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{{Game|BBS}}
{{Game|BBS|FMB}}
'''Keepers of the Arena''' is the semi-final challenge in the [[Mirage Arena]]. It is obtained by reaching Arena Level 20.
{{Arena
|name=Keepers of the Arena
|katakana=闘技場の支配者
|romaji=Tougijou no Shihaisha
|jpname=Rulers of the Arena
|image=[[File:MA Keepers of the Arena.png|300px]]
|level=20
|risk=5
|rounds=9
|medals=400
|challenge=Tough as Nails
|challengedesc=Heal 15 times or less.
|bonus=1.5
|rewardT=[[Ultima Cannon]]
|rewardV=[[Multivortex]]
|rewardA=[[Lightbloom]]
|enem1=[[Axe Flapper]] x 9<br>[[Flood]] x 6<br>[[Buckle Bruiser]] x 6<br>[[Mandrake]] x 9
|enem2=[[Monotrucker]] x 14<br>[[Archraven]] x 7<br>[[Blue Sea Salt]] x 6
|enem3=[[Chrono Twister]] x 4<br>[[Tank Toppler]] x 13<br>[[Mandrake]] x 6<br>[[Buckle Bruiser]] x 7
|enem4=[[Iron Imprisoner III]]
|enem5=[[Triple Wrecker]] x 6<br>[[Bruiser]] x 10<br>[[Scrapper]] x 10<br>[[Blue Sea Salt]] x 6
|enem6=[[Thornbite]] x 6<br>[[Tank Toppler]] x 8<br>[[Axe Flapper]] x 7<br>[[Yellow Mustard]] x 9
|enem7=[[Triple Wrecker]] x 8<br>[[Mandrake]] x 8<br>[[Buckle Bruiser]] x 7<br>[[Scrapper]] x 7
|enem8=[[Sonic Blaster]] x 6<br>[[Yellow Mustard]] x 7<br>[[Mandrake]] x 12<br>[[Wild Bruiser]] x 7
|enem9=[[Iron Imprisoner IV]]
}}
'''Keepers of the Arena''' is the twelfth battle featured at the [[Mirage Arena]] in ''[[Kingdom Hearts Birth by Sleep]]''.


==Strategy==
==Strategy==
Keepers of the Arena is one of the toughest challenges in Mirage Arena, so one must be well prepared before taking on this challenge. Consisting of nine lengthy rounds, players will need to equip powerful crowd control Commands to extinguish hordes of [[Unversed]] such as [[Aqua]]'s Mega Flare, [[Terra]]'s Quake, [[Ventus]]'s Faith, et cetera. [[Bio Barrage]] is a good choice for a [[Shotlock]] for the bosses '''[[Iron Imprisoner|Iron Imprisoner III]]''' and its final form, '''Iron Imprisoner IV''', fought as the mid-boss and end boss, respectively. Clearing this challenge awards the player's character with their unique ultimate Shotlock.
To vanquish the hordes of Unversed that populate this battle, make sure to equip crowd-control Commands like [[Mega Flare]], [[Quake]], [[Magnet|Magnega]] or [[Faith]].


==Enemies==
===Iron Imprisoner III===
As always, you will have to rely on a projectile Shotlock, like [[Bio Barrage]], to make it through this round, and you must have at least one [[Curaga]] in your deck. It is also a good idea to equip [[Vanish]], to give yourself more breathing room, and [[Firaga]], to deal extra damage while your Shotlock is charging.


===Round 1===
During his hammer spin mode, it is wise to keep dodging due to his increased movement speed as his [[HP]] dwindles. Any three-tier [[Command Style]] will always work due to the finishers. Another method to charge the Shotlock is to equip the Damage Syphon, Once More and Second Chance abilities to absorb  and withstand the damage taken.
<gallery>
Axe Flapper.png|[[Axe Flapper]] x9
Flood.png|[[Flood]] x6
Buckle Bruiser.png|[[Buckle Bruiser]] x6
Mandrake.png|[[Mandrake]] x9
</gallery>


===Round 2===
As his HP dwindles, it is mandatory to block when he unleashes his true strength.
<gallery>
Monotracker.png|[[Monotrucker]] x14
Arch Raven.png|[[Archraven]] x7
Blue Sea-Salt.png|[[Blue Sea Salt]] x6
</gallery>


===Round 3===
===Iron Imprisoner IV===
<gallery>
As always, you will have to rely on a projectile Shotlock, like [[Bio Barrage]], to make it through this round, and you must have at least one [[Curaga]] in your deck. It is also a good idea to equip [[Vanish]], to give yourself more breathing room, and [[Firaga]], to deal extra damage while your Shotlock is charging.
Chrono Twister.png|[[Chrono Twister]] x4
Illimitable Tank.png|[[Tank Toppler]] x13
Mandrake.png|[[Mandrake]] x6
Buckle Bruiser.png|[[Buckle Bruiser]] x7
</gallery>


===Round 4===
During his hammer spin mode, it is wise to keep dodging due to his increased movement speed as his HP dwindles. Any three-tier [[Command Style]] will always work due to the finishers. Another method to charge the Shotlock is to equip the Damage Syphon, Once More and Second Chance abilities to absorb  and withstand the damage taken.
<gallery>
Iron Prisoner III.png|'''[[Iron Imprisoner|Iron Imprisoner III]]'''
</gallery>


===Round 5===
During his Explosion phase, it is wise to stand further from the boss to avoid being sucked in. If the protagonist is caught, do not worry as it is mandatory to block his explosion.
<gallery>
Vile Face.png|[[Triple Wrecker]] x6
Bruiser.png|[[Bruiser]] x10
Scrapper.png|[[Scrapper]] x10
Blue Sea-Salt.png|[[Blue Sea Salt]] x6
</gallery>


===Round 6===
During his Possession phase, It is wise to keep running and dodging to avoid the flying tiles. Do this until the end of the phase.
<gallery>
Thorn Bite.png|[[Thornbite]] x6
Illimitable Tank.png|[[Tank Toppler]] x8
Axe Flapper.png|[[Axe Flapper]] x7
Yellow Mustard.png|[[Yellow Mustard]] x9
</gallery>


===Round 7===
==Enemies==
<gallery>
===Unversed===
Vile Face.png|[[Triple Wrecker]] x8
{|class="wikitable mw-collapsible mw-collapsed"
Mandrake.png|[[Mandrake]] x8
!
Buckle Bruiser.png|[[Buckle Bruiser]] x7
|-
Scrapper.png|[[Scrapper]] x7
|
<gallery perrow="4">
Flood KHBBS.png|[[Flood]]
Scrapper KHBBS.png|[[Scrapper]]
Bruiser KHBBS.png|[[Bruiser]]
Monotrucker KHBBS.png|[[Monotrucker]]
Thornbite KHBBS.png|[[Thornbite]]
Archraven KHBBS.png|[[Archraven]]
Tank Toppler KHBBS.png|[[Tank Toppler]]
Sonic Blaster KHBBS.png|[[Sonic Blaster]]
Triple Wrecker KHBBS.png|[[Triple Wrecker]]
Wild Bruiser KHBBS.png|[[Wild Bruiser]]
Blue Sea Salt KHBBS.png|[[Blue Sea Salt]]
Yellow Mustard KHBBS.png|[[Yellow Mustard]]
Mandrake KHBBS.png|[[Mandrake]]
Buckle Bruiser KHBBS.png|[[Buckle Bruiser]]
Chrono Twister KHBBS.png|[[Chrono Twister]]
Axe Flapper KHBBS.png|[[Axe Flapper]]
Iron Imprisoner III KHBBS.png|'''[[Iron Imprisoner III]]'''
Iron Imprisoner IV KHBBS.png|'''[[Iron Imprisoner IV]]'''
</gallery>
</gallery>
 
|}
===Round 8===
{{Minigames}}
*[[Sonic Blaster]] x3
*Yellow Mustard x3
*Mandrake
 
*Yellow Mustard x4
*Mandrake x5
 
*Wild Bruiser x3
*Sonic Blaster x3
*Mandrake
 
*Wild Bruiser x4
*Mandrake x5
 
===Round 9===
*'''[[Iron Imprisoner|Iron Imprisioner IV]] '''
{{BBS}}
{{stub}}
[[Category:Mirage Arena]]

Latest revision as of 05:12, 7 December 2021

Keepers of the Arena
★★★★★

MA Keepers of the Arena.png
Katakana 闘技場の支配者

Romaji Tougijou no Shihaisha
Japanese Rulers of the Arena
Arena Level 20
Rounds 9
Medals 400
Bonus Challenge Tough as Nails
Heal 15 times or less.
Medal Bonus Medals x1.5

Rewards Terra: Ultima Cannon
Ventus: Multivortex
Aqua: Lightbloom
Other Battles
Day of Reckoning | Wheels of Misfortune | Risky Riches
Weaver Fever | Sinister Sentinel | Dead Ringer | Combined Threat
Treasure Tussle | Harsh Punishment | A Time to Chill | Copycat Crisis
Keepers of the Arena | Villains' Vendetta
Monster of the Sea | Light's Lessons | Peering into Darkness

Keepers of the Arena is the twelfth battle featured at the Mirage Arena in Kingdom Hearts Birth by Sleep.

Strategy[edit]

To vanquish the hordes of Unversed that populate this battle, make sure to equip crowd-control Commands like Mega Flare, Quake, Magnega or Faith.

Iron Imprisoner III[edit]

As always, you will have to rely on a projectile Shotlock, like Bio Barrage, to make it through this round, and you must have at least one Curaga in your deck. It is also a good idea to equip Vanish, to give yourself more breathing room, and Firaga, to deal extra damage while your Shotlock is charging.

During his hammer spin mode, it is wise to keep dodging due to his increased movement speed as his HP dwindles. Any three-tier Command Style will always work due to the finishers. Another method to charge the Shotlock is to equip the Damage Syphon, Once More and Second Chance abilities to absorb and withstand the damage taken.

As his HP dwindles, it is mandatory to block when he unleashes his true strength.

Iron Imprisoner IV[edit]

As always, you will have to rely on a projectile Shotlock, like Bio Barrage, to make it through this round, and you must have at least one Curaga in your deck. It is also a good idea to equip Vanish, to give yourself more breathing room, and Firaga, to deal extra damage while your Shotlock is charging.

During his hammer spin mode, it is wise to keep dodging due to his increased movement speed as his HP dwindles. Any three-tier Command Style will always work due to the finishers. Another method to charge the Shotlock is to equip the Damage Syphon, Once More and Second Chance abilities to absorb and withstand the damage taken.

During his Explosion phase, it is wise to stand further from the boss to avoid being sucked in. If the protagonist is caught, do not worry as it is mandatory to block his explosion.

During his Possession phase, It is wise to keep running and dodging to avoid the flying tiles. Do this until the end of the phase.

Enemies[edit]

Unversed[edit]