Abilities (KHII): Difference between revisions
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{|width="100%" class="wikitable" | {|width="100%" class="wikitable" | ||
|-bgcolor="#87ceeb" | |-bgcolor="#87ceeb" | ||
|width="15%" style="text-align:center"|'''Ability''' | |width="15%" style="text-align:center"|'''Ability/Level Learnt''' | ||
|width="10%" style="text-align:center"|'''AP Cost''' | |width="10%" style="text-align:center"|'''AP Cost''' | ||
|width="70%" style="text-align:center"|'''Description''' | |width="70%" style="text-align:center"|'''Description''' | ||
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|'''Scan''' | |'''Scan''' | ||
|2 AP | |2 AP | ||
| | | The HP gauge of the targeted enemy is displayed on screen. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''[[Aerial Recovery]]''' | |'''[[Aerial Recovery]]''' | ||
|2 AP | |2 AP | ||
|When Sora is knocked | |When Sora is knocked back by hit, you can make a recovery with {{Button|c}} . Casting magic is available after air recovering. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Combo Plus''' | |'''Combo Plus''' | ||
|1 AP | |1 AP | ||
| | |The maximum number of attacks with ground-based combos increases by 1. The ability can be aquired twice. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Air Combo Plus''' | |'''Air Combo Plus''' | ||
|1 AP | |1 AP | ||
| | |The maximum number of attacks with arial combos increases by 1 . The ability can be aquired twice. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Combo Boost''' | |'''Combo Boost''' | ||
|3 AP | |3 AP | ||
| | | The damage inflicted by the finishing attack increases relative to the number of hits in the combo on the ground. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Air Combo Boost''' | |'''Air Combo Boost''' | ||
|3 AP | |3 AP | ||
| | |The damage inflicted ny the finishing attack increases relative to the number of hits in the combo in the air | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Reaction Boost''' | |'''Reaction Boost''' | ||
|2 AP | |2 AP | ||
| | | The damage inflicted by Reaction Commands increased by 50%. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Finishing Plus''' | |'''Finishing Plus''' | ||
|5 AP | |5 AP | ||
| | |Combo finish technique with Attack or Magic can be carried out twice in a row. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Negative Combo''' | |'''Negative Combo''' | ||
|2 AP | |2 AP | ||
| | |The maximum number of combos on the ground and in the air is reduced by 1. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Berserk Charge''' | |'''Berserk Charge''' | ||
|5 AP | |5 AP | ||
| | |During MP Charge, the strength value increases by 1 point and the maximum number of combos in unlimited. (There is no combo finish.) | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Damage Drive''' | |'''Damage Drive''' | ||
|3 AP | |3 AP | ||
| | |The Drive gauge is replenished when HP is lost | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Drive Boost''' | |'''Drive Boost''' | ||
|3 AP | |3 AP | ||
|Drive | |The Drive gauge fills up 20% faster during MP Charge. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Form Boost''' | |'''Form Boost''' | ||
|5 AP | |5 AP | ||
| | |The Form gauge depletion rate is 20% slower. The ability can be aquired twice. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Summon Boost''' | |'''Summon Boost''' | ||
|5 AP | |5 AP | ||
| | |The Summon gauge depletion rate is 20% slower. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Combination Boost''' | |'''Combination Boost''' | ||
|4 AP | |4 AP | ||
| | |The Limit gauge depletion rate is 20% lower. | ||
|-bgcolor="#e6e6fa" | |-bgcolor="#e6e6fa" | ||
|'''Experience Boost''' | |'''Experience Boost''' | ||
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|Enables Sora to execute a combo even if he doesn't hit an enemy. | |Enables Sora to execute a combo even if he doesn't hit an enemy. | ||
|} | |} | ||
===[[Lion Form|Lion Sora's]] Abilities=== | ===[[Lion Form|Lion Sora's]] Abilities=== |
Revision as of 10:33, 15 October 2009
The abilities in Kingdom Hearts II have a somewhat similar system compared to the original game, though Roxas can learn the majority of them even during his time in the stimulated Twilight Town (though all of them is passed down to Sora once Roxas re-unites with him). It should be noted that unlike the original game, some abilities, including Magic can only be accessed after completing several storylines.
Sora's Abilities
See Sora/Abilities for when Sora learns these abilities either through leveling up or events.
Action
Ability | AP Cost | Description |
Guard | 2 AP | By tapping square without moving the analog stick, Sora will deflect enemy attacks with a reverse motion. (some attacks can only be blocked with Reflect) |
Upper Slash | 4 AP | Air combo starter; during the period of executing ground combos, pressing will allow Sora to smack the targeted enemy into the air. |
Horizontal Slash | 2 AP | During the period of executing an air combo, pressing will allow Sora to do a left-to-right slash. |
Finishing Leap | 5 AP | At the end of a combo, instead of pressing the attack button, press to do a finisher that will send Sora's Keyblade into the ground to launch enemies into the air. |
Retaliating Slash | 3 AP | When knocked onto the air, pressing will allow Sora to do a quick recovery and execute several air slashes surrounding him. |
Slapshot | 2 AP | Sora executes a quick diagonal slash at close range. |
Dodge Slash | 2 AP | Sora swings his Keyblade wildly, damaging all foes in range. |
Sliding Dash | 2 AP | Sora does a quick slide, pulling himself near the enemy and damaging them. |
Guard Break | 3 AP | Combo finisher; Sora bounces back while twirling his Keyblade and delivers a powerful lunging strike. It is similar to Zantetsuken. |
Explosion | 3 AP | Combo finisher; Sora strikes his Keyblade in a downward position, creating several magical spheres surrounding him while exploding them. Damage is dependent on Sora's magic strength. |
Aerial Sweep | 2 AP | Air combo starter; When close to an air-typed enemy, Sora spins himself in an upward motion, pulling himself near the enemy and damaging them. |
Aerial Spiral | 2 AP | Sora flips vertically and hits a close range enemy twice. |
Aerial Finish | 3 AP | Air combo finisher; Sora strikes the enemy with various air slashes, ending the combo with a large vertical air slash. |
Counterguard | 4 AP | Sora retaliates right after successfully using Guard to block an opponent's attack(s). |
Auto Valor | 1 AP | When Sora's health hits critical, Valor Form can be auto-accessed through a Reaction Command. |
Auto Wisdom | 1 AP | When Sora's health hits critical, Wisdom Form can be auto-accessed through a Reaction Command. |
Auto Master | 1 AP | When Sora's health hits critical, Master Form can be auto-accessed through a Reaction Command. |
Auto Final | 1 AP | When Sora's health hits critical, Final Form can be auto-accessed through a Reaction Command. |
Auto Summon | 2 AP | When a Party member is KO, summons can be accessed through a Reaction Command (summoned ally depends on the last ally summoned). |
Growth
Ability | Description |
High Jump | Allow Sora to jump higher. (From Valor Form) |
Quick Run | Allows Sora to execute a quick dash. (From Wisdom Form) |
Aerial Dodge | Allows Sora to execute a dodge in mid-air. Becomes immune to attacks briefly while doing so. (From Master Form) |
Glide | Allows Sora to glide in the air. (From Final Form) |
Final Mix exclusive | Description |
Dodge Roll | Allows Sora to execute a quick roll. |
Support
Ability/Level Learnt | AP Cost | Description |
Scan | 2 AP | The HP gauge of the targeted enemy is displayed on screen. |
Aerial Recovery | 2 AP | When Sora is knocked back by hit, you can make a recovery with . Casting magic is available after air recovering. |
Combo Plus | 1 AP | The maximum number of attacks with ground-based combos increases by 1. The ability can be aquired twice. |
Air Combo Plus | 1 AP | The maximum number of attacks with arial combos increases by 1 . The ability can be aquired twice. |
Combo Boost | 3 AP | The damage inflicted by the finishing attack increases relative to the number of hits in the combo on the ground. |
Air Combo Boost | 3 AP | The damage inflicted ny the finishing attack increases relative to the number of hits in the combo in the air |
Reaction Boost | 2 AP | The damage inflicted by Reaction Commands increased by 50%. |
Finishing Plus | 5 AP | Combo finish technique with Attack or Magic can be carried out twice in a row. |
Negative Combo | 2 AP | The maximum number of combos on the ground and in the air is reduced by 1. |
Berserk Charge | 5 AP | During MP Charge, the strength value increases by 1 point and the maximum number of combos in unlimited. (There is no combo finish.) |
Damage Drive | 3 AP | The Drive gauge is replenished when HP is lost |
Drive Boost | 3 AP | The Drive gauge fills up 20% faster during MP Charge. |
Form Boost | 5 AP | The Form gauge depletion rate is 20% slower. The ability can be aquired twice. |
Summon Boost | 5 AP | The Summon gauge depletion rate is 20% slower. |
Combination Boost | 4 AP | The Limit gauge depletion rate is 20% lower. |
Experience Boost | 3 AP | When Sora's HP flashes red, EXPs gained are doubled; if two Experience Boosts are equipped (accessible via Gullwing) EXP earned is tripled. |
Leaf Bracer | 1 AP | Allows Sora to cast Cure without being interrupted. |
Magic Lock-On | 1 AP | Automatically targets and fires Magic casted to the nearest enemy, even it is not locked on manually. |
Draw | 3 AP | Automatically attracts HP, MP, Munny, and Drive Orbs towards Sora. |
Jackpot | 4 AP | Raises the amount of HP orbs, MP orbs etc. dropped by slain foes. |
Lucky Lucky | 5 AP | Raises percentage of enemy dropping rare items. See also: Seven Lucky Lucky combo |
Fire Boost | 3 AP | Increase the potential of Fire capabilities. |
Blizzard Boost | 4 AP | Increase the potential of Blizzard capabilities. |
Thunder Boost | 5 AP | Increase the potential of Thunder capabilities. |
Item Boost | 2 AP | Increase the effect of healing items. |
MP Rage | 3 AP | Sora's MP gauge recovers when he is hit by an enemy. This, however, does not work during MP charge. |
MP Haste | 3 AP | Hasten the recharge speed when the MP gauge hits zero. |
Defender | 3 AP | Defense increases when HP flashes red. |
Second Chance | 4 AP | Retain 1 HP after receiving a critical blow (provided Sora has 2 or more HP left *combine with Once More ability*). |
Once More | 4 AP | Retain 1 HP after receiving a combo. |
Final Mix exclusive | AP Cost | Description |
Combo Master | 4 AP | Enables Sora to execute a combo even if he doesn't hit an enemy. |
Lion Sora's Abilities
When Sora becomes a lion cub in Pride Lands, his action abilities are automatically changed and equipped. Customization to the abilities, Form changing are also disabled and locked in, though all the support abilities Sora equipped is carried over in this form.
Ability | Description |
Combo Upper | Sora knocks enemy into the air in the middle of a combo by pressing . |
Aerial Impulse | Pressing when executing air combos will add on a few extra attacks. |
Finishing Blast | Combo finisher; the equivalent of Explosion, Sora roars and creates a pillar of energy bursting upwards. |
Retaliating Smash | When knocked onto the air, pressing will allow Sora to execute a few retaliating slashes. |
Running Tackle | When Dashing, pressing will allow Sora to hover in a circular fashion while swinging his Keyblade. |
Dash | When running, rapidly press to allow Sora to ram wildly. The equivalent of Quick Run. |
Keyblade Abilities
Unlike the original game, Keyblades hold different passive ability(ies) whenever Sora equips them, below are the list of abilities granted by the Keyblades respectively.
Keyblade | AP Ability | Description |
Kingdom Key | Defender | Raises defense when HP reaches critical. |
Oathkeeper | Form Boost | Prolongs the period during using forms. |
Oblivion | Drive Boost | Drive Gauge recovers faster when the MP gauge is reloading. |
Star Seeker | Air Combo Plus | Adds 1 hit to an air combo. |
Hidden Dragon | MP Rage | MP recovers faster when receiving damage. |
Hero's Crest | Air Combo Boost | Increases damage inflicted when delivering an air combo finisher. |
Monochrome | Item Boost | Items used on the field have greater effect. |
Follow the Wind | Draw | Attracts prize orbs towards Sora. |
Circle of Life | MP Haste | MP recovers 1.25 times faster during MP charge. |
Photon Debugger | Thunder Boost | Increase the potential of Thunder capabilities. |
Gullwing | Experience Boost | When in critical health, EXP gained is doubled. |
Rumbling Rose | Finishing Plus | Two combo finishers are allowed to execute simultaneously after finishing a combo. |
Guardian Soul | Reaction Boost | Damage from Reaction Commands is increased. |
Wishing Lamp | Jackpot | Chances of getting HP, MP, Munny, and Drive Ball prizes are increased. |
Sweet Memories | Lucky Lucky | Chances of receiving prize boxes are increased. See also Seven Lucky Lucky combo. |
Mysterious Abyss | Blizzard Boost | Increase the capabilities of Blizzard abilities. |
Decisive Pumpkin | Combo Boost | Increases damage inflicted when using combo attacks. |
Sleeping Lion | Combo Plus | Adds 1 hit to a ground combo. |
Bond of Flame | Fire Boost | Increase the potential of Fire capabilities. |
Fatal Crest | Berserk Charge | Allows combos to continue infinitely when the MP gauge recharges. |
Fenrir | Negative Combo | Decreases max air and ground combo by 1. |
Ultima Weapon | MP Hastega | MP charges at 1.75 times faster than its original speed. |
Final Mix exclusive | AP Ability | Description |
Two Become One | Light and Dark | Increases chances of Driving into Final or Anti Form. |
Winner's Proof | EXP Zero | Completely nullifies Experience Points acquired. |
Ally Abilities
Ally abilities, like the original game, relies fully on A.I controls, however, ally abilities now takes an innovative development where it can the be determined how often the ally would use the attack.
Donald
Action
Ability | AP Cost | Description | Learned |
Donald Fire | 2 AP | Allows Donald to cast a fire elemental spell; Cost 10MP. | Beat the Possessor |
Donald Blizzard | 2 AP | Allows Donald to cast a blizzard elemental spell; Cost 10MP. | Clear Stone Guardian trap |
Donald Thunder | 2 AP | Allows Donald to cast Thunder elemental spell; Cost 10MP. | Available from start |
Donald Cure | 3 AP | Allows Donald to cast Cure element at expense of all MP. | Available from start |
Fantasia | 3 AP | Enables the "Comet" Limit Command. | Free the Cornerstone |
Flare Force | 3 AP | Enables the "Duck Flare" Limit Command. | Beat the Grim Reaper at the Harbor |
Support
Ability | AP Cost | Description | Learned |
Draw | 3 AP | Attracts Prize balls towards Donald. | Save the medallion |
Jackpot | 4 AP | Chance of receiving prize balls is increased. | Beat the Experiment |
Lucky Lucky | 5 AP | Chance of receiving prize boxes is increased. | Beat the Heartless at the Old Mansion |
Fire Boost | 3 AP | Increase the potential of fire based capabilities. | Beat Scar |
Blizzard Boost | 4 AP | Increase the potential of blizzard based capabilities. | Beat Demyx in Hollow Bastion |
Thunder Boost | 5 AP | Increase the potential of thunder based capabilities. | Freeze the computers in Space Paranoids |
MP Rage | 3 AP | Restores MP for each hit taken from enemies. | Beat Demyx in Olympus Coliseum |
MP Hastera | 4 AP | MP recovers at a very fast rate. | Defend the Solar Sailor |
Auto Limit | 1 AP | Allows Sora and Donald to use appropriate Limit move by pressing Triangle. | Free the Cornerstone |
Hyper Healing | 3 AP | When knocked out, Donald recovers at a faster rate and more HP is restored. | Beat Prison Keeper |
Auto Healing | 3 AP | When Donald is switched for a member, his HP is automatically recovered. | Beat Xaldin |
Goofy
Action
Ability | AP Cost | Description | Learned |
Goofy Tornado | 2 AP | Goofy spins himself in a tornado fashion, damaging nearby enemies; cost 10MP. | Beat Pete in Timeless River |
Goofy Bash | 2 AP | Goofy tosses his shield at a targeted enemy, damaging and recoiling them; cost 10MP. | Available from start |
Goofy Turbo | 2 AP | Goofy makes a powerful blow with his shield; cost 10MP. | Beat Shan-Yu |
Tornado Fusion | 3 AP | Enables the "Whirli-Goof" Limit Command. | Beat Storm Rider |
Teamwork | 3 AP | Enables the "Knocksmash" Limit Command. | Beat Captain Barbossa |
Support
Ability | AP Cost | Description | Learned |
Draw | 3 AP | Attracts prize orbs towards Goofy | Beat Grim Reaper on the Black Pearl |
Jackpot | 4 AP | Raises chance of receiving more MP, HP, or Drive orbs. | Beat Hostile Program |
Lucky Lucky | 5 AP | Raises percentage of obtaining rare items from slain enemies. | Beat the Hyenas in King's Den |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
MP Rage | 3 AP | MP recovers faster when taking damage. | Beat the Hyenas in the Graveyard |
Defender | 3 AP | Raises defense when HP hits critical. | Beat Beast |
Second Chance | 4 AP | Retain 1 HP after suffering from a critical blow. | Clear the explosives from the Black Pearl |
Once More | 4 AP | Keeps Goofy at 1 HP after a combo that would normally kill Goofy. | Beat Oogie Boogie |
Auto Limit | 1 AP | Sora and Goofy can use the appropriate Limit move by pressing . | Beat Captain Barbossa |
Auto Change | 5 AP | Goofy automatically changes with another party member when at critical HP. | Capture Lock, Shock and Barrel |
Hyper Healing | 3 AP | When knocked out, Goofy recovers at a faster rate and more HP is restored. | Beat Pete in Olympus Coliseum |
Auto Healing | 3 AP | When Goofy is switched for a member, his HP is automatically recovered. | Clear the Heartless in the Treasure Room |
Beast
Action
Ability | AP Cost | Description | Learned |
Furious Shout | 2 AP | Beast bellows a ferocious roar, creating a shockwave that damages nearby enemies; 10MP cost. | Available from start |
Ferocious Rush | 2 AP | Beast makes a powerful lunge, attacking the enemies targeted with his claws. 10MP cost. | Available from start |
Howling Moon | 3 AP | Sora and Beast can use the Limit Command "Twin Howl." | Available from start |
Support
Ability | AP Cost | Description | Learned |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
Defender | 3 AP | Raises defense when HP hits critical. | Available from start |
Second Chance | 4 AP | Retain 1 HP after suffering from a critical blow (provided that Beast has 2 or more HP left). | Available from start |
Auto Limit | 1 AP | Limit command is accessible via Reaction Command. | Available from start |
Hyper Healing | 3 AP | When knocked out, Beast recovers at a faster rate and more HP is restored. | Available from start |
Mulan
- Under the name "Ping", Mulan has these abilities accessible; Draw, Hyper Healing and Item Boost.
Action
Ability | AP Cost | Description | Learned |
Mushu Fire | 2 AP | Mulan summons Mushu, blasting nearby enemies with fireballs; 10 MP Cost. | Mulan loses her disguise |
Flametongue | 2 AP | Mulan summons Mushu, firing a stream of fire burning in front of her; 10MP Cost. | Mulan loses her disguise |
Dragonblaze | 3 AP | Soran and Mulan can use the Limit Command "Red Rocket" | Mulan loses her disguise |
Support
Ability | AP Cost | Description | Learned |
Draw | 3 AP | Attract nearby orbs. | Available from start |
Fire Boost | 3 AP | Increase the potential of Fire-based capabilities. | Mulan loses her disguise |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Mulan loses her disguise |
Hyper Healing | 3 AP | When knocked out, Mulan recovers at a faster rate and more HP is restored. | Mulan loses her disguise |
Auron
Action
Ability | AP Cost | Description | Learned |
Divider | 2 AP | Auron leaps onto a targeted enemy and delivers a flurry of sword slashes. | Available from start |
Healing Water | 3 AP | Fully recovers allies HP; Cost at 99MP. | Available from start |
Overdrive | 3 AP | Sora and Auron can use the limit command "Bushido." | Available from start |
Support
Ability | AP Cost | Description | Learned |
MP Rage | 3 AP | Recovers MP for every hit taken from enemies. | Available from start |
MP Haste | 3 AP | Hasten the reload speed of MP gauge. | Available from start |
Once More | 4 AP | Retain 1 HP after taking a critical combo. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Available from start |
Jack Sparrow
Action
Ability | AP Cost | Description | Learned |
No Mercy | 2 AP | Punishing sword attack. | Available from start |
Rain Storm | 2 AP | Throw multiple knives at enemies. | Available from start |
Bone Smash | 2 AP | Throw bombs at enemies. | Available from start |
Treasure Isle | 3 AP | Sora and Jack can use the Limit Command "Bluff." | Available from start |
Support
Ability | AP Cost | Description | Learned |
Draw | 3 AP | Attract nearby orbs. | Available from start |
Draw | 3 AP | Attract nearby orbs. | Available from start |
Draw | 3 AP | Attract nearby orbs. | Available from start |
Lucky Lucky | 5 AP | Raises percentage of obtaining rare items from slain enemies. | Available from start |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
Defender | 3 AP | Raises defense when HP hits critical. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Available from start |
Auto Healing | 3 AP | When Jack is switched for a member, his HP is automatically recovered. | Available from start |
Aladdin
Action
Ability | AP Cost | Description | Learned |
Slash Frenzy | 2 AP | Stun enemies with repeated attacks. | Available from start |
Quickplay | 2 AP | Force enemies to drop Orbs. | Available from start |
Trick Fantasy | 3 AP | Sora and Aladdin can use the limit command "Trickster." | Available from start |
Support
Ability | AP Cost | Description | Learned |
Jackpot | 4 AP | Raises chance of receiving more MP, HP, or Drive orbs. | Available from start |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
MP Haste | 3 AP | Hasten the reload speed of MP gauge. | Available from start |
Once More | 4 AP | Retain 1 HP after taking a critical combo. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Available from start |
Auto Change | 5 AP | Aladdin automatically changes with another party member when at critical HP. | Available from start |
Jack Skellington
Action
Ability | AP Cost | Description | Learned |
Blazing Fury | 2 AP | Use Fire magic while dashing at enemy. | Available from start |
Icy Terror | 2 AP | Use homing Blizzard magic against enemy. | Available from start |
Bolts of Sorrow | 2 AP | Use Thunder magic. | Available from start |
Applause, Applause | 3 AP | Sora and Jack can use the limit command "Dance Call." | Available from start |
Support
Ability | AP Cost | Description | Learned |
Lucky Lucky | 5 AP | Raises percentage of obtaining rare items from slain enemies. | Available from start |
Fire Boost | 3 AP | Increase the potential of fire based capabilities. | Available from start |
Blizzard Boost | 4 AP | Increase the potential of blizzard based capabilities. | Available from start |
Thunder Boost | 5 AP | Increase the potential of thunder based capabilities. | Available from start |
MP Hastera | 4 AP | MP recovers at a very fast rate. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Available from start |
Auto Healing | 3 AP | When Jack is switched for a member, his HP is automatically recovered. | Available from start |
Simba
Action
Ability | AP Cost | Description | Learned |
Fierce Claw | 2 AP | Repeated attacks against a single enemy. | Available from start |
Groundshaker | 2 AP | Attack surrounding enemies with battle cry. | Available from start |
Healing Herb | 3 AP | Restore party's HP at double power. | Available from start |
King's Pride | 3 AP | Sora and Simba can use the Limit Command "Wildcat." | Available from start |
Support
Ability | AP Cost | Description | Learned |
MP Rage | 3 AP | Restores MP for each hit taken from enemies. | Available from start |
Defender | 3 AP | Raises defense when HP hits critical. | Available from start |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Available from start |
Hyper Healing | 3 AP | When knocked out, Simba recovers at a faster rate and more HP is restored. | Available from start |
Auto Healing | 3 AP | When Simba is switched for a member, his HP is automatically recovered. | Available from start |
Tron
Action
Ability | AP Cost | Description | Learned |
Scouting Disk | 2 AP | Throwing disc attack homes in on enemy. | Access the DTD |
Pulsing Thunder | 2 AP | Attack nearby enemies with Thunder. | Access the DTD |
Complete Compilement | 3 AP | Sora and Tron can use the limit command "Setup." | Access the DTD |
Support
Ability | AP Cost | Description | Learned |
Jackpot | 4 AP | Raises chance of receiving more MP, HP, or Drive orbs. | Available from start |
Thunder Boost | 5 AP | Increase the potential of thunder based capabilities. | Download the MCP-killer program |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
MP Haste | 3 AP | Hasten the reload speed of MP gauge. | Download the MCP-killer program |
Auto Limit | 1 AP | Limit Command is accessible via Reaction Command. | Access the DTD |
Auto Change | 5 AP | Tron automatically changes with another party member when at critical HP. | Available from start |
Riku
Action
Ability | AP Cost | Description | Learned |
Dark Aura | 2 AP | Stop enemy movements/damages them, initiate by Sora command. | Available from start |
Dark Shield | 2 AP | Block enemy attacks, intitate by Sora command. | Available from start |
Cure Potion | 3 AP | Restore party's HP. | Available from start |
Eternal Session | 3 AP | Sora and Riku can use the limit command "Session." | Available from start |
Support
Ability | AP Cost | Description | Learned |
Item Boost | 2 AP | Items used on the field have greater effect. | Available from start |
MP Hastega | 5 AP | MP charges at 1.75 times faster than its original speed. | Available from start |
Defender | 3 AP | Raises defense when HP hits critical. | Available from start |
Second Chance | 4 AP | Retain 1 HP after suffering from a critical blow (provided that Riku has 2 or more HP left). | Available from start |
Once More | 4 AP | Retain 1 HP after taking a critical combo. | Available from start |
Auto Limit | 1 AP | Limit command is accessible via Reaction Command. | Available from start |
Hyper Healing | 3 AP | When knocked out, Riku recovers at a faster rate and more HP is restored. | Available from start |
Mickey
Support
Ability | AP Cost | Description | Learned |
Scan | N/A | Allows enemy's HP bar to be viewable while locking on it. | Available from start |
Air Combo Plus | N/A | Adds 1 hit to max air combo. | Available from start |