Abilities (KHII): Difference between revisions
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The Ability system in ''Kingdom Hearts II'' has received both minor aesthetic upgrades, as well as major mechanical changes. An Ability can now be equipped or unequipped simply by pressing {{button|t}} while highlighting its entry in the Ability menu, and are now separated into Action, Growth, and Support sets, which are distinguished by the color of their entry. '''Action Abilities''' are those which are used directly in combat, and are often tied to button-presses, while '''Support Abilities''' are those which enhance the character's stats, and are often passive. ''Kingdom Hearts II'' also expands Abilities such as [[Dodge Roll]] and [[Glide]] into '''Growth Abilities''', which affect Sora's movements, and can be upgraded by leveling up his [[Drive Forms]]. ''Kingdom Hearts II'' also introduces Equipment Abilities, which are automatically equipped when using a specific weapon. These abilities require no AP, though they are not able to be replaced or unequipped without taking off the weapon as well. while each of his Keyblades possesses a Support Ability. Donald and Goofy's strongest weapons also possess Equipment Abilities, as well as some of the rarer Armors and Accessories. | The Ability system in ''Kingdom Hearts II'' has received both minor aesthetic upgrades, as well as major mechanical changes. An Ability can now be equipped or unequipped simply by pressing {{button|t}} while highlighting its entry in the Ability menu, and are now separated into Action, Growth, and Support sets, which are distinguished by the color of their entry. '''Action Abilities''' are those which are used directly in combat, and are often tied to button-presses, while '''Support Abilities''' are those which enhance the character's stats, and are often passive. ''Kingdom Hearts II'' also expands Abilities such as [[Dodge Roll]] and [[Glide]] into '''Growth Abilities''', which affect Sora's movements, and can be upgraded by leveling up his [[Drive Forms]]. ''Kingdom Hearts II'' also introduces Equipment Abilities, which are automatically equipped when using a specific weapon. These abilities require no AP, though they are not able to be replaced or unequipped without taking off the weapon as well. while each of his Keyblades possesses a Support Ability. Donald and Goofy's strongest weapons also possess Equipment Abilities, as well as some of the rarer Armors and Accessories. | ||
While Sora can still learn most of his Support and Growth Abilities through leveling up, all of his standard Action Abilities are learned after completing certain events. However, allies no longer gain abilities by leveling, and instead gain them solely from events. Finally, each of Sora's Forms possesses its own Ability set, which replaces his normal set of Abilities. Like Equipment Abilities, | While Sora can still learn most of his Support and Growth Abilities through leveling up, all of his standard Action Abilities are learned after completing certain events. However, allies no longer gain abilities by leveling, and instead gain them solely from events. Finally, each of Sora's Forms possesses its own Ability set, which temporarily replaces his normal set of Abilities, excluding Equipment Abilities. Like Equipment Abilities, the Abilities belonging to each Form require no AP, though they cannot be replaced or unequipped. These Ability sets also include the Growth Ability linked to that Form, in a version stronger than Sora can use in Standard Form. | ||
==[[Sora|Sora's]] Abilities== | ==[[Sora|Sora's]] Abilities== |
Revision as of 20:01, 3 December 2009
The Ability system in Kingdom Hearts II has received both minor aesthetic upgrades, as well as major mechanical changes. An Ability can now be equipped or unequipped simply by pressing while highlighting its entry in the Ability menu, and are now separated into Action, Growth, and Support sets, which are distinguished by the color of their entry. Action Abilities are those which are used directly in combat, and are often tied to button-presses, while Support Abilities are those which enhance the character's stats, and are often passive. Kingdom Hearts II also expands Abilities such as Dodge Roll and Glide into Growth Abilities, which affect Sora's movements, and can be upgraded by leveling up his Drive Forms. Kingdom Hearts II also introduces Equipment Abilities, which are automatically equipped when using a specific weapon. These abilities require no AP, though they are not able to be replaced or unequipped without taking off the weapon as well. while each of his Keyblades possesses a Support Ability. Donald and Goofy's strongest weapons also possess Equipment Abilities, as well as some of the rarer Armors and Accessories.
While Sora can still learn most of his Support and Growth Abilities through leveling up, all of his standard Action Abilities are learned after completing certain events. However, allies no longer gain abilities by leveling, and instead gain them solely from events. Finally, each of Sora's Forms possesses its own Ability set, which temporarily replaces his normal set of Abilities, excluding Equipment Abilities. Like Equipment Abilities, the Abilities belonging to each Form require no AP, though they cannot be replaced or unequipped. These Ability sets also include the Growth Ability linked to that Form, in a version stronger than Sora can use in Standard Form.
Sora's Abilities
Action abilities
Ability | AP | Description | Obtained |
Guard (リフレクトガード Rifurekuto Gādo , lit. "Reflect Guard") |
2 | Blocks and shoots back enemy attacks using a parrying action with . | Roxas[1], Limit Form |
Upper Slash (スラッシュアッパー Surasshu Appā , lit. "Slash Upper") |
4 | Knocks a target into the air during a combo with . | Sora[2] |
Horizontal Slash (エアサイドスラッシュ Ea Saido-Surasshu , lit. "Air Side-Slash") |
2 | Attacks a target from left to right during a midair combo with . | Sora[3] |
Finishing Leap (フィニッシュライズ Finisshu Raizu , lit. "Finish Rise") |
5 | Jumps high into the air while attacking at the end of a combo with . | Sora[4] |
Retaliating Slash (リベンジスラッシュ Rebenji Surasshu , lit. "Revenge Slash")[5] |
3 | When knocked down, quickly regains balance and counterattacks with . | Sora[6], Valor Form, Wisdom Form, Lion Form |
Slapshot (スラップショット Surappushotto ) | 2 | Rapidly attacks a target. | Sora[7], Limit Form |
Dodge Slash (ドッジスラッシュ Dojji Surasshu ) | 2 | Unleashes an attack that deals damage to nearby enemies. | Sora[8] |
Flash Step (フラッシュステップ Furasshu Suteppu ) | 2 | Sora does an extremely fast step attack to uppercut and break the enemy's Guard from a certain distance. | Sora[9] |
Sliding Dash (スライドダッシュ Suraido Dasshu , lit. "Slide Dash") |
2 | Instantly closes in on and attacks a far target. | Sora[10], Limit Form |
Round Break (ラウンドブレイク Raundo Bureiku ) | 3 | If there are many enemies around Sora, Sora will do a spin slash to hits enemies who surround him. | Sora[11] |
Guard Break (ストライドブレイク Sutoraido Bureiku , lit. "Stride Break") |
3 | Unleashes a powerful finishing combo move that pierces through a target's guard. | Sora[12] |
Explosion (エクスプロージョン Ekusupurōjon ) | 3 | Unleashes a finishing combo move that knocks down several enemies. Damage dealt is relative to magic skill. | Sora[13] |
Aerial Sweep (エリアルスイープ Eriaru Suīpu ) | 2 | Unleashes a powerful leaping attack on targets in midair. | Sora[14], Limit Form |
Aerial Dive (エリアルダイヴ Eriaru Daivu ) | 2 | While standing on the ground, Sora jumps and hits with 3 diagonal slashes towards an aerial enemy. | Sora[15] |
Aerial Spiral (エアスパイラル Ea Supairaru , lit. "Air Spiral") |
2 | Closes in on far targets in midair and unleashes spinning attacks. | Sora[16] |
Aerial Finish (エリアルフィニッシュ Eriaru Finisshu ) | 3 | Unleashes a powerful finishing combo move to a single target in midair. | Sora[17] |
Magnet Splash (マグネスプラッシュ Magune Supurasshu ) | 3 | Air combo finisher; When there are multiple enemies near him, Sora spins around while creating a magnetic force which explodes. | Sora[18] |
Counterguard (ガードカウンター Gādo Kauntā , lit. "Guard Counter") |
4 | Counterattacks nearby enemies with Attack while performing Guard. | Sora[19] |
Auto Valor (オートブレイヴ Ōto Bureivu , lit. "Auto Brave") |
1 | Automatically sets the Reaction Command to Valor in a pinch, if Valor Form is usable. | Sora[20] |
Auto Wisdom (オートウィズダム Ōto Wizudamu ) | 1 | Automatically sets the Reaction Command to Wisdom in a pinch, if Wisdom Form is usable. | Sora[21] |
Auto Limit (オートリミット Ōto Rimitto ) | 1 | Automatically sets the Reaction Command to Limit in a pinch, if Limit Form is usable. | Sora[22] |
Auto Master (オートマスター Ōto Masutā ) | 1 | Automatically sets the Reaction Command to Master in a pinch, if Master Form is usable. | Sora[23] |
Auto Final (オートファイナル Ōto Fainaru ) | 1 | Automatically sets the Reaction Command to Final in a pinch, if Final Form is usable. | Sora[24] |
Auto Summon (オートサモン Ōto Samon ) | 2 | When a friend is down, automatically sets the Reaction Command to Summon, in the column that contains Summon, if Summon is usable. | Sora[25] |
Trinity Limit (トリニティリミット Toriniti Rimitto ) | 5 | A Limit Command that uses teamwork to unleash the powerful Trinity attack. Consumes all of Sora's MP. | Sora[26] |
Brave Shot (ブレイヴシュート Bureivu Shūto , lit. "Brave Shoot") |
— | Unleashes a powerful finishing combo move and knocks a single target off its feet. | Valor Form |
Brave Beat (ブレイヴビート Bureivu Bīto ) | — | Unleashes a powerful finishing combo move that successively attack several targets at once. | Valor Form |
Sonic Strike (ソニックストライク Sonikku Sutoraiku ) | — | Unleashes a powerful finishing combo move that pierces through a single target. | Valor Form |
Sonic End (ソニックエンド Sonikku Endo ) | — | Unleashes a powerful finishing combo move in a rapid midair attack to several targets at once. | Valor Form |
Over the Horizon (オーバーホライズン Ōbā Horaizon , lit. "Over Horizon") |
— | Leaps towards a target in a rapid attack with . | Valor Form |
Omega Finale (フリーフィニッシュ Furī Finisshu , lit. "Free Finish") |
— | Deals finishing combo moves in the middle of a combo with . | Valor Form |
Wisdom Shot (ウィズダムショット Wizudamu Shotto ) | — | Changes the command Attack to Shoot. | Wisdom Form |
Mobile Action (アクティブホバー Akutibu Hobā , lit. "Active Hover") |
— | Actions will be enabled while moving. | Wisdom Form, Final Form |
Magic Haste (マジックヘイスト Majikku Heisuto ) | — | Shortens magic casting time and enables rapid magic combos. | Wisdom Form |
Magic Spice (マジックスパイス Majikku Supaisu ) | — | Powers up the finishing move of magic combos. | Wisdom Form |
Sonic Blade (ソニックレイヴ Sonikku Reivu ) | — | Limit command () - Up to 7 quick dashes with the Keyblade. Sora is invulnerable during the dashes (60 MP). | Limit Form |
Ars Arcanum (ラストアルカナム Rasuto Arukanamu , lit. "Last Arcanum") |
— | Limit command () - Massive Keyblade combo (75 MP). | Limit Form |
Strike Raid (ストライクレイド Sutoraiku Reido ) | — | Limit command () - Throw the Keyblade up to 5 times. Just as in Kingdom Hearts, this command ends with Judgment, a critical finisher (65 MP). | Limit Form |
Ragnarok (ラグナロク Ragunaroku ) | — | Limit command () - Short aerial combo leading to a reaction command of light laser bursts. Select the third of four reaction commands for maximum damage (80 MP). | Limit Form |
Zantetsuken (ザンテツケン Zantetsuken ) | — | Finishing move - a powerful thrust, the strongest single hitting finishing move in the game. | Limit Form |
Ripple Drive (リップルドライヴ Rippuru Doraivu ) | — | Finishing move - Hits multiple enemies with an aura attack. | Limit Form |
Hurricane Period (ハリケーンピリオド Harikēn Piriodo ) | — | Aerial finishing move - Sora spins with the Keyblade 1080 degrees vertically. | Limit Form |
Zantetsu Counter (ザンテツカウンター Zantetsu Kauntā ) | — | After blocking with Guard, press to counter with Zantetsuken. With Finishing Plus equipped, you may perform multiple combo finishers. | Limit Form |
Reflect Combo (リフレクトコンボ Rifurekuto Konbo ) | — | Allows Guarding during a ground Combo. | Limit Form |
Master Strike (マスターストライク Masutā Sutoraiku ) | — | Unleashes a powerful finishing combo move that successively attacks a single target. | Master Form |
Disaster (ディザスター Dizasutā ) | — | Unleashes a powerful finishing combo move that draws in several enemies and successively deals damage. | Master Form |
Master Magic (マスターマジック Masutā Majikku ) | — | Powers up magic. | Master Form |
Final Arcana (ファイナルアルカナム Fainaru Arukanamu , lit. "Final Arcanum") |
— | Handling the Keyblade with great skill, unleashes a powerful finishing combo move to a single target. | Final Form |
Final Strike (ファイナルオーバー Fainaru Ōbā , lit. "Final Over") |
— | While spinning in midair, deals a powerful finishing combo move to a single target. | Final Form |
Final Arts (ファイナルアーツ Fainaru Ātsu ) | — | Unleashes a powerful finishing combo move to get rid of several targets at once. | Final Form |
Auto Assault (オートアサルト Ōto Asaruto ) | — | The Keyblade automatically unleashes attacks in various situations. | Final Form |
Crime & Punishment (クライムペナルティ Kuraimu Penaruti , lit. "Crime Penalty") |
— | A Keyblade held in each hand unleashes powerful magic spells. | Final Form |
Combo Upper (コンボアッパー Konbo Appā ) | — | Knocks a target into the air during a combo with . | Lion Form |
Aerial Impulse (エアインパルス Ea Inparusu , lit. "Air Impulse") |
— | Tackles and attacks a target in midair during a combo with . | Lion Form |
Finishing Blast (フィニッシュバースト Finisshu Bāsuto , lit. "Finish Burst") |
— | Deals damage to nearby enemies at the end of a combo with . | Lion Form |
Running Tackle (ダッシュインパクト Dasshu Inpakuto , lit. "Dash Impact") |
— | Unleashes a rapid tackle on a single target during Dash. | Lion Form[27] |
Dash (ダッシュ Dasshu ) | — | Moves rapidly while pressing down . | Lion Form[28] |
Growth
Ability | Description |
High Jump | Allows 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 acquired twice |
Air Combo Plus | 1 AP | The maximum number of attacks with aerial combos increases by 1. The ability can be acquired 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 acquired 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 Gull Wing) 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 cast 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. |
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. |
Gull Wing | 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 |
Notes and References
- ^ Defeat Twilight Thorn
- ^ Defeat Possessor and Thresholder.
- ^ Defeat Hostile Program (Kingdom Hearts II). / Defeat Grim Reaper on the Black Pearl (Final Mix).
- ^ Defeat The Experiment (Kingdom Hearts II). / Defeat Blizzard Lord and Volcanic Lord in Agrabah (Final Mix).
- ^ In Lion Form, this is translated as "Retaliating Smash".
- ^ Defeat Dark Thorn.
- ^ Free the Cornerstone of Light (Kingdom Hearts II). / Clear the Nobodies in the Betwixt and Between (Final Mix).
- ^ Defeat Cerberus in Olympus Coliseum (Kingdom Hearts II). / Free the Cornerstone of Light (Final Mix).
- ^ Defeat Prison Keeper (Final Mix).
- ^ Survive the Village Cave trap.
- ^ Defeat Hostile Program (Final Mix).
- ^ Defeat the Army of 1000 Heartless.
- ^ Defeat Blizzard Lord and Volcanic Lord in Agrabah (Kingdom Hearts II). / Defend the Solar Sailer (Final Mix).
- ^ Defeat Shan-Yu.
- ^ Clear "Maniac" Phil Training test (Final Mix).
- ^ Clear "Maniac" Phil training test (Kingdom Hearts II). / Save the Medallion (Final Mix).
- ^ Defeat Captain Barbossa.
- ^ Defeat Hades (Final Mix).
- ^ Defeat Hades (Kingdom Hearts II). / Defeat Cerberus in Olympus Coliseum (Final Mix).
- ^ Valor Form (LV 2)
- ^ Wisdom Form (LV 2)
- ^ Limit Form (LV 2) (Final Mix)
- ^ Master Form (LV 2)
- ^ Final Form (LV 2)
- ^ Get Queen Minnie safely to the throne.
- ^ Defeat Pete in Olympus Coliseum.
- ^ Restore Simba's confidence.
- ^ Reach Wildebeest Valley.