Kingdom Hearts 3D: Dream Drop Distance
Kingdom Hearts Dream Drop Distance HD

Hockomonkey

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Hockomonkey

Hockomonkey (Brute) KH3D.png

Hockomonkey (Mage) KH3D.png

Japanese ハコザル
Rōmaji Hakozaru
Translation Hakozaru

Type Nightmare Dream Eater
Game Kingdom Hearts 3D: Dream Drop Distance
Themes Header.png

KH3D tracks
Battle theme - UNTAMABLE
Hockomonkey

Kingdom Hearts 3D: Dream Drop Distance
A wild opponent with two personalities and three types of arms.

The "Brute" switches between beefy bruisers and sproingy jack-in-the-boxers, while the "Mage" summons magic hands that float around, blasting magic and bashing heroes.
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
Traverse Town 3 561 0 20 18 9
6 690 0 24 22 11
14 (10s) x0.44 (8s)
Traverse Town (Revisited) 20 760 0 39 36 18
22 811 0 42 38 19
20 (10s) x0.44 (8s)
Traverse Town (Portal) 24 2189 0 99 94 35
26 2318 0 105 99 37
40 (10s) x0.89 (8s)
Resistances Fire Blizzard Thunder Water Dark Light
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Status Effects Stun Mini Sleep Blind Stop Freeze
x0 x0 x0 x0 x0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x1.0 x0 x0 x1.0 x0
Zero Gravity Time Bomb Zantetsuken
x0 x0 x0
Rewards
First Battle
Maximum HP +20; Deck Capacity +1
Secret Portal
Maximum HP +10
Worlds
Traverse Town
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
Traverse Town 3 380 0 18 20 9
6 468 0 22 24 11
10 (10s) x0.33 (8s)
Traverse Town (Portal) 24 1786 0 94 99 35
26 1891 0 99 105 37
20 (10s) x0.66 (10s)
Resistances Fire Blizzard Thunder Water Dark Light
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Status Effects Stun Mini Sleep Blind Stop Freeze
x0[1] x0 x0 x0 x0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x0 x0 x1.0 x0 x0
Zero Gravity Time Bomb Zantetsuken
x0 x0 x0
Rewards
First Battle
Maximum HP +20; Deck Capacity +1
Secret Portal
Maximum HP +10
Worlds
Traverse Town
Magic Hands

Magic Hands KH3D.png

Japanese マジックハンド
Rōmaji Majikku Hando

Type Nightmare Dream Eater
Game Kingdom Hearts 3D: Dream Drop Distance
Themes Header.png

KH3D tracks
Battle theme - UNTAMABLE
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
Traverse Town 3 51 0 14 8 9
6 63 0 18 10 11
1 (10s) Reality Shifts disabled
Traverse Town (Portal) 24 394 0 82 49 35
26 417 0 87 51 37
2 (10s) Reality Shifts disabled
Resistances Fire Blizzard Thunder Water Dark Light
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Status Effects Stun Mini Sleep Blind Stop Freeze
x0 x0 x0 x0 x1.0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x0 x1.0 x1.0 x0 x1.0
Zero Gravity Time Bomb Zantetsuken
x1.0 x0 x0
Rewards
None
Worlds
Traverse Town

The Hockomonkey is a Dream Eater that appears in Kingdom Hearts 3D: Dream Drop Distance. It serves as the boss of Traverse Town and is fought by both Sora and Riku.

Story[edit]

Kingdom Hearts 3D: Dream Drop Distance[edit]

In the first visit to Traverse Town, Sora and Rhyme meet Neku at the top of a garden plaza in the Fifth District. Neku apologizes to Sora for handing him over to the hooded figure. Sora accepts his apology and then asks if Rhyme is his partner, to which Neku says she is not. Rhyme then disappears just as the hooded figure appears. Neku tries to attack him, but is smacked aside. The hooded figure summons the Brute Hockomonkey before vanishing. Sora fights and defeats it.

In Riku's incarnation of the town, he and Shiki encounter Young Xehanort in the Fifth District, who taunts Riku. Beat appears and tells Riku that Xehanort posed as a Reaper and promised to return Shiki to her world if she delivered Riku to him. Xehanort takes off his hood and summons the Mage Hockomonkey before vanishing. Riku fights the Dream Eater and defeats it.

The Brute Hockomonkey is the first Nightmare boss summoned by the Spellican during Sora's second visit to Traverse Town, followed by the Wargoyle and the Char Clawbster.

Design[edit]

Hockomonkey's appearance is based on a mandrill. Across both Brute and Mage versions, its head resembles that of a mandrill, having violet fur with five spikes protruding from its sides and a cyan beard. Its eyes are black with red pupils and surrounded by green fur, its nose is blue, and its mouth is vibrant pink with twin plaque-stained fangs. Its torso consists of a blue and pink box with green edges, the Nightmare insignia emblazoned at the top, and cyan markings. At the center of each face of the box is a red and green flower pattern.

The Brute version fought by Sora has two types of arms it can alternate between in battle. The first is a pair of twin, dark blue arms beginning with fuscia and periwinkle sleeves. The arms themselves are spiky, equipped with yellow gauntlets ending in rounded knuckles, and are tipped with four-fingered hands with yellow claws. The second type is a pair of stretchy arms with a green, yellow, and magenta zigzag pattern, with dark blue shoulders and an orange collar. The arms end with orange sleeves with a green stripe and a yellow pattern, tipped with yellow boxing gloves. Its legs are also dark blue with a yellow tail, twin yellow and blue bands, and five-clawed toes.

The Mage version fought by Riku has lengthy sleeves that are bright shades of teal and blue on the outside and red on the inside with yellow markings. Its hands in this form are four-fingered and teal, and have yellow bands. It has no legs, and instead floats in midair during battle.

Hockomonkey's name combines the words for "box" ( hako?) and "monkey" ( saru?).

Strategy[edit]

Brute[edit]

The Hockomonkey is initially fought in the Fifth District of Traverse Town. Once it takes enough damage, or around the start of the fight on Critical Mode, it will destroy the glass ceiling and drag Sora with it into the Garden, though it is possible to defeat it before this happens. Hockomonkey will withdraw its arms and summon floating versions of its boxing gloves that will home in on Sora once he drops from the rooftop of the Garden.

When prompted with enough damage, Sora can also use Slingshot to toss Hockomonkey and leave it stunned momentarily.

If it is in Strong Arms mode, then it mainly attacks with a two-strike Shake Off attack. It may also use Wall Kick, to jump off a wall and charge at Sora in midair. Hockomonkey also attacks with Trick Kick by turning its body upside down and kicking Sora. One must be careful to back away when it is preparing its Guard Bomb for its drop speed-increasing Sleep status upon explosion.

When in Extending Arms mode, Hockomonkey now attacks by punching Sora from a distance, utilizing its Long Punch attack. Sora can guard against this, or avoid the attack altogether by staying underneath Hockomonkey. Hockomonkey also utilizes its Hammer Punch attack where it transforms its body into a hammer and slams the battlefield. The attack is hard to react to and must be avoided by backing away from it at first sight. If too close, Sora may Dodge Roll right before the hammer lands. If the attack connects, Hockomonkey will trap Sora in its head and pummel him with its boxing gloves. Once it ends, immediatly use either Aerial Recovery or Payback Raid to prevent getting blown too far away, if any of these commands are available. If the attack misses, Hockomonkey will be left vulnerable to further attacks.

Strong Arms
Technique Element Status Power Block?
Shake Off (振り払い
Furiharai
?)
Attack Command Physical 1.0 x2
Sweeps its right arm sideways, followed by its left arm.
Trick Kick (トリックキック
Torikku Kikku
?)
Attack Command Physical 1.2 x2
Performs a handstand and kicks down with both feet.
Guard Bomb (ガードボム
Gādo Bomu
?)
Magic Command Physical Sleep 0
Retreats its body in the box, allowing it to block Physical attacks from all directions, while approaching Sora, before causing an explosion.
Wall Kick (壁キック
Kabe Kikku
?)
Attack Command Physical 1.35 per hit
Roars and beats his chest, then kicks the wall and hurls itself at the opponent. The attack hits several times instantly.

Hockomonkey can switch to Extending Arms anytime.
When fought at the Fifth District, when Sora is on the glass rooftop, and Hockomonkey uses its Strong Arms, it may surround the rooftop with walls, and use Wall Kick to break the rooftop, moving the fight into the Garden below. Hockomonkey can no longer switch to Extending Arms afterwards.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Extending Arms
Technique Element Status Power Block?
Long Punch (ロングパンチ
Rongu Panchi
?)
Attack Command Physical 1.0 x2
Delivers a long extended one-two punch.
Hammer Punch (ハンマーパンチ
Hanmā Panchi
?)
Hammer Attack Command Physical 0.2

Hits Attack Command Physical 0.2 x12[2] X
Changes its body into the shape of a hammer and hits. If it hits Sora, he is trapped in the box of Hockomonkey's body with only his head sticking out, and gets hit multiple times, before being blown very far away.
Punch Rocket (パンチロケット
Panchi Roketto
?)
Attack Command Physical 0.8 per hit
Makes both arms disappear, and makes gloves appear from doors and windows in various places to fly at Sora.
Only used when fought at the Fifth District, if Sora leaves the rooftop.

Hockomonkey can switch to Strong Arms anytime.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Mage[edit]

The Hockomonkey remains in midair for the entirety of its battle with Riku. It mainly attacks by tossing fireballs at Riku. Midair and flowmotion attacks are the best way to attack the Hockomonkey. After taking enough damage, or around the start of the fight on Critical Mode, the Hockomonkey disperses into four disembodied hands which must be destroyed to force it to reappear. This move can be delayed by stunning it. Once it reforms, it will be stunned and vulnerable; Riku will sometimes be prompted to use Slingshot to toss the Hockomonkey. As its HP dwindles, Hockomonkey begins using a new attack where it summons boxing gloves to attack Riku from below.

For the Secret Portal rematch, Riku should equip Second Chance, Once More, Leaf Bracer, and homing commands like Balloonra or Balloonga. When it replaces itself with its four hands, attack them with the Balloon commands and the Kick Dive and Sliding Dive Flowmotion attacks. When the Hockomonkey's hands begin appearing out of the ground, Riku should endeavor to keep in the air using Flowmotion.

Hockomonkey
Technique Element Status Power Block?
Fire (ファイア
Faia
?)
Magic Command Fire 1.0 x2
Releases two flame bullets that follow the opponent.
Launch Punch (打ち上げパンチ
Uchiage Panchi
?)
Attack Command Physical 1.5 per hit
Summons a punch up from the ground repeatedly.
Only used after the Magic Hands have been destroyed.

After some time, Hockomonkey summons Magic Hands and disappears. The Magic Hands must be struck down to make Hockomonkey reappear, stunned.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Magic Hands
Technique Element Status Power Block?
Hit (叩く
Tataku
?)
Attack Command Physical 1.0
Slaps with its palm.
Can only use this technique if the ones below cannot be used due to lack of props.
Palm Tree Stamp (ヤシの木スタンプ
Yashi no Ki Sutanpu
?)
Attack Command Physical 1.0 per hit
Pulls out a nearby palm tree, and repeatedly hits with the roots.
Fling (投げつけ
Nagetsuke
?)
Attack Command Physical 1.5
Pulls out a nearby houseplant, balcony or pathway part and throws it.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Gallery[edit]

Videos[edit]

Hockomonkey (Sora)
Kingdom Hearts Dream Drop Distance HD
Hockomonkey (Riku)
Kingdom Hearts Dream Drop Distance HD
Hockomonkey, Wargoyle, and Char Clawbster (Sora)
Kingdom Hearts Dream Drop Distance HD

Notes and references[edit]

  1. ^ Can be left stunned after destroying all Magic Hands or when staggering.
  2. ^ Cannot drop Sora's HP below 1. The damage dealt to Sora extends beyond the punching animations and until he gets blown away.