient Keyblade wielders. You can't destroy large projectiles, so move aside to dodge them. Once all this is done, use the situation command Union χ to completely destroy it.
[Caption: Sora glides away from the Demon Tide's Demon Avalanche] If it charges at you, block it; move away from all other attacks.
TABLE: HOW TO DEAL WITH ITS ATTACKS
-----------------------------------
ATTACK HOW TO DEAL WITH IT
Demon Screw, Demon Tornado Lock onto the core, wait, and block its charges
Demon Fall, Demon Meteor Use the left stick to Dodge Roll away in a desired direction
Demon Avalanche, Demon Barrage 敵に対して横方向ヘGlideで飛びつづけてかわす
SITUATION COMMAND: UNION χ
--------------------------
Display: Keyblade-riding Sora uses all attacks granted to him with the power and aid of the ancient Keyblade wielders.
Effect: Ends the battle.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ANGELIC AMBER
An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
Unpredictable and erratic, her moves made her a maddening foe to face. After Sora and his team freed her from the Marionette's ill influence, she bore a melancholy expression.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1.5
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
REWARDS
-------
* High Jump (Sora)
* Maximum MP increase (Sora)
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 1200 HP, 0 EXP, 27 Strength, 13 Defense (TB1)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1; boss)
TECHNIQUES
----------
SPIN
-Pre-strength boost-
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Post-strength boost-
Type: Dark
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins and emits light in the immediate area. Post-strength boost: both attack range and power modifier increase.
TRAMPLE
-Pre-strength boost-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
-Post-strength boost-
Type: Physical
Power modifier: ×2; shock wave ×2.5
Guard: Yes (negate; the trample itself can be blocked from behind)
Repel level: —
Description: Drops directly overhead opponent and slams into the ground feet-first, generating a shock wave on the ground. Post-strength boost: shock wave's power modifier increases.
RAM
-Pre-strength boost-
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Post-strength boost-
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: After somersaulting, she flies toward an opponent while spinning like a drill. Post-strength boost: she flies around for a longer period of time.
CHARACTERISTICS
---------------
* Moves in a circular motion around an opponent, then attacks; she usually moves away quickly or closes in before doing so.
* When reduced to 65% HP, she goes limp for about 4 seconds, then launches nearby opponents (this deals no damage); afterward, her attacks become more powerful, 移動中の動きが変わり, and she can attack twice in a row.
STRATEGIC ADVICE
----------------
DEFEAT OTHER NEARBY ENEMIES BEFORE ATTACKING HER
Marionettes and other enemies appear throughout the room during this battle. Prioritise defeating them while avoiding Angelic Amber's attacks. Battle開始時の向きから見て, 左ヘ行くとほかの敵が追加で現れるので, 右の棚付近で戦いたい. Block or dodge Angelic Amber's attacks, then strike back with 1–2 combo-sets. Be careful; she becomes more aggressive after reaching a certain HP threshold and temporarily going limp.
[Caption 1: Angelic Amber's Trample shock wave hits Sora] Fighting Angelic Amber is more difficult when other enemies remain on the battlefield.
[Caption 2: Sora attacks the possessed toys with Double Arrowguns' light projectiles] You can attack enemies more easily while avoiding them with Shooting Star's Double Arrowguns formchange.
[Caption 3: Sora faces the Angelic Amber from afar] 遠くヘ離れたAngelic Amberは, 直後に攻撃してくる.
[Caption 4: Sora runs to a safe area (surrounded by a red square) above the drawers] 四角で囲んだ棚のくぼみの奥は比較的安全. 落ち着いて回復したいときに逃げこむといい.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
KING OF TOYS
A colossal Heartless that Young Xehanort summoned to stall Sora and his pals in Toy Box.
This thing comes with everything. Annoying force field? Check. Hailstorm of missiles? Check. Ridiculously huge tornado that flings around all nearby toys in the area? Yup, that's a check.
As toys go? Not much fun.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×1
- Thunder: ×0.5
- Water: ×0.7
- Aero: ×0.5
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.7
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 12
REWARDS
-------
* Maximum HP increase (Sora)
* Falling Slash (Sora)
* Favorite Deputy
LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 1600 HP, 0 EXP, 27 Strength, 13 Defense (TB1)
* Galaxy Toys / Kid Korral (TB1; boss; transported to King of Toys battlefield)
TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Charges at opponents while spinning like a drill, then turns back around.
MISSILE
Type: Fire
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Spins around (advancing forward as it does so) and fires several homing missiles in succession (fires without spinning if opponents are nearby).
LESS THAN 90% HP REMAINING
ELECTROMAGNETIC GUN/CANNON
Type: Thunder
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Gathers energy for just under 3 seconds, then fires an electric projectile that generates a forward-moving shockwave when it hits the ground.
SHOCK BARRIER
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Electrifies its head antenna, then discharges electricity around itself immediately afterward.
LESS THAN 50% HP REMAINING
ELECTROMAGNETIC TORNADO
Type: Thunder
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Moves around at high speed while within an electrified tornado (charging into opponents up to four times in the process), then moves like a whirlpool toward the centre of the room.
CHARACTERISTICS
---------------
* After launching 1–3 attacks, it flies around slowly at a low altitude for 10–20 seconds; the number of attacks used and its idle flight time change when reduced below its major HP thresholds of 90% and 50% (generally, it lauches more attacks and stays low for shorter periods of time).
* If a party member is atop the King of Toys when its idle flight ends, it frequently turns on its side after attacking once to shake them off.
* When reduced to 50% HP, it enacts the following sequence: remains in the air and uses three attacks while blocks float around it → uses Electromagnetic Tornado → blocks appear on the ground (it repeats this sequence roughly every 2 minutes afterward).
* HPが残り50%まで減ったあとは, 静止してMissileを使った直後にChargeを使うことがある
* Only its head can be damaged (however, Blaster Blaze can damage it regardless of where its attacks are aimed).
STRATEGIC ADVICE
----------------
BOARD ITS TOP-SIDE WHILE IT FLIES LOW AND ATTACK
After using several attacks, the King of Toys flies low and doesn't do anything else for a short while. Dodge its attacks, wait for the enemy to descend, then board it and and attack.
HOW TO DEAL WITH IT WHEN IT'S HIGH IN THE AIR
When the King of Toys is reduced to 50% HP, it remains high in the air and attacks three times, then uses Electromagnetic Tornado. Free run and jump across floating blocks to reach it while dodging its attacks, then strike it with your own; after three sets of attacks, jump off, move to the edge of the field, and block its charges.
[Caption 1: Sora jumps onto the King of Toys] Approach it as it descends by jumping across various objects, or by bouncing on stuffed toys.
[Caption 2: Sora rolls away from a missile] You can easily avoid enemy missiles and projectiles by Dodge Rolling forward.
[Caption 3: Sora attacks the King of Toys with Diving Barrage] Use Shooting Star's shotlock Diving Barrage (→p. 76) to warp into the air and descend directly onto the enemy.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
GRIM GUARDIANESS
Mother Gothel's fall to darkness gave rise to this gargantuan Heartless, and it's even crueler than she was—which is saying something.
Wrapping its enormous body around the tower, it used branches and brambles to try and rob Sora, Donald, and Goofy of their freedom. Sounds like Mother Gothel, all right…
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Grim Guardianess-
- Physical: ×1
- Fire: ×1
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
-Flower Stump-
- Physical: ×0.2
- Fire: ×2
- Blizzard: ×1
- Thunder: ×1
- Water: ×0.5
- Aero: ×2
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Grim Guardianess-
- Reaction value: 25
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
-Flower Stump-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Maximum HP increase (Sora)
* Accessory slot +1 (Goofy)
* Ever After
Flower Stump:
* MP prize [1] ×2
LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA (KC1)
Level 14, 2400 HP (Grim Guardianess), 50 HP (Flower Stump), 0 EXP, 29 Strength, 14 Defense
* The Forest / Tower (KC1; boss)
TECHNIQUES
----------
GRIM GUARDIANESS
WANDERING AROUND THE TOWER'S VICINITY
SCRATCH
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Scratches with its left and right hands simultaneously.
POLLEN
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Slams its head into the ground and scatters pollen.
Status effect: Sneeze (100%/15 seconds)
CHARGE
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins like a drill and charges at opponents 1–3 times.
DARK BIRD
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
Description: 黒い鳥形の弾を口から大尾に吐き出す. 弾はGrim Guardianessのそばを飛びまわったあと, 祖手を追うように飛んでいく
AT THE TOP OF THE TOWER
CALL BOMB
Type: Fire
Power modifier: ×2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Repeatedly rains down berry-shaped bombs.
FLOWER STUMP
IVY BIND
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Extends an ivy vine straight ahead and ensnares opponent (*1); it holds on to its victim for 10 seconds, then uses Pull Attack.
*1: Ensnared victims can only move around near the ensnaring Flower Stump. You can free yourself by defeating it or using a formchange or Link.
PULL ATTACK
Type: Physical
Power modifier: ×5
Guard: No
Repel level: —
Description: Ivyでつかまえている相手を地中に引きこんでから吹き飛ばす(Soraを引きこんだ場合は, Grim Guardianessが補らえて攻撃する)
Status effect: Sneeze (100%/15 seconds; only if Sora is pulled in)
CHARACTERISTICS
---------------
* After fighting for a certain amount of time near the tower's base, it warps atop the tower (and sends the party far away). While atop the tower, it uses Call Bomb repeatedly and traps the party in a cage of branches; characters that take 120 or more HP damage while on the tower fall to its base.
* After it drops down from the tower, [up to] six Flower Stumps appear; they disappear when a character is struck by Pull Attack or the Grim Guardianess warps atop the tower.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
ESCAPE THE CAGE OF BRANCHES THROUGH ITS OPENING
It's recommended to equip a Mask Rosette beforehand to nullify the risk of getting sneeze status. The Grim Guardianess's behaviour changes depending on its location; regardless, you can avoid its attacks with Dodge Roll and deal damage to it with Attack. If a summoned Flower Stump pulls you in, you can escape by defeating it or using a Keyblade transformation, team attack, or Link.
HOW TO APPROACH THE GRIM GUARDIANESS WHEN IT'S ATOP THE TOWER
When the Grim Guardianess warps atop the tower, it locks the party in a cage of branches and rains down bombs from above; dodge the bombs with Dodge Roll and other abilities, and pass through the opening in the cage. そばに壁があるときは, [壁に向かってjump→Wall Kick後にSuperjumpで高く跳ぶ→Superslideでcageの上を通り抜ける手もある. After passing through the third cage, they stop spawning for 7 seconds; use this time to get to the tower.
[Caption: Sora attacks the Grim Guardianess with Double Arrowguns' light projectiles] It's a good idea to use long-range attacks on the Grim Guardianess from afar.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LUMP OF HORROR
A hideous, gloopy giant that mucked about in Monsters, Incorporated. The fact that it listened to Randall is enough to tell you it wasn't very nice.
It shape-shifted and sprouted a dark army of arms from the ground, but in the end Sora and the gang reduced it to a lifeless pile of machinery.
BASE STATS
----------
Classification: Unversed
TYPE AFFINITIES
-Normal-
- Physical: ×0.2
- Fire: ×0.2
- Blizzard: ×0.7
- Thunder: ×0.2
- Water: ×0.2
- Aero: ×0.2
- Dark: ×0.2
- Neutral: ×0.2
- Rapid-fire: ×0.5
-Bird-like mode-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
-Tar Hand-
- Physical: ×0.5
- Fire: ×1
- Blizzard: ×2
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Lump of Horror-
- Reaction value: 25
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
-Tar Hand-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Cura (Sora)
* Maximum HP increase (Sora)
* Happy Gear
Tar Hand:
* MP prize [1] ×2
LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS (MON1)
Level 24, 1800 HP (Lump of Horror), 24 HP (Tar Hand), 0 EXP, 38 Strength, 19 Defense
* The Door Vault / Service Area (MON1; boss)
TECHNIQUES
----------
NORMAL MODE
CHARGE
-Charge-
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Charges at opponents 3–4 times, then spits a large fireball from its mouth.
FIREBALL
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 相手をって飛ぶ3–5発の火球を, 口から合計3回吐き出す
GROUPED FIREBALL
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 直進する7発の火球を, 口から合計3回吐き出す
DARK CLOUD
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Sends numerous rain clouds forward.
Status effect: Cloud (100%/20 seconds)
SUMMON TAR HANDS
Type: —
Power modifier: —
Guard: —
Repel level: —
Description: Summons 5–6 Tar Hands that remain on-field for 20 seconds; repeats this four times (ends immediately if all Tar Hands are defeated).
BIRD-LIKE MODE
WING SLAM
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Flaps its wings and blows away all opponents around it.
TAR HAND
SCRATCH
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings hand(s) to the side and scratches.
STRIKE
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings hand(s) downward in front of itself.
FIRE THROW
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Throws a fireball at opponents.
CHARACTERISTICS
---------------
* Shifts between normal mode (dome-shaped) and bird-like mode (wherein it stretches its body and sprouts wings); it briefly dives underground when changing modes.
* In its normal mode, it moves a short distance and then attacks 2–3 times.
* In its bird-like mode, it doesn't move around, but can use Wing Flap up to 4–5 times consecutively.
* Reverts to normal mode if struck by Goofy Bombardier while in its bird-like mode.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
ATTACK ITS BIRD-LIKE MODE RELENTLESSLY
Lump of Horror's behaviour changes greatly after changing forms; change your tactics to match.
HOW TO DEAL WITH ITS NORMAL MODE
This form is extremely defensive and becomes invincible when Tar Hands appear. Focus on protecting yourself, and use only Attack when able. Defeat the Tar Hands quickly with a ranged attack like Thunder.
HOW TO DEAL WITH ITS BIRD-LIKE MODE
This form is significantly more vulnerable to damage. Ignore the Tar Hands and use shotlocks on it from afar, or attack it up close when it's not using Wing Slam. Goofy Bombardier forces it back into its normal mode; as such, you should avoid using it.
Ignore the Tar Hands and use shotlocks on it from afar, or attack it up close when it's not using Wing Slam.
[Caption: Sora aims Spectral Rays at the Lump of Horror] Shotlocks must be aimed at the Lump of Horror's head; otherwise, they can't lock on to it.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MARSHMALLOW
Frozen (2013)
A fearsome sentinel that protects Elsa. He was created by her magic.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×0.5
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 15
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
REWARDS
-------
* Blizzara (Sora)
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 2400 HP, 0 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Mountain Ridge (AR1; boss)
TECHNIQUES
----------
2-HAND STRIKE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with each hand in a grabbing motion.
COMBO STRIKE
-Left hand-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Right hand-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings and strikes with his left and right hands alternately while moving forward.
JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Jumps high and generates a shock wave upon landing.
COLD BREATH
Type: Blizzard
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes ice from his mouth.
Status effect: Freeze (100%/2 seconds)
ARMOURED MODE
RAMPAGE
Type: Physical
Power modifier: ×1.2 × 6 hits + ×2
Guard: Yes (negate)
Repel level: —
Description: 前進しつつ左右の手で交互にたたくことを3回くり返したあと, 左手で力強くたたく. ただし, 攻撃を途中で止めることも多い
CHARACTERISTICS
---------------
* After slowly walking around or stopping to observe the party, he launches 1–3 attacks.
* 相手が近くにいるときは, Jump Attackを使いつつ相手から離れることがある
* When reduced to 50%, he grows ice spikes all over his body, enters armoured mode (50 HP), then Rampages repeatedly. He leaves armoured mode after 1 minute and 40 seconds or when his armour reaches 0 HP, but frequently reactivates it.
* Using the special team attack Tree Whip destroys his armour and stuns him for 5 seconds.
* Burned for 4 seconds when struck by a Fire-type attack.
* Doesn't flinch while attacking or when in armoured mode; additionally, Fire-type attacks don't burn him. [Check later: burn specifics.]
STRATEGIC ADVICE
----------------
TAKE ADVANTAGE OF THE SPECIAL TEAM ATTACK UNIQUE TO THIS BATTLE
Marshmallow can attack up to three times in a row. Keep your distance from him; only when he's burned by Fire or Fira or standing idly should you approach him and attack with combos. You can use the special team attack Tree Whip with Goofy if near a bendable tree; its effects (see below) are quite potent, so use it as much as possible.
HOW TO DEAL WITH HIS ARMOURED MODE
When in armoured mode, Marshmallow attacks relentlessly and can't be burned, leaving you with no reasonable chance to attack up close. Use the special team attack Tree Whip to instantly destroy his armour, or use shotlocks and other projectile-heavy attacks to quickly lower his armour HP to 0; if neither option is available, block his attacks and counter with Counter Impact or similar techniques.
TREE WHIP DETAILS
-----------------
* Goofy may call for this team attack if [at least?] one of the three bendable trees on the field is available.
* When used, press X within 2 seconds of the ATTACK! prompt appearing to attack Marshmallow and stun him (1); otherwise, he strikes the tree and the attack fails.
* Using this attack reduces the amount of bendable trees by one.
TREE WHIP (1)
Type: Physical
Power modifier: ×4
[Caption 1: Sora runs from Marshmallow's Cold Breath] Keep your distance from Marshmallow when he attacks.
[Caption 2: Sora attacks Marshmallow with Mirage Staff's Avatar Barrage] Use projectiles and other similar techniques to attack Marshmallow from afar.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SKÖLL
A lupine Heartless that rose from the darkness consuming Hans's heart.
Wolves hunt in packs, and this monstrosity was no exception: it summoned a horde of phantom packmates, and transformed into a darkness so vast it blotted out the entire sky.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Sköll-
- Physical: ×1
- Fire: ×0.8
- Blizzard: ×0.5
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
-Wolf Head-
- Physical: ×1
- Fire: ×1
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
-Sköll-
- Freeze: Immune
* Electrify Immune
- Stun: Immune
- Honey: Immune
-Wolf Head-
- Freeze: Immune
- Electrify: Vulnerable
- Stun: Vulnerable
- Honey: Vulnerable
OTHER PROPERTIES
-Sköll-
- Reaction value: 25
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
-Wolf Head-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Superslide (Sora)
* Maximum MP increase (Sora)
* Crystal Snow
Wolf Head:
* Focus prize [3] ×3
LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE (AR1)
Level 26, 3200 HP (Sköll), 14 HP (Wolf Head), 0 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Foothills (AR1; boss; transported to Sköll battlefield)
TECHNIQUES
----------
SKÖLL
2-HAND SCRATCH
Type: Physical
Power modifier: ×2.5 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: After jumping, it moves forward and scratches with both forepaws.
DOUBLE SCRATCH
Type: Physical
Power modifier: ×1.3 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Scratches with each forepaw in succession.
CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around; it does this 1–3 times, crashing into opponents as it does so.
DARK BREATH
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Breathes homing flames three times from mouth.
LESS THAN 80% HP REMAINING
MIRAGE WOLF
-Howl-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Tail-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Raises its head and howls, then swings tail.
Status effect: Stun (100%/1.8 seconds; tail)
LESS THAN 60% HP REMAINING
DARK SUN
-Howl-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Dark rain-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
-Descent-
Type: Dark
Power modifier: ×6
Guard: No
Repel level: —
Description: Howls, then leaps into the air and turns into a giant dark sphere; in this form, it rains down darkness for 40 seconds before descending and crashing into the ground.
Status effect: Stun (100%/1.5 seconds; dark rain), Stun (100%/2 seconds; descent)
FLAME SPINNER
-Tail-
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Fire ring-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: After swinging its tail, it leaps into the air and drops down while surrounded by a ring of fire (bouncing once as it does so).
Status effect: Stun (100%/1.8 seconds; tail)
WOLF HEAD
HEAD ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Lunges at opponents.
CHARACTERISTICS
---------------
* Remains idle or runs around in mid-air for a while, then launches 1–4 attacks; tends to jump right before acting.
* Often uses 2-Hand Scratch immediately after Double Scratch.
* Uses specific techniques after reaching certain HP thresholds (Mirage Wolf at 80% and 40%; Dark Sun at 60%; Dark Sun and Mirage Wolf at 20%).
* Mirage Wolf generates nine Wolf Heads.
* Dark Sun generates ten Wolf Heads; they respawn when defeated, and all disappear when the Sköll concludes its attack.
STRATEGIC ADVICE
----------------
WOLF HEADS ARE EASILY DEFEATED WITH SHOTLOCKS
After using several attacks, the Sköll idles about for a while; avoid its attacks and use your own against it during its idle period. The Wolf Heads can be defeated with shotlocks (Ever After is recommended here); use Thunder against those you miss or if you lack Focus.
HOW TO DEAL WITH DARK SUN
When the Sköll transforms into a dark sphere (signifying the use of Dark Sun), it descends 40 seconds later; damage can be prevented with Marshmallow's special team attack Subzero Impact (the prompt for it appears after defeating many Wolf Heads).
SUBZERO IMPACT DETAILS
----------------------
* The command appears when 15 Wolf Heads are defeated.
* When used, it prevents Dark Sun's descent from harming the party and deals damage to Sköll (1).
SUBZERO IMPACT (1)
Type: Physical
Power modifier: ×6
[Caption: Sora rolls away from the Sköll's Flame Spinner] Roll away from Flame Spinner as it descends while surrounded by flames.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
RAGING VULTURE
Freshly escaped from Davy Jones' Locker, Sora, Jack, and the others were all set to celebrate…until this oversized wet blanket on wings flapped in to ruin the moment.
I suppose an epic air skirmish high above the Black Pearl was one way to mark the occasion.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: 16
REWARDS
-------
* Air Slide (Sora)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 3000 HP, 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Southern Waters (CB1; boss)
TECHNIQUES
----------
SHOTGUN FIRE
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Spits numerous fiery homing projectiles from its mouth.
SPINNING BOMB
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Spins like a drill and accelerates, scattering large bombs in its wake that immediately explode.
GLIDING MAGIC PROJECTILES
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Rapidly fires a series of homing light beams from the cannons on both wings.
FIRE BREATH
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes fire from its mouth.
CHARACTERISTICS
---------------
* Flies around, targeting the Black Pearl with Shotgun Fire; if Sora is close enough, it targets him for a while instead and attacks with Shotgun Fire and Gliding Magic Projectiles (if Sora is behind it, it uses Spinning Bomb afterward).
* When reduced to 70% HP and 40% HP, it floats in the air, stunned, for 11 seconds.
* When Sora leaps next to its head with the situation command Ride, it roars, uses Fire Breath every 10 seconds, and throws him off after 33 seconds pass.
STRATEGIC ADVICE
----------------
FIGHT AT CLOSE RANGE
In this battle, Sora can ride and fight while mounted on a Vaporfly (see the table below for available commands); use Burst Shot and Torpedoes to attack enemies, and Aerial Dodge to avoid theirs.
The Raging Vulture will also attack the Black Pearl; its gauge increases when damaged, and it's a game over if it completely fills. To prevent this, approach the Raging Vulture to draw its attention toward you instead.
HOW TO FIGHT WHEN ATOP THE RAGING VULTURE
Once the Raging Vulture takes enough damage to be stunned, you can jump onto its back with Ride. Use Somersault three times to reach its head, then use the standard Attack 15 times → Barrier → repeat until it throws you off.
HOW TO ACT WHEN NOT RIDING A VAPORFLY
Sora's commands revert to normal when not atop a Vaporfly or the Raging Vulture; you don't want to be in such a state in this fight, so mount a Vaporfly as quickly as possible (see below).
RIDING THE VAPORFLIES
---------------------
* Use Airstep to jump on one.
* Approach it by using the coloured smoke as a rail slide (接近時に表示されるRideを実行しなくても自動的に飛び移る).
TABLE: COMMANDS AVAILABLE ATOP A VAPORFLY
-----------------------------------------
BUTTONS COMMAND DETAILS
X and R2 Burst Shot Rapidly fire projectiles when a button is pressed (1)
Circle Torpedoes Fire 2 homing missiles (2)
Square Aerial Dodge Quickly move forward (tilt the left stick left or right to move in that direction); 正面以外へ移動するときの動作開始から0.55秒間は無敵
L1 Get Off Jump off the Vaporfly
(Check later if up and down are inverted.)
BURST SHOT (1)
Type: Neutral (Rapid-fire)
Power modifier: ×0.2
TORPEDOES (2)
Type: Fire (Rapid-fire)
Power modifier: ×3
SITUATION COMMAND: RIDE
-----------------------
Display: Approach a Vaporfly atop a rail slide or a stunned Raging Vulture.
Effect: Sora jumps onto the enemy's back (you can move around freely atop a Vaporfly).
[Caption: Sora attacks the Raging Vulture with Burst Shot] Protect the Black Pearl by fighting the enemy at close range. If low on HP, jump off the Vaporfly, use Cura, then re-mount.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LIGHTNING ANGLER
A piscine horror lurking beneath the crystal waves of The Caribbean.
A glutton for the greedy, it lures prey in by posing as a treasure chest. An unusual adaptation, but it sure worked on Sora…
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0.5
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: 16
REWARDS
-------
* Thundaga (Sora)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 1600 HP, 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Undersea Cavern (CB1; boss; underwater)
TECHNIQUES
----------
SWING RUSH
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: After retreating, it lunges from below and strikes with its head.
BITE
Type: Physical
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Opens its mouth and bites, then spits out any caught opponents far away.
BITE RUSH
-Bite-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Chewing-
Type: Physical
Power modifier: ×0.5 × 5 hits
Guard: No
Repel level: —
Description: Swims forward and bites, chews on caught opponents five times, then spits them out.
THUNDAGA
Type: Thunder
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Light gathers at an opponent's position and electricity strikes it; repeated 2–4 times.
CHARACTERISTICS
---------------
* Swims around for 10–20 seconds, then launches 2–5 attacks.
* Uses either Swing Rush or Bite Rush immediately after Thundaga.
* Bite Rush's chewing cannot reduce a party member to 0 HP.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
USE THE CIRCLE BUTTON TO SWIM QUICKLY AND AVOID ATTACKS
Lightning Angler is fought underwater. Its lunges and bites have a wide hitbox due to its large size; avoid these by holding Circle to swim quickly. When the battle begins, lock onto the enemy and quickly swim to either side to avoid its initial attack. The best time to attack the Lightning Angler is when it isn't looking at Sora; you can repeatedly damage as it swims about idly.
[Caption 1: Sora shoots water balls at the Lightning Angler] Links, shotlocks, etc. are disabled underwater; some other techniques will only work underwater.
[Caption 2: Lightning Angler attacks Sora with Bite/Bite Rush] You'll lose a lot of HP if struck by a biting attack.
[Caption 3: Sora swims away from the Lightning Angler's Thundaga] The enemy is likely to attack you when it turns around; quickly swim to the side to avoid it.
[Caption 4: Sora casts Sea-Fire at the Lightning Angler] Attack the Lightning Angler from behind with combos and Sea-Fire.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LUXORD'S SHIP
BASE STATS
----------
Classification: Other
OTHER PROPERTIES
- Damage modifier:
- First phase: ×1
- Second phase:
- Mast: ×1
- Hull: ×0.8
- Against Leviathan Force Tidal Wave (except its ramming attack): ×0.9
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Magic Flash (Sora)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 42000 HP (hull), 100 HP (mast; first half), 3200 HP (mast; second half), 300 HP (core), 0 EXP, 10 Strength, 0 Defense (CB1)
* The High Seas / Port Royal Waters (CB1; boss; ship fight [except very last portion])
(Sub-location shifts arbitrarily for some reason.)
TECHNIQUES
----------
ARTILLERY
Type: Physical
Power modifier: ×2 or ×4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires numerous cannonballs; this attack is more intense when firing directly forward.
HOMING MISSILES
Type: Physical
Power modifier: ×4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires six black homing projectiles; a projectile explodes and disperses if struck by another explosion of its kind or one of Sora's attacks.
WATERSPOUT
Type: Physical
Power modifier: ×15 per hit
Guard: Yes (negate)
Repel level: —
Description: Waterspouts spring forth from the sea.
DARK BLAST
Type: Physical
Power modifier: ×70
Guard: Yes (negate)
Repel level: —
Description: Gathers dark power that bursts forth in a wide range around itself; this is similar to a Heartless Ship's Self-Destruct, but it doesn't sink after use.
CHARACTERISTICS
---------------
FIRST PHASE (PORT ROYAL RACE)
* Uses Waterspout and Artillery when racing toward Port Royal.
* Whenever Luxord's Ship advances without attacking, Heartless Ships (Small / Red Stripes) (→p. 624) may appear in front of Sora's ship (doing so continuously when close to Port Royal); they ram you, then disappear.
* Its hull and mast can only be reduced to 1 HP.
* It has six cores; destroying one forces it to stop temporarily, but it won't sink even if all six are destroyed.
SECOND PHASE (SEA BATTLE)
* Flanked by four Heartless Ships (Small / Red Stripes & Blue Stripes); these ships eventually reappear after sinking.
* Uses Artillery and Homing Missiles when moving around behind Sora's ship. また, Soraの船に近寄られると, Soraの船の斜め後方ヘwarpしてArtilleryを使う
* Lacks cores.
* If its mast reaches 0 HP, it enacts the following sequence: 移動を止めたまま周囲に多数の竜巻を出現させる→約20秒後に闇の力をためはじめる→その約10秒後にDark Blastを使う→Soraの船の斜め後方にwarpしてマストのHPを全回復させる→Artilleryを使う
* When its hull reaches 0 HP, you can use the situation command Board to begin the on-deck battle.
STRATEGIC ADVICE
----------------
DESTROYING THE CORES AND USING LEVIATHAN FORCE ABILITIES ARE YOUR KEYS TO VICTORY
This battle has two phases; the Port Royal race and the sea battle. You'll want to practice and become familiar with your ship's controls beforehand.
FIRST PHASE STRATEGY
If Luxord's Ship is leading, destroy a core to freeze it in place, then quickly sail past it. If you're leading, avoid the waterspouts and speed toward the goal, destroy the cores of enemy ships to charge your Leviathan gauge, and use the Leviathan Force Wind Chasers to move forward quickly. Luxord's Ship cannot sink in this phase, so you don't need to bother attacking anything but the core; however, you can get an Elixir if you reduce its hull to 1 HP.
SECOND PHASE STRATEGY
Attack other ships' cores and masts (*3) to charge your Leviathan gauge and use your Leviathan Force abilities on Luxord's Ship; if Luxord's Ship stops moving and waterspouts appear, block the upcoming Dark Blast with Square while pressing your attack. Reduce Luxord's Ship's hull to 0 HP, then board it and defeat all the enemies on board to win the battle.
*3: In this battle, reducing a mast's HP to 0 charges your Leviathan gauge.
SITUATION COMMAND: BOARD
------------------------
Display: Second phase; Luxord's Ship's hull is reduced to 0 HP.
Effect: The party boards Luxord's Ship and proceed to fight on deck.
[Caption 1: The party race Luxord to Port Royal; screenshot displays distance-to-goal gauge and compass] During the race, each ship's progress is tracked by the gauge in the upper-left corner and the mini-map in the upper-right corner.
[Caption 2: Sora attacks Luxord's Ship with Wind Chasers] In the second phase, attack from afar to minimise its chances of warping away.
[Caption 3: On-board the ship, the party battle Heartless and Nobodies] Many enemies appear on deck; fight them as normal.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TENTACLES
(Yes, this is what it's called in the relevant Ultimania section.)
BASE STATS
----------
Classification: Other
OTHER PROPERTIES
-Tentacles-
- Damage modifier:
- Normal: ×0.5
- Against Leviathan Force Raging Cannons: ×1.2
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
-Flying Dutchman-
- Damage modifier: ×1
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Aero Boost (Donald)
* Maximum HP increase (Goofy)
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 42000 HP (Tentacles), 2100 HP (Flying Dutchman; hull), 300 HP (Flying Dutchman; core), 0 EXP, 10 Strength, 0 Defense (CB1)
* The High Seas / Shipwreck Cove (CB1; boss; ship fight)
TECHNIQUES
----------
TENTACLES
Doesn't attack, but deals damage to the Black Pearl at such a pace that its damage gauge completely fills in approximately 8 minutes and 20 seconds.
FLYING DUTCHMAN
ARTILLERY
Type: Physical
Power modifier: ×9 per hit
Guard: Yes (negate)
Repel level: —
Description: 側面ヘ砲弾を連射する
TRIPLE CANNON FIRE
Type: Physical
Power modifier: ×20 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a barrage of cannonballs from the cannon on its prow.
CHARACTERISTICS
---------------
TENTACLES
* 多数の触手で壁を作ることがある. この壁はHPが15000あるが, Leviathan Forceによる攻撃を受けると沈む
FLYING DUTCHMAN
* A single core is located somewhere on its hull (determined randomly); Sora's ship is not always ideally aligned to face it.
* 自分の位置に応じて, Flying DutchmanかSoraの船のどちらかを攻撃し, 1–2回攻撃をくり出すか, 自分の船体のHPが残り1まで減るか, coreを壊されると, 5.5–7.5秒間潜水したあとに別の位置から浮上する(浮上する位置の候補は右下の図を参照). 浮上するときには, 船体とマストのHPが完全に回復し(船体のHPが回復するのは, 船体のHPが残り1になるかcoreを壊されて潜水した場合のみ), coreが再出現する
* The hull and mast can only be reduced to 1 HP, and the ship will never permanently sink.
STRATEGIC ADVICE
----------------
DEAL WITH THE FLYING DUTCHMAN AND TENTACLES IN THAT ORDER
In this battle, the Tentacles damage the Black Pearl and the Flying Dutchman attacks both the Black Pearl and Sora's ship. The gauge in the top-left corner indicates damage dealt to the Black Pearl; it's game over if it's completely filled. Only the Tentacles need to be defeated, but you should prioritise attacking the Flying Dutchman when it starts attacking. Note that Sora's ship travels a fixed route that cannot be changed.
Destroy the Flying Dutchman's core with your cannons and force it to submerge, then attack the Tentacles. The Flying Dutchman resurfaces after 5.5–7.5 seconds in a position as shown in the diagram below; rinse and repeat this strategy as needed. R1 buttonを押して視点を引くと, どこに浮上されても見つけやすい.
[Caption: Sora fires cannons at the Flying Dutchman] 右上の図のAの位置に浮上したFlying Dutchman号のcoreを壊すときは, coreの少し前方を狙って撃つか, いったん船を減速させて近寄るといい.
FLYING DUTCHMAN SURFACING LOCATIONS
-----------------------------------
A, B, C, D: Potential surfacing locations
* Tentacles (TTT): Centre of battlefield
* Sora's ship (SSS): In front of the Tentacles
* A: Upper-left of the Tentacles
* B: Slightly left of Sora's ship
* C: Right of the Tentacles
* D: Between Sora's ship and the Tentacles
*-----------------*
| |
| |
| |
| A |
| |
| TTT |
| C |
| B D |
| |
| SSS |
| |
*-----------------*
(Positions are relative to Sora's ship in the diagram. In practice, the ships are constantly circling around the battlefield.)
TABLE: SURFACING POSSIBILITIES AND ACTIONS TAKEN
------------------------------------------------
POSITION CHANCES OF SURFACING ACTIONS
A Somewhat high Targets Sora's ship with Artillery
B Somewhat high Targets Sora's ship with Triple Cannon Fire
C Low (*4) Flying Dutchman号を狙ってArtilleryを使う
D Low Targets Sora's ship with Artillery
*3: Battle開始直後はこの位置にいて, 潜水するまではFlying Dutchman号を狙ってArtilleryを使う
*4: ほかの位置に2回浮上したあとはつぎにかならず浮上する. この位置に浮上すると, ほかの位置に浮上した回数がzeroから数え直しになる
Positions A, B, C and D correspond to the above diagram.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DAVY JONES
Pirates: Dead Man's Chest (2006)
Captain of the Flying Dutchman. When Jack violated their agreement, Jones sent the Kraken after him.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
-Davy Jones-
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
-Tentacles-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1.5
- Water: ×0.5
- Aero: ×1
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Davy Jones-
- Reaction value: 0
- Revenge value: 8
- Attraction modifier: ×0.5
- Base damage upper limit: —
-Tentacles-
- Reaction value: —
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: —
REWARDS
-------
* Payback Strike (Sora)
* Maximum HP increase (Sora)
* Wheel of Fate
Tentacles:
* MP prize [1] ×2
LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 3200 HP (Davy Jones), 320 HP (tentacles), 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Shipwreck Cove (CB1; boss)
TECHNIQUES
----------
DAVY JONES
COMBO SLASH
-Hits 1–3-
Type: Physical
Power modifier: ×0.8 × 3 hits
Guard: Yes (repel)
Repel level: 2
-Hit 4-
Type: Physical
Power modifier: ×0.8
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Steps forward and swings sabre four times.
ROUNDHOUSE KICK
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Performs a swinging kick with his right leg.
GUARD COUNTER
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Jones's body glows and he assumes a defensive stance, countering all Physical-type attacks with his sabre (he can't block non-Physical-type attacks).
TENTACLE GRIP THROW
-Upward thrust-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
-Throw-
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: A blue light appears beneath and follows an opponent for 2.5 seconds, after which a tentacle emerges from the light and throws them.
TENTACLES
STRIKE
-Downward swing-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Aero
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings its tip downward, generating a shock wave on impact.
BINDING ATTACK
-Horizontal swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
-Squeeze-
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: No
Repel level: —
Description: Swings its tip sideways; if it strikes Donald or Goofy, it grabs them and squeezes twice before dropping them.
CHARACTERISTICS
---------------
* Walks slowly or warps, then attacks. May use Roundhouse Kick while warping if an opponent is nearby.
* When reduced to 66% HP, he warps atop the crow's nest, summons six tentacles to the deck, and attacks with Tentacle Grip Throw. Once three tentacles are defeated, they retreat and Jones warps back to the deck.
* When reduced to 66% HP, he warps atop the crow's nest, summons six tentacles to the deck, then warps back to the deck.
* Invincible while warping and atop the crow's nest; cannot be locked onto while atop the crow's nest.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
反撃されない程度に連続で攻撃を当てていく
If you attack Davy Jones while he rests, you can stagger him with one strike. Use an Attack combo after dodging his attacks or an ally staggers him. If you attack too much, he'll counter with Roundhouse Kick; move away after about eight attacks.
HOW TO DEAL WITH THE TENTACLES
When Davy Jones reaches certain HP thresholds, he stands in the crow's nest and summons six tentacles; these are easily dispatched with Thundaga. The first time the tentacles are summoned, you must defeat three of them to get the others to retreat.
[Caption 1: Sora attacks Davy Jones] Keep pressing your attacks on Davy Jones when he flinches.
[Caption 2: Sora casts Thundaga on the tentacles] Thunder-type attacks are super-effective on the tentacles; hit them with a Thundaga combo.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
CATASTROCHORUS
What's worse than a Heartless? Try three of them, fused into one weird body.
Stomping feet and gnashing teeth, an active volcano spewing fire, plus a thundercloud tail raining lightning bolts left and right added up to one bad day in San Fransokyo.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Head-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
-Volcano on back-
- Physical: ×1
- Fire: ×0
- Blizzard: ×1
- Thunder: ×1
- Water: ×1.5
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
-Tail-
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0
- Water: ×0.7
- Aero: ×1.5
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Normal-
- Reaction value: 40
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: —
-Armoured-
- Reaction value: —
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: —
REWARDS
-------
San Fransokyo:
* Firaga (Sora)
Battlegate 13:
* Celestriad (once only)
* Secret Report 13 (once only)
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2280 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; boss)
KEYBLADE GRAVEYARD
Level 60, 3288 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; boss)
TECHNIQUES
----------
CHARGING BITE
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs forward while biting continuously.
CHARGING HORN ATTACK
-Charge-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Lowers its head and charges with its horn facing forward, then swings its horn upward.
FIRE BREATH
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes fire from its mouth.
Status effect: Burn (100%/5 seconds)
RAMPAGE
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around indiscriminately, crashing into anything in its way.
ROAR
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Roars, generating a shock wave around itself.
RADIATION
Type: Fire
Power modifier: Variable
Guard: Yes (negate)
Repel level: —
Description: The volcano heats up and damages opponents on it.
Status effect: Burn (100%/2 seconds)
ERUPTION
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: The volcano on its back repeatedly erupts, scattering many burning rocks around (the rocks fly in a curved arc).
MAGMA ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Volcanoが真上に跳ねて, もとの位置に落ちたときにmagmaをまき散らす
THUNDERBOLT
Type: Thunder
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Repeatedly rains down lightning directly overhead an opponent.
Status effect: Electrify (100%/10 seconds)
TAIL STRIKE
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Strikes the ground with its tail, discharging electricity around the impact point.
TAIL SWING
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings its tail and strikes whatever is in its way.
CHARACTERISTICS
---------------
* Begins in normal mode; as its HP decreases, it switches to (respectively) armoured mode, volcano attack mode, and tail attack mode. Each mode has different behavioural patterns and lock-on targets (see table below).
* If its armour is reduced to 0 HP while in armoured mode, it switches to normal mode and does nothing for about 5 seconds.
* When reduced to 30% HP, it warps to the roof of a certain building and switches to tail attack mode; it remains in this mode for the rest of the battle (San Fransokyo only).
* Only parts that can be locked onto can be damaged.
* Generally doesn't flinch when attacking and when in armoured mode.
STRATEGIC ADVICE
----------------
攻撃されているあいだは無理に攻めない
Only certain parts of the Catastrochorus can be attacked: its head, the volcano on its back, and the targetable part of its tail. Lock-on areas change with each mode, as seen below. Be careful when using magic; Fire-type attacks don't affect the volcano, and likewise Thunder-type magic on its tail.
To prevent excessive damage to yourself, keep rolling away from its attacks and strike only when it ceases doing so. When Catastrochorus is in armoured mode, you can either flee until it exits the mode on its own, or you can attack with projectile barrages from afar to reduce it to 0 HP quickly.
CATASTROCHORUS MODE TRAITS
--------------------------
NORMAL MODE
* Mode change trigger: Initial
* Lock-on areas: Head
* Actions: Uses Charging Bite or Charging Horn Attack 1–3 times, then runs away and stands still for 8 seconds (sometimes it doesn't stand still and attacks again).
* Notes: Often attacks three times in a row when reduced to 80% HP.
ARMOURED MODE
* Mode change trigger: Below 80% HP
* Lock-on areas: Head, volcano on back, tail
* Actions: Its body glows and and it enacts the following sequence: uses Fire Breath and Thunderbolt simultaneously → uses Rampage, Eruption and Tail Strike simultaneously once or twice → uses Roar.
* Notes: Returns to normal mode when its armour HP (initial value: 100) is reduced to 0 or after repeating the above sequence twice. While armoured, it can also attack opponents on the volcano with Radiation.
VOLCANO ATTACK MODE
* Mode change trigger: Below 60% (San Fransokyo); below 50% HP (Battlegate 13)
* Lock-on areas: Volcano on back
* Actions: Stands still, occasionally using Eruption and Magma Attack.
* Notes: Its feet and head sparkle and can be used for free running. It can also attack opponents on the volcano with Radiation.
TAIL ATTACK MODE
* Mode change trigger: Below 30% (San Fransokyo); below 25% HP (Battlegate 13)
* Lock-on areas: Tail
* Actions: Stands still, occasionally using Thunderbolt and Tail Swing.
* Notes: Its feet and head sparkle and can be used for free running.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARKUBES
A shape-shifting swarm of nasty bots that terrorized the streets of San Fransokyo.
If Hiro hadn't pinpointed the location of the core unit controlling the rest, these baleful boxes might have spelled the end for Sora and Big Hero 6.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.2
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: —
- Attraction modifier: ×0.5
- Base damage upper limit: 16
REWARDS
-------
* Armour slot +1 (Sora)
* Withstand Combo (Goofy)
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 1600 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / Night (SF1; boss)
TECHNIQUES
----------
PUNCH
-Charge-
Type: Dark
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Scatter-
Type: Dark
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Shapes itself into a hand and lunges at opponents; the cubes scatter on impact.
COMBO LUNGE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Shapes itself into ten tentacles that stretch across the field; when the red light reaches a tentacle's tip, it lunges out with red cubes (it repeats this several times).
SPIN ATTACK
-Drop-
Type: Dark
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Charge-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air, projects a red light onto the ground directly below, and chases opponents for 5 seconds before dropping down. After that, it flattens itself, spinning sideways, then flies around, crashing into opponents in its path up to five times.
CHARACTERISTICS
---------------
* Floats in the air, changing its form; when preparing to attack, it turns red and takes on a specific form (only a certain area turns red when it uses Combo Lunge).
* First battle: It is completely invincible and flees after about 40 seconds.
* Second battle: Its vulnerable core appears at certain points.
STRATEGIC ADVICE
----------------
ATTACK THE CORE WITH ALL YOUR MIGHT
You should equip Dark-resistant armour beforehand, as all of the Darkubes' attacks are Dark-type. Only Physical and Neutral-type attacks deal full damage to the boss. Refrain from formchanges if using a Keyblade like Crystal Snow (ie. those whose formchange attacks are typically not Physical or Neutral-type).
This boss is fought twice. In the first battle, it's completely invincible, so just block and dodge its attacks until it ends in time. In the second battle, its core will appear occasionally, at which point you can damage it; block and dodge its attacks, and attack the core with all your might. When the Darkubes prepare an attack, its body (in whole or in part) glows red; use these tells to time your blocks and evasive actions.
[Caption 1: Sora attacks the exposed core] A special target marker indicates the Core's location.
[Caption 2: Darkubes attack with Combo Lunge] When the red light reaches the tip of a tentacle, it attacks with Combo Lunge.
[Caption 3a: A red spotlight chases Sora] It activates Spin Attack by floating into the air and projecting a red light directly below; avoid it by moving away from the light.
[Caption 3b: Sora rolls away from the Darkubes' Spin Attack] After that, time your blocking or evasive actions to negate its charges.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARK BAYMAX
Big Hero 6 (2014)
The original Baymax. He was retrieved from another dimension in a mantle of Darkubes, his program chip loaded with data from the hearts of the people the Darkubes attacked.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: 5
- Attraction modifier: —
- Base damage upper limit: 16
REWARDS
-------
* Aerora (Sora)
* Maximum HP increase (Sora)
* Nano Gear
LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2200 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; boss; Sora fights alone, atop Baymax [permanent Interceptor Wing])
- Remaining HP at the start of the second phase is the same as the end of the first phase (if retried during the second phase, HP is 1760).
TECHNIQUES
----------
D-CUBE SHOT
Type: Dark
Power modifier: ×0.8 per hit
Guard: Yes (repel)
Repel level: 2
Description: Fires black cubes that fly toward opponents; they can be deflected with Strike and by previously-deflected cubes.
D-CUBE MINES
-Cubes-
Type: Dark
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
-Lasers-
Type: Dark
Power modifier: ×0.2 per hit
Guard: ?
Repel level: ?
Description: Scatters small red cubes in the air that slowly move forward; they break after a while or when an opponent touches them. In the first phase, lasers may appear between cubes.
FIRST PHASE
GIANT DRILL
Type: Dark
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires four red light beams at an opponent, then launches a large drill along the beams' path.
SECOND PHASE
DRILL
Type: Dark
Power modifier: ×0.3 + ×0.5
Guard: Yes (negate)
Repel level: —
Description: Fires a large flying homing drill.
TRIPLE ATTACK
Type: Dark
Power modifier: ×1 + ×1 + ×1.5
Guard: Yes (negate)
Repel level: —
Description: Uses right hand to attack with a series of scratches, backhand blows and thrusts while moving forward.
D-CUBE NEEDLES
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Throws a large batch of needle-shaped cubes upward that rain down in succession on opponents.
BOOST ATTACK
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Thrusts its right arm forward and flies toward opponents at high speed.
DARK WINGS
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Enlargens its back wings and releases a shock wave around itself.
CHARACTERISTICS
---------------
FIRST PHASE
* Flies on a set path, using D-Cube Shot, D-Cube Mines, and Giant Drill at certain points.
* When reduced to 50% HP or after 2 minutes and 10 seconds (whichever comes first), it moves on to its second phase.
SECOND PHASE
* It may close in and use Triple Attack, or distance itself and use D-Cube Shot or Drill (adding D-Cube Needle and Boost Attack to its arsenal as time passes). After attacking once or twice, it floats idly for 5 seconds.
* 向いている方向へまっすぐ飛ぶときと, 相手の周囲を飛びまわるときは, 飛行中にD-Cube Minesを使う
* When reduced to 30% HP (and every 30 seconds thereafter), it attacks in the following sequence: Dark Wings → D-Cube Mine → Boost Attack ×3 → D-Cube Shot and D-Cube Needles ×3 each in an alternating pattern.
STRATEGIC ADVICE
----------------
SHOOT IT FROM AFAR
This battle has two phases: in the first, you chase Dark Baymax while it flies away; in the second, you fight it properly in the air. Sora rides atop Baymax while using a special variant of Interceptor Wing (*1) and can use the commands listed in the table below. You can heal yourself with Care Spray, but be careful, as it's unavailable for 30 seconds after use.
FIRST PHASE
Keep Shooting projectiles to attack Dark Baymax and destroy the red cubes in your way, and either avoid the black cubes or deflect them with Strike. When it shoots four red light beams at you, move out of the way to avoid the incoming drill.
SECOND PHASE
Use Aerial Dodge to avoid attacks and Shoot it from afar; approach it and keep Shooting as it idles about.
TABLE: COMMANDS AVAILABLE ATOP BAYMAX
-------------------------------------
BUTTON COMMAND DETAILS
X Strike First phase; launch a backhand chop that can deflect black cubes
R2 Shoot Press the R2 button to shoot light projectiles
Square Aerial Dodge Quickly move in the direction the left stick is tilted (*2); provides 0.27 seconds of invincibility from the start of the dodge
Circle Care Spray Heals Sora for 200 HP; unavailable for 30 seconds afterward
Triangle Sky Strike Second phase; charges three times, then descends and attacks; must be charged fully before use (indicated by the gauge above the command menu) by hitting the enemy or deflecting black cubes
*1: This version of the team attack Interceptor Wing (→p. 112) has several special traits; it is permanent, Care Spray can be used, Finish is replaced with Sky Strike, and some usage requirements are different (see table below).
*2: Left stickを入れていない場合は, first phaseでは[画面中央を通って反対側ヘ抜ける方向]ヘ移動し, second phaseでは正面ヘ移動する
[Caption: Sora and Baymax attack Dark Baymax] During the second phase, use Sky Strike (Triangle button) whenever possible.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ANTI-AQUA
One of three Keyblade wielders who trained under Master Eraqus. Following the battle over the χ-blade more than a decade ago, she braved the realm of darkness to save a friend, and was trapped inside alone.
After losing her Keyblade, she was unable to fight back the forces of the dark and was cast into the abyss below.
Aqua, after she fell to darkness. Years and years of wandering through the realm of darkness ended with her being cast into the watery depths beyond its margin.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.4
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 8
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Blizzaga (Sora)
DLC
* Maximum MP increase (Sora)
LOCATIONS & DETAILED STATS
--------------------------
DARK WORLD
Level 50, 1400 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (RoD; boss; Sora fights alone)
TECHNIQUES
----------
STYLE CHANGE
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Sheds light and surrounds herself in a dark aura.
UPWARD PINWHEEL
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: Charges straight ahead while spinning her Keyblade upward.
PINWHEEL SHAKE
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: 直進しつつ, 回転するKeybladeを右ヘ振りまわす
PINWHEEL RUSH
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: Charges straight ahead while spinning her Keyblade directly forward.
CHARGING LUNGE
Type: Physical
Power modifier: ×1
Guard: No
Repel level: —
Description: Charges straight ahead with her Keyblade positioned directly forward.
MAGIC SHOT
Type: Neutral
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires magic orbs from her Keyblade.
ENCIRCLING MAGIC SHOT
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Splits herself into seven, then all seven figures surround Sora and simultaneously fire magic orbs at him. [Check later: seven + original OR seven including original.]
MIRAGE BLIZZAGA
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Generates six ice crystals; each crystal rushes at Sora one-by-one.
MIRAGEWEAVER
-Spin attack-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Projectile-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Crystal-
Type: Neutral
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: —
Description: Splits herself into three; all three figures surround Sora, shooting projectiles from the crystals above their heads, then approach Sora and detonate their respective crystals.
(This is obviously a variant of Spellweaver [JP: Magic Wish], so I changed the name to match.)
CHARACTERISTICS
---------------
* Begins the battle with Style Change.
* Warps around and uses various attacks in a specific order. Occasionally attacks alongside two other clones.
* Sometimes walks around for a short while, then warps three times. She may do this alongside a large number of clones; if the real one isn't attacked before the clones disappear, she uses Encircling Magic Shot.
* Warps and uses Charging Lunge as a counter.
* Fire-type attacks reduce her revenge value by the value indicated for that technique.
STRATEGIC ADVICE
----------------
WAIT FOR AN OPPORTUNITY TO ATTACK WHILE AVOIDING HER OWN
Anti-Aqua's signature feature is to warp repeatedly and attack unexpectedly; quickly roll out of the way of incoming attacks when you hear her warp. She and two other clones can surround and attack Sora with Mirageweaver as seen in the image below.
The best opportunities to attack Anti-Aqua are listed below. When she's mixed in with the clones, attacking one destroys it (easing your search for the real one). ちなみに, HPが満タンなのは分身で, こちらが当てた攻撃に応じてHPが減っているのが本体だ.
BEST CHANCES TO ATTACK ANTI-AQUA
--------------------------------
* Right after attacking alongside two other clones.
* As she walks around for a short while (either alone or with many clones) and warps around repeatedly.
[Caption 1: Sora rolls away from Anti-Aqua's Pinwheel Shake] She's vulnerable after attacking alongside two clones.
[Caption 2a: Anti-Aqua attacks Sora with Mirageweaver] If several figures spin around and surround you, wait until they slow down.
[Caption 2b: Sora rolls away from Mirageweaver's finisher] The figures approach right after; roll away to escape entrapment.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
VANITAS (FIRST)
A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: 1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value:
- Normal: 0
- When using Combo Slash and weapon is overhead: 5
- Revenge value: 6
- Attraction modifier: —
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
LAND OF DEPARTURE
Level 50, 2600 HP, 0 EXP, 63 Strength, 32 Defense (LoD)
* [Throne Room] (LoD; boss; Aqua fights alone)
TECHNIQUES
----------
COMBO SLASH
-Weapon-
Type: Physical
Power modifier: ×0.8 + ×0.4
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward while somersaulting, firing a shock wave directly forward.
WARP DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×0.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps directly over opponent and swings weapon downward as an icicle protrudes from below.
DARK FIRAGA
-Before split-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-After split-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches a homing fireball; it advances slowly, then splits into five fireballs that move at high speed.
SHADOW DIVE
-Weapon-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Dives underground, then leaps out while swinging his weapon and scatters fireballs around himself.
CHARACTERISTICS
---------------
* If Aqua is far away, he typically enacts any of the following actions: uses Dark Firaga and Shadow Dive; uses Shadow Dive four times (the fourth action may change into a Warp Downward Swing); runs up to her; runs to a certain extent, then uses either Warp Downward Swing or Shadow Dive.
* If Aqua is nearby, he typically cartwheels around her and uses either Combo Slash or Warp Downward Swing.
* As a counter, he either backflips or uses Warp Downward Swing (leaving afterimages behind).
* Generally doesn't flinch while attacking (exceptions may occur), cartwheeling, or backflipping.
* Invincible while underground during Shadow Dive.
STRATEGIC ADVICE
----------------
DEAL WITH HIS ACTIONS FROM AFAR
You control Aqua when fighting Vanitas at the Land of Departure. If you approach Vanitas too closely, you'll be at the mercy of his many actions; keep your distance and deal with him as seen in the table below. Attack him with combos until he backflips or warps, then cartwheel away from him immediately afterward. Entering a formchange increases the effectiveness of your Attack combos and finisher.
TABLE: HOW TO DEAL WITH VANITAS'S ACTIONS FROM AFAR
---------------------------------------------------
ACTION HOW TO DEAL WITH IT
Dark Firaga Block with Barrier
Shadow Dive, Warp Downward Swing Block the attack with Barrier, then counter with Counter Blast and follow up with a combo
Runs toward Aqua Use Attack combos as he approaches; if he uses Shadow Dive or Warp Downward Swing while running, switch to the above method
*2: If Vanitas leaps from underground during Shadow Dive and immediately returns there, he'll use that attack three more times; use Barrier and Counter Blast during all of these attacks.
[Caption 1: Aqua attacks Vanitas] He generally doesn't flinch while attacking or cartwheeling.
[Caption 2: Aqua and Vanitas attack each other] Attack with combos if he approaches you closely.
[Caption 3: Aqua launches Vanitas with a Counter Blast] He's sure to flinch if you counter the end of his Shadow Dive(s).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LICH
This haunting horror held the hearts of Sora's friends hostage. Time and again, Sora fought it back, but with each hard-won victory, it would simply slough its form and depart to another world.
Its broad arsenal of magic made it a formidable foe to face along, but in the end no Heartless could match the strength of Sora's resolve.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Olympus and Monstropolis-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.7
- Rapid-fire: ×0.5
-The Caribbean-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×1
- Thunder: ×1
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×0.5
-Arendelle-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×1
- Water: ×1
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.7
- Rapid-fire: ×0.5
-Toy Box-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×1
- Thunder: ×0.5
- Water: ×1
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.7
- Rapid-fire: ×0.5
-Kingdom of Corona-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×1
- Thunder: ×1
- Water: 0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.7
- Rapid-fire: ×0.5
-San Fransokyo-
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 4
- Attraction modifier: ×0.8
- Base damage upper limit: 24
REWARDS
-------
* Aeroga (Sora)
* Maximum MP increase (Sora)
LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level 42, 600 HP, 0 EXP, 55 Strength, 28 Defense (FW2; boss; Sora fights alone; can save between sections; Olympus is always first and San Fransokyo is always last)
* Olympus: Realm of the Gods / Apex
* Toy Box: Galaxy Toys / Main Floor: 1F
* Kingdom of Corona: The Forest / Marsh
* Monstropolis: Monsters, Inc. / Lobby & Offices
* Arendelle: The Labyrinth of Ice / Middle Tier
* The Caribbean: The High Seas / Northern Waters
* San Fransokyo: The City (Night) / Central District
TECHNIQUES
----------
AFTERIMAGE SLIDE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Moves around at high speed, leaving several afterimages in its wake; each afterimage explodes and vanishes after 1.5 seconds.
6-PART FIRE
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Shoots six homing fireballs in succession at an opponent.
Status effect: Burn (100%/1 second)
AERORA
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Spins sideways and generates winds at an opponent's location.
THUNDER DISC
Type: Thunder
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Shoots six discs of lightning that fly around and spin sideways.
Status effect: Electrify (100%/10 seconds)
CLOUD MAGIC
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Shoots three rain clouds forward.
Status effect: Cloud (100%/20 seconds)
FIRE TURN
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Generates six fireballs overhead and fires them at an opponent.
Status effect: Burn (100%/1 second)
BLIZZAGA
Type: Blizzard
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Waves its staff and releases cold air around itself.
Status effect: Freeze (100%/2.5 seconds)
AFTERIMAGE WATER
-Water ball-
Type: Water
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
-Explosion-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Moves around at high speed, leaving an afterimage in its wake; the afterimage explodes and vanishes after throwing a water ball.
CHARACTERISTICS
---------------
* Damage modifiers, behavioural patterns, techniques used, enemies summoned, etc. are dependent on the battlefield location (see below for details); however, its base tactics (moving away with Afterimage Slide and following up with Six-Part Fire or Aerora, and summoning enemies at some point) remains the same regardless.
* When reduced to 0 HP, it flees elsewhere and fully restores itself (in San Fransokyo, it is outright defeated).
* Uses Afterimage Slide (or Blizzaga in Arendelle) as a counter.
* After continuously using Afterimage Slide for a short time, it refrains from using it outside of counteractions for a while.
* Invincible while moving during Afterimage Slide and Afterimage Water.
STRATEGIC ADVICE
----------------
MAKE FULL USE OF SHOTLOCKS
The Lich battle occurs across seven worlds (→p. 346). Specific attacks and actions it utilises change depending on the current location, but it always retains the ability to flee and use magic. It's recommended to attack with shotlocks from afar as it idles about; you can defeat it while taking little damage in return by equipping Ever After and Nano Gear, attacking with their max-lock techniques 2–3 times, and healing with Refocusers when needed. Dispatch summoned enemies with Thundaga.
LICH LOCATIONS AND CHANGES
--------------------------
OLYMPUS: REALM OF THE GODS / APEX
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora
* Summoned enemies and when they appear: None
* Notes: —
TOY BOX: GALAXY TOYS / MAIN FLOOR: 1F
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Thunder Disc
* Summoned enemies and when they appear: Marionette (Start of battle)
* Notes: —
KINGDOM OF CORONA: THE FOREST / MARSH
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Cloud Magic
* Summoned enemies and when they appear: Fluttering (Start of battle)
* Notes: Flutterings may also appear at random.
MONSTROPOLIS: MONSTERS, INC. / LOBBY & OFFICES
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Fire Turn
* Summoned enemies and when they appear: Large Body (Lich reduced to 50% HP)
* Notes: The Lich temporarily vanishes after summoning Large Bodies.
ARENDELLE: THE LABYRINTH OF ICE / MIDDLE TIER
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Blizzaga
* Summoned enemies and when they appear: Winterhorn (Start of battle, Lich reduced to 50% HP)
* Notes: Pillars may protrude from the ground (→p. 293).
THE CARIBBEAN: THE HIGH SEAS / NORTHERN WATERS
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Afterimage Water
* Summoned enemies and when they appear: Vaporfly (Lich reduced to 80% HP)
* Notes: —
SAN FRANSOKYO: THE CITY (NIGHT) / CENTRAL DISTRICT
* Techniques used: All
* Summoned enemies and when they appear: Neoshadow (Lich reduced to 90% HP and 70% HP)
* Notes: The Lich may occasionally use up to six attacks in succession.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARK RIKU
A member of the real Organization XIII.
He looks exactly like Riku, except a year younger, and he wears the Organization's black coat.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.2
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Xigbar)
DLC
* Maximum MP increase (Sora; shared with Xigbar)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Xigbar [and Ansem for the first 30 seconds]; Sora fights alongside Riku)
KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Xigbar [and Ansem for the first 30 seconds]; can control either Sora or Riku, with the other fighting alongside as a party member)
TECHNIQUES
----------
COMBO ATTACK
-Weapon-
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: —
-Shock wave-
Type: Dark
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: —
Description: After a horizontal swing → lunge (or vice versa), he swings his weapon downward and lets loose shock waves that travel diagonally forward left and right.
DASH SWING
-Light disc-
Type: Dark
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: After hurling a light disc directly frontward, he advances forward quickly and swings his weapon to the right.
DARK BITE
Type: Dark
Power modifier: ×1.5
Guard: No
Repel level: —
Description: Fires a shadow into the ground; this shadow follows the opponent for 5 seconds, after which fangs emerge and attack.
DARK MINES
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 2–5 dark crystals surround himself; a dark crystal explodes when an opponent approaches it, when struck by an attack, or after 10 seconds pass.
DARK AURA HELM SPLIT
-Swoop-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Lightning-
Type: Dark
Power modifier: ×1 per hit
Guard: No
Repel level: —
Description: 相手の頭上にwarpして急降下攻撃を仕掛けつつ地面に放つことを5回くり返し, 最後に相手の周辺につぎつぎと雷を落とす
CHARACTERISTICS
---------------
* Runs around and warps, then attacks; he tends to walk around idly after several attacks.
* Dark Bite always targets Sora.
* Uses Dark Aura Helm Split when reduced to 50% HP or when Xigbar is defeated (he may use it occasionally afterward).
* Warps far away and uses Dark Mines as a counteraction (he occasionally uses Dark Bite instead if Xigbar is still on-field).
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
Dark Riku appears alongside Xigbar and Ansem (→p. 659); Ansem leaves the battle after 20 seconds. It's recommended to focus on dodging enemy attacks while Ansem is around; after that, defeat the long-range attacker Xigbar, and finally Dark Riku. You fight alongside Riku in this battle. Glide away from Dark Riku's attacks, airstep to him when he's open, then attack with combos.
[Caption 1: Sora rolls away from Ansem's Barrier Laser] Focus on avoiding enemy attacks before Ansem leaves.
[Caption 2: Sora and Riku attack Dark Riku simultaneously] Attack enemies that are idling about or staggered by Riku.
COLUMN PORTAL: BATTLES IN THE SKEIN OF SEVERANCE STOP AND RESTART MIDWAY THROUGH
--------------------------------------------------------------------------------
In the Skein of Severance, there are five battles where Sora fights alongside various allies against boss parties. During these battles, a cutscene plays when a boss is defeated; the battle restarts afterward. Damage sustained by both sides carry over (incapacitated allies recover 25% max HP); if you retry a lost battle, all enemies and allies have their HP and MP restored to full instead.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XIGBAR
A member of the real Organization XIII.
Despite his defeat at Sora's hands, Xigbar has returned, and continues his attempts to manipulate and mislead Sora.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 7
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Dark Riku)
DLC
* Maximum MP increase (Sora; shared with Dark Riku)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Dark Riku [and Ansem for the first 30 seconds]; Sora fights alongside Riku)
KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Dark Riku [and Ansem for the first 30 seconds]; can control either Sora or Riku, with the other fighting alongside as a party member)
TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 1
Description: Fires homing projectiles.
CLUSTER SHOT
-Projectiles-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
-Explosion-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Gathers light in his gun, then fires a large projectile that splits within a narrow scope. The projectiles remain where they land and explode when an opponent makes contact, when struck by an attack, or after 10 seconds pass.
ARROW RAIN
-Shock wave-
Type: —
Power modifier: —
Guard: No
Repel level: —
-Light arrows-
Type: Neutral
Power modifier: ×2
Guard: No
Repel level: —
-Arrow rain-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Warps to the centre of the field, transforms his guns into a bow, and shoots a large arrow directly overhead while emitting a wide-ranging shock wave; the arrow glows in the air, and then many arrows rain down from above (they rain directly down initially and gradually spread out).
CHARACTERISTICS
---------------
* Warps around and attacks while either standing on the ground or floating upside-down in the air. After attacking, he often walks around idly for a while.
* Shotを使うときは, 相手のほうを向かずに弾を撃ったり, 銃を持つ腕を相手の近くにwarpさせて弾を撃ったりすることがある
* ShotとCluster Shotを何度か使うと(合計3回の場合が多い), 遠くに離れて銃に弾を動作を行なう
* Uses Arrow Rain when reduced to 50% HP or when Dark Riku is defeated (he may use it occasionally afterward).
* Warps far away as a counteraction, sometimes following up with a Cluster Shot.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
TAKE FULL ADVANTAGE OF AIRSTEPPING AND ATTACK
Xigbar fights alongside and backs up Dark Riku and Ansem with his long-range projectile attacks; defeat him first after Ansem leaves. Airstep to him and attack with combos; stay locked onto Xigbar when attacking so you can find him quickly even if he warps away.
HOW TO DEAL WITH ARROW RAIN
Xigbar warps to the centre of the field and uses Arrow Rain to rain down arrows on Sora and Riku. You can block or roll through the rain of arrows, but note that enemies will continue to act as the technique proceeds. If an enemy is on the other side of the rain of arrows, use Airstep to dodge the arrows and approach them.
[Caption 1: Sora deflects Xigbar's projectiles] After using Arrow Rain, Xigbar will not flinch when a Shot is deflected back at him.
[Caption 2a: Sora targets Xigbar with the shotlock marker] Press and hold R1 while targeting Xigbar from afar, then press Square when the shotlock marker activates to Airstep to him.
[Caption 2b: Sora airsteps to and attacks Xigbar] Start attacking when you approach him; you cannot be struck by his projectiles while fighting at close range.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LUXORD
A member of the real Organization XIII.
He is a lover of games, and sometimes even prioritizes them over his Organization duties. Despite his destruction at Sora's hands, Luxord has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
-Normal-
- Physical: ×0.05
- Fire: ×0.05
- Blizzard: ×0.05
- Thunder: ×0.05
- Water: ×0.05
- Aero: ×0.05
- Dark: ×0.05
- Neutral: ×0.05
- Rapid-fire: ?5
-Staggered-
- Physical: ×1.5
- Fire: ×1.5
- Blizzard: ×1.5
- Thunder: ×1.5
- Water: ×1.5
- Aero: ×1.5
- Dark: ×1.5
- Neutral: ×1.5
- Rapid-fire: ×1
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Normal-
- Reaction value: 0
- Revenge value: 7
- Attraction modifier: —
- Base damage upper limit: 24
-Staggered-
- Reaction value: 0
- Revenge value: —
- Attraction modifier: —
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Larxene and Marluxia; Sora fights alongside Mickey for the first 30 seconds and alone thereafter)
TECHNIQUES
----------
SCARE CARD
Type: Physical
Power modifier: ×0.25 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Four cards surround and strike an opponent.
BOMB CARD
Type: Physical
Power modifier: ×0.1
Guard: Yes (negate)
Repel level: —
Description: A blank card explodes.
CHARACTERISTICS
---------------
* Warps or walks around slowly, then uses Scare Card; after 30 seconds, he begins a game wherein he hides in a card and forces Sora to find him (see below for details and actions taken).
STRATEGIC ADVICE
----------------
FIND THE CARD LUXORD HIDES IN
Luxord interrupts this battle midway through with his own challenge. Any damage previously dealt to him is restored when he issues his challenge, so attack other enemies beforehand.
Keep finding and attacking the card Luxord hides in to draw him out (see below); reduce his HP to 0 to defeat him. Larxene and Marluxia are invincible during this sequence, but hitting either of them causes that character to vanish for 8 seconds, allowing you to focus on the game.
LUXORD, LARXENE AND MARLUXIA BATTLE SEQUENCE
--------------------------------------------
1. Fight Luxord, Larxene and Marluxia alongside Mickey.
AFTER 30 SECONDS PASS
2. Sora challenges Luxord by himself.
AFTER LUXORD IS DEFEATED
3. Fight Larxene and Marluxia alongside Mickey.
"CAPTURE LUXORD" GAME SEQUENCE
------------------------------
1. ATTACK THE RIGHT CARD
* Luxord's actions: Hides in 1 of 15 cards arranged in a circle.
* Strategy: 14 out of 15 cards are blank, and disappear or explode when struck (cards moving up and down [do not? check later] explode). Luxordが隠れている[当たり]は, 表側の絵柄が右の写真のようにblankとちがううえ, グラグラ揺れているので, それを目印に見つけて攻撃しよう. You can attack multiple cards with a wide-ranging attack like Thundaga.
1 → 2: Sora attacks the right card.
1 → 3: 13 seconds pass without attacking the right card.
[Caption: Card with Nobody sigil] Blank card
[Caption: Card with Luxord] Right card
2. ATTACK LUXORD AS HE EMERGES
* Luxord's actions: Staggers and does nothing.
* Strategy: Luxord emerges and Larxene and Marluxia temporarily disappear. Attack Luxord.
2 → 3: Luxord loses 30% of his maximum HP or 15 seconds pass.
3. ATTACK LUXORD UNTIL HE HIDES AGAIN
* Luxord's actions: 並ベたcardを回転させはじめる(cardに隠れていた場合は, 姿を現して実行する); he sometimes uses Scare Card beforehand.
* Strategy: Dodge enemy attacks and keep attacking Luxord for minimal damage.
3 → 1
(Invincible during the first part of the fight; always defeated first.)
DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).
(I translated 当たり "hit, strike" as "right" [ie. "right card to attack"] so it sounds less awkward in practice. The "blank" cards aren't ACTUALLY blank [they have Nobody sigils on them], but again, translated as such for practicality.)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LARXENE
A member of the real Organization XIII.
Despite her destruction at Sora's hands, Larxene has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Marluxia)
DLC
* Maximum MP increase (Sora; shared with Marluxia)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Luxord and Marluxia; Sora fights alongside Mickey [except during Luxord interlude])
TECHNIQUES
----------
THUNDER
-Arms-
Type: Physical
Power modifier: ×0.5
Guard: No
Repel level: 2
-Lightning-
Type: Thunder
Power modifier: ×0.8 per hit
Guard: No
Repel level: —
Description: Jumps and falls forward while swinging her arms downward and unleashes lightning around herself.
(Written in kanji.)
THUNDERCLAP
-Weapon swing-
Type: Physical
Power modifier: ×0.2 × 4 hits
Guard: Yes (negate)
Repel level: 2
-Weapon throw-
Type: Physical
Power modifier: ×0.1 per hit
Guard: Yes (negate)
Repel level: 2
-During electric discharge-
Type: Thunder
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
-End of electric discharge-
Type: Thunder
Power modifier: ×0.8
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings knives four times while advancing forward, then jumps back. If her fourth attack hits or is blocked, she throws eight knives that discharge electricity when they hit the ground.
THUNDER LION
-Lightning balls-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Weapon swing-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Lightning-
Type: Thunder
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
Description: Electrifies her body, then repeats the following sequence 4–5 times: turns into a lightning ball and rushes around in a zig-zagging manner → returns to normal and swings knives twice; after that, she performs one final zig-zagging rush and scatters lightning everywhere.
(Not a typo. Why "lion"?)
CHARACTERISTICS
---------------
* After spinning around and warping, she runs to an opponent and uses Thunder (after Luxord is defeated, she may use Thunderclap instead); she usually rolls away afterward.
* When Luxord is defeated, she uses various actions for a few seconds, then uses Thunder Lion in tandem with Marluxia's Phantom Blitz (they may do this occasionally afterward).
* When Marluxia is defeated, she uses various actions for a few seconds, then uses Thunder Lion (she may use it occasionally afterward). She may attack up to three times successively.
* Warps far away and attacks as a counteraction.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
THUNDERなどの終わりぎわのスキを突く
Larxene frequently uses the unblockable Thunder; be sure not to block carelessly. It's recommended to defeat Larxene before Marluxia (after Luxord is defeated) for this reason. You should attack Larxene immediately after dodging one of her attacks and continue doing so until she warps away.
HOW TO DEAL WITH THUNDER LION
She flies around at high speed when using Thunder Lion; use Doubleflight and glide around the field to avoid all the lightning strikes and make it through unscathed. This method also works when Marluxia uses Phantom Blitz in tandem.
[Caption 1: Sora glides away from Larxene and Marluxia's combined Thunder Lion and Phantom Blitz] Thunder Lionで最後に落ちる雷は, Glideでただ飛びつづけているだけでは当たってしまう恐れがある. 雷が落ちる場所に映る光をよく見て回避しよう.
[Caption 2a: Sora rolls away from Larxene's Thunderclap] If Larxene approaches you, use Dodge Roll to get away.
[Caption 2b: Sora attacks Larxene] As she finishes her attack and backflips, quickly roll back toward her and attack with combos.
(Invincible during the Luxord section.)
DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MARLUXIA
A member of the real Organization XIII.
Despite his destruction at Sora's hands, Marluxia has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Larxene)
DLC
* Maximum MP increase (Sora; shared with Larxene)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Luxord and Larxene; Sora fights alongside Mickey [except during Luxord interlude])
TECHNIQUES
----------
WARP SLASH
Type: Physical
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Warps near opponent and swings scythe 1–5 times.
TORANDO SLASH
-Weapon spin-
Type: Physical
Power modifier: ×0.1 per hit
Guard: Yes (negate)
Repel level: 2
-Swing-
Type: Physical
Power modifier: ×0.3 per hit
Guard: Guard: Yes (negate)
Repel level: 2
-Final hit-
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Spreads darkness out into the ground around him, spins his scythe overhead to pull in opponents, then swings his scythe while spinning his body (he adjusts his posture slightly before the final hit of his swinging scythe attack).
PHANTOM BLITZ
-Weapon-
Type: Physical
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: 2
-Fissure-
Type: Physical
Power modifier: ×3
Guard: No
Repel level: —
Description: Throws his scythe, which flies around and attacks opponents five times, then opens fissures in the ground from which light bursts out. 大鎌が飛んでいるあいだは姿を消すが, 途中で一瞬現れて大鎌を投げ直すこともある
CHARACTERISTICS
---------------
* Warps or walks around slowly, then attacks with Warp Slash (after Luxord is defeated, he may use Tornado Slash instead).
* When Luxord is defeated, he uses various actions for a few seconds, then uses Phantom Blitz in tandem with Larxene's Thunder Lion (they may do this occasionally afterward).
* When Larxene is defeated, he immediately uses Phantom Blitz (he may use it occasionally afterward); furthermore, he can attack up to three times in a row.
* He may warp far away if approached by an opponent.
* Warps far away as a counter.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
JUMP HIGH AND PROVOKE HIM INTO USING WARP SLASH
It can be difficult to hit the warp-happy Marluxia; you should defeat Luxord and Larxene first before focusing on him. Fly overhead and observe Marluxia's behaviour, then attack as recommended in the table below. If he warps away while you observe, prepare to block his incoming Warp Slash; if timed correctly, you can counter with Payback Strike. His other attacks can't hit you if you're high enough above the field.
[Caption 1: Marluxia warps away from Sora] Jump as high as you can and wait for him to warp and slash at you.
[Caption 2: Sora blocks Marluxia's Warp Slash] Block his Warp Slash and counter with Counter Kick.
[Caption 3: Sora glides above Marluxia's Phantom Blitz] Phantom Blitz's final fissures spread across the field, but won't harm you if you're at a sufficient height.
TABLE: BEST CHANCES TO ATTACK MARLUXIA
--------------------------------------
WHEN NOTES
Mickey attacks Marluxia and causes him to flinch You must keep an eye on both characters' actions
Marluxia slowly walks about before attacking Sometimes warps away
Warp Slash is blocked and countered with Counter Kick, etc.; if this causes him to flinch, attack with combos and the like If his Warp Slash has already ended, your counters will miss
(Note: Invincible during the Luxord section.)
DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
VANITAS (SECOND)
A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: 1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value:
- Normal: 0
- When using Combo Slash and weapon is overhead: 5
- Revenge value: 6
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Terra-Xehanort)
DLC
* Maximum MP increase (Sora; shared with Terra-Xehanort)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Terra-Xehanort; Sora fights alongside Aqua and Ventus)
KEYBLADE GRAVEYARD [DLC]
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; player controls Aqua in the first phase and can control either Sora or Aqua in the second phase, the other fighting alongside as a party member; Ventus is always a party member)
TECHNIQUES
----------
COMBO SLASH
-Weapon-
Type: Physical
Power modifier: ×0.8 + ×0.4
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward while somersaulting, firing a shock wave directly forward.
WARP DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×0.5
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Warps directly over opponent and swings weapon downward as an icicle protrudes from below.
DARK FIRAGA
-Before split-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-After split-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches a homing fireball; it advances slowly, then splits into five fireballs that move at high speed.
SHADOW DIVE
-Weapon-
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Dives underground, then leaps out while swinging his weapon and scatters fireballs around himself.
KEYBLADE RIDE
-Ice projectiles-
Type: Blizzard
Power modifier: ×0.3 per hit
Guard: Yes (repel)
Repel level: 2
-Charge-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Launched bundles-
Type: Physical
Power modifier: ×1.2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Rides upon a mass of Keyblades and attacks in the following sequence: fires a barrage of homing ice projectiles → charges opponents three times → causes the Keyblade mass to swirl around himself and launches 10 masses of them at opponents.
CHARACTERISTICS
---------------
* Acts almost exactly the same as in his first battle (→p. 648), but does not use Shadow Dive consecutively.
* Uses Keyblade Ride when reduced to 20% HP or after Terra-Xehanort is defeated (he may use it occasionally afterward); he immediately follows it up with Warp Downward Swing.
* Typically targets Ventus and Aqua (especially Ventus) if Terra-Xehanort (→p. 656) is targeting Sora. Even then, if Sora is attacking Terra-Xehanort, Vanitas may intervene and attack Sora with Warp Downward Swing and Continuous Slash.
STRATEGIC ADVICE
----------------
ATTACK VANITAS IN THE AIR
When either Vanitas or Terra-Xehanort is attacked by Sora, the other may intervene; the techniques Terra-Xehanort uses in such cases have a low aerial reach. Therefore, the core strategy involves launching Vanitas upward, attacking him in the air, and defeating him first. He behaves almost exactly the same as in his first battle (→p. 648), so you can attack him when he runs up to you or emerges during a Shadow Dive. 一緒に戦ってくれるVentusやAquaがVanitasをひるませたときも, 近寄ってAttackなどを当てられる.
HOW TO DEAL WITH KEYBLADE RIDE
Midway through the battle, Vanitas uses Keyblade Ride (riding atop a mass of Keyblades and using them to attack). Block the ice projectiles and roll away from the rest of the attack.
[Caption 1: Sora attacks Vanitas] Press Circle when attacking Vanitas with a ground combo to launch him upward with Rising Spiral and continue attacking in the air.
[Caption 2: Sora blocks Vanitas's Warp Downward Swing; screenshot displays a Risk Dodge prompt] In this battle, Warp Downward Swing can be Risk Dodged.
[Caption 3: Sora targets Vanitas with a shotlock] Use shotlocks as he flies around with Keyblade Ride.
DLC NOTES
---------
* Can use the team attack Icy Slider (Aqua + Ventus).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TERRA-XEHANORT
A member of the real Organization XIII.
This is the Master Xehanort that took control of Terra's body.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×1
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value:
- Normal: 0
- During Ars Solum: 5
- Revenge value: 6.5
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Vanitas)
DLC
* Maximum MP increase (Sora) [The Badlands]
* Maximum MP increase (Sora; shared with Vanitas) [Twist of Isolation]
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; Sora fights alongside Aqua and Ventus)
KEYBLADE GRAVEYARD [DLC]
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (KG2; boss; Sora fights alone)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; player controls Aqua in the first phase and can control either Sora or Aqua in the second phase, the other fighting alongside as a party member)
TECHNIQUES
----------
ARS SOLUM
Type: Physical
Power modifier: ×1 + ×0.2 + ×0.2 + ×0.4 + ×0.2 + ×0.4 + ×0.6
Guard:
- All hits except 6th: Yes (negate)
- 6th hit: Yes (negate; Risk Dodge)
Repel level:
- All hits except 6th: 2
- 6th hit: 3
Description: Unleashes seven consecutive attacks; ends early if the fourth one misses.
SONIC IMPACT
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Tackles once or twice at high speed.
DARK VOLLEY
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (repel; if using a frontal block, some projectiles may strike from behind)
Repel level: 2
Description: Fires a barrage of dark homing projectiles; he may shoot directly forward, or spin sideways and scatter them.
AERIAL COMBO
Type: Physical
Power modifier: ×0.4 + ×0.4 + ×1.1
Guard: Yes (negate)
Repel level: 2
Description: The Dark Figure appears near an opponent and lashes out, then raises its hands, (swings them downward?), warps away, and emerges from beneath the ground (sometimes, if its strike misses, it skips its upward swing and goes straight to its "emerge from below" attack).
SLEDGEHAMMER
-Fist-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Dark crystal-
Type: Physical
Power modifier: ×1.6
Guard: Yes (negate)
Repel level: —
Description: The Dark Figure appears behind him, takes a second to ready itself, then slams the ground with its fists, causing dark crystals to emerge where struck.
DARK RUSH
-Dark bolts-
Type: Dark
Power modifier: ×0.4 per hit
Guard: No
Repel level: —
-Strike-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Dark pillars-
Type: Dark
Power modifier: ×2.5
Guard: No
Repel level: —
Description: 怪物を出現させて自分は姿を消し, 相手を引き寄せながら, [周囲に闇の雷をつぎつぎと発生させ, 怪物に合計7回なぐらせたあと闇の柱を立てさせる]という攻撃をくり出す
CHARACTERISTICS
---------------
* Stands still for a short while, then attacks; he may warp or run at you beforehand.
* Begins using Aerial Combo and Sledgehammer and warps more frquently when reduced to 50% HP.
* Uses Dark Rush when reduced to 20% HP or after Vanitas is defeated (he may use it occasionally afterward).
* As a counter, he either warps far away or uses Ars Solum.
* Targets Ventus and Aqua if Vanitas is targeting Sora. Even then, if Sora is attacking Vanitas, Terra-Xehanort may intervene and attack Sora with Ars Solum.
* Generally doesn't flinch while using attacks other than Ars Solum.
STRATEGIC ADVICE
----------------
ATTACK HIM WHEN HE'S STAGGERED BY YOUR ALLIES' ATTACKS
Terra-Xehanort attacks relentlessly and can quickly prove troublesome; as such, it's better to defeat Vanitas first. Your best chance to attack is whenever Ventus and Aqua stagger him; at such points, quickly Airstep to him and attack with combos. You can also block Ars Solum, counter with Counter Kick, and (if he staggers) follow up with a combo.
[Caption 1: Sora rolls away from Terra-Xehanort's Sonic Impact] Glide and roll away from enemy attacks.
[Caption 2: Sora blocks Terra-Xehanort's Ars Solum] Counterattack immediately after blocking Ars Solum.
[Caption 3: Sora rolls away from Terra-Xehanort's Dark Rush] During Dark Rush, avoid the Dark Figure's attacks by rolling beneath it twice as he says things like "Break him!" Roll away from the dark pillars at the end (of his speech).
DLC NOTES
---------
* Can use the team attack Icy Slider (Aqua + Ventus) [Twist of Isolation].
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XION
The former Organization XIII's mysterious fourteenth member. She was an experimental replica used to siphon Sora's memories out of Roxas, and this allowed her to become a Keyblade wielder. Xion grew to question the meaning of her own existence, and ultimately elected to return her memories to Sora and disappear.
Master Xehanort was using Xion to fill a spot in his new Organization XIII, but when she was confronted by her best friends Axel and Roxas, her memories came back to her and she chose to become a guardian of light.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: ×0.5
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Saïx; Sora fights alongside Axel and Kairi)
TECHNIQUES
----------
USING SAÏX'S WEAPON
BERSERK DOWNWARD SWING
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Leaps forward and swings weapon downward, releasing shock waves around herself.
BERSERK SWEEP
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: 武器を振りまわしてshock waveを起こしながら, 相手の周囲をまわるように進む
BERSERK CHARGE ATTACK
-Weapon-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 武器を構えて突進しつつ左右にshock waveを放つ
USING THE KEYBLADE
COMBO
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: 2
Description: Attacks with the Keyblade in the following sequence: lunge → vertical swing → charging horizontal swing.
BERSERK COMBO
Type: Physical
Power modifier: ×1 + ×0.2 × 7 hits + ×0.5 + ×2.5
Guard: Yes (negate)
Repel level: —
Description: Moves forward and swings the Keyblade eight times, then swings it upward (whereupon it warps away and is replaced with Saïx's weapon) and swings it back down.
KEYBLADE THROW
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: —
Description: Throws the Keyblade forward.
CHARACTERISTICS
---------------
* Uses the same weapon as Saïx at the start of the battle, then switches to the Keyblade midway through; techniques used change depending on the weapon wielded.
* If Sora is nearby immediately after switching to the Keyblade, she uses Berserk Combo.
* Generally doesn't flinch while attacking.
* Uses Berserk Combo as a counter.
* Once the blue berserk gauge fills, she ceases attacking (signalled by her sudden fatigue) and becomes invincible.
STRATEGIC ADVICE
----------------
ENDURE HER ATTACKS FOR ONE MINUTE
Xion initially fights alongside Saïx as an enemy, but becomes an ally after the blue berserk gauge in the upper-left corner fills completely. Don't bother attacking her; just block and dodge her attacks for one minute until the gauge fills. You can pass the time by gliding in the air, but watch out for Saïx's occasional thrown weapons.
[Caption 1: Xion attacks Sora with Berserk Sweep] While wielding Saïx's weapon, she surrounds herself in an aura and rampages about; by contrast, when wielding the Keyblade, she's relatively docile.
[Caption 2: Xion attacks Kairi with a combo] She tends to attack either Sora or Kairi (whoever's closer).
[Caption 3: Xion goes limp] After a minute passes, she goes limp, stops moving, and becomes invincible.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SAÏX
A member of the real Organization XIII.
He and Axel were good friends in the old days, before they first became Nobodies. Despite his destruction at Sora's hands, Saïx has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.7
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 5
- Revenge value: 6.5
- Attraction modifier: ×0.35
- Base damage upper limit: 24
REWARDS
-------
BASE
* Maximum HP increase (Sora)
DLC
* Maximum MP increase (Sora)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 3400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Xion for the first minute; Sora fights alongside Axel and Kairi for the first minute and Roxas and Xion thereafter)
KEYBLADE GRAVEYARD [DLC]
Level 46, 3400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Xion for the first minute, with Xemnas in the second phase, and fights alone in the third phase; Sora fights alongside Axel and Kairi for the first minute; player controls Roxas in the second phase with Axel and Xion fighting alongside as party members; can control Sora or Roxas in the third phase, with the other fighting alongside as a party member)
TECHNIQUES
----------
NORMAL MODE
BERSERK
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air and releases shock waves around himself.
BERSERK MODE AND BLUE BERSERK MODE
COMBO ATTACK
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon twice, swings it upward, then swings it downward.
CHARGE ATTACK
-Charge-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Weapon-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings weapon side-to-side while charging straight ahead.
BERSERK DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward and generates three shock waves.
BERSERK SWEEP
-Weapon swing-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
-Weapon throw-
Type: Neutral
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon (leaving shock waves in his wake), then jumps and throws weapon.
BERSERK WEAPON THROW
-Weapon-
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Explosion-
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Jumps and throws homing weapon which explodes on contact with its target.
BERSERK BLUE BURST
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air and releases widespread shock waves around himself.
BLUE BERSERK MODE
BLUE MOON DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Jumps and swings weapon downwards, generating a shock wave around himself.
BLUE MOON SWEEP
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon, leaving shock waves in his wake.
BLUE MOON CHARGE ATTACK
-Weapon-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 武器を構えて突進しつつ左右にshock waveを放つ
BLUE BERSERK DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×3 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: 自分の周囲に浮かベている武器を地面に飛ばしたあと, 手に持つ武器を振り下ろして, すべての武器からshock waveを起こす
BLUE BERSERK VERTICAL SWING
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon twice (generating shock waves with each attack), then thrusts it into the ground (generating more shock waves around it).
BLUE BERSERK SWEEP
-Weapon swing-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Swings weapon and generates a forward-moving shock wave.
CHARACTERISTICS
---------------
* Uses Berserk at the start to enter berserk mode. Thereafter, he switches between normal, berserk and and blue berserk modes depending on the status of the berserk gauge (see below).
* If he's hit or flinches during his blue berserk mode, the berserk gauge reduces proportionally to the amount of damage taken.
* Generally doesn't flinch while attacking.
* Invincible while using Berserk (full yellow gauge) or Berserk Blue Burst (full blue gauge).
STRATEGIC ADVICE
----------------
AVOID SAÏX DURING HIS RAMPAGE
At the start of the battle, Saïx goes berserk and attacks continuously; either block them or avoid him from afar. When Roxas and Xion join the party, let them attack up close and use attacks like Firaga and various shotlocks from a distance. Once the berserk gauge empties and Saïx is incapacitated, attack him with combos to swiftly deal great damage.
TABLE: THE BERSERK GAUGE AND SAÏX'S ACTIONS IN EACH MODE
--------------------------------------------------------
BERSERK GAUGE ACTIONS
Empty Returns to normal and is incapacitated
Part-full yellow gauge Remains incapacitated and does nothing
Full yellow gauge Enters berserk mode
Part-full blue gauge Uses berserk mode techniques
Full blue gauge Enters blue berserk mode
Emptying gauge (blue → yellow → empty) Uses blue berserk techniques
* The yellow gauge fills completely at the start of the battle.
DLC NOTES
---------
* Can use the team attack Thinking of You (Roxas + Axel + Xion) when controlling Roxas (second phase); the finisher completely empties Saïx's berserk gauge.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ANSEM
A member of the real Organization XIII.
This is Xehanort's Heartless. He was able to regain his original appearance by possessing Riku. In the past, Ansem attempted to open the door to Kingdom Hearts, but was destroyed by Sora and friends before he could succeed.
Despite this, Ansem has returned.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.1
- Neutral: ×0.5
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 7
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Xemnas and Young Xehanort)
DLC
* Maximum MP increase (Sora; shared with Xemnas and Young Xehanort)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Dark Riku and Xigbar; leaves after 30 seconds; cannot be defeated; Sora fights alongside Riku)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Xemnas and Young Xehanort; Sora fights alongside Riku and Mickey)
KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Dark Riku and Xigbar; leaves after 30 seconds; cannot be defeated; can control either Sora or Riku, with the other fighting alongside as a party member)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Xemnas and Young Xehanort; Sora fights alongside Riku and Mickey)
TECHNIQUES
----------
DARK LASER
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Places 3–15 light orbs above an opponent's head; each light orb fires a laser immediately after glowing.
BARRIER LASER
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Surrounds himself in lasers and moves forward.
TRUE DARK BITE
Type: Dark
Power modifier: ×1.5
Guard: No
Repel level: —
Description: Fires a shadow deep into the ground; this shadow follows the opponent for 2.5 seconds, after which fangs emerge and attack.
TRUE DARK MINE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 3–12 dark crystals surround himself and his opponents; a dark crystal explodes when an opponent approaches it, when struck by an attack, or after 5 seconds pass.
DARKNESS RULER
-Dark power-
Type: Physical
Power modifier: ×0.05 per hit
Guard: No
Repel level: —
-Explosion-
Type: Dark
Power modifier: ×3.5
Guard: No
Repel level: —
Description: Envelops himself in darkness, draws opponents in, then unleashes dark power.
TECHNIQUES USED BY ALL ENEMIES
ANNIHILATION
-Bundles-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; Keyblade bundles can be blocked from behind)
Repel level: 2
-Enemy attacks-
(See individual techniques for details.)
Description: Temporarily removes Riku and Mickey and makes masses of Keyblades fly around Sora one-by-one (the last four bundles directly target him). Afterward, remaining enemies attack in succession; techniques used depend on those remaining.
LEADER CO-OPERATION
(See individual techniques for details.)
Description: One enemy is designated as the leader. The non-leaders attack first, then the leader after them; the order depends on those remaining.
CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Frequently warps before attacking.
* Leaves the battle where he's grouped with Dark Riku and Xigbar after 30 seconds.
* Uses Darkness Ruler during an "all enemies" technique (see above) or after Xemnas and Young Xehanort are defeated.
* 移動中にSoraに近寄られると, 遠くヘwarpすることが多いcounteractionで遠くへwarpしてTrue Dark Mineなどを使う
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
FIGHT WHILE DEALING WITH EACH ENEMY'S ACTIONS
You technically fight Ansem twice; in the first, he leaves quickly; the second battle in which he fights alongside Xemnas and Young Xehanort is the important one. While it's likely you'll want to defeat Ansem (who uses unblockable attacks) first, it's recommended to instead focus on whoever happens to be the leader at any given moment. If at close range, block Ansem's Barrier Laser and counterattack; you can also attack with combos when Riku and Mickey stagger him. Darkness Ruler draws you in before its explosion; glide away to escape.
HOW TO DEAL WITH "ALL ENEMIES" TECHNIQUES
At various points during the battle, all remaining enemies disappear and initiate the special attacks Annihilation and Leader Co-operation in succession. Roll away from Annihilation's Keyblade bundles, block incoming projectiles and enemies, and glide away from other attacks.
ABOUT THE LEADER
When Leader Co-operation is used, one enemy is designated the "leader"; the leader is surrounded by an aura and targets Sora until the next use of Leader Co-operation. The initial leader is the one with the lowest maximum HP in terms of percentage, and they rotate between each other. When only one enemy remains, they automatically become the leader and use of Leader Co-operation is discontinued.
[Caption: Sora blocks Ansem's Barrier Laser] After blocking Barrier Laser, counterattack with combos as the lasers around him vanish.
DLC NOTES
---------
* Can use the team attack True End (Sora + Riku + Mickey) [Tower of Endings].
* "All enemies" techniques are not used in the Trail of Valediction.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XEMNAS
A member of the real Organization XIII.
This is Xehanort's Nobody. In the past, he tried to create an artificial Kingdom Hearts from the hearts of people, but Sora and Riku put an end to his plans and Xemnas himself.
Despite this, Xemnas has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.8
- Blizzard: ×0.8
- Thunder: ×0
- Water: ×0.8
- Aero: ×0.8
- Dark: ×0.8
- Neutral: ×0.5
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 7
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Ansem and Young Xehanort)
DLC
* Maximum MP increase (Sora; shared with Ansem and Young Xehanort)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Young Xehanort; Sora fights alongside Riku and Mickey)
KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Saïx [second phase]; leaves after most of his HP is depleted; Roxas fights alongside Axel and Xion)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Young Xehanort; Sora fights alongside Riku and Mickey)
TECHNIQUES
----------
AERIAL COMBO
-Combo-
Type: Physical
Power modifier: ×0.3 (thrust ×0.4) + ×0.5
Guard: Yes (negate)
Repel level: 2
-Cross-swing-
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rising spin-
Type: Physical
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: 2
-Kick-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: [right swing → left swing][thrust → sweep][roundhouse kick → foot sweep]のcomboを1–3種類くり出したあと, [dual-blade cross swing]か[kick after a rising spin]をくり出す(通常は前者だが, [Leader Co-operation]の最中か自分のHPが残り50%まで減ったあとは後者になる)
SHOT ["Laser Shot" on p. 601]
Type: Thunder (normal); Physical (during Annihilation)
Power modifier: ×0.1 per hit (normal); ×0.05 per hit (during Annihilation)
Guard: Yes (negate; can be blocked from behind [except during Annihilation?])
Repel level: —
Description: Flies around and arranges light projectiles in a circle; once Xemnas finishes this and warps away, each projectile fires one-by-one.
SPARK BOMB
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires four light spheres that explode.
DEAD END
-Charge-
Type: Physical
Power modifier: ×0.7
Guard: Yes (negate)
Repel level: 2
-X-swing-
Type: Aero
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: —
Description: Spins vertically and charges. 突進がSoraに当たると, 地面に[X]の字を刻みつつbladeを振り上げる
CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Frequently warps before attacking.
* Uses Dead End during an "all enemies" technique (see above) or after Ansem and Young Xehanort are defeated.
* 移動中にSoraに近寄られると, 遠くへwarpすることが多い
* Uses Aerial Combo or Spark Bomb as a counter.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
FOCUS ON BLOCKING HIS ATTACKS
XemnasもAnsemと同様に, ふだんは離れた位置にいるうえ, かなりの頻度でwarpする. Focus on blocking his attacks; when he sends out four light spheres with Spark Bomb, airstep to him and strike. 連続攻撃を放つAerial Comboをguardしたさいは, 下の写真の方法で最後の一撃に反撃するのがbest.
[Caption 1a: Sora blocks Xemnas's Aerial Combo] Aerial Comboをguardしたら, guardをくり返しながら最後の一撃の動作を確認.
[Caption 1b: Sora blocks Xemnas's Aerial Combo; screenshot displays a Risk Dodge prompt] If the final attack is a cross-swing, use a Risk Dodge counter immediately after blocking it.
[Caption 1c: Sora attacks Xemnas] If the final attack is a kick after a rising spin, follow him upward and attack.
[Caption 2: Xemnas fires lasers and Spark Bombs] Shot's arranged light projectiles can be negated by blocking right as Xemnas disappears.
DLC NOTES
---------
* Can use the team attack Thinking of You (Roxas + Axel + Xion) [Twist of Isolation].
* Can use the team attack True End (Sora + Riku + Mickey) [Tower of Endings].
* "All enemies" techniques are not used in the Twist of Isolation.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
YOUNG XEHANORT
A member of the real Organization XIII.
This is Master Xehanort's younger self. He has traveled forward through time more than once in order to guide Sora.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.8
- Blizzard: ×0.8
- Thunder: ×0.8
- Water: ×0.8
- Aero: ×0.8
- Dark: ×0.8
- Neutral: ×0.8
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 7
- Attraction modifier: ×0.5
- Base damage upper limit: 24
REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Ansem and Xemnas)
DLC
* Maximum MP increase (Sora; shared with Ansem and Xemnas)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Xemnas; Sora fights alongside Riku and Mickey)
TECHNIQUES
----------
WHIP COMBO
-Combo attack-
Type: Physical
Power modifier: ×0.3–0.6 × 2–3 hits
Guard: Yes (negate)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×0.3
Guard: Yes (negate; Risk Dodge; if using a frontal guard, may be struck from behind)
Repel level: 3
-Downward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings his Keyblade like a whip 2–3 times, swings it upward (drawing opponents in), then swings it back down. The combo attack's execution and power modifiers depend on the relative positions between attacker and opponent.
BIND WHIP
-Thrust-
Type: Physical
Power modifier: ×0.1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Explosion-
Type: Physical
Power modifier: ×0.2
Guard: No
Repel level: —
Description: 地面の光から突きを放つ. この攻撃はSoraにのみ当たり, 当たったら約秒5間つかまえたあと(*3), 爆発に巻きこむ
*3: つかまっているときのSoraは地面の光の近くでしか行動できない. ただし, formchangeやteam attackなどを行なうと, つかまっている状態を解除できる
MALICE WHIP
-Whip-
Type: Physical
Power modifier: ×0.1
Guard: No
Repel level: 2
-Combo attack-
Type: Physical
Power modifier: ×0.2 × 7 hits
Guard: No
Repel level: —
-Knockback-
Type: Physical
Power modifier: ×1.4
Guard: No
Repel level: 2
Description: Forms a magic circle on the ground, then turns the Keyblade into a whip and swings it forward, launching struck opponents (if Sora is hit, Young Xehanort stops time and unleashes a combo attack before throwing him back).
FREEZE SHOT
Type: Blizzard
Power modifier: ×0.2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires homing ice projectiles shaped in a fan formation.
Status effect: Freeze (100%/1 second)
CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Rarely warps before attacking.
* Uses Malice Whip during an "all enemies" technique (see above) or after Ansem and Xemnas are defeated.
* 移動中にSoraに近寄られると, 遠くへwarpすることが多い
* Warps far away and uses Whip Combo as a counter.
* Generally doesn't flinch while attacking.
STRATEGIC ADVICE
----------------
GUARD HIS WHIP COMBO AND COUNTERATTACK
Unlike Ansem and Xemnas, Young Xehanort tends to approach closely. When he runs at you, he'll almost always use Whip Combo; you can either block the first two whip swings and counter with Counter Kick, or continue blocking until the third swing is complete and use a Risk Dodge counter. You can also ambush him while he's busy fighting Riku and Mickey. Note that Young Xehanort frequently uses the unblockable Malice Whip during Annihilation and Leader Co-operation.
[Caption 1a: Sora attacks Young Xehanort with Counter Kick] When Young Xehanort's Whip Combo begins its third whipping motion, press the X button.
[Caption 1b: Sora attacks Young Xehanort] If successful, Young Xehanort should flinch and you can continue attacking.
[Caption 2: Sora glides away from Young Xehanort's Freeze Shot] Freeze Shot's ice projectiles move fairly slowly. Block them as they draw near, or glide around them.
DLC NOTES
---------
* Can use the team attack True End (Sora + Riku + Mickey).
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
REPLICA XEHANORTS
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×0.2
- Water: ×1
- Aero: ×1
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 8
- Attraction modifier: ×0.5
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 2000 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; boss)
TECHNIQUES
----------
COMBO ATTACK
-Hits 1–2-
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
-Hit 3-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon three times while moving forward.
UPWARD SWING
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon upward.
VERTICAL SPIN RUSH
-Rush-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Spins vertically and charges at an opponent, then swings weapon.
HORIZONTAL SPIN RUSH
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins sideways and charges at an opponent; it U-turns and stops after hitting something.
SURGING LIGHTNING STRIKE
-Thunderbolt-
Type: Thunder
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Charge-
Type: Thunder
Power modifier: ×0.5 or ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Weapon swing-
Type: Thunder
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: 空を暗くしてあちに雷を落としながら, 闇の雷をまとったレプリカたちが[3休で突進→3体で突進→6体で突進→12体で突進→1体が武器を振る→11体が相手の周囲から同時に突進]という流れで
IF ONE OF THEM IS ARMED WITH A GUN
SHOT
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 1
Description: Fires short-lasting homing projectiles.
CLUSTER SHOT
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Gathers light in gun, then fires large projectiles that scatter.
CHARACTERISTICS
---------------
* There are twelve in total; all share the same HP bar.
* They appear when Sora approaches certain places (the amount that appear tends to rise as the battle goes on) and disappear after a while.
* 相手から離れたまま飛びまわったり, 遠くヘwarpしたりしたあと, 攻撃をくり出す. ただし, 出現直後だけは場所ごとに決まった行動をする場合が多い
* One replica wields a gun and uses different techniques.
* May use Combo Attack or Vertical Spin immediately after warping.
* If one replica launches Sora upward with Upward Swing, the others will follow with Vertical Spin Rush, etc.
* When reduced to 75% HP, they may use Surging Lightning Strike when six or more appear.
* If they take damage and stagger, they warp far away after regaining composure (they warp immediately as a counteraction).
STRATEGIC ADVICE
----------------
AIRSTEP TO THEM AND ATTACK
This battle is the first of a series of three that lead into the ending; equip appropriate armour, accessories and items (most likely Elixirs) beforehand. You'll want to equip long Keyblades such as Wheel of Fate to compensate for your combos' limited range.
The Replica Xehanorts are usually in a "vanished" state, and several reappear when passing through certain parts of the room. There are various ways to deal with these airborne enemies; among them are Airstepping to them and attacking with combos, targeting the gun-wielding one that doesn't use Combo Attack, etc., or using wide-ranging attacks such as Aeroga to damage several at once.
HOW TO DEAL WITH SURGING LIGHTNING STRIKE
The sky darkens when they use Surging Lightning Strike. Dodge the thunderbolts and block their other attacks 2 seconds after they appear (or instantly if all 12 charge at once).
TABLE: USEFUL ARMOUR AND ACCESSORIES FOR THE NEXT THREE BATTLES
---------------------------------------------------------------
CATEGORY UTILITY
Armour Dark-resistant and greatly defense-enhancing armour (Chaos Anklet, Ribbon, etc.)
Accessories Greatly strength and magic-enhancing accessories, and accessories with abilities useful for long battles such as MP Haste and Damage Syphon (Phantom Ring, Star Charm, etc.)
[Caption 1: Sora charges at a group of replicas] In certain areas, they attack together in formation.
[Caption 2: Sora blocks the replicas' Surging Lightning Strike charges] The charging attacks they use while Surging Lightning Strike is active are difficult to avoid, so focus on blocking them.
DLC NOTES
---------
* DLC fight uses nonstandard mechanics and may be covered separately.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ARMOURED XEHANORT
The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×1
- Blizzard: ×1
- Thunder: ×1
- Water: ×1
- Aero: ×1
- Dark: ×0.7
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: 0
- Revenge value: 10
- Attraction modifier: ×0.3
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3600 HP, 0 EXP, 63 Strength, 32 Defense (SaC; boss; Sora fights alone in the third phase)
* The Stairway to the Sky / Deformed (first phase)
* The Stairway to the Sky / Underwater (second phase)
* The Stairway to the Sky / Destroyed (third phase)
TECHNIQUES
----------
COMBO ATTACK
-Vertical swing-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal swing-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal spin swing-
Type: Physical
Power modifier: ×0.5 per hit (final spin ×1)
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Charging lunge-
Type: Physical
Power modifier: ×0.5 or ×1
Guard: Yes (repel [if repeated three times]; block [otherwise]; can be blocked from behind)
Repel level: 2
-Rising lunge-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Launches any of several specific sequences of attacks (see table below).
KNOCK DOWN
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps next to opponent and swings weapon down onto them, knocking them down.
FACE CLAW
-Grip-
Type: —
Power modifier: —
Guard: No
Repel level: —
-Crash-
Type: Physical
Power modifier: ×2 (cannot reduce opponent's HP below 1)
Guard: No
Repel level: —
Description: Warps to and grabs opponent, then throws them crashing into the ground.
FLARE
Type: Neutral
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Flames gather at an opponent's position and explode after drawing them in.
ENCLOSING FLARE
Type: Neutral
Power modifier:
* On Sora: —
* On others: ×1
Guard: No
Repel level: —
Description: Eight green fireballs surround Sora and revolve around him, then gather and explode (warping Sora next to Armoured Xehanort if he's struck).
FLARE SHOT
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a scattered set of fireballs forward.
FLARE PILLAR
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a thin pillar of light, then raises a pillar of fire around it.
FLARE TORNADO
-Fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Tornado-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
Description: Attacks in the following sequence:
1: Raises four fire pillars that revolve around opponents.
2: Makes two successive attacks (*3) with weapon.
3: Merges fire pillars into a flame tornado.
4: Arranges fireballs in a line and fires them (he repeats this three times).
HEAVENLY PILLAR
-Large fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
-Fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
-Blaze-
Type: Neutral
Power modifier: ×0.1 per hit
Guard: No
Repel level: —
-Large explosion-
Type: Neutral
Power modifier: ×2
Guard: No
Repel level: —
-Debris-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Attacks in the following sequence:
1: Raises a giant fire pillar in the central area.
2: Raises fire pillars in scattered locations [around the battlefield].
3: Fires a scattered set of fireballs forward or otherwise launches a combo attack (*3) with his weapon.
4: Extinguishes the giant fire pillar, envelops his body in flames, and draws opponents to the centre of the field (*4).
5: Causes a giant explosion (also launches flying debris in the third phase).
*3: Actions, power modifiers, etc. are the same as with Combo Attack.
*4: At this point, he also uses Enclosing Flare on distant opponents.
CHARACTERISTICS
---------------
THROUGHOUT THE BATTLE
* Launches 1–3 attacks, then moves around idly for a short while. Frequently warps before and after attacking.
* Generally doesn't flinch while attacking.
* Either warps far away or uses Flare Pillar as a counteraction.
FIRST PHASE
* Uses Heavenly Pillar when reduced to 75% HP.
* When reduced below 50% HP, the battlefield shifts underwater and the second phase begins (his HP recovers to exactly 50% in the process).
SECOND PHASE (UNDERWATER)
* Most common action sequence is Flare → Flare → Combo Attack.
* Uses Flare Tornado when reduced to 40% HP.
* When reduced below 25% HP, the battlefield shifts to midair and the third phase begins (his HP recovers to exactly 25% in the process, as well as when the battle is retried in that phase).
THIRD PHASE (AIRBORNE)
* His second action is Heavenly Pillar (he may use it occasionally afterward).
STRATEGIC ADVICE
----------------
ATTACK HIM AS HE MOVES AROUND IDLY
This battle is divided into three phases: the first is fought in the distorted city square, the second underwater, and the third above the ruined city. Techniques used by the party differ in the second phase (→p. 154). Sora fights alone in the third phase.
Xehanort's behaviour changes between phases, but his core tactic remains the same in each phase: use 1–2 attacks, then move around idly for a short while. Block and avoid his attacks, then go on the offensive when he's idle. Enclosing Flare (the encircling and explosive green fireballs) and Face Claw (which can follow a Combo Attack in the third phase) are unblockable; dodge Enclosing Flare's green fireballs as they merge, and avoid Face Claw by moving away when he warps after his last attack.
HOW TO DEAL WITH HEAVENLY PILLAR
After raising a giant fire pillar during Heavenly Pillar, he'll immediately attack in various ways. Respond to these actions as detailed below, and dodge Enclosing Flare by moving away about a second after the green fireballs appear.
[Caption 1: Sora blocks Armoured Xehanort's Combo Attack] Combo Attack comes in several different sequences, which change with each phase. See below for more information; remember these sequences so you can more easily block and dodge them.
[Caption 2: Sora blocks Armoured Xehanort's Combo Attack while surrounded by orbs] You'll want to block Combo Attack's lunges, as doing so can stagger him.
[Caption 3a: Sora jumps away from Armoured Xehanort's Heavenly Pillar] When Heavenly Pillar's large fire pillar is raised, move away from it and block or dodge upcoming attacks.
[Caption 3b: Sora glides away from Heavenly Pillar's giant sphere] After extinguishing the fire pillar, he'll draw the party to him; glide as far away as you can in the opposite direction.
COMBO ATTACK VARIATION SEQUENCES IN EACH PHASE
----------------------------------------------
FIRST PHASE
* Vertical swing → horizontal swing → vertical swing → rising lunge (*5)
* Charging lunge × 1–3 hits → vertical swing → horizontal swing → horizontal spin swing
* Horizontal spin swing × 2 hits
SECOND PHASE
* Vertical swing → horizontal swing → horizontal spin swing
* Charging lunge → vertical swing → horizontal swing
THIRD PHASE
* Vertical swing → horizontal swing → vertical swing → rising lunge (*6)
* Vertical swing → horizontal swing → horizontal spin swing → rising lunge
* Charging lunge × 3 hits → vertical swing → horizontal swing → horizontal spin swing
* Charging lunge × 3 hits
* Charging lunge × 6 hits
*5: Almost always followed up with Knock Down.
*6: Almost always followed up with Face Claw.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MASTER XEHANORT
The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0.5
- Neutral: ×1
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value:
- Normal: 0
- During Ascension: 10
- Revenge value: 6
- Attraction modifier: —
- Base damage upper limit: 24
LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3000 HP, 0 EXP, 63 Strength, 32 Defense (SaC; boss)
* [Citadel] (first phase)
* [Magic circle] (second phase)
TECHNIQUES
----------
COMBO ATTACK
-Vertical swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Diagonal swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×0.5 or ×1 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Light disc-
Type: Dark
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
Description: Launches any of several specific sequences of attacks (see table below); these attacks are sometimes accompanied by a light disc.
KNOCK DOWN
Type: Physical
Power modifier: ×1 or ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps next to opponent and swings weapon down onto them while somersaulting, knocking them down.
CALL CALAMITY
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Cold blast-
Type: Blizzard
Power modifier: ×0.5 per hit
Guard: No
Repel level: —
-Fireball-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Thunderbolt-
Type: Thunder
Power modifier: ×1 per hit
Guard: No
Repel level: —
Description: Throws weapon (which releases a cold blast), smashes three fireballs together, then calls down three thunderbolts.
Status effect: Freeze (100%/3 seconds; cold blast)
DARK SHOOTING
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires multiple homing dark projectiles in succession.
ASCENSION
-Light pillar-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Light circles-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 光の柱を周囲や前方に走らせたり, 攻撃武器による連続攻撃(*9)を仕掛けたりする. さらに, 広場の中央の光に相手が近寄ったら, 光の周囲に円形の光を放つ
XIII MULTI-ATTACK
-Clones-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Beam-
Type: Dark
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
-Thick beam-
Type: Dark
Power modifier: ×3 per hit
Guard: No
Repel level: —
Description: Attacks repeatedly with clones and beams, then fires a multitude of thin and thick beams.
*8: ×1.5 when a light disc is thrown.
*9: Actions, power modifiers, etc. are the same as with Combo Attack.
CHARACTERISTICS
---------------
THROUGHOUT THE BATTLE
* Launches 1–2 attacks, then moves around idly for a short while. Frequently warps before and after attacking.
* Combo Attackで武器を振る前に相手から攻撃されると, warpしてかわすことがある
* Generally doesn't flinch while attacking.
* Somersaults back and warps as a counteraction.
FIRST PHASE
* When reduced below 50% HP, the battlefield changes and the second phase begins (his HP recovers to exactly 50% in the process, as well as when the battle is retried in that phase).
SECOND PHASE
* When reduced below 25% HP, he uses Ascension and forces Sora into a special variant of Rage Form (he may do this occasionally afterward). During Ascension, he attacks 3–5 times and his HP cannot be lowered, but he can be staggered while attacking.
* When Ascension is interrupted, he uses XIII Multi-Attack.
* HP cannot be reduced below 1.
STRATEGIC ADVICE
----------------
THE MOST CRUCIAL MOMENT OF THE FIGHT BEGINS AFTER THE NEW FIELD EMERGES
Master Xehanort's behaviour is similar to Armoured Xehanort's (→p. 663), and he tends to fly around when vulnerable after attacking. Block and avoid his attacks, and go on the offensive immediately after he stops.
Midway through the battle, a new field emerges and Xehanort uses Dark Shooting and Ascension; he remains stationary in the air during Dark Shooting, so use this time to attack with a shotlock. Once he's reduced to 1 HP, press Triangle to activate Last Ray → Trinity and win the battle.
HOW TO DEAL WITH ASCENSION → XIII MULTI-ATTACK
During Ascension, Sora is locked into a special variant of Rage Form (see below) in which he cannot damage Xehanort and is constantly attacked by pillars of light; to escape this state, collect the orbs of light he drops when attacked to accumulate form value, then use Return to the Light to interrupt Ascension. Ascensionの中断後に分身や光線で攻撃してくるXIII Multi-Attackは, 分身の攻撃をBlockで防ぎ, 光線をCounter KickやDodge Rollなどの無敵になる動作でかわすのが比較的安全.
[Caption 1: Sora locks onto Xehanort] Xehanort warps a lot, but you can keep track of him fairly easily by constantly locking on.
[Caption 2: Rage Form Sora attacks Xehanort] When Ascension is in progress, avoid the pillars of light that travel along the ground and attack Xehanort.
[Caption 3: Sora rolls away from Xehanort's XIII Multi-Attack's beams] XIII Multi-Attack's beams cannot be blocked and should be rolled away from.
RAGE FORM'S TRAITS DURING ASCENSION
-----------------------------------
* Can't use Riskcharge or Finish.
* Lasts indefinitely.
* Form value is accumulated by collecting the orbs of light (see below) Xehanort drops.
* When enough form value is accumulated (ie. =100), you can exit the form using Return to the Light (1).
RETURN TO THE LIGHT (1)
Type: Neutral
Power modifier: ×1 × 6 hits + ×6
MECHANICS OF ASCENSION'S ORBS OF LIGHT
--------------------------------------
* When Xehanort is struck, he drops one orb (two if staggered). The orbs come in two sizes (small and large), and whichever size drops depends on the attack that hit him.
* Only Sora can collect light orbs.
* Small orbs recover 3 HP and add 1 to form value; large orbs recover 5 HP and add 5 to form value.
COMBO ATTACK VARIATION SEQUENCES IN EACH PHASE
----------------------------------------------
BOTH PHASES
* Vertical swing → horizontal swing → diagonal swing → upward swing (*10)
* Diagonal swing → upward swing → diagonal swing → upward swing
* Vertical swing → horizontal swing → diagonal swing
* Upward swing → Knock Down
SECOND PHASE
* Horizontal swing or vertical swing × 7 hits (*11)
DURING ASCENSION
* Vertical swing → horizontal swing → vertical swing → horizontal swing → diagonal swing
* Upward swing × 3 hits
- During this sequence, he also fires light discs from his weapon.
*10: Almost always followed up with Knock Down.
*11: The third and fifth attacks generally target Donald and Goofy.
SITUATION COMMAND: LAST RAY → TRINITY
-------------------------------------
Display: Master Xehanort is reduced to 1 HP.
Effect: Ends the battle (after Last Ray, press or use a button or stick while on the dark screen to trigger the sound of a heartbeat—this must be done five times—then use Trinity).
(It's possible to skip the forced Rage Form and the following sequence of Ascension → XIII Multi-Attack by dealing huge amounts of damage [enough to get him to 1 HP] quickly. Google "Xehanort DM skip" for more details and videos; airstep → Stitch is the method I see most often in speedruns.)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARK INFERNO
These dastardly dual-wielders are like blenders on roller skates, except worse. You can try to keep your distance, but they'll soon close in on you, or else just huck a fireball your way.
Be careful attacking when their blades are crossed; that means they're ready to counter. Stay cool, bide your time, then strike when they drop their guard.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Before red aura-
- Physical: ×1
- Fire: ×0.7
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0
- Neutral: ×0.7
- Rapid-fire: ×0.5
-Red aura-
- Physical: ×1
- Fire: ×0
- Blizzard: ×0.7
- Thunder: ×0.7
- Water: ×0.7
- Aero: ×0.7
- Dark: ×0
- Neutral: ×0.7
- Rapid-fire: ×0.5
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
-Before red aura-
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: —
- Base damage upper limit: 24
-Red aura-
- Reaction value: 0
- Revenge value: 6.5
- Attraction modifier: —
- Base damage upper limit: 16
REWARDS
-------
* Crystal Regalia (once only)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 70, 4000 HP, 0 EXP, 82 Strength, 42 Defense (Battlegate 14)
* The Badlands (Battlegate 14; boss; Sora fights alone)
TECHNIQUES
----------
7-PART WILD DANCE
-Alternating swings-
Type: Physical
Power modifier: ×1 × 5 hits + ×1.2
Guard: Yes (negate)
Repel level: 2
-Charge-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: Swings weapons in both hands three times each in an alternating pattern while moving forward, then lunges while spinning like a drill.
FLAME FANG
-Left-and-right swing-
Type: Physical
Power modifier: ×1.2 + ×1.5
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: カーブを描いて一気に近寄り, 一方の武器を振り下ろしてもう一方の武器を振り上げたあと, 両方の武器を交差させるように振り下ろす
TRIPLE BREAK
-Cross-swing-
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: 十字を描くように武器を振ったあと, 両方の武器を交差させるように振り下ろす
SPIN SWEEP
Type: Fire
Power modifier: ×3
Guard: No
Repel level: —
Description: 力をためたあと横回転しつつ武器を振りまわして, 武器の形をした光で広範囲をなぎ払う
Status effect: Stun (100%/5 seconds)
POLE FIRE
-Kick-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 地面に刺した武器を軸にして横回転しつつ蹴ったあと, 7–13発の闇の火球を放ってしばらく地中に隠れる. 放たれた火球は, 地面スレスレの高さで円を描くようにまわりながら相手を追ったあと回転速度を上げて, 3–5発ずつ順番に相手めがけて飛んでいく
CHARACTERISTICS
---------------
* Slides around on the ground, jumps back (or to the left or right), then attacks.
* When reduced to 70% HP, it surrounds itself with a purple aura and chains its attacks (see column below).
* When reduced to 40% HP, it surrounds itself with a red aura and changes its chained-attacks pattern.
* As a counteraction, it temporarily stops moving and crosses its weapons in front of itself; if attacked during this time, it takes no damage and counters wth Triple Break (if attacked from afar, it doesn't counterattack, but instead jumps out of the way).
* Generally doesn't flinch while attacking or jumping (except at the end of an action and after Flame Fang's first two swings).
STRATEGIC ADVICE
----------------
CHANGE YOUR TACTICS ACCORDING TO THE COLOUR OF ITS AURA
Sora fights the Dark Inferno alone; prepare yourself as listed below and be ready for anything. The base strategy consists of blocking and avoiding the Dark Inferno's attacks, then attacking with combos at the end of any of its actions; if it uses Flame Fang, Spin Sweep or Pole Fire, deal with them as explained below. You can minimise the possibility of counteractions by stopping a combo attack after 8–10 hits. The last blows of most of its attacks are unblockable, so roll away from them.
HOW TO DEAL WITH ITS PURPLE AURA PHASE
The purple aura-clad Dark Inferno chains its attacks more aggressively, leaving you little time to attack when it's open; however, the tactics shown in the images below remain viable. After you avoid 7-Part Wild Dance's final charge, it'll almost certainly use Spin Sweep after jumping away; use the small opening in between to attack it.
HOW TO DEAL WITH ITS RED AURA PHASE
The Dark Inferno chains its attacks even more aggressively, and can become very difficult to deal with. Prioritise blocking and evading, and when possible, attack it as seen below. If it moves around and initiates Pole Fire, quickly approach it; this provokes it into using Spin Sweep, and you can glide away from Pole Fire's fireballs while it does so (if you aren't close enough, it uses Flame Fang instead, making it more difficult to deal with both attacks at once).
[Caption 1: Dark Inferno attacks with Spin Sweep] If it uses Spin Sweep, prepare a shotlock (but do not use it) from afar, and airstep to it as soon as you see a cross-shaped light.
[Caption 2: Sora glides away from the Dark Inferno's Pole Fire] Dodge Pole Fire's fireballs by jumping high with Doubleflight and gliding around in a circular motion. When it sinks underground, approach the spot where it did so, wait, and attack when it emerges.
[Caption 3: Sora attacks the Dark Inferno] If you counter Flame Fang's second blow with Counter Slash, you can launch it (unless it's in its red aura phase and uses Triple Break during a chained-attack sequence). Attack it with combos as soon as it's launched.
TABLE: USEFUL ARMOUR AND ACCESSORIES FOR DARK INFERNO
----------------------------------------------------
CATEGORY UTILITY
Armour Fire-resistant and greatly defense-enhancing armour (Cosmic Belt+, Firaza Bangle, etc.)
Accessories Greatly strength and magic-enhancing accessories, and accessories with abilities that reduce MP Charge time such as MP Haste (Master's Necklace, Mickey Clasp, etc.)
DARK INFERNO BATTLE PREPARATIONS
--------------------------------
* Raise Sora's level (preferably above 70) and equip the armour and accessories listed above. You can use whatever weapons you wish, but ones with high Strength are recommended.
* Since your allies and attractions are unavailable, unequip the relevant abilities and allocate their AP to something else.
* Equip Counter Slash as your reprisal attack.
PREFERRED WAYS TO ATTACK RED AURA-CLAD DARK INFERNO
---------------------------------------------------
* Attack it with Thundaga and shotlocks while it moves about; when it flinches, airstep to it and attack with combos, etc.
* 敵が移動後に仕掛けてきた7-Part Wild Danceをguardすると, つづけて[Triple Break→7-Part Wild Dance→跳びのいたあとSpin Sweep]と行動してくるので, 2回目の7-Part Wild Danceの途中までguardし, 最後の突進をかわしたあと, Spin Sweepに下の写真の方法で攻撃する
COLUMN PORTAL: DARK INFERNO'S ACTION SEQUENCES DEPEND ON THE SITUATION
----------------------------------------------------------------------
The aura-clad Dark Inferno acts continuously and chains its attacks rapidly; these attack sequences aren't fixed and change in response to various actions (eg. whether the final blow of an attack hit Sora or not). Below is an example of such behavioural changes.
AN EXAMPLE OF DARK INFERNO'S CHAINED-ATTACKS PATTERN
In this example, it uses Flame Fang while moving around clad in a purple aura.
1. FLAME FANG
* It moves onto its next attack immediately after swinging its weapons twice.
1 → 2a: Sora is on the ground.
1 → 2b: Sora is in the air.
2a. TRIPLE BREAK
* It moves onto its next attack immediately after its downward swing.
2a → 3a: Triple Break's final blow doesn't land a hit.
2a → 2b: Triple Break's final blow lands a hit.
2b. FLAME FANG
* It jumps back immediately after charging and moves onto its next attack.
3a. SPIN SWEEP (*1)
3b. POLE FIRE (*2)
*1: If less than 15 seconds pass after using Spin Sweep, it jumps back without attacking.
*2: If less than 30 seconds pass after using Pole Fire, 時間が過ぎるまで移動したあとに使うか使用をあきらめる
[Caption: A purple aura-clad Dark Inferno attacks] It emits sound and light when acting continuously.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARK INFERNO χ [DLC]
The darkness that erupted out of Ventus's heart and turned into an aggressive Heartless.
But the voice that was heard at the time intimated that it was "darkness" itself. What did it mean…
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ?
- Blizzard: ?
- Thunder: ?
- Water: ?
- Aero: ?
- Dark: ?
- Neutral: ?
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 6.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Item slot (Sora)
LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2000 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ARMOURED XEHANORT [DLC]
The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ?
- Blizzard: ?
- Thunder: ?
- Water: ?
- Aero: ?
- Dark: ?
- Neutral: ?
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 10
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Item slot (Sora)
LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3600 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* ? (SaC; boss; can control either Sora or Kairi, with the other character fighting alongside as a party member)
NOTES
-----
* Can use the team attack One Heart (Sora + Kairi) as either character.
* This version has completely different attacks.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MASTER XEHANORT (DATA) [DLC]
The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.6
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 8.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Master Belt (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; unlocked after defeating all other data bosses except Xion; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
ANSEM (DATA) [DLC]
A member of the real Organization XIII.
This is Xehanort's Heartless. He was able to regain his original appearance by possessing Riku. In the past, Ansem attempted to open the door to Kingdom Hearts, but was destroyed by Sora and friends before he could succeed.
Despite this, Ansem has returned.
BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.4
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 7.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Defense Boost (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XEMNAS (DATA) [DLC]
A member of the real Organization XIII.
This is Xehanort's Nobody. In the past, he tried to create an artificial Kingdom Hearts from the hearts of people, but Sora and Riku put an end to his plans and Xemnas himself.
Despite this, Xemnas has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.4
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 7
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Power Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XIGBAR (DATA) [DLC]
A member of the real Organization XIII.
Despite his defeat at Sora's hands, Xigbar has returned, and continues his attempts to manipulate and mislead Sora.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.4
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 7
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* AP Boost (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LUXORD (DATA) [DLC]
A member of the real Organization XIII.
He is a lover of games, and sometimes even prioritizes them over his Organization duties. Despite his destruction at Sora's hands, Luxord has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- N/A
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 10.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Magic Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, — HP, 0 EXP, ? Strength, ? Defense
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
LARXENE (DATA) [DLC]
A member of the real Organization XIII.
Despite her destruction at Sora's hands, Larxene has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 6.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Magic Boost (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
MARLUXIA (DATA) [DLC]
A member of the real Organization XIII.
Despite his destruction at Sora's hands, Marluxia has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value:
- Normal: 6.5
- Armoured: 4
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Magic Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
SAÏX (DATA) [DLC]
A member of the real Organization XIII.
He and Axel were good friends in the old days, before they first became Nobodies. Despite his destruction at Sora's hands, Saïx has returned.
BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.6
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 6.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Power Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3400 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
TERRA-XEHANORT (DATA) [DLC]
A member of the real Organization XIII.
This is the Master Xehanort that took control of Terra's body.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 7
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Strength Boost (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
DARK RIKU (DATA) [DLC]
A member of the real Organization XIII.
He looks exactly like Riku, except a year younger, and he wears the Organization's black coat.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 6.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Power Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
VANITAS (DATA) [DLC]
A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 6.5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* AP Boost (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
YOUNG XEHANORT (DATA) [DLC]
A member of the real Organization XIII.
This is Master Xehanort's younger self. He has traveled forward through time more than once in order to guide Sora.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.85
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 7
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Magic Weight (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 2600 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
XION (DATA) [DLC]
The former Organization XIII's mysterious fourteenth member. She was an experimental replica used to siphon Sora's memories out of Roxas, and this allowed her to become a Keyblade wielder. Xion grew to question the meaning of her own existence, and ultimately elected to return her memories to Sora and disappear.
Master Xehanort was using Xion to fill a spot in his new Organization XIII, but when she was confronted by her best friends Axel and Roxas, her memories came back to her and she chose to become a guardian of light.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ×1
- Fire: ×0.5
- Blizzard: ×0.5
- Thunder: ×0.5
- Water: ×0.5
- Aero: ×0.5
- Dark: ×0.5
- Neutral: ×0.4
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value:
- Normal: 7
- armoured: 5
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Breakthrough (once only)
LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 2800 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; unlocked after defeating all other data bosses except Master Xehanort; Sora fights alone)
NOTES
-----
* Accumulated revenge value drops to 0 if her armour HP is reduced to 0.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
YOZORA [DLC]
A young man who was destined to meet Sora. His true identity is shrouded in mystery.
BASE STATS
----------
Classification: Other
TYPE AFFINITIES
- Physical: ?
- Fire: ?
- Blizzard: ?
- Thunder: ?
- Water: ?
- Aero: ?
- Dark: ?
- Neutral: ?
- Rapid-fire: ?
STATUS EFFECTS
- Freeze: Immune
- Electrify: Immune
- Stun: Immune
- Honey: Immune
OTHER PROPERTIES
- Reaction value: ?
- Revenge value: 8
- Attraction modifier: ?
- Base damage upper limit: ?
REWARDS
-------
* Crystal Regalia+ (once only)
LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level ?, 4000 HP, 0 EXP, ? Strength, ? Defense (FW3)
* [Quadratum] (FW3; boss; Sora fights alone)