Enemy Card: Difference between revisions
KrytenKoro (talk | contribs) |
KrytenKoro (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{game|COM|REC}} | {{game|COM|REC}} | ||
{{expand|create=nihongo for abilities}} | |||
'''Enemy Cards''' appear in ''[[Kingdom Hearts: Chain of Memories]]'' as a type of card which provides temporary passive effects within battle. While Enemy Cards require CP like playing cards, they are kept in a separate part of Sora and Riku's decks, and do not have numbered values. Each Heartless within the game has its own Enemy Card, which for Sora can be obtained as a random reward, dropped by the last Heartless to be defeated in a battle. Bosses also have their own Enemy Cards, and although these are non-random rewards, some bosses must be defeated multiple times before they will drop their Enemy Card. Although Riku cannot modify his deck, each deck he is given includes an Enemy Card based on a Heartless native to that floor's world. Furthermore, Riku is allowed to keep any boss-based Enemy Cards that he obtains. | '''Enemy Cards''' appear in ''[[Kingdom Hearts: Chain of Memories]]'' as a type of card which provides temporary passive effects within battle. While Enemy Cards require CP like playing cards, they are kept in a separate part of Sora and Riku's decks, and do not have numbered values. Each Heartless within the game has its own Enemy Card, which for Sora can be obtained as a random reward, dropped by the last Heartless to be defeated in a battle. Bosses also have their own Enemy Cards, and although these are non-random rewards, some bosses must be defeated multiple times before they will drop their Enemy Card. Although Riku cannot modify his deck, each deck he is given includes an Enemy Card based on a Heartless native to that floor's world. Furthermore, Riku is allowed to keep any boss-based Enemy Cards that he obtains. | ||
Revision as of 00:11, 14 February 2010
Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
| ||
This article needs more information!
Improve it by adding what you know about the following issues. |
Enemy Cards appear in Kingdom Hearts: Chain of Memories as a type of card which provides temporary passive effects within battle. While Enemy Cards require CP like playing cards, they are kept in a separate part of Sora and Riku's decks, and do not have numbered values. Each Heartless within the game has its own Enemy Card, which for Sora can be obtained as a random reward, dropped by the last Heartless to be defeated in a battle. Bosses also have their own Enemy Cards, and although these are non-random rewards, some bosses must be defeated multiple times before they will drop their Enemy Card. Although Riku cannot modify his deck, each deck he is given includes an Enemy Card based on a Heartless native to that floor's world. Furthermore, Riku is allowed to keep any boss-based Enemy Cards that he obtains.
Kingdom Hearts Re:Chain of Memories modifies the effects of the Darkball and Ansem Enemy Cards, as their original effects were only usable in Versus Mode, which was removed from the game. As a result of the changes, the Darkball card is no longer available in Sora's Tale, and the Ansem card's effect is reduced to its elemental resistances. Kingdom Hearts Re:Chain of Memories also introduces eight additional Enemy Cards based on the Organization members who did not have cards in the original release. One of these, Zexion, can be obtained through normal gameplay, while the other seven are obtained as game completion bonuses.
Enemy Cards are available in both Sora's Tale and Reverse/Rebirth. While Heartless and Heartless bosses use numbered versions of their Enemy Card to attack, character bosses instead use Attack and Magic versions of their Enemy Cards. However, character bosses can also use normal Enemy Cards in the same manner that Sora and Riku can, as passive abilities.
List of Enemy Cards
Card | Name | Effect | Description | Limit | CP |
Shadow | Incrementor | Increases the value of all cards by 1. | 2 reloads | 25 | |
Soldier | Combo Plus | Adds an extra hit to normal combos. | 3 reloads | 15 | |
Large Body | Guard | Deflects frontal physical attacks and completely nullifies damage. | 1 reload | 40 | |
Red Nocturne | Fire Boost | Increases the strength of fire-based abilities. | 1 reload | 20 | |
Blue Rhapsody | Blizzard Boost | Increases the strength of ice-based abilities. | 1 reload | 20 | |
Yellow Opera | Thunder Boost | Increases the strength of lightning-based abilities. | 1 reload | 20 | |
Green Requiem | Cure Boost | Increases the potency of healing abilities. | 1 reload | 20 | |
Powerwild | Retrograde | Reverses the values of all cards. 1 becomes 9, 2 becomes 8, etc. Cards with a value of 0 are not affected. | 1 reload | 30 | |
Bouncywild | Draw | Attracts fallen cards and items for easy retrieval. | 5 reloads | 10 | |
Air Soldier | Reload Kinesis | Allows reloads while in motion. | 3 reloads | 30 | |
Bandit | Combo Finish | Makes the first strike as powerful as a combo finish. | 1 reload | 30 | |
Fat Bandit | Back Attack | Deals more damage when striking enemies from behind. | 2 reloads | 40 | |
Barrel Spider | Quickload | Reloads cards instantly. | 3 reloads | 30 | |
Search Ghost | Drain | Absorbs enemy HP when striking with attack cards, but enemies will drop fewer items. | 1 reload | 35 | |
Sea Neon | Random Values | Randomizes the values of cards you use. | 1 reload | 20 | |
Screwdiver | Decrementor | Decreases the values of all cards by 1. | 1 reload | 15 | |
Aquatank | Auto-Reload | Automatically reloads cards when they run out. | 1 reload | 30 | |
Wight Knight | Float | Alters gravity to boost jumping ability. | 3 reloads | 15 | |
Gargoyle | Vanish | Makes you invisible and reduces your chances of being hit. | 1 reload | 30 | |
Pirate | All Zeros | Changes the values of all cards to 0. | 1 reload | 30 | |
Air Pirate | Item Bracer | Stops enemies from breaking item cards you use. | 3 reloads | 30 | |
Darkball | [[CardblindTemplate:CoM Duel Trigger[KH Re:CoM] |
Hide the cards you hold from hostile eyes.Template:CoM Next card activates card duel regardless of the number.[KH Re:CoM] |
3 reloadsTemplate:CoM 1 reload[KH Re:CoM] |
25 | |
Defender | Protect | Decreases damage from physical attacks by the enemy. Magical attacks do normal damage. | 1 reload | 30 | |
Wyvern | Reload Lock | Stops the reload counter from counting reloads. | 3 reloads | 20 | |
Wizard | Magic Boost | Disables use of summon cards to power up magic cards. | 1 reload | 30 | |
Neoshadow | Bio | Causes enemies' HP to gradually drop. | 1 reload | 30 | |
White Mushroom | Hyper Healing | Restores some HP every time you use a friend card. | 3 reloads | 40 | |
Black Fungus | Random Flush | Activates a random enemy card effect. | 1 reload | 40 | |
Creeper Plant | Leaf Bracer | Stops enemies from breaking Cure abilities you use. | 1 reload | 35 | |
Tornado Step | Reload Haste | Subtracts 2 from the reload counter. | 1 reload | 30 | |
Crescendo | Summon Boost | Disables use of magic cards to power up summon cards. | 1 reload | 30 | |
Guard Armor | Wide Attack | Slightly extends the range of attack cards. | 30 attacks | 30 | |
Parasite Cage | Dispel | Nullifies an opponent's enemy card without fail. Nothing happens if your opponent has no enemy card in play. | 1 use | 60 | |
Trickmaster | Value Break | Decreases value of the enemy's card when your card is broken. | 10 card breaks taken | 25 | |
Darkside | Mimic | Copies the enemy card your opponent is using. Nothing happens if your opponent has no enemy card in play. | 1 use | 99 | |
Card Soldier | Attack Haste | Increases the speed of attack cards. | 30 attacks | 55 | |
Hades | Berserk | Boosts the power of attack cards when low on HP (when the gauge is flashing red). Resistant to fire, but stunned by ice. |
30 attacks | 40 | |
Jafar | Attack Bracer | Stops enemies from breaking attack cards you use. | 20 attacks | 65 | |
Oogie Boogie | Regen | Gradually restores HP. HP returns more quickly when low. | 10 uses | 40 | |
Ursula | Shell | Halves the damage from enemies' magic attacks | 5 hits taken | 50 | |
Hook | Second Chance | Retains 1 HP after a critical hit, provided you have 2 or more HP left. Resistant to lightning, but stunned by fire. |
3 uses. | 35 | |
Maleficent | Overdrive | Sacrifices reload speed to power up attack cards. | 30 attacks | 70 | |
Riku | Sleight Lock | Keeps cards used in sleights available for reloading. Resistant to fire, ice, and lightning. |
5 sleights | 80 | |
Ansem[1] | Sleightblind | Conceal your stocked cards from opponents.Template:CoM Grants Sora resistance to certain elements.[KH Re:CoM] Resistant to fire, ice, and lightning. |
10 sleights | 40 | |
Xemnas[2][KH Re:CoM] | Quick Barrier | When receiving consecutive attacks, guards beyond the second strike. Resistant to fire, ice, lightning, and special attacks. |
3 reloads | 65 | |
Xigbar[3][KH Re:CoM] | Shot Charge | Powers up missile attacks such as Strike Raid and Fire. Resistant to fire, ice, lightning, and special attacks. |
2 reloads | 80 | |
Xaldin[4][KH Re:CoM] | Aero Guard | Activates Aero for a set time, inflicting damage to enemies who touch it. Resistant to fire, ice, lightning, and special attacks. |
3 hits taken | 65 | |
Vexen | Auto-Life | Revives you automatically when your HP reaches 0. Only a small amount of HP is restored. Immune to ice, but stunned by fire. |
1 use | 60 | |
Lexaeus[5] | Warp Break | Obliterate enemies with the finishing blow of a combo with a high success rate. Immune to ice, and resistant to physical attacks, but weak against special attacks. |
50 attacks | 99 | |
Zexion[6][KH Re:CoM] | Confu-Strike | Causes attacks to confuse enemy at a certain rate. Resistant to fire, ice, lightning, and special attacks. |
50 attacks | 65 | |
Saïx[7][KH Re:CoM] | Combo Boost | Boosts power with every strike with an attack card. Returns to normal when a card is broken. Resistant to fire, ice, lightning, and special attacks. |
20 attacks | 80 | |
Axel | Quick Recovery | Allows use of cards even while staggering from damage. Immune to fire, but stunned by ice. |
10 hits taken | 75 | |
Demyx[8][KH Re:CoM] | Water Charge | Dramatically boosts power of ice-based attacks, such as Aqua Splash and Blizzard. Resistant to fire, ice, lightning, and special attacks. |
2 reloads | 80 | |
Luxord[9][KH Re:CoM] | Omni Break | Breaks enemy's card no matter what the value. Resistant to fire, ice, lightning, and special attacks. |
15 uses | 99 | |
Marluxia | Double Sleight | Use stocked cards and sleights twice in a row. Resistant to fire, ice, lightning, and special attacks, but weak against physical attacks. |
2 sleights | 99 | |
Larxene | Dash | Increases running speed. Immune to lightning, but weak against special attacks. |
15 cards | 65 | |
Roxas[10][KH Re:CoM] | Double Strike | Doubles the damage dealt by an attack card. | 20 attacks | 99 |
Notes and References
- ^ This is available in Sora's Tale as a Twilight Town Bounty, if there is a completed Reverse/Rebirth file.
- ^ 2nd Wonderland Reward
- ^ 2nd Hollow Bastion Reward
- ^ 2nd Monstro Reward
- ^ This is available in Sora's Tale as a Castle Oblivion Bounty, if there is a completed Reverse/Rebirth file.
- ^ This is available in Sora's Tale as a Destiny Islands Bounty, if there is a completed Reverse/Rebirth file.
- ^ 2nd Traverse Town Reward
- ^ 2nd Atlantica Reward
- ^ 2nd Agrabah Reward
- ^ 2nd Twilight Town Reward