Editing Gold Beat
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Latest revision | Your text | ||
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|type=Emblem Heartless | |type=Emblem Heartless | ||
|spec=Heartless | |spec=Heartless | ||
|s1=Red Nocturne | |||
|s2=Blue Rhapsody | |||
|s3=Yellow Opera | |||
|s4=Green Requiem | |||
|s5=Black Ballade | |||
|s6=Silver Rock | |||
|s7=Emerald Blues | |||
|s8=Crimson Jazz | |||
|s9=Spring Metal | |||
|s10=Scarlet Tango | |||
|s11=Grey Caprice | |||
|s12=Striped Aria | |||
|s13=Sapphire Elegy | |||
|s14=Pink Concerto | |||
|s15=Turquoise March | |||
|s16=Emerald Serenade | |||
|s17=Violet Waltz | |||
|s18=Wicked Watermelon | |||
|s19=Large Watermelon | |||
|s20=Huge Watermelon | |||
|s21=Festive Fireworks | |||
|s22=Large Fireworks | |||
|s23=Huge Fireworks | |||
|s24=Jack O' Lantern | |||
|s25=Round Rice Cake | |||
|s26=Large Rice Cake | |||
|s27=Bitter Macaron | |||
|s28=Mighty Macaron | |||
|s29=Swaying Spook | |||
|s30=Wandering Spook | |||
|s31=Emerald Sonata | |||
|s32=Amber Opera | |||
|s33=Vermilion Samba | |||
|s34=Marine Rumba | |||
|s35=Malachite Bolero | |||
|journalKH3=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.<br><br>Their rapid-fire thunderstorm will '''electrify''' you if it connects, so watch for the tell and don't get too close.<br><br>Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales! | |journalKH3=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.<br><br>Their rapid-fire thunderstorm will '''electrify''' you if it connects, so watch for the tell and don't get too close.<br><br>Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales! | ||
|KH3HP0=1.0 | |KH3HP0=1.0 | ||
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Their movement can be erratic, making them somewhat difficult to hit while moving without [[Combo Master]]. This can be remedied by using [[Aero]] magic since it pins them in place, causes extra damage, removes their sigil, and will never miss (unlike fire or blizzard magic). The sigil will also vanish if the Gold Beat is frozen. | Their movement can be erratic, making them somewhat difficult to hit while moving without [[Combo Master]]. This can be remedied by using [[Aero]] magic since it pins them in place, causes extra damage, removes their sigil, and will never miss (unlike fire or blizzard magic). The sigil will also vanish if the Gold Beat is frozen. | ||
{{Atk-o|KH3}} | {{Atk-o|KH3}} | ||
{{ | {{Atk-m|{{nihongo|'''Thunder Shot'''|サンダーショット|<br>Sandā Shotto|}} | ||
|(orbs) | |(orbs) | ||
|Thunder | |Thunder | ||
|0.4 (per hit) | |0.4 (per hit) | ||
|△ | |△ | ||
|1 | |1 | ||
|Scatters many lightning orbs forward; if one hits the ground or a wall, it discharges electricity and vanishes. | |Scatters many lightning orbs forward; if one hits the ground or a wall, it discharges electricity and vanishes. The orbs attack has a 100% chance to inflict the Electrify status effect for 10 seconds. | ||
| | | | ||
|(electric discharge) | |(electric discharge) | ||
|Thunder | |Thunder | ||
|0.4 (per hit) | |0.4 (per hit) | ||
|△ | |△ | ||
|— | |— | ||
}} | }} | ||
{{ | {{Atk|{{nihongo|'''Thunder Whip'''|サンダーウィップ|<br>Sandā Wippu|}} | ||
|Thunder | |Thunder | ||
|1.0 x 2 hits | |1.0 x 2 hits | ||
|◯ | |◯ |