Editing Trickmaster

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  |KHXbattlefile=Shrouding Dark Cloud KHHD.ogg
  |KHXbattlefile=Shrouding Dark Cloud KHHD.ogg
  |UXbattlefile=Shrouding Dark Cloud KHHD.ogg
  |UXbattlefile=Shrouding Dark Cloud KHHD.ogg
  |UXbattlename=Shrouding Dark Cloud
  |UXbattlename=Shrouding Dark Cloud<ref>Before 4.3.0 update</ref>
|UXbattlenamen=<ref>Before 4.3.0 update</ref>
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlename2=The Deep End
  |UXbattlename2=The Deep End<ref>After 4.3.0 update</ref>
|UXbattlename2n=<ref>After 4.3.0 update</ref>
  |spec=HeartlessBoss
  |spec=HeartlessBoss
  |s1=Crimson Prankster
  |s1=Crimson Prankster
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  |ReCOMAP5=16
  |ReCOMAP5=16
  |ReCOMEXP5=351
  |ReCOMEXP5=351
  |ReCOMHP6=844
  |ReCOMHP6=844{{SS}}, 848{{RR}}
|ReCOMHP6R=848
  |ReCOMAP6=18{{SS}}, 19{{RR}}
  |ReCOMAP6=18{{SS}}, 19{{RR}}
  |ReCOMEXP6=490
  |ReCOMEXP6=490
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{{atk|{{nihongo|'''Table Destruction Attack'''|テーブル破壊攻撃|<br>Tēburu Hakai Kōgeki}}|Physical|—|x2.0|{{sleight|Trickmaster|com=*}}|Only used when the table is present. Hits the table with both arms, making it disappear.}}
{{atk|{{nihongo|'''Table Destruction Attack'''|テーブル破壊攻撃|<br>Tēburu Hakai Kōgeki}}|Physical|—|x2.0|{{sleight|Trickmaster|com=*}}|Only used when the table is present. Hits the table with both arms, making it disappear.}}
{{atk|{{nihongo|'''Earth Shake'''|アースシェイク|<br>Āsu Sheiku}}|Neutral|—|x1.5|{{sleight|Trickmaster|com=*}}|Strikes the ground with both arms, causing an earthquake. If the opponent is on the ground, the attack hits regardless of the distance.}}
{{atk|{{nihongo|'''Earth Shake'''|アースシェイク|<br>Āsu Sheiku}}|Neutral|—|x1.5|{{sleight|Trickmaster|com=*}}|Strikes the ground with both arms, causing an earthquake. If the opponent is on the ground, the attack hits regardless of the distance.}}
{{atk|{{nihongo|'''Fire'''|ファイア|<br>Faia}}|Fire|—|x2.5|{{sleight|Trickmaster|com=*}}|Shoots a fireball from the flaming clubs. After flying straight, the fireball will fly towards the opponent.}}
{{atk|{{nihongo|'''Fire'''|ファイラ|<br>Faira}}|Fire|—|x2.5|{{sleight|Trickmaster|com=*}}|Shoots a fireball from the flaming clubs. After flying straight, the fireball will fly towards the opponent.}}
{{atk-c|com}}
{{atk-c|com}}


===''Kingdom Hearts Re:Chain of Memories''===
===''Kingdom Hearts Re:Chain of Memories''===
Unlike the original game, the battle starts with the chair already present with the player character on it. One of the best ways to beat the Trickmaster is to have plenty of [[Fire]] cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards.
One of the best ways to beat the Trickmaster is to have plenty of [[Fire]] cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards.


It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any.
It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any.


The Trickmaster can cause the table to disappear with Table Destruction. This is not a problem as it's actually easier to avoid some of its fire attacks on the ground. The only attack to be wary of is the area-wide ground attack, as the Trickmaster throws its clubs in the air and brings them down again. In order to avoid this attack, try jumping. Now, unload the fire cards, stock them in sets of three, to activate Firaga, or two, in which case make the last card a magic refill card. This does major damage, and as long as Sora is locked on, the fire will track it down, dealing massive damage, but Sora needs to be at a sufficient distance for it to hit. Activate the [[Red Nocturne]] card to boost Fire's power.
After a while, the table will disappear. This is not a problem as it's actually easier to avoid some of its fire attacks on the ground. The only attack to be wary of is the area-wide ground attack, as the Trickmaster throws its clubs in the air and brings them down again. In order to avoid this attack, try jumping. Now, unload the fire cards, stock them in sets of three, to activate Firaga, or two, in which case make the last card a magic refill card. This does major damage, and as long as Sora is locked on, the fire will track it down, dealing massive damage. Activate the [[Red Nocturne]] card to boost Fire's power.


Make sure to balance out combos with the Fire cards. Try using individual attack cards as well. Shortcutting the [[Cure]] card will always be helpful, but remember to look at the Trickmaster's card to be sure Sora's Cure card is higher than his. Jumping on the table is somewhat hard, but it is a good time to Cure and replenish the deck, especially when it executes the big ground attack. Sora avoids it automatically if he is on the table.
Make sure to balance out combos with the Fire cards. Try using individual attack cards as well. Shortcutting the [[Cure]] card will always be helpful, but remember to look at the Trickmaster's card to be sure Sora's Cure card is higher than his. Jumping on the table is somewhat hard, but it is a good time to Cure and replenish the deck, especially when it executes the big ground attack. Sora avoids it automatically if he is on the table.


====Reverse/Rebirth====
====Reverse/Rebirth====
If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much {{AP|2}} Riku has, he is reduced to seventeen cards—namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so he will have a difficult time breaking the Trickmaster's attacks. For this, Riku is recommended to be at level 50 or above. Unlike the first ''Kingdom Hearts'', its clubs are automatically lit, and will remain lit throughout the battle, so be on guard when the Trickmaster is below half HP.
If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much {{AP|2}} Riku has, he is reduced to seventeen cards—namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so he will have a difficult time breaking the Trickmaster's attacks. For this, Riku is recommended to be at level 50 or above. Unlike the first ''Kingdom Hearts'', its clubs are automatically lit, and will remain lit throughout the battle, so be on guard.


The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only.
The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only.{{CoMDeck
{{CoMDeck
|card1=Trickmaster
|card1=Trickmaster
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
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{{atk|{{nihongo|'''Club Attack (Upper)'''|棍棒攻撃(上段)|<br>Konbō Kōgeki (Jōdan)}}|Physical|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Only used when Sora or Riku is on the table. Alternately swings its clubs. The attack will reach the entire area of the table, but will not hit when the opponent is in the air.}}
{{atk|{{nihongo|'''Club Attack (Upper)'''|棍棒攻撃(上段)|<br>Konbō Kōgeki (Jōdan)}}|Physical|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Only used when Sora or Riku is on the table. Alternately swings its clubs. The attack will reach the entire area of the table, but will not hit when the opponent is in the air.}}
{{atk|{{nihongo|'''Club Attack (Lower)'''|棍棒攻撃(下段)|<br>Konbō Kōgeki (Gedan)}}|Physical|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Only used when Sora or Riku is on the ground or on the chair. Stands on one leg, raises its club, and swings it down. Only swings the club once, and has a small attack range.}}
{{atk|{{nihongo|'''Club Attack (Lower)'''|棍棒攻撃(下段)|<br>Konbō Kōgeki (Gedan)}}|Physical|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Only used when Sora or Riku is on the ground or on the chair. Stands on one leg, raises its club, and swings it down. Only swings the club once, and has a small attack range.}}
{{atk|{{nihongo|'''Fire'''|ファイア|<br>Faia}}|Fire|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Used when HP drops below 50%. Crosses its clubs and sends a flame flying forward, then alternately sends flames flying from the left and right club 4 times. The flames fly after Sora or Riku, but disappear when they hit the ground or table.}}
{{atk|{{nihongo|'''Fire'''|ファイラ|<br>Faira}}|Fire|—|x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Used when HP drops below 50%. Crosses its clubs and sends a flame flying forward, then alternately sends flames flying from the left and right club 4 times. The flames fly after Sora or Riku, but disappear when they hit the ground or table.}}
{{atk-c|com}}
{{atk-c|com}}


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