Kingdom Hearts Chain of Memories
Kingdom Hearts Re:Chain of Memories

Warp Break: Difference between revisions

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(→‎Mechanics: this enemy card is recommended for grinding to lv99)
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==Mechanics==
==Mechanics==
Warp Break is an [[enemy card]] effect that costs 99 CP to add to the deck and lasts for 50 attacks. With Warp Break active, combo finishers have a 2/3 chance to inflict {{c|Warp|status}} on any enemies it hits. Like with Warp, enemies do not drop prizes when hit. In the original ''Kingdom Hearts Chain of Memories'', when used in [[Link Mode]] or against bosses that use a deck, it will instead [[stun]] the opponent (indicated by a flash), while it has no effect on bosses that do not use a deck, and in ''Kingdom Hearts Re:Chain of Memories'', it has no effect on any boss. While Warp Break is in effect, the user is immune to {{c|Blizzard|element|ice}}, and resistant to {{c|Physical|element|physical attacks}}, but weak against {{c|Neutral|element|special attacks}}.
Warp Break is an [[enemy card]] effect that costs 99 CP to add to the deck and lasts for 50 attacks. With Warp Break active, combo finishers have a 2/3 chance to inflict {{c|Warp|status}} on enemies with combo finishes. Additionally, Riku's spin attack while in Dark Mode has the chance to inflict the status, but not the downwards slash used after a [[Double Jump]].  
 
In the original ''Kingdom Hearts Chain of Memories'', when Warp Break fails to inflict the status, the game will display a "Miss" text over the attack, and when used in [[Link Mode]] or against bosses that use a deck, it will instead [[stun]] the opponent (indicated by a flash), while it has no effect on bosses that do not use a deck, and in ''Kingdom Hearts Re:Chain of Memories'', it has no effect on any boss. While Warp Break is in effect, the user is immune to {{c|Blizzard|element|ice}}, and resistant to {{c|Physical|element|physical attacks}}, but weak against {{c|Neutral|element|special attacks}}.


When used by {{ns|Game|Lexaeus}}, the second hit of his Combo Attack technique stuns Riku in ''Kingdom Hearts Chain of Memories'', while it has a 2/3 chance of stunning Riku in ''[[Kingdom Hearts Re:Chain of Memories]]''.
When used by {{ns|Game|Lexaeus}}, the second hit of his Combo Attack technique stuns Riku in ''Kingdom Hearts Chain of Memories'', while it has a 2/3 chance of stunning Riku in ''[[Kingdom Hearts Re:Chain of Memories]]''.

Revision as of 10:00, 28 May 2024

Warp Break (デジョンブレイク Dejon Bureiku?, lit. "Dezone Break") is an ability that appears in Kingdom Hearts Chain of Memories. It allows the user to obliterate enemies with combo finishers with a high success rate.

Mechanics

Warp Break is an enemy card effect that costs 99 CP to add to the deck and lasts for 50 attacks. With Warp Break active, combo finishers have a 2/3 chance to inflict Warp on enemies with combo finishes. Additionally, Riku's spin attack while in Dark Mode has the chance to inflict the status, but not the downwards slash used after a Double Jump.

In the original Kingdom Hearts Chain of Memories, when Warp Break fails to inflict the status, the game will display a "Miss" text over the attack, and when used in Link Mode or against bosses that use a deck, it will instead stun the opponent (indicated by a flash), while it has no effect on bosses that do not use a deck, and in Kingdom Hearts Re:Chain of Memories, it has no effect on any boss. While Warp Break is in effect, the user is immune to ice, and resistant to physical attacks, but weak against special attacks.

When used by Lexaeus, the second hit of his Combo Attack technique stuns Riku in Kingdom Hearts Chain of Memories, while it has a 2/3 chance of stunning Riku in Kingdom Hearts Re:Chain of Memories.

Learning Warp Break

Kingdom Hearts Chain of Memories

  • The Lexaeus enemy card has Warp Break as an effect.
  • The Black Fungus enemy card can randomly activate Warp Break.
  • The Darkside enemy card can mimic an enemy's Warp Break.

See also