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Game:Oogie Boogie

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Issues: Dice stats

Oogie Boogie

Oogie Boogie KHII.png

Battle sprite in Kingdom Hearts Chain of Memories

Japanese ウギー・ブギー
Rōmaji Ugī Bugī
Origin The Nightmare Before Christmas
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts II
Themes Header.png

KH tracks
Battle theme - Squirming Evil
KHCOM tracks
Battle theme - The Fight for my Friends
KHII tracks
Battle theme - The Encounter
HP STR DEF MP rec EXP
Before rescue 450 24 20 38 2500
After rescue 800 35 27 51 2500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.25 x0.5
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town

HP STR DEF MP rec EXP
Before rescue 450 22 19 40 2500
After rescue 900 31 20 53 7500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.5 x0.5
Percentage Stop Stun Other
x0.01 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town

HP STR DEF MP rec EXP
Before rescue 450 24 20 38 2500
After rescue 800 35 27 51 2500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.25 x0.5
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town
Floor HP AP EXP
Sora Riku

2F B11F 548 6 232
3F B10F 597 8 372
4F B9F 646 10 511
5F B8F 695 12 651
6F B7F 744 14 790
7F B6F 792 16 930
8F B5F 841 18 1069
9F B4F 890 20 1209
Physical Fire Ice Lightning Neutral
x1.5 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop
x0 x0 x0
Warp Bind Confuse Terror
x0 x0 x0 x0
World(s)
Halloween Town
Enemy Card
Oogie Boogie (card) KHCOM.png
Ability Duration Cost
Regen 10 uses 40 CP
Description
Gradually restores HP. HP returns more quickly when low.
Floor HP AP EXP
Sora Riku Regular Beginner

2F B11F 548 411 7 132
3F B10F 597 448 9 272
4F B9F 646 485 11 311
5F B8F 695 521 13 351
6F B7F 744 558 15[SS], 18[R/R] 490
7F B6F 792 594 20 530
8F B5F 841 631 22 569
9F B4F 890 668 24 609
Physical Fire Ice Lightning Neutral
x1.5 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x0 x0 x0 x0 x0
Duel Stats No. of Cards Time
5 cards 6 s
World(s)
Halloween Town
Enemy Card
Oogie Boogie (card).png
Ability Duration Cost
Regen 10 uses 40 CP
Description
Gradually restores HP. HP returns more quickly when low.
Location HP Strength Defense EXP
Halloween Town
Episode 1 (pre-1000 Heartless)
371 24 13 0
Halloween Town
Episode 1 (post-1000 Heartless)
533 37 21 0
Physical Fire Blizzard
×1.0 ×0.25 ×0.25
Thunder Dark Neutral
×0.25 ×0.25 ×0.25

Rewards
Sora: Item slot, Magnet element
Donald: Max HP +4
Goofy: Once More
Jack Skellington: Max HP +15
World(s)
Halloween Town

Oogie Boogie is a boss in Kingdom Hearts, Kingdom Hearts Chain of Memories, and Kingdom Hearts II. In the first Kingdom Hearts, Oogie will attack the party out of anger due to his inability to summon many Heartless. In Kingdom Hearts Chain of Memories, Oogie goes mad due to drinking the memory potion, and attacks yet again. He is fought a third time in Kingdom Hearts II, when he tries to get revenge for his prior destruction.

Strategy[edit]

Kingdom Hearts[edit]

The fight takes place in the Torture Chamber, a circular room with two levels, a higher level and a revolving wheel-like platform beneath it, in a pit, with all sorts of traps. Oogie begins the battle by sending the party into the pit, throwing exploding dice and summoning a few Gargoyle Heartless. Periodically, he will throw seemingly harmless dice (they too are explosive, but are not enveloped in flames like the rest)—Sora can hit these dice back to damage Oogie, which is worth 24 experience points.

When the wheel turns, Oogie will send out many traps—blades fixed on supporting structures, a frisbee-like blade, and a row of slot machines with cowboy heads to shoot Sora and company.

When he stops attacking and a circle of switches that are in the middle of the pit begins to glow, Oogie will start running around the higher level so carefully time which switch to hit. When a switch is activated, two gates will emerge from the floor and trap both Sora and Oogie as well as causing the section of the pit that Sora activated to raise making it possible to attack Oogie. Sora will need High Jump to reach him. If the platform rises, Sora and company will not be able to jump over the fences. After dealing enough damage, Oogie will force Sora back into the pit and the cycle repeats itself. Sora cannot influence when the switches activate in any way.

Oogie will occasionally attack with a slapping attack when Sora is close enough to inflict very minor damage. Sometimes Oogie will just stand in one spot, while purple smoke forms around him. When he does this he is healing some of his HP. Oogie will say "Healing machine!" when he is healing.

Sora can use the Thunder spell even while he is in the pit to damage Oogie Boogie, though it is not a very efficient method; Gravity is also an option. However, Bambi can make this a viable option by dropping MP orbs. All summons can hit Oogie from inside of the pit, though some need to be used at certain angles. Be sure to heal when necessary.

Technique Element Tech Power Bonus Guard?
Slap (ひっぱたく
Hippataku
?)
None x0 4 Repellable
(Recoil: 100)
Swings right arm sideways.
Used at close range.
Dice (サイコロ
Saikoro
?)
None x0.01[KH I]
x0.003[KH I FM]
4 Returnable
(Recoil: 0)
Throws 3 dice. The number of eyes determine which trap activates.
  • 1 X 3: Activates Saw Gimmick. Avoid them by Dodge Roll or jumping.
  • 2 X 3: 2 Gargoyles appear.
  • 3 X 3: 2 Wight Knights appear.
  • 4 X 3: Activates Knife Gimmick. Dodge them by jumping or running.
  • 5 X 3: 2 Search Ghosts appear.
  • 6 X 3: Oogie Boogie recovers HP.
Bomb Dice (爆弾サイコロ
Bakudan Saikoro
?)
None[KH I]
Fire[KH I FM]
x0.02[KH I]
x0.005[KH I FM]
6 Returnable
(Recoil: 0)
Throws 3 flashing dice that explode.
Saw Gimmick (ノコギリギミック
Konogiri Gimikku
?)
None 4[KH I]
6 damage[KH I FM]
Preventable
(Recoil: 100)
Circular saws fly around.
Knife Gimmick (ナイフギミック
Naifu Gimikku
?)
None 4[KH I]
6 damage[KH I FM]
Preventable
(Recoil: 100)
Large blades lower and spin around.
If Oogie Boogie jumps when using Knife Gimmick, the blades will bounce while spinning.
Gunman Gimmick (ガンマンギミック
Ganman Gimikku
?)
None 4[KH I]
3 damage[KH I FM]
Preventable
(Recoil: 100)
A gunman statue shoots with a gun.
Used after raising a segment that does not contain Oogie Boogie.

At the start of the fight, after taking 10 hits, or after a certain amount of time, Oogie repels opponents on the higher platform with by jumping and creating a shockwave to the lower platform.
Guard: Repellable = Can be blocked and interruptedSymbol - Crown.png; Returnable = Can be blocked and deflected backSymbol - Crown.png; Preventable = Blockable by Goofy's shield only.

Kingdom Hearts Chain of Memories[edit]

This fight with Oogie doesn't take up as much room as some of the other fights (despite it taking place in an alternate version of the Torture Chamber), because Oogie is on a small platform blocked by an iron gate, making it impossible to reach him. Every time Sora breaks his cards however, the gate lowers a bit. After lowering the gate three times Sora will be able to jump onto the platform and damage Oogie. If the Gimmick Card is used, the gates will lower entirely, allowing Sora to reach the higher level. Sora can remain on the platform until Oogie drops a red inflamed dice that knocks him off, and the gate is raised back up. Almost all of Oogie's cards are 7, so it's really easy to break them if there are few 0's or even a few 7's in the deck. However, it is recommended to stock 8 or 9 cards in place of 7, because not only do they break Oogie's attacks, they also allow Sora to counterattack Oogie. Disregard the HP that is displayed when targetting a Dice, although the displayed HP corresponds to Oogie's maximum HP, they do not serve any purpose, and the Dice can be destroyed in one hit.

While Sora is on the lower level, Oogie will send a few deadly attacks to hurt him. One attack sends about five knives to slice Sora until it is broken. Act quickly, because the knives can really damage Sora's health if not careful. Breaking the card instead of dodge rolling is a better option. He can also keep Sora occupied by summoning some Heartless. They are not too difficult and can easily be deterred, considering most of the cards played will still come from Oogie.

His most used attack is throwing brick-red dice while yelling "Come on, baby!". These dice will damage Sora on contact, but it has low accuracy. They can be avoided by simply Dodge Rolling or running. If Sora has enough cards, he can attack the dice and the Gimmick Card will appear.

One of Oogie's other attacks, which can be easily avoided, is a sharp spinning blade which goes across the field (similar to Kingdom Hearts). The card used for this attack will likely be a low number, so it is easy breakable. If not, simply jump to avoid. However, unlike in Kingdom Hearts, the blade only goes across the field once per card.

Oogie throws two separate types of dice; one is the purple dice, which lower the gate when the card is broken. If the dice throw is not broken, the number on the dice will decide an attack. Depending on what number Oogie shouts out, simply discern what attack will be used. The other type of dice are red and on fire. Do not break this dice throw. The dice will explode and they are very easy to avoid. If the card is broken, the gate will not go down.

As long as the player character keeps breaking cards, this battle should be easy to do No Damage.

The same strategy can be used while playing as Riku in Reverse/Rebirth.

Upon victory the Oogie Boogie enemy card, which heals the player character ten times, will be obtained. It is very useful in critical situations when low on health, or even the only way to heal in fights where Mickey will no longer be available for Riku.

Card 0 1 2 3 4 5 6 7 8 9
Oogie Boogie Oogie Boogie X

Technique Element Status Power Cards
Dice (サイコロ
Saikoro
?)
Oogie Boogie (card) KHCOM.png
Throws 3 dice at once. When the dice stop rolling, activates one of 6 effects:
  • Rolls 1: Activates Saw Gimmick
  • Rolls 2: Summons 2 Gargoyles
  • Rolls 3: Summons 2 Wight Knights
  • Rolls 4: Activates Knife Gimmick
  • Rolls 5: Summons 2 Search Ghosts
  • Rolls 6: Activates Recovery Gimmick
The chosen effect is picked randomly between the three dice rolls, which can roll different numbers. Cannot be used while Heartless are on the field. The fence gets lowered by one level if this attack takes a Card Break.
Saw Gimmick (ノコギリギミック
Nokogiri Gimikku
?)
Physical x2.0 Oogie Boogie (card) KHCOM.png
A disc-shaped saw moves along the floor. When Oogie Boogie's HP is low, the saw moves faster.
Knife Gimmick (ナイフギミック
Naifu Gimikku
?)
Physical x2.0 Oogie Boogie (card) KHCOM.png
Multiple blades lower from the ceiling and bounce around. When Oogie Boogie's HP is low, the blades move faster.
Recovery Gimmick (回復ギミック
Kaifuku Gimikku
?)
6% of maximum HP Oogie Boogie (card) KHCOM.png
Oogie Boogie recovers HP by being exposed to purple gas from a recovery device.

9 seconds after the fence is fully lowered, an explosive dice repels the opponent and pushes them to the lower platform, cancelling their cards in use, and Oogie raises the fence back up. When using the Gimmick Card, it returns after 12 or 15 seconds if the fence was already lowered to one or two stages respectively.

Kingdom Hearts Re:Chain of Memories[edit]

The same strategies as the original fight can be used, although Oogie now defends himself with his Slap attack when at close range.

Riku can utilize the Card Breaks into Dark Mode to his advantage, and, with the seven 9 cards spread across his deck, use Dark Aura as soon as on Oogie Boogie's platform.

Card 0 1 2 3 4 5 6 7 8 9
Oogie Boogie Oogie Boogie
(Sora)
X
Oogie Boogie
(Riku)
X X X X X

Technique Element Status Power Cards
Dice (サイコロ
Saikoro
?)
Oogie Boogie (card).png
7 (Sora); 8 (Riku)
Only used when the fence is up. Throws 3 purple dice. All 3 dice roll the same number, which activates one of 6 effects:
  • Rolls 1 (27%): Activates Saw Gimmick
  • Rolls 2 (16%): Summons 2~3 Gargoyles
  • Rolls 3 (12%): Summons 2~3 Wight Knights
  • Rolls 4 (25%): Activates Knife Gimmick
  • Rolls 5 (10%): Summons 2~3 Search Ghosts
  • Rolls 6 (10%): Activates Recovery Gimmick

When Oogie Boogie's HP is less than 40% of the maximum, there's a 25% chance the dice roll will change to a 6.

Cannot be used while Heartless are on the field.
A Oogie Boogie (card).png card is temporarily played before Oogie Boogie summons Heartless. The fence gets lowered by one level if this attack takes a Card Break.
Saw Gimmick (ノコギリギミック
Nokogiri Gimikku
?)
Physical x1.5 Oogie Boogie (card).png
2~4 disc-shaped saw moves along the floor. The number of saws increases as Oogie Boogie's HP gets lower.
Knife Gimmick (ナイフギミック
Naifu Gimikku
?)
Physical x2.5 Oogie Boogie (card).png
Ten blades lower from the ceiling, moving up and down as they move from one end of the room to the other.
Recovery Gimmick (回復ギミック
Kaifuku Gimikku
?)
Oogie Boogie (card).png
A device on the ceiling restores Oogie Boogie's HP by 1 every 8/60 seconds.
Bomb Dice (爆弾サイコロ
Bakudan Saikoro
?)
Fire x1.5 Oogie Boogie (card).png
0, 5~8 (Sora); 5, 6, 8 (Riku)
Only used when the fence is up. Throws 3 orange dice. The dice explode after hitting Sora or Riku, or after rolling a little.
Slap (引っぱたき
Hippataki
?)
Physical x1.0 Oogie Boogie (card).png
0~4 (Sora); 0, 9 (Riku)
Only used at close range, when the fence is fully lowered. Swings right hand sideways. Doesn't reach far.

12 seconds after the fence is fully lowered, or 7 seconds after the first hit dealt if no attack was landed in the first 5 seconds, Oogie starts becoming invincible and repels the opponent to the lower platform, cancelling their cards in use, with a jump and shockwave, and raises the fence back. With the Gimmick Card, it returns after 13, 15, 17, or 19 seconds (-1 second for Riku) when the gate is fully up, lowered one step, two steps, or completely lowered respectively.

Kingdom Hearts II[edit]

Due to Oogie's fighting style, be prepared for a long battle. In this battle, Oogie Boogie controls the present processor from an unreachable lift. The battle takes place on three conveyor belts that slowly carry the party to spikes located at the end. Sora can travel to another conveyor belt by running up to the portal at the front of each belt when it is blue, and using either the "Move Left", "Move Center" or "Move Right" commands to move to the respective blue portal. Allies will be teleported to the belt shortly after.

Oogie's Exploding Dice attack can be dodged by simply moving away from it, his Punch Gimmick attack can be dodged by using Quick Run between punches, and his Thunder Gimmick attack can be dodged by moving around the bolts.

Alongside Oogie's attacks, he may also use additional techniques to interfere with the party:

  • Oogie yells, "Hope you like the Oogie gift I picked out for ya!" while purple bags come through the present dispenser instead of boxes. When they pop open, a Wight Knight or Emerald Blues come out. They can be defeated, or avoided by moving to another belt and then returning which will remove the Heartless and force Oogie to use another attack.
  • After Oogie gets back on the lift, he momentarily speeds up the conveyor belt. Jump or Quick Run to avoid the spikes.
  • Oogie and his lift moves in front of another lane, forcing Sora to follow him through the passages.

To reach Oogie Boogie, Sora must hit the presents that come out of the processor onto his lift using the "Fore!" reaction command. Oogie can then be attacked directly, and is also vulnerable to any of his damaging machinery that is still active. The spikes deal 1 damage to Oogie Boogie, instantly defeats Heartless, and have a power multiplier of x1.0 when hitting Sora and party members.

If Sora moves to either conveyor belts when Oogie falls from his lift, Sora will be stuck on the conveyor belt on which he is, with no passage lit up, and Oogie will stay out of range, except from spells such as Blizzard. If Sora does the same thing when Oogie falls for the third time, Oogie will, despite having fallen, stay in an invincible state as if he still was on the lift. Sora is still able to move to either belt.[1]

Technique Element Power Guard?
Exploding Dice (爆弾サイコロ
Bakudan Saikoro
?, lit. "Bomb Dice")
Fire x1.5
Throws dice that explode after falling.
Punch Gimmick (パンチギミック
Panchi Gimikku
?)
Physical x2.0
Drops down a giant fist four times.
Thunder Gimmick (サンダーギミック
Sandā Gimikku
?)
Thunder x0.5 [KH II]
X[KH II FM]
Lightning rains down from under forward-moving lifts.
Used after returning to the lift for the second time.

After being reduced to 85% HP and 42% HP, or after one minute passes, Oogie will become invincible and return to his lift.
Oogie is invincible as long as he stands on his lift.
Starts switching to different conveyor belts and using Heartless bags after returning to his lift once.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Reaction Commands
Reaction Command Element Power Description
Fore! (ナイスショット
Naisu Shotto
?, lit. "Nice Shot")
Physical x1.0 Can be used when near the front of an incoming box.
Swing the Keyblade and hurl the box onto the lift. Oogie's lift will break after twelve presents are hit up there.
Move Right (みぎへいく
Migi he Iku
?, lit. "Go to Right")
Can be used when when near a passage, and both that passage and the right one are lit up.
Sora travels to the right conveyor belt.
Move Left (ひだりへいく
Hidari he Iku
?, lit. "Go to Left")
Can be used when near a passage, and both that passage and the left one are lit up.
Sora travels to the left conveyor belt.
Move Center (まんなかへいく
Man'naka he Iku
?, lit. "Go to Middle")
Can be used when near a passage, and both that passage and the middle one are lit up.
Sora travels to the middle conveyor belt.

Videos[edit]

Oogie Boogie – Kingdom Hearts
Oogie Boogie – Kingdom Hearts Chain of Memories Oogie Boogie – Kingdom Hearts Chain of Memories (R/R)
Oogie Boogie – Kingdom Hearts Re:Chain of Memories Oogie Boogie – Kingdom Hearts Re:Chain of Memories (R/R)
Oogie Boogie – Kingdom Hearts II