Kingdom Hearts 3D: Dream Drop Distance
Kingdom Hearts Dream Drop Distance HD

Armored Ventus Nightmare: Difference between revisions

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{{Game|DDD}}
{{Game|DDD|DHD}}
{{suite|Sora}}
{{suite|Ventus}}
{{Enemy
{{Character
|name=Armored Ventus Nightmare
|name=Armored Ventus Nightmare
|fr=Cauchemar de Ventus en Armure
|fr=Cauchemar de Ventus en Armure
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|image=[[File:Armored Ventus Nightmare KH3D.png|350x400px]]
|image=[[File:Armored Ventus Nightmare KH3D.png|350x400px]]
|game1=Kingdom Hearts 3D: Dream Drop Distance
|game1=Kingdom Hearts 3D: Dream Drop Distance
|katakana=ナイトメア・アーマーヴェントゥス  
|katakana=ナイトメア・アーマーヴェントゥス
|romaji=Naitomea Āmā Ventusu
|romaji=Naitomea Āmā Ventusu
|japname=Nightmare Armor Ventus
|jpname=Nightmare Armor Ventus
|type=Nightmare Dream Eater
|type=Nightmare Dream Eater
|spec=DreamEaterBoss
|spec=DreamEaterBoss
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|DDDBRpois=x0
|DDDBRpois=x0
|DDDBRmagn=x0
|DDDBRmagn=x0
|DDDBRstun=x0
|DDDBRstun=x0<ref>The Armored Ventus Nightmare is left stunned when Riku reduces its HP to 1 with Nightmare Clash before he reverts.</ref>
|DDDBRsleep=x0
|DDDBRsleep=x0
|DDDBRconf=x0
|DDDBRconf=x0
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|DDDBRslow=x0
|DDDBRslow=x0
|DDDBRfree=x0
|DDDBRfree=x0
|DDDBRrewards=???
|DDDBRrewards=None
|DDDBRworlds=The World That Never Was
|DDDBRworlds=The World That Never Was
|DDDbattlefile=The Eye of Darkness KH3D.ogg
|DDDbattlename=The Eye of Darkness
}}
}}
The '''Armored Ventus Nightmare''' is the final boss of ''[[Kingdom Hearts 3D: Dream Drop Distance]]''.
The '''Armored Ventus Nightmare''' is the final boss of ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It is a dark [[Nightmare]] version of [[Ventus]]'s [[Keyblade Armor]] controlling [[Sora]]'s body.


==Story==
==Story==
===''Kingdom Hearts 3D: Dream Drop Distance''===
===''Kingdom Hearts 3D: Dream Drop Distance''===
When [[Riku]] travels to Sora's [[Dive to the Heart]], the Nightmare Armor appears out of the darkness and engages him in battle. Upon the Armor's defeat, the darkness covering Sora and his Keyblade cracks and fades away, leaving a comatose Sora behind as he falls into a pool of darkness.
After the [[real Organization XIII]] succeeds in luring [[Sora]] into the [[darkness]], his [[heart]] sinks into the abyss of sleep. Just before it is consumed completely, [[Ventus]]'s [[light]] shelters him in his [[Keyblade Armor]], safeguarding it from the darkness that then shackles the armor.<ref>'''''[[Kingdom Hearts 3D: Dream Drop Distance]]'', The World That Never Was''': "A single ray of light chased him down, down, down... Right before the darkness enveloped him completely, an aura of light appeared and clad him in armor. Thus protected, his body reclined in the darkness's embrace."</ref>
 
After the [[Guardians of Light]] retrieve Sora and return to the [[Mysterious Tower]], [[Yen Sid]] informs [[Riku]] that, by opening the seven [[Sleeping Keyhole]]s within Sora's dreams, he should be able to dive into Sora's dream and awaken his heart.<ref>'''''[[Kingdom Hearts 3D: Dream Drop Distance]]''''', '''Yen Sid''': "In your Mark of Mastery exam, you were to unlock seven Sleeping Keyholes. By doing so, you would awaken those worlds from their prison of slumber, and also acquire the power to free a heart from its sleep. Riku, you unlocked those Keyholes within Sora's dreams. Therefore, it stands to reason that you now have the power to awaken Sora's heart."</ref> When Riku reaches Sora's [[Dive to the Heart]], the darkness binding the armor animates as the Armored Ventus Nightmare, manipulating the armor to attack Riku. Riku manages to defeat the [[Nightmare]] and free Sora, and although this frees Sora to sink into darkness, he leaves behind [[Sora's Keyblade|his Keyblade]], which Riku uses to unlock Sora's [[Keyhole]].<ref>'''''[[Kingdom Hearts 3D: Dream Drop Distance]]'', Mysterious Tower''': "In the abyss, Riku was attacked by a suit of armor clad in deepest darkness. He defeated the armor and freed Sora from its defenses, then watched helplessly as his friend sank into the darkness. Did he do the right thing? Only Sora's Keyblade remained. Riku took it and unlocked the Keyhole."</ref>


==Design==
==Design==
The Armored Ventus Nightmare is [[Sora]] clad in [[Ventus]]'s [[Keyblade Armor]], which is now black in coloration. The Nightmare [[Dream Eater]] emblem is emblazoned on the visor. The boss wields Sora's [[Kingdom Key]], which is also colored black, with a reverse grip.
The Armored Ventus Nightmare is Sora clad in Ventus's Keyblade Armor, which is now black and purple in coloration. The Nightmare [[Dream Eater]] emblem is emblazoned on the visor. The boss wields Sora's [[Kingdom Key]], which is also colored black, with a reverse grip.
 
Despite being a Nightmare Dream Eater, it appears in the Character section of the Reports, instead of the Dream Eaters section.


==Strategy==
==Strategy==
The Armored Ventus Nightmare has less health the [[Game:Young Xehanort|Young Xehanort]] (5 HP bars) but often melts into the ground, making locking on challenging. The player can follow its path by seeing his position on the map in the bottom screen, but this is tricky, and may prove too much of a distraction. At these points, it may be better to stop moving, and be prepared to guard until you've either locked back on or spotted it. In general, the Nightmare mimics Ventus's style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, you may consider bulking up on Cure spells and items, or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if you have a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help.
The Armored Ventus Nightmare has less health than {{ns|Game|Young Xehanort}} (5 HP bars), but often melts into the ground like a [[Shadow]] does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help.
[[File:Versus Armored Ventus Nightmare KH3D.png|thumb|right|The Armored Ventus Nightmare fights against Riku in Sora's Soul World.]]
When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal.


When it turns the background white, it may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena, seeking out Riku, or attack by moving towards Riku and using combos. In the former case, the player cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical to defend yourself, and it will eventually melt back into the ground, returning the arena to normal.
If it leaps into the air, resist the urge to attack it, as it is about to fire orbs of darkness into the ground that cannot be blocked. Even if Riku avoids the initial attack, it will split apart and travel across the floor of the arena. If he manages to avoid both, it will often quickly follow up with one of the white background attacks. The Nightmare may spin-dive into Riku like Ventus's Fever Pitch, or melt into the ground and reappear behind him to attack. These are all best handled with Dark Barrier and Counter Aura. A trickier ability it has is when it gives the arena a purple tint and causes darkness to swirl around it (mimicking an [[Aero]] or [[Tornado]] spell). Since this all happens near-simultaneously, and since it often uses it when being damaged many times in rapid succession, the attack is very difficult to avoid. If hit, the attack will do moderate damage and hurl Riku backwards, negating whatever action he happens to be performing.


If it leaps into the air, resist the urge to attack it, as it is about to fire orbs of darkness into the ground that cannot be blocked. Even if you avoid the initial attack, it will split apart and travel across the floor of the arena, and even if you avoid both, it will often quickly follow up with one of the white background attacks. The Nightmare may spin-dive into Riku like Ventus's Fever Pitch, or melt into the ground and reappear behind him to attack. These are all best handled with Dark Barrier and Counter Aura. A trickier ability it has is when it gives the arena a purple tint and causes darkness to swirl around it, mimicking an [[Aero]] or [[Tornado]] spell. Since this all happens near-simultaneously, and since it often uses it when being damaged many times in rapid succession, the attack is very difficult to avoid. If hit, the attack will do moderate damage and hurl Riku backwards, negating whatever action he happens to be performing.
While Counter Aura is crucial in this fight as it hits in any direction, it does little damage and its range is short, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening Riku up to damage and/or knocking him out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.


While Counter Aura is crucial in this fight, it does little damage, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening you up to damage and/or knocking you out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.
Once its HP is brought down to 1, the battle will shift. If the background is currently white when this happens, Riku must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. He should be at full HP for having better chances of surviving. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing and all of his commands will be locked, with his Attack command replaced by "[[Nightmare Clash]]". The Nightmare will take on a new, relatively smaller HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. Riku can attempt to time the strikes, but it may be best just to max out his HP and obtain Once More/Second Chance. If Riku has the Auto-Life status and has his HP depleted, a fatal error can occur where the Nightmare Clash command will be replaced by a disabled Attack command, requiring the player to reset the game if Once More is equipped. In normal cases, Riku's commands will be locked, leaving no way to heal him, so be sure to have his HP at maximum at the beginning of this phase. Mechanically, the Nightmare's attack is considered a separate combo, so Once More will not activate and Riku will most likely not survive if hit. Should he succeed, the Nightmare will be stunned and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and Riku will be forced to repeat this sequence with diminished HP.
{{Atk-o|DDD}}
{{Atk-m|{{nihongo|'''Dark Rave'''|ダークレイヴ|<br>Dāku Reivu}}
|Rising Horizontal Swing
|{{AT|att}} Physical
|—
|0.5 per hit
|△
|Attacks with a variety of moves. Uses up to 3-4 attacks in succession.
|<div style{{=}}"text-align:left">
*Rising Horizontal Sweep has the user perform a spin attack while jumping and releasing a few dark liquids around it.
*Spin Swing performs a Keyblade sweep similarily to Ventus's [[Counter Rush]], and by extension the Dark Slash attack. Can be used as a separate attack.
*Rush Swing is a four-hit combo, with the first two hits dealing no damage. Used after Rising Horizontal Sweep.
*Rush Quadruple Thrust is an advancing spin attack similar to the combo finish of [[Fever Pitch]]. Used after a Rush Swing.
*Dark Tornado is a dark pillar surrounding the user that knocks the opponent back. Used after a Rush Swing or as a separate attack.
</div>The ferocity of the Dark Rave is increased after using Crawler Attack, where the user performs up to four attacks more often.
|Spin Swing
|{{AT|att}} Dark
|—
|0.5 per hit
|△
|Rush Swing
|{{AT|att}} Physical
|—
|0 x2 + 0.5 x2
|△
|Rush Quadruple Thrust
|{{AT|att}} Physical
|—
|0.5 per hit
|△
|Dark Tornado
|{{AT|att}} Dark
|—
|0.5 per hit
|△
}}
{{Atk|{{nihongo|'''Crawler Attack'''|クローラーアタック|<br>Kurōrā Atakku}}
|{{AT|att}} None
|—
|1.0 per hit
|X
|Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness.
|Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept), unless a Link Style is active. During that time, the Armored Ventus Nightmare never uses Night Snake or Dark Charge.
}}
{{Atk|{{nihongo|'''Crawler Shot'''|クローラーショット|<br>Kurōrā Shotto}}
|{{AT|mag}} None
|—
|1.0 per hit
|X
|Jumps up and gathers strength, then scatters dark liquid forward in three directions. The dark liquid slowly follows the opponent while moving in an arch.
|The jump and charge of the attack is performed similarily to Ventus's [[Firestorm]]'s finish command.
}}
{{Atk|{{nihongo|'''Night Snake'''|ナイトスネイク|<br>Naito Suneiku}}
|{{AT|mag}} None
|—
|0.5 per hit
|X
|Dives underground and summons three blobs of dark liquid that fly toward the opponent.
|Used after moving to the middle of the arena, unless at 1 HP, and always starts with this attack. Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept), unless a Link Style is active. The Armored Ventus Nightmare is invincible during this attack. The blobs have a limited vertical range and cannot reach Riku while he climbs the walls using Flowmotion.
}}
{{Atk|{{nihongo|'''Dark Slash'''|ダークスラッシュ|<br>Dāku Surasshu}}
|{{AT|att}} Dark
|—
|1.0
|△
|Moves behind the opponent and swings the Keyblade.
|The slide behind the opponent resembles Ventus's [[Reversal]], while the swing resembles his Counter Rush. Can be followed with Dark Rave.
}}
{{Atk|{{nihongo|'''Dark Raid'''|ダークレイド|<br>Dāku Reido}}
|{{AT|att}} Dark
|—
|1.0 per hit
|△
|Repositions itself in the air and throws its Keyblade. The Keyblade will return to its hand after traveling a certain distance.
|Only used after getting knocked back. The Keyblade can also hit multiple times if Riku is in the farthest distance it can reach. Performed similarily to Ventus's [[Payback Raid]].
}}
{{Atk|{{nihongo|'''Dark Charge'''|ダークチャージ|<br>Dāku Chāji}}
|{{AT|att}} Dark
|—
|2.0 per hit
|X
|Only used at nearly 1 HP. Locks onto Riku multiple times, recovers to 200 HP, then charges forward until Riku's Dream Eater Link Gauges drop to 0. Can be nullified by using [[Nightmare Clash]].
|Used after moving to the middle of the arena. The start of the series of charges is delayed in the international releases of ''Kingdom Hearts Dream Drop Distance HD''. The Armored Ventus Nightmare will remain invulnerable until its first charge.<ref>KH3D HD JP Dark Charge : https://youtu.be/JjBacMIlluU?si=F6v_QtKVPQt3e6KW&t=598 - US Dark Charge https://youtu.be/Sva2dM47qk0?si=XbFtka-3hcHPt3bW&t=167</ref><br>Once Riku reduces the Armored Ventus Nightmare's HP to 1 with Nightmare Clash, the Armored Ventus Nightmare will be left stunned, while Riku will gain access to the Finish command, which is required to drop the Armored Ventus Nightmare's HP to 0.<br><!-- Confirm if the following is part of Dark Charge -->Should Riku revert from Nightmare Clash before the Finish command is available, the Armored Ventus Nightmare will finish by falling and summoning a pillar of light with its left hand in the ground. Riku then takes heavy damage no matter his position.
}}
{{Atk-c}}


In any case, once its HP is brought down to 1, the battle will shift. If the background is currently white, you must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. You should be with full HP for having better chances of surviving. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing, and all of his commands will be locked, with his attack replaced by "[[Nightmare Clash]]." The Nightmare will take on a new, relatively small HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. You can attempt to time the strikes, but it may be best just to max out Riku's HP and obtain Once More, which aren't very hard to do in this game.  
==Gallery==
<gallery>
Kingdom Key (Armored Ventus Nightmare) KH3D.png|The black version of the Kingdom Key wielded by the Armored Ventus Nightmare.
</gallery>


Your commands will also be altered, leaving no way to heal Riku, so be sure to have your HP at maximum at the beginning of this phase. Mechanically, the Nightmare'a attack is considered a separate combo, so Riku will most likely not survive if hit. Should you succeed, the Nightmare will be stunned, and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and you'll be forced to repeat this sequence with diminished HP. Be also sure to not to die if one of your Dream Eaters have Auto-Life and have cast it on you before the phase begins, otherwise you will indeed be revived but there will be a glitch: the Nightmare Clash will be deactivated and you won't be able to do anything and will be forced to reset the game.
==Video==
{| class="video"
! Armored Ventus Nightmare ''Kingdom Hearts Dream Drop Distance HD'' (Riku)
|-
| {{#widget:YouTube|id=B8O7nTWpp1Q|width=320|height=240}}
|}


<!--[[Nightmare Break]]{{fact}}--what is the name of the dual link?--
==Notes and references==
when defeated The Armored Ventus Nightmare and Riku (fused with the dream eaters) clash, repeatedly press A in order to destroy the armour and free [[Sora]]  --><!--
{{reflist}}


REWORK THIS. Each attack description should list a method of dodging or countering it, and the attack names should be written to convey informality unless there is a source for the name (i.e., no capitals).
'''Attacks'''
* Darkness Ball: Encases himself in a glob of darkness and fills the arena with light, flying into Riku repeatedly to deal damage.
* Shadow Combo: Melts into the ground until he gets behind Riku, then rematerializes and attacks Riku with a standard combo.
* Black Ball: Fills the arena with light, and sends a ball of darkness that bounces in a straight line and inflicts damage.
* Dark Spiral: Spirals upwards while dark orbs follow him in a helix fashion, then flies down, repeating the attack while diving.
* Melt: Melts into the ground and returns the arena to darkness.
* Dark Kick Dive: Spin-dives into Riku.
* Counter Combo: Sends helixes of black orbs skywards and follows up by attacking with the Keyblade.
* Warp Spiral: Melts into the ground until he gets in front of Riku, then rematerializes and attacks with a flurry of slashes.
* Nightmare Rush: [[Shotlock]]s Riku and rushes him repeatedly with the power of darkness while Riku fights back with Nightmare Clash.-->
==Videos==
<center>
{|border="1" style="text-align:center; border:2px solid"
|colspan="3" style="border-radius:10px"|'''Armored Ventus Nightmare (''Kingdom Hearts Dream Drop Distance'')'''
|-
|colspan="3" style="border:1px solid #490081"|<youtube width="320" height="240">f3NsZJuMdI4</youtube>
|}
</center>
{{-}}
{{DDD}}
{{DDD}}
{{DreamEaterDirectory}}
{{DreamEaterDirectory}}

Latest revision as of 06:28, 25 November 2024

Armored Ventus Nightmare

Armored Ventus Nightmare Artwork

Japanese ナイトメア・アーマーヴェントゥス
Rōmaji Naitomea Āmā Ventusu
Translation Nightmare Armor Ventus

Type Nightmare Dream Eater
Game Kingdom Hearts 3D: Dream Drop Distance
Themes Header.png

KH3D tracks
Battle theme - The Eye of Darkness
Armored Ventus Nightmare

Kingdom Hearts 3D: Dream Drop Distance
The armored form of someone who wished to protect Sora as darkness closed in. But the armor itself was also mantled in darkness, and posed a serious threat to Riku.
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
The World That Never Was 38 1000 0 60 60 29
40 1042 0 63 63 30
Reality Shifts disabled
Resistances Fire Blizzard Thunder Water Dark Light
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Status Effects Stun Mini Sleep Blind Stop Freeze
x0[1] x0 x0 x0 x0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x0 x0 x0 x0 x0
Zero Gravity Time Bomb Zantetsuken
x0 x0 x0
Rewards
None
Worlds
The World That Never Was

The Armored Ventus Nightmare is the final boss of Kingdom Hearts 3D: Dream Drop Distance. It is a dark Nightmare version of Ventus's Keyblade Armor controlling Sora's body.

Story[edit]

Kingdom Hearts 3D: Dream Drop Distance[edit]

After the real Organization XIII succeeds in luring Sora into the darkness, his heart sinks into the abyss of sleep. Just before it is consumed completely, Ventus's light shelters him in his Keyblade Armor, safeguarding it from the darkness that then shackles the armor.[2]

After the Guardians of Light retrieve Sora and return to the Mysterious Tower, Yen Sid informs Riku that, by opening the seven Sleeping Keyholes within Sora's dreams, he should be able to dive into Sora's dream and awaken his heart.[3] When Riku reaches Sora's Dive to the Heart, the darkness binding the armor animates as the Armored Ventus Nightmare, manipulating the armor to attack Riku. Riku manages to defeat the Nightmare and free Sora, and although this frees Sora to sink into darkness, he leaves behind his Keyblade, which Riku uses to unlock Sora's Keyhole.[4]

Design[edit]

The Armored Ventus Nightmare is Sora clad in Ventus's Keyblade Armor, which is now black and purple in coloration. The Nightmare Dream Eater emblem is emblazoned on the visor. The boss wields Sora's Kingdom Key, which is also colored black, with a reverse grip.

Despite being a Nightmare Dream Eater, it appears in the Character section of the Reports, instead of the Dream Eaters section.

Strategy[edit]

The Armored Ventus Nightmare has less health than Young Xehanort (5 HP bars), but often melts into the ground like a Shadow does and more frequently, making locking on challenging. Riku can follow its path by seeing his position on the map in the bottom screen, but this is tricky and may prove too much of a distraction. At these points, it may be better to stop moving and be prepared to guard until Riku has either locked back on or spotted it. In general, the Nightmare mimics Ventus's fighting style, making use of fast combos, counterattacks, and reprisals. Because of this, Dark Barrier and Counter Aura are recommended as they block and hit in any direction and provides invincibility frames from some of its more brutal attacks. As for Dream Eaters, it may help to have at least one with a healing ability, but other than that, it does not particularly matter. Since very few attack commands will be effective, one may consider bulking up on Cure spells and items or on projectiles. Ironically, the air is generally a blind spot for the Nightmare, so if Riku has a command that can be quickly executed from the safety of a double jump like Firaga Burst, that may also help. Flowmotion attacks from above can also help.

The Armored Ventus Nightmare about to fight against Riku.
The Armored Ventus Nightmare fights against Riku in Sora's Soul World.

When it turns the background white, the Dream Eaters are removed from the party temporarily, and the enemy may follow it up with one of two abilities. It will either generate four orbs of darkness that bounce around the arena and seek out Riku, or attack by moving towards Riku and using combos. In the former case, Riku cannot block these orbs and can only dodge. This is best achieved by using Flowmotion to jump up the sides of the arena, where the orbs will not follow, as dodging normally will not evade all of them. In the latter case, the Nightmare can be damaged. Again, Counter Aura will prove effective here. In either case, timing is critical for defense and it will eventually melt back into the ground, returning the arena to normal.

If it leaps into the air, resist the urge to attack it, as it is about to fire orbs of darkness into the ground that cannot be blocked. Even if Riku avoids the initial attack, it will split apart and travel across the floor of the arena. If he manages to avoid both, it will often quickly follow up with one of the white background attacks. The Nightmare may spin-dive into Riku like Ventus's Fever Pitch, or melt into the ground and reappear behind him to attack. These are all best handled with Dark Barrier and Counter Aura. A trickier ability it has is when it gives the arena a purple tint and causes darkness to swirl around it (mimicking an Aero or Tornado spell). Since this all happens near-simultaneously, and since it often uses it when being damaged many times in rapid succession, the attack is very difficult to avoid. If hit, the attack will do moderate damage and hurl Riku backwards, negating whatever action he happens to be performing.

While Counter Aura is crucial in this fight as it hits in any direction, it does little damage and its range is short, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening Riku up to damage and/or knocking him out of the attack early, effectively wasting the command. It will often use "dark Aero" to accomplish this.

Once its HP is brought down to 1, the battle will shift. If the background is currently white when this happens, Riku must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. He should be at full HP for having better chances of surviving. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing and all of his commands will be locked, with his Attack command replaced by "Nightmare Clash". The Nightmare will take on a new, relatively smaller HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. Riku can attempt to time the strikes, but it may be best just to max out his HP and obtain Once More/Second Chance. If Riku has the Auto-Life status and has his HP depleted, a fatal error can occur where the Nightmare Clash command will be replaced by a disabled Attack command, requiring the player to reset the game if Once More is equipped. In normal cases, Riku's commands will be locked, leaving no way to heal him, so be sure to have his HP at maximum at the beginning of this phase. Mechanically, the Nightmare's attack is considered a separate combo, so Once More will not activate and Riku will most likely not survive if hit. Should he succeed, the Nightmare will be stunned and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and Riku will be forced to repeat this sequence with diminished HP.

Technique Element Status Power Block?
Dark Rave (ダークレイヴ
Dāku Reivu
?)
Rising Horizontal Swing Attack Command Physical 0.5 per hit

Spin Swing Attack Command Dark 0.5 per hit

Rush Swing Attack Command Physical 0 x2 + 0.5 x2
Rush Quadruple Thrust Attack Command Physical 0.5 per hit
Dark Tornado Attack Command Dark 0.5 per hit
Attacks with a variety of moves. Uses up to 3-4 attacks in succession.

  • Rising Horizontal Sweep has the user perform a spin attack while jumping and releasing a few dark liquids around it.
  • Spin Swing performs a Keyblade sweep similarily to Ventus's Counter Rush, and by extension the Dark Slash attack. Can be used as a separate attack.
  • Rush Swing is a four-hit combo, with the first two hits dealing no damage. Used after Rising Horizontal Sweep.
  • Rush Quadruple Thrust is an advancing spin attack similar to the combo finish of Fever Pitch. Used after a Rush Swing.
  • Dark Tornado is a dark pillar surrounding the user that knocks the opponent back. Used after a Rush Swing or as a separate attack.
The ferocity of the Dark Rave is increased after using Crawler Attack, where the user performs up to four attacks more often.
Crawler Attack (クローラーアタック
Kurōrā Atakku
?)
Attack Command None 1.0 per hit X
Dives underground and moves directly beneath the opponent, then jumps out and attacks with a Keyblade swing and whirlpool of darkness.

Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept), unless a Link Style is active. During that time, the Armored Ventus Nightmare never uses Night Snake or Dark Charge.
Crawler Shot (クローラーショット
Kurōrā Shotto
?)
Magic Command None 1.0 per hit X
Jumps up and gathers strength, then scatters dark liquid forward in three directions. The dark liquid slowly follows the opponent while moving in an arch.

The jump and charge of the attack is performed similarily to Ventus's Firestorm's finish command.
Night Snake (ナイトスネイク
Naito Suneiku
?)
Magic Command None 0.5 per hit X
Dives underground and summons three blobs of dark liquid that fly toward the opponent.

Used after moving to the middle of the arena, unless at 1 HP, and always starts with this attack. Temporarily turns the arena white, and removes Riku's Dream Eaters from the party (Abilities are still kept), unless a Link Style is active. The Armored Ventus Nightmare is invincible during this attack. The blobs have a limited vertical range and cannot reach Riku while he climbs the walls using Flowmotion.
Dark Slash (ダークスラッシュ
Dāku Surasshu
?)
Attack Command Dark 1.0
Moves behind the opponent and swings the Keyblade.

The slide behind the opponent resembles Ventus's Reversal, while the swing resembles his Counter Rush. Can be followed with Dark Rave.
Dark Raid (ダークレイド
Dāku Reido
?)
Attack Command Dark 1.0 per hit
Repositions itself in the air and throws its Keyblade. The Keyblade will return to its hand after traveling a certain distance.

Only used after getting knocked back. The Keyblade can also hit multiple times if Riku is in the farthest distance it can reach. Performed similarily to Ventus's Payback Raid.
Dark Charge (ダークチャージ
Dāku Chāji
?)
Attack Command Dark 2.0 per hit X
Only used at nearly 1 HP. Locks onto Riku multiple times, recovers to 200 HP, then charges forward until Riku's Dream Eater Link Gauges drop to 0. Can be nullified by using Nightmare Clash.

Used after moving to the middle of the arena. The start of the series of charges is delayed in the international releases of Kingdom Hearts Dream Drop Distance HD. The Armored Ventus Nightmare will remain invulnerable until its first charge.[5]
Once Riku reduces the Armored Ventus Nightmare's HP to 1 with Nightmare Clash, the Armored Ventus Nightmare will be left stunned, while Riku will gain access to the Finish command, which is required to drop the Armored Ventus Nightmare's HP to 0.
Should Riku revert from Nightmare Clash before the Finish command is available, the Armored Ventus Nightmare will finish by falling and summoning a pillar of light with its left hand in the ground. Riku then takes heavy damage no matter his position.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Gallery[edit]

Video[edit]

Armored Ventus Nightmare – Kingdom Hearts Dream Drop Distance HD (Riku)

Notes and references[edit]

  1. ^ The Armored Ventus Nightmare is left stunned when Riku reduces its HP to 1 with Nightmare Clash before he reverts.
  2. ^ Kingdom Hearts 3D: Dream Drop Distance, The World That Never Was: "A single ray of light chased him down, down, down... Right before the darkness enveloped him completely, an aura of light appeared and clad him in armor. Thus protected, his body reclined in the darkness's embrace."
  3. ^ Kingdom Hearts 3D: Dream Drop Distance, Yen Sid: "In your Mark of Mastery exam, you were to unlock seven Sleeping Keyholes. By doing so, you would awaken those worlds from their prison of slumber, and also acquire the power to free a heart from its sleep. Riku, you unlocked those Keyholes within Sora's dreams. Therefore, it stands to reason that you now have the power to awaken Sora's heart."
  4. ^ Kingdom Hearts 3D: Dream Drop Distance, Mysterious Tower: "In the abyss, Riku was attacked by a suit of armor clad in deepest darkness. He defeated the armor and freed Sora from its defenses, then watched helplessly as his friend sank into the darkness. Did he do the right thing? Only Sora's Keyblade remained. Riku took it and unlocked the Keyhole."
  5. ^ KH3D HD JP Dark Charge : https://youtu.be/JjBacMIlluU?si=F6v_QtKVPQt3e6KW&t=598 - US Dark Charge https://youtu.be/Sva2dM47qk0?si=XbFtka-3hcHPt3bW&t=167