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{{game|KH1|FM1|COM|REC|KHC|RCO|KHX|UCX}}
{{game|KH1|FM1|COM|REC|KHC|RCO|KHX|UCX}}
{{suite}}
{{suite}}
{{cleanup|Strategy for coded. Expand story section.}}
{{cleanup|Strategy for coded. Expand story section. Add attack and card tables.}}
{{Character
{{Character
  |name=Trickmaster
  |name=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=KHCOM
  |tab2=KHX
  |image2=[[File:Trickmaster KHCOM.png]]
  |image2=[[File:Trickmaster KHX.png|350px]]
|tab3=KHX
|image3=[[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>
|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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  |ReCOMmagn=x0
  |ReCOMmagn=x0
  |ReCOMfree=x0
  |ReCOMfree=x0
|ReCOMreward='''Hit the head with a three-hit combo'''<br>HP prize (small) x7
  |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 ''[[Kingdom Hearts χ]]''. It is one of the bosses at [[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 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''===
After [[Alice]] goes missing following [[Sora]]'s battle with the [[Card Soldier]]'s, Sora, [[Donald]], and [[Goofy]] set out to find her. Following the [[Cheshire Cat]]'s advice, they light the lamps on the [[Bizarre Room]]'s ceiling. When they return to the regular Bizarre Room, the Trickmaster drops down from the ceiling and attacks. Once the Heartless has been defeated, Sora discovers Wonderland's [[Keyhole]] and seals it.
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]]'s memory, and she accuses Alice of this crime. After escaping from the Queen of Hearts with Alice, Sora battles the Trickmaster and defeats it.
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".


==Strategy==
==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 (one strike per jump), 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 clubs at the stove at the left side of the fireplace, and the damage from a lit club is increased significantly. Using the Fire spell on the clubs may cause them to light as well. The Trickmaster will regularly return to the left side of the fireplace to ignite their clubs 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 clubs, forcing them to resort to lower damage melee for the rest of the fight. If the Trickmaster's clubs are on fire, hitting them with a Blizzard spell returns them to normal.
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.
{{atk-o|kh1}}
{{atk|{{nihongo|'''Stomp Attack'''|踏みつけ攻撃|<br>Fumitsuke Kōgeki}}|None|x0|2|Repellable<br>(Recoil: 100)|Stomps while lighting its clubs on fire above the stove.}}
{{atk|{{nihongo|'''Club Swing'''|棍棒振りまわし|<br>Konbō Furimawashi}}|None<ref name="noburn">When the clubs are not burning.</ref><br>Fire<ref name="burn">When the clubs are burning.</ref>|x0|0|Repellable<br>(Recoil: 100)|Alternately swings its clubs sideways.}}
{{atk|{{nihongo|'''Club Attack'''|棍棒攻撃|<br>Konbō Kōgeki}}|None<ref name="noburn"/><br>Fire<ref name="burn"/>|x0|4<ref name="noburn"/><br>6<ref name="burn"/>|Repellable<br>(Recoil: 100)|Swings either the left or right club diagonally downward.}}
{{atk|{{nihongo|'''Fire'''|ファイア|<br>Faia}}|Fire|x0.02|6|Returnable<br>(Recoil: 0)|Swings a flaming club and sends a flame flying.}}
{{atk|{{nihongo|'''Fira'''|ファイラ|<br>Faira}}|Fire|x0.04|8|Returnable<br>(Recoil: 0)|Puts the clubs atop one another and sends a flame flying.}}
{{atk-c|kh1}}


===''Kingdom Hearts Chain of Memories''===
===''Kingdom Hearts Chain of Memories''===
The Trickmaster will initially begin by juggling its clubs, 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 clubs onto the ground, creating a small circle that erupts in flames. It will then continue to jaunt around the room.
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 clubs and exposing itself for attacks.
{{CoMDeck
|card1=Trickmaster
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|enemy=*
|com=*
}}


{{atk-o|com}}
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.
{{atk|{{nihongo|'''Club Upswing'''|棍棒振り上げ|<br>Konbō Furiage}}|Physical|—|x1.5|{{sleight|Trickmaster|com=*}}|After lowering its stance, swings its clubs up.}}
{{atk|{{nihongo|'''Stomp Attack'''|踏みつけ攻撃|<br>Fumitsuke Kōgeki}}|Neutral|—|x1.0|{{sleight|Trickmaster|com=*}}|Nimbly steps from right to left, or left to right, while stomping on the opponent.}}
{{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|'''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-c|com}}


===''Kingdom Hearts Re:Chain of Memories''===
===''Kingdom Hearts Re:Chain of Memories''===
Unlike the original game, the battle starts with the chair and table 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, or chain Firaga sleights.
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 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 nine 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. 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 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.


When accessing Dark Mode, Riku may try to perform aerial spinning attacks to stun the Trickmaster and strike it even further.
====Deck statistics====
{{CoMDeck
<gallery>
|card1=Trickmaster
File:Trickmaster (card).png|Trickmaster
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
</gallery>
|enemy=*
}}


{{atk-o|com}}
=====Attacks=====
{{atk|{{nihongo|'''Earth Shake'''|アースシェイク|<br>Āsu Sheiku}}|Neutral||x1.5|{{sleight|Trickmaster||||Cards valued 1~8}}|Used when Sora or Riku is on the ground or on the chair. Strikes the ground with both arms, causing an earthquake. Touching the clubs will also damage the opponent.}}
{|class="wikitable" style="width:90%"
{{atk|{{nihongo|'''Table Destruction'''|テーブル破壊|<br>Tēburu Hakai}}|Physical|—|x1.2|{{sleight|Trickmaster||||Cards valued 8}}|Only used when Sora or Riku is on the table. Crushes the table and chair with both clubs.}}
|- style="background-color:#87CEEB"
{{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.}}
|style="width:12%;text-align:center"|'''Attack'''
{{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.}}
|style="width:2%;text-align:center"|'''Power'''
{{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.}}
|style="width:2%;text-align:center"|'''Element'''
{{atk-c|com}}
|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 [[Danger Blox]] it summons. They may include [[Prize Blox]] 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 from the first battle. Its attacks can be predicted by the glow of its clubs. 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.
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 clubs. 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.
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.
{{atk-o|rec}}
{{atk|{{nihongo|'''Fire'''|ファイア|<br>Faia}}|{{AT|mag}} Fire|Ignite (Medium)|1.42<ref>1.52 during the third battle.</ref>|△|Lights the clubs on fire and shoots a homing bullet.}}
{{atk|{{nihongo|'''Fira'''|ファイラ|<br>Faira}}|{{AT|mag}} Fire|Ignite (Medium)|1.08<ref>1.23 during the third battle.</ref>|△|Lights the clubs on fire and releases flames that spread in a horizontal line.}}
{{atk|{{nihongo|'''Spin Fire'''|スピンファイア|<br>Supin Faia}}|{{AT|mag}} Fire|Ignite (100%)|1.13 x3|X|Only used during the second and third battle. Shoots three bouncing fireballs forward while spinning. The fireballs will break after getting hit by the opponent's attacks three times.}}
{{atk|{{nihongo|'''Blox Wall'''|ブロックウォール|<br>Burokku Wōru}}|{{AT|att}} —|—|2 damage|X|Only used during the second and third battle. Makes the clubs glow purple, and cause a large number of Danger Blox, including two Prize Blox, to appear.}}
{{atk-c}}


==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''
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