Trickmaster: Difference between revisions
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===''Kingdom Hearts Re:Chain of Memories''=== | ===''Kingdom Hearts Re:Chain of Memories''=== | ||
Unlike the original game, the battle starts with the chair already present with the player character on it. One of the best ways to beat the Trickmaster is to have plenty of [[Fire]] cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards. | Unlike the original game, the battle starts with the chair and table already present with the player character on it. One of the best ways to beat the Trickmaster is to have plenty of [[Fire]] cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards, or chain Firaga sleights. | ||
It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any. | It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any. | ||
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====Reverse/Rebirth==== | ====Reverse/Rebirth==== | ||
If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much {{AP|2}} Riku has, he is reduced to | If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much {{AP|2}} Riku has, he is reduced to nine cards—namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so he will have a difficult time breaking the Trickmaster's attacks. Unlike the first ''Kingdom Hearts'', its clubs are automatically lit, and will remain lit throughout the battle, so be on guard when the Trickmaster is below half HP. | ||
The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only. | The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only. |
Latest revision as of 05:10, 23 November 2024
Oh no! The water! I'm in big trouble if I don't fetch it!
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Please help out by editing this page. Please see the Manual of Style and editing help before getting started. Issues: Strategy for coded. Expand story section. |
Trickmaster | |||||||||||||||||||||||||||||
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Japanese | トリックマスター | ||||||||||||||||||||||||||||
Rōmaji | Torikkumasutā
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Type | Emblem Heartless | ||||||||||||||||||||||||||||
Games | Kingdom Hearts Kingdom Hearts Chain of Memories Kingdom Hearts coded Kingdom Hearts χ | ||||||||||||||||||||||||||||
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Trickmaster
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Kingdom Hearts |
Heartless that Sora and company encounter while they searched for Alice. His herky-jerky attacks and juggling act flustered Sora and the others. |
Kingdom Hearts Chain of Memories |
Sora's Story The Heartless in Wonderland that stole the Queen of Hearts's memory. Victims of memory theft don't even remember what it is they forgot. Reverse/Rebirth The Heartless that threw Wonderland into chaos. It appeared to Riku as a token of the indelible Darkness in his Heart. |
Kingdom Hearts Re:coded |
The Heartless responsible for the memory mix-up in Wonderland. Its fiery juggling and uncanny ability to turn space topsy-turvy gave Sora a run for his money. Wait for an opening, than use projectiles to put a frown on this clown. |
Kingdom Hearts Union χ |
This talented trickster will use its antics to lower your defense and prolong the battle. Make sure you have HP recovery measures handy! |
HP | STR | DEF | MP rec | EXP | |||
Wonderland | 600 | 9 | 9 | 15 | 150 | ||
Weapon | Fire | Blizzard | Thunder | ||||
x1.0 | x0.49 | x0.5 | x1.0 | ||||
Percentage | Stop | Stun | Other | ||||
x0.04 | x0.3 | x0.5 | x0.5 | ||||
Rewards | |||||||
Ifrit's Horn When knocked out (1) HP prize x5 When clubs are extinguished (2) MP prize x20 | |||||||
World(s) | |||||||
Wonderland |
HP | STR | DEF | MP rec | EXP | |||
Wonderland | 600 | 9 | 9 | 16 | 150 | ||
Weapon | Fire | Blizzard | Thunder | ||||
x1.0 | x0.49 | x0.5 | x0.5 | ||||
Percentage | Stop | Stun | Other | ||||
x0.02 | x0.2 | x0.5 | x0.5 | ||||
Rewards | |||||||
Ifrit's Horn When knocked out (1) HP prize x5 When clubs are extinguished (2) MP prize x20 | |||||||
World(s) | |||||||
Wonderland |
HP | STR | DEF | MP rec | EXP | |||
Wonderland | 600 | 9 | 9 | 15 | 150 | ||
Weapon | Fire | Blizzard | Thunder | ||||
x1.0 | x0.49 | x0.5 | x1.0 | ||||
Percentage | Stop | Stun | Other | ||||
x0.04 | x0.3 | x0.5 | x0.5 | ||||
Rewards | |||||||
Ifrit's Horn When knocked out (1) HP prize x5 When clubs are extinguished (2) MP prize x20 | |||||||
World(s) | |||||||
Wonderland |
Floor | HP | AP | EXP | ||||
---|---|---|---|---|---|---|---|
Sora | Riku
| ||||||
2F | B11F | 548 | 6 | 232 | |||
3F | B10F | 597 | 8 | 372 | |||
4F | B9F | 646 | 10 | 511 | |||
5F | B8F | 695 | 12 | 651 | |||
6F | B7F | 744 | 14 | 790 | |||
7F | B6F | 792 | 16 | 930 | |||
8F | B5F | 841 | 18 | 1069 | |||
9F | B4F | 890 | 20 | 1209 | |||
Physical | Fire | Ice | Lightning | Neutral | |||
1.0 | 0.5 | 0.5 | 0.5 | 0.5 | |||
Stun | Percentage | Stop | |||||
x0 | x0 | x0 | |||||
Warp | Bind | Confuse | Terror | ||||
x0 | x0 | x0 | x0 | ||||
World(s) | |||||||
Wonderland | |||||||
Enemy Card | |||||||
Ability | Duration | Cost | |||||
Value Break | 10 breaks | 25 CP | |||||
Description | |||||||
When you lose a card break, reduce the value of the enemy's card by the value of your broken card. | |||||||
Floor | HP | AP | EXP | ||||||
---|---|---|---|---|---|---|---|---|---|
Sora | Riku | Regular | Beginner
| ||||||
2F | B11F | 578 | 434 | 8 | 132 | ||||
3F | B10F | 667 | 500 | 11 | 272 | ||||
4F | B9F | 746 | 560 | 14 | 311 | ||||
5F | B8F | 795 | 596 | 16 | 351 | ||||
6F | B7F | 844[SS] 848[R/R] |
633[SS] 636[R/R] |
18[SS], 19[R/R] | 490 | ||||
7F | B6F | 922 | 692 | 21 | 530 | ||||
8F | B5F | 996 | 747 | 23 | 569 | ||||
9F | B4F | 1070 | 803 | 25 | 609 | ||||
Physical | Fire | Ice | Lightning | Neutral | |||||
1.0 | 0.5 | 0.5 | 0.5 | 0.5 | |||||
Stun | Percentage | Stop | Warp | ||||||
x0 | x0 | x0 | x0 | ||||||
Bind | Confuse | Terror | Magnet | Freeze | |||||
x0 | x0 | x0 | x0 | x0 | |||||
Duel Stats | No. of Cards | Time | |||||||
5 cards | 6 s | ||||||||
Rewards | |||||||||
Hit the head with a three-hit combo HP prize (small) x7 | |||||||||
World(s) | |||||||||
Wonderland | |||||||||
Enemy Card | |||||||||
Ability | Duration | Cost | |||||||
Value Break | 10 breaks | 25 CP | |||||||
Description | |||||||||
When you lose a card break, reduce the value of the enemy's card by the value of your broken card. | |||||||||
World | HP | Strength | Defense | |
Wonderland (Phases 1, 2) |
630 | 45 | Body: 130 Head: 112 Hands: 150 Legs: 157 | |
Wonderland (Phase 3) |
630 | 45 | Body: 141 Head: 123 Hands: 153 Legs: 168 | |
Fire | Blizzard | Thunder | Aero | |
x0.20 | x1.40 | x1.00 | x1.00 | |
Ignite | Freeze | Jolt | Air-Toss | |
X | X | X | X | |
Slow | Stop | Confuse | Stun | Magnet |
X | X | X | X | X |
Worlds | ||||
Wonderland |
The Trickmaster is an Emblem Heartless boss that is found in Kingdom Hearts, Kingdom Hearts Chain of Memories, Kingdom Hearts coded, and Kingdom Hearts χ. It is one of the bosses at Wonderland.
Story[edit]
Kingdom Hearts[edit]
After Alice goes missing following Sora's battle with the Card Soldier's, Sora, Donald, and Goofy set out to find her. Following the Cheshire Cat's advice, they light the lamps on the Bizarre Room's ceiling. When they return to the regular Bizarre Room, the Trickmaster drops down from the ceiling and attacks. Once the Heartless has been defeated, Sora discovers Wonderland's Keyhole and seals it.
Kingdom Hearts Chain of Memories[edit]
Trickmaster is seen in Castle Oblivion as a figment of Sora's memory in his memories of Wonderland. It steals the Queen of Hearts's memory, and she accuses Alice of this crime. After escaping from the Queen of Hearts with Alice, Sora battles the Trickmaster and defeats it.
The Trickmaster also appears to Riku, as a figment of his memory and a representation of the darkness within him.
Kingdom Hearts coded[edit]
The Trickmaster is a source of Bug Blox in the Data-Wonderland. It also steals the memories of all the living beings in its world.
Design[edit]
A Trickmaster is a bizarre Heartless with spindly legs resembling scissor jacks, arms that appear and sound like they're made of paper, and a head that is made of several segments balanced on top of each other. Each of these segments sports its own face—though all of the faces have the same glowing yellow eyes and jagged mouths—and they alternate in color from red to black. Its arms are black and it often juggles clubs with zig-zagging, purple and lavender stripes on them. It wears black armor with large, red shoulder pads, a black codpiece, and has a very thin and small red body. The upper halves of its legs are red, while their lower halves are black. Its feet are black, flat, and curl at the tips. Much of its upper body and head sport gold highlights.
In Kingdom Hearts Final Mix, the red sections of the Trickmaster's body becomes magenta, the black sections become lavender, save for its arms, which become a dark shade of steel blue. Its clubs becomes striped with black and white, and its feet and the gold tinges on its body and head both become yellow with a slight green tint. In this version, its coloration is noticeably similar to that of the Crimson Prankster.
The Trickmaster's name and design reflect the confusing, deceptive nature of Wonderland. Its name may also reference the Heartless's skill in juggling and performing other "tricks".
Strategy[edit]
Kingdom Hearts[edit]
This Heartless can only be fought while Sora's party is small. You cannot damage the legs, so a well timed jump attack (one strike per jump), or getting on top of the table via the chair or grappling the edge is required for melee. If you already visited Olympus Coliseum, Thunder magic can also be used, which will immediately cause the Trickmaster to be stunned. The Trickmaster ignites its juggling clubs at the stove at the left side of the fireplace, and the damage from a lit club is increased significantly. Using the Fire spell on the clubs may cause them to light as well. The Trickmaster will regularly return to the left side of the fireplace to ignite their clubs after taking steady damage, noting an audible kitchen timer ding noise before they return. After a while, the Trickmaster will regularly push the round table into the ground as well, forcing you to use the chair to gain height for melee combos. You can target the base of the furnace that the Trickmaster returns to and cast Blizzard to ensure they can no longer ignite the two clubs, forcing them to resort to lower damage melee for the rest of the fight. If the Trickmaster's clubs are on fire, hitting them with a Blizzard spell returns them to normal.
The Trickmaster's weak spot is located high on its chest, and it can only be hit with aerial combos or from an elevated position. Occasionally, it will collapse, which is the perfect opportunity for some quick combos. It will also drop HP prizes that can be useful. Get as many hits in as possible, as it will soon regain its height. If left alone in the beginning stages of the fight, the Trickmaster will perform a dance which will cause the table in the center of the battlefield to spin, causing players to mistime their jump towards the Heartless.
Technique | Element | Tech | Power Bonus | Guard? | ||
---|---|---|---|---|---|---|
Stomp Attack (踏みつけ攻撃 Fumitsuke Kōgeki ) |
None | x0 | 2 | Repellable (Recoil: 100) | ||
Stomps while lighting its clubs on fire above the stove. | ||||||
Club Swing (棍棒振りまわし Konbō Furimawashi ) |
None[3] Fire[4] |
x0 | 0 | Repellable (Recoil: 100) | ||
Alternately swings its clubs sideways. | ||||||
Club Attack (棍棒攻撃 Konbō Kōgeki ) |
None[3] Fire[4] |
x0 | 4[3] 6[4] |
Repellable (Recoil: 100) | ||
Swings either the left or right club diagonally downward. | ||||||
Fire (ファイア Faia ) |
Fire | x0.02 | 6 | Returnable (Recoil: 0) | ||
Swings a flaming club and sends a flame flying. | ||||||
Fira (ファイラ Faira ) |
Fire | x0.04 | 8 | Returnable (Recoil: 0) | ||
Puts the clubs atop one another and sends a flame flying. | ||||||
Guard: Repellable = Can be blocked and interrupted; Returnable = Can be blocked and deflected back; Preventable = Blockable by Goofy's shield only. |
Kingdom Hearts Chain of Memories[edit]
The Trickmaster will initially begin by juggling its clubs, regaining HP as it does so. It is recommended that Sora uses Magic. The only other attack that Trickmaster has in this stage is slamming its clubs onto the ground, creating a small circle that erupts in flames. It will then continue to jaunt around the room.
After depleting the blue bar of its health, the Trickmaster will initiate another attack, which launches a fireball at Sora. This attack can be easily dodged by jumping up. During each card break, the Trickmaster will slump forward, dropping it clubs and exposing itself for attacks.
Card | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Trickmaster | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | X |
Kingdom Hearts Re:Chain of Memories[edit]
Unlike the original game, the battle starts with the chair and table already present with the player character on it. One of the best ways to beat the Trickmaster is to have plenty of Fire cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards, or chain Firaga sleights.
It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any.
The Trickmaster can cause the table to disappear with Table Destruction. This is not a problem as it's actually easier to avoid some of its fire attacks on the ground. The only attack to be wary of is the area-wide ground attack, as the Trickmaster throws its clubs in the air and brings them down again. In order to avoid this attack, try jumping. Now, unload the fire cards, stock them in sets of three, to activate Firaga, or two, in which case make the last card a magic refill card. This does major damage, and as long as Sora is locked on, the fire will track it down, dealing massive damage, but Sora needs to be at a sufficient distance for it to hit. Activate the Red Nocturne card to boost Fire's power.
Make sure to balance out combos with the Fire cards. Try using individual attack cards as well. Shortcutting the Cure card will always be helpful, but remember to look at the Trickmaster's card to be sure Sora's Cure card is higher than his. Jumping on the table is somewhat hard, but it is a good time to Cure and replenish the deck, especially when it executes the big ground attack. Sora avoids it automatically if he is on the table.
Reverse/Rebirth[edit]
If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much AP Riku has, he is reduced to nine cards—namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so he will have a difficult time breaking the Trickmaster's attacks. Unlike the first Kingdom Hearts, its clubs are automatically lit, and will remain lit throughout the battle, so be on guard when the Trickmaster is below half HP.
The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only.
When accessing Dark Mode, Riku may try to perform aerial spinning attacks to stun the Trickmaster and strike it even further.
Card | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Trickmaster | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | X |
Kingdom Hearts Re:coded[edit]
First battle[edit]
In the first battle, Sora only needs to dodge its fire attacks or guard. When it sends out a collection of fireballs, quickly dodge roll to the side or guard. It may send a single fireball once or twice which can be guarded or avoided by Dodge Rolling. Make sure to follow it around the battle area and keep shooting the orbs of energy, or use lock-on to fire five at one time that can't miss. In no time it'll fall.
Second battle[edit]
In the second battle, Sora will be fighting it along with the Danger Blox it summons. They may include Prize Blox as well, make sure to use these. In this part, it'll use a new move: it'll summon balls of fire energy that will bounce and eventually break, Sora can shoot these with the orbs of energy to break much faster. It will also use the moves from the first battle. Its attacks can be predicted by the glow of its clubs. If they glow red, it's going to use the fire attacks. If they glow purple, it'll summon obstacles. However, most of this battle is avoiding the obstacles it sends out, so Sora will be able to finish it quickly.
Third battle[edit]
In the third and final battle, it will use all of its moves from both the first and second battle. Make sure to avoid its attacks as well, and be on guard for it might change the screen direction. Its attacks can still be predicted by the glow of its clubs. If they glow red, it's going to use the fire attacks, either sending out a fireball, shooting out a line of fire, or sending out spinning balls of flame. If they glow purple, it'll summon obstacles and if it glows a lighter shade of purple, with a red core, it means it's going to jump and flip the scenery. The Trickmaster may also make himself catch on fire, and throw flaming rocks that home in on Sora, but he can dodge them with Dodge Roll.
Technique | Element | Status | Power | Block? | ||
---|---|---|---|---|---|---|
Fire (ファイア Faia ) |
Fire | Ignite (Medium) | 1.42[5] | △ | ||
Lights the clubs on fire and shoots a homing bullet. | ||||||
Fira (ファイラ Faira ) |
Fire | Ignite (Medium) | 1.08[6] | △ | ||
Lights the clubs on fire and releases flames that spread in a horizontal line. | ||||||
Spin Fire (スピンファイア Supin Faia ) |
Fire | Ignite (100%) | 1.13 x3 | X | ||
Only used during the second and third battle. Shoots three bouncing fireballs forward while spinning. The fireballs will break after getting hit by the opponent's attacks three times. | ||||||
Blox Wall (ブロックウォール Burokku Wōru ) |
— | — | 2 damage | X | ||
Only used during the second and third battle. Makes the clubs glow purple, and cause a large number of Danger Blox, including two Prize Blox, to appear. | ||||||
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked. |
Videos[edit]
Trickmaster – Kingdom Hearts | |
---|---|
Trickmaster – Kingdom Hearts Chain of Memories | Trickmaster – Kingdom Hearts Chain of Memories (R/R) |
Trickmaster – Kingdom Hearts Re:Chain of Memories | Trickmaster – Kingdom Hearts Re:Chain of Memories (R/R) |
Trickmaster – Kingdom Hearts coded | Trickmaster – Kingdom Hearts Re:coded |