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| You will need to be well prepared for dealing with challenge here and also know your opponents fighting style. Conduct trial runs if necessary before attempting this challenge unless if you are experienced enough. For your Keyblade, you will need one with the least amount of combat hits to knock barrels into enemies without wasting time that could leave you open to attack. If necessary, come back after you completed the main game, as Kingdom Key+ (with [[Zero Gear]] equipped) can knock barrels away with only two hits. Also using Sight Units in all your gear slots and equipping the [[Critical Sun]] ring will contribute greatly to making this challenge easier. Quickly head to the Colosseum at the start of the mission ignoring all enemies and begin the games. | | You will need to be well prepared for dealing with challenge here and also know your opponents fighting style. Conduct trial runs if necessary before attempting this challenge unless if you are experienced enough. For your keyblade, you will need one with the least amount of combat hits to knock barrels into enemies without wasting time that could leave you open to attack. If necessary, come back after you completed the main game, as Kingdom Key+ (with [[Zero Gear]] equipped) can knock barrels away with only two hits. Also using Sight Units in all your gear slots and equipping the [[Critical Sun]] ring will contribute greatly to making this challenge easier. Quickly head to the Colosseum at the start of the mission ignoring all enemies and begin the games. |
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| In the '''first round''', as long your attacks are strong enough to do it quick, it shouldn't be too hard. In the '''second round''', keep a close eye on the Hover Ghosts and use the barrels to destroy them. The only thing to worry about is their teleporting so remember to keep moving and use the barrel when it is safe. For the '''third round''', carefully use the barrels again or use hit and run tactics and keep an eye on Ice Cannons movements, and make it defeating it your top priority. For the '''fourth round''', quickly beat all the Yellow Operas with your Keyblade, then stun Tailbunker by hitting it with a barrel and attack and get ready to retreat when it recovers. As long as you know how to fight it you will be fine, and if you can use the barrels to help keep it pinned down. | | In the first match, as long your attacks are strong enough to do it quick, it shouldn't be too hard. In the second match, keep a close eye on the Hover Ghosts and use the barrels to destroy them. The only thing to worry about is their teleporting so remember to keep moving and use the barrel when it is safe. For the third match, carefully use the barrels again or use hit and run tactics and keep an eye on Ice Cannons movements, and it defeating it your top priority. For the fourth match, quickly beat all the Yellow Operas with your Keyblade, then stun Tailbunker by hitting it with a barrel and attack and get ready to retreat when it recovers. As long as you know how to fight it you will be fine, and if you can use the barrels to help keep it pinned down. |
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| In the '''fifth round''', while there is no guarantee if you can dodge Xigbars attacks, make sure to keep any damage as minimal as possible and quickly bring down his HP quickly enough so he can leave. For the '''sixth and final round''', as long as you know how to dodge Guard Armors attacks you will be fine. Just remember to keep an eye on your surroundings and only use one combo attack before retreating when dealing with the hands and feet to avoid unnecessary risks. Plus the more chances you have to attack its head, the easier it will be to defeat Guard Armors main body once the hands and feet are destroyed. | | In your fifth match, while there is no guarantee if you can dodge Xigbars attacks, make sure to keep any damage as minimal as possible and quickly bring down his HP quickly enough so he can leave. For the sixth and final match, as long as you know how to dodge Guard Armors attacks you will be fine. Just remember to keep an eye on your surroundings and only use one combo attack before retreating when dealing with the hands and feet to avoid unnecessary risks. |
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