Editing Trickmaster
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|image=[[File:Trickmaster KH.png|350x400px]] | |image=[[File:Trickmaster KH.png|350x400px]] | ||
|FMimage=[[File:Trickmaster KHFM.png|350x400px]] | |FMimage=[[File:Trickmaster KHFM.png|350x400px]] | ||
|tab2= | |tab2=KHX | ||
|image2 | |image2=[[File:Trickmaster KHX.png|350px]] | ||
|game1=Kingdom Hearts | |game1=Kingdom Hearts | ||
|game2=Kingdom Hearts Chain of Memories | |game2=Kingdom Hearts Chain of Memories | ||
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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> | ||
|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> | ||
|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}} | ||
|ReCOMAP6=18{{SS}}, 19{{RR}} | |ReCOMAP6=18{{SS}}, 19{{RR}} | ||
|ReCOMEXP6=490 | |ReCOMEXP6=490 | ||
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|ReCOMmagn=x0 | |ReCOMmagn=x0 | ||
|ReCOMfree=x0 | |ReCOMfree=x0 | ||
|value=0-8 | |value=0-8 | ||
|duel=5 | |duel=5 | ||
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|CODworld=Wonderland | |CODworld=Wonderland | ||
}} | }} | ||
The '''Trickmaster''' is an [[Emblem Heartless]] boss that is found in ''{{c|Kingdom Hearts|game}}'', ''[[Kingdom Hearts Chain of Memories]]'', ''[[Kingdom Hearts coded]]'', and | The '''Trickmaster''' is an [[Emblem Heartless]] boss that is found in ''{{c|Kingdom Hearts|game}}'', ''[[Kingdom Hearts Chain of Memories]]'', ''[[Kingdom Hearts coded]]'', and their remakes. It is one of the bosses at [[Wonderland]]. It has the ability to change size at will.{{fact}}<!--recoded battle, between phases--> | ||
==Story== | ==Story== | ||
===''Kingdom Hearts''=== | ===''Kingdom Hearts''=== | ||
Throughout most of the adventure in Wonderland, the Trickmaster is referred to as the shadows or the [[darkness]] (especially by the [[Cheshire Cat]]). | |||
After defeating the Queen of Heart's guards, [[Sora]] and his [[party]] are shocked to find [[Alice]] has gone missing. They rush off to find her and after searching all throughout Wonderland, Sora returns to the normal Bizarre Room. The Cheshire Cat appears and directs Sora's attention to the roof of the room, from which the Trickmaster drops and attacks. Once the [[Heartless]] has been defeated, Sora discovers Wonderland's [[Keyhole]] and seals it. | |||
===''Kingdom Hearts Chain of Memories''=== | ===''Kingdom Hearts Chain of Memories''=== | ||
Trickmaster is seen in [[Castle Oblivion]] as a figment of Sora's memory in his memories of Wonderland. It steals the [[Queen of Hearts]] | Trickmaster is seen in [[Castle Oblivion]] as a figment of Sora's memory in his memories of Wonderland. It steals the [[Queen of Hearts|Queen's]] memory, and she accuses Alice of this crime. After escaping from the Queen with Alice, he battles the Trickmaster and defeats it. | ||
The Trickmaster also appears to [[Riku]], as a figment of his memory and a representation of the darkness within him. | The Trickmaster also appears to [[Riku]], as a figment of his memory and a representation of the darkness within him. | ||
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The Trickmaster's name and design reflect the confusing, deceptive nature of Wonderland. Its name may also reference the Heartless's skill in juggling and performing other "tricks". | The Trickmaster's name and design reflect the confusing, deceptive nature of Wonderland. Its name may also reference the Heartless's skill in juggling and performing other "tricks". | ||
== | ==Strategies== | ||
===''Kingdom Hearts''=== | ===''Kingdom Hearts''=== | ||
This Heartless can only be fought while Sora's party is small. You cannot damage the legs, so a well timed jump attack | This Heartless can only be fought while Sora's party is small. You cannot damage the legs, so a well timed jump attack, or getting on top of the table via the chair or grappling the edge is required for melee. If you already visited [[Olympus Coliseum]], [[Thunder]] magic can also be used, which will immediately cause the Trickmaster to be stunned. The Trickmaster ignites its juggling batons at the stove at the left side of the fireplace, and the damage from a lit baton is increased significantly. Using the Fire spell on the batons may cause them to light as well. The Trickmaster will regularly return to the left side of the fireplace to ignite their batons after taking steady damage, noting an audible kitchen timer ding noise before they return. After a while, the Trickmaster will regularly push the round table into the ground as well, forcing you to use the chair to gain height for melee combos. You can target the base of the furnace that the Trickmaster returns to and cast Blizzard to ensure they can no longer ignite the two batons, forcing them to resort to lower damage melee for the rest of the fight. If the Trickmaster's batons are on fire, hitting them with a Blizzard spell returns them to normal. | ||
The Trickmaster's weak spot is located high on its chest, and it can only be hit with aerial combos or from an elevated position. Occasionally, it will collapse, which is the perfect opportunity for some quick combos. It will also drop HP prizes that can be useful. Get as many hits in as possible, as it will soon regain its height. If left alone in the beginning stages of the fight, the Trickmaster will perform a dance which will cause the table in the center of the battlefield to spin, causing players to mistime their jump towards the Heartless. | The Trickmaster's weak spot is located high on its chest, and it can only be hit with aerial combos or from an elevated position. Occasionally, it will collapse, which is the perfect opportunity for some quick combos. It will also drop HP prizes that can be useful. Get as many hits in as possible, as it will soon regain its height. If left alone in the beginning stages of the fight, the Trickmaster will perform a dance which will cause the table in the center of the battlefield to spin, causing players to mistime their jump towards the Heartless. | ||
===''Kingdom Hearts Chain of Memories''=== | ===''Kingdom Hearts Chain of Memories''=== | ||
The Trickmaster will initially begin by juggling its | The Trickmaster will initially begin by juggling its batons, regaining HP as it does so. It is recommended that Sora uses Magic. The only other attack that Trickmaster has in this stage is slamming its batons onto the ground, creating a small circle that erupts in flames. It will then continue to jaunt around the room. | ||
After depleting the blue bar of its health, the Trickmaster will initiate another attack, which launches a fireball at Sora. This attack can be easily dodged by jumping up. During each card break, the Trickmaster will slump forward, dropping it batons and exposing itself for attacks. | |||
===''Kingdom Hearts Re:Chain of Memories''=== | ===''Kingdom Hearts Re:Chain of Memories''=== | ||
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. | ||
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 batons 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 | 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 batons 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. | ||
====Deck statistics==== | |||
<gallery> | |||
File:Trickmaster (card).png|Trickmaster | |||
</gallery> | |||
| | |||
{ | =====Attacks===== | ||
{|class="wikitable" style="width:90%" | |||
|- style="background-color:#87CEEB" | |||
|style="width:12%;text-align:center"|'''Attack''' | |||
|style="width:2%;text-align:center"|'''Power''' | |||
|style="width:2%;text-align:center"|'''Element''' | |||
|style="width:5%;"text-align:center"|'''Card value''' | |||
|style="width:15%;text-align:center"|'''Description''' | |||
|style="width:5%;text-align:center"|'''Card''' | |||
|-style="background-color:#E6E6FA" | |||
|{{nihongo|'''Earth Shake'''|アースシェイク|Āsu Sheiku}} | |||
|x1.5 | |||
|Neutral | |||
|1–8 | |||
| | |||
|style="text-align:center"|[[File:Trickmaster (card).png|50px]] | |||
|-style="background-color:#E6E6FA" | |||
|{{nihongo|'''Destroy Table'''|テーブル破壊|Tēburu Hakai}} | |||
|x1.2 | |||
|Physical | |||
|8 | |||
| | |||
|style="text-align:center"|[[File:Trickmaster (card).png|50px]] | |||
|-style="background-color:#E6E6FA" | |||
|{{nihongo|'''Club Attack'''|棍棒攻撃|Konbō Kōgeki}} | |||
|x1.5 | |||
|Physical | |||
|1–8 | |||
| | |||
|style="text-align:center"|[[File:Trickmaster (card).png|50px]] | |||
|-style="background-color:#E6E6FA" | |||
|{{nihongo|'''Fire'''|ファイア|Faia}} | |||
|x1.5 | |||
|Fire | |||
|1–8 | |||
| | |||
|style="text-align:center"|[[File:Trickmaster (card).png|50px]] | |||
|} | |||
===''Kingdom Hearts Re:coded''=== | ===''Kingdom Hearts Re:coded''=== | ||
;Attacks | |||
Some of the Trickmaster's moves can be determined by the glow of his batons: | |||
*'''Red:''' The Trickmaster shoots fireballs at Sora, shoots out a line of fire, or sends out spinning balls of flame. | |||
*'''Purple:''' The Trickmaster summon obstacles. | |||
*'''Light Purple, with a Red core:''' The Trickmaster will jump and flip the scenery. | |||
*The Trickmaster will make himself catch on fire, and throw flaming rocks that home in on Sora. This can be avoided with Dodge Roll. | |||
====First battle==== | ====First battle==== | ||
In the first battle, Sora only needs to dodge its fire attacks or guard. When it sends out a collection of fireballs, quickly dodge roll to the side or guard. It may send a single fireball once or twice which can be guarded or avoided by Dodge Rolling. Make sure to follow it around the battle area and keep shooting the orbs of energy, or use lock-on to fire five at one time that can't miss. In no time it'll fall. | In the first battle, Sora only needs to dodge its fire attacks or guard. When it sends out a collection of fireballs, quickly dodge roll to the side or guard. It may send a single fireball once or twice which can be guarded or avoided by Dodge Rolling. Make sure to follow it around the battle area and keep shooting the orbs of energy, or use lock-on to fire five at one time that can't miss. In no time it'll fall. | ||
====Second battle==== | ====Second battle==== | ||
In the second battle, Sora will be fighting it along with the | In the second battle, Sora will be fighting it along with the damage blocks it summons. They may include prize blocks as well, make sure to use these. In this part, it'll use a new move: it'll summon balls of fire energy that will bounce and eventually break, Sora can shoot these with the orbs of energy to break much faster. It will also use the moves in the first battle. Its attackes can be predicted by the glow of its batons. If they glow red, it's going to use the fire attacks. If they glow purple, it'll summon obstacles. However, most of this battle is avoiding the obstacles it sends out, so Sora will be able to finish it quickly. | ||
====Third battle==== | ====Third battle==== | ||
In the third and final battle, it will use all of its moves from both the first and second battle. Make sure to avoid its attacks as well, and be on guard for it might change the screen direction. Its attacks can still be predicted by the glow of its | In the third and final battle, it will use all of its moves from both the first and second battle. Make sure to avoid its attacks as well, and be on guard for it might change the screen direction. Its attacks can still be predicted by the glow of its batons. If they glow red, it's going to use the fire attacks, either sending out a fireball, shooting out a line of fire, or sending out spinning balls of flame. If they glow purple, it'll summon obstacles and if it glows a lighter shade of purple, with a red core, it means it's going to jump and flip the scenery. The Trickmaster may also make himself catch on fire, and throw flaming rocks that home in on Sora, but he can dodge them with Dodge Roll. | ||
==Videos== | ==Videos== | ||
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| {{#widget:YouTube|id=vFliEL2qYGM|width=320|height=240}} | | {{#widget:YouTube|id=vFliEL2qYGM|width=320|height=240}} | ||
| {{#widget:YouTube|id=pIKOn4r1I10|width=320|height=240}} | | {{#widget:YouTube|id=pIKOn4r1I10|width=320|height=240}} | ||
|- | |||
! Trickmaster – ''Kingdom Hearts Union χ'' | |||
|- | |||
| {{#widget:YouTube|id=LjelGm1nKuQ|width=320|height=240}} | |||
|} | |} | ||