Kingdom Hearts (game)
Kingdom Hearts Final Mix
Kingdom Hearts Chain of Memories
Kingdom Hearts Re:Chain of Memories
Kingdom Hearts II
Kingdom Hearts II Final Mix

Game:Oogie Boogie

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Oogie Boogie

Oogie Boogie KHII.png

Japanese ウギー・ブギー
Rōmaji Ugī Bugī
Origin The Nightmare Before Christmas
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts II
Themes Header.png

KH tracks
Battle theme - Squirming Evil
KHCOM tracks
Battle theme - The Fight for my Friends
KHII tracks
Battle theme - The Encounter
HP STR DEF MP rec EXP
Before rescue 450 24 20 38 2500
After rescue 800 35 27 51 2500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.25 x0.5
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town

HP STR DEF MP rec EXP
Before rescue 450 22 19 40 2500
After rescue 900 31 20 53 7500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.5 x0.5
Percentage Stop Stun Other
x0.01 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town

HP STR DEF MP rec EXP
Before rescue 450 24 20 38 2500
After rescue 800 35 27 51 2500
Weapon Fire Blizzard Thunder
x1.5 x0.25 x0.25 x0.5
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
Rewards
Holy Circlet
Ansem's Report 7
World(s)
Halloween Town
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
x1.5 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop
x0 x0 x0
Warp Bind Confuse Terror
x0 x0 x0 x0
World(s)
Halloween Town
Enemy Card
Oogie Boogie (card) KHCOM.png
Ability Duration Cost
Regen 10 uses 40 CP
Description
Gradually restores HP. HP returns more quickly when low.
Floor HP AP EXP
Sora Riku Regular Beginner

2F B11F 548 411 7 132
3F B10F 597 448 9 272
4F B9F 646 485 11 311
5F B8F 695 521 13 351
6F B7F 744 558 15[SS], 18[R/R] 490
7F B6F 792 594 20 530
8F B5F 841 631 22 569
9F B4F 890 668 24 609
Physical Fire Ice Lightning Neutral
x1.5 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x0 x0 x0 x0 x0
World(s)
Halloween Town
Enemy Card
Oogie Boogie (card).png
Ability Duration Cost
Regen 10 uses 40 CP
Description
Gradually restores HP. HP returns more quickly when low.
Location HP Strength Defense EXP
Halloween Town
Episode 1 (pre-1000 Heartless)
371 24 13 0
Halloween Town
Episode 1 (post-1000 Heartless)
533 37 21 0
Physical Fire Blizzard
×1.0 ×0.25 ×0.25
Thunder Dark Neutral
×0.25 ×0.25 ×0.25

Rewards
Sora: Item slot, Magnet element
Donald: Max HP +4
Goofy: Once More
Jack Skellington: Max HP +15
World(s)
Halloween Town

Oogie Boogie is a boss in Kingdom Hearts, Kingdom Hearts Chain of Memories, and Kingdom Hearts II. In the first Kingdom Hearts, Oogie will attack the party out of anger due to his inability to summon many Heartless. In Kingdom Hearts Chain of Memories, Oogie goes mad due to drinking the memory potion, and attacks yet again. He is fought a third time in Kingdom Hearts II, when he tries to get revenge for his prior destruction.

Strategies

Kingdom Hearts

The fight takes place in the Torture Chamber, a circular room with two levels, a higher level and a revolving wheel-like platform beneath it, in a pit, with all sorts of traps. Oogie begins the battle by sending the party into the pit, throwing exploding dice and summoning a few Gargoyle Heartless. Periodically, he will throw seemingly harmless dice (they too are explosive, but are not enveloped in flames like the rest)—Sora can hit these dice back to damage Oogie, which is worth 24 experience points.

When the wheel turns, Oogie will send out many traps—blades fixed on supporting structures, a frisbee-like blade, and a row of slot machines with cowboy heads to shoot Sora and company.

There's an audio clue for when Oogie makes his dice toss; listen for him to say "Odds baby". Oogie's attacks depend on what number he rolls:

  • 1 X 3: A circular saw appears and spins throughout the area. Avoid them by Dodge Roll or jumping.
  • 2 X 3: 2 Gargoyles appear.
  • 3 X 3: 2 Wight Knights appear.
  • 4 X 3: 3 Hanging scythes appear and rotate. Dodge them by jumping or running.
  • 5 X 3: 2 Search Ghosts appear.
  • 6 X 3: Oogie Boogie recovers HP.

When he stops attacking and a circle of switches that are in the middle of the pit begins to glow, Oogie will start running around the higher level so carefully time which switch to hit. When a switch is activated, two gates will emerge from the floor and trap both Sora and Oogie as well as causing the section of the pit that Sora activated to raise making it possible to attack Oogie. Sora will need High Jump to reach him. If the platform rises, Sora and company will not be able to jump over the fences. After dealing enough damage, Oogie will force Sora back into the pit and the cycle repeats itself. Sora cannot influence when the switches activate in any way.

Oogie will occasionally attack with a slapping attack when Sora is close enough to inflict very minor damage. Sometimes Oogie will just stand in one spot, while purple smoke forms around him. When he does this he is healing some of his HP. To know when he is healing, listen for him to say "Healing machine"'

Sora can use the Thunder spell even while he is in the pit to damage Oogie Boogie, though it is not a very efficient method; Gravity is also an option. However, Bambi can make this a viable option by dropping MP orbs. All summons can hit Oogie from inside of the pit, though some need to be used at certain angles. Be sure to heal when necessary.

Kingdom Hearts Chain of Memories

This fight with Oogie doesn't take up as much room as some of the other fights (despite it taking place in the Torture Chamber), because Oogie is on a small platform blocked by an iron gate, making it impossible to reach him. Every time Sora breaks his cards however, the gate lowers a bit. After lowering the gate three times Sora will be able to jump onto the platform and damage Oogie. If the Gimmick Card is used, the gates will lower entirely, allowing Sora to reach the higher level. Sora can remain on the platform until Oogie drops a red inflamed dice that knocks him off, and the gate is raised back up. Almost all of Oogie's cards are 7, so it's really easy to break them if there are few 0's or even a few 7's in the deck. However, it is recommended to stock 8 or 9 cards in place of 7, because not only do they break Oogie's attacks, they also allow Sora to counterattack Oogie.

While Sora is on the lower level, Oogie will send a few deadly attacks to hurt him. One attack sends about five knives to slice Sora until it is broken. Act quickly, because the knives can really damage Sora's health if not careful. Breaking the card instead of dodge rolling is a better option. He can also keep Sora occupied by summoning some Heartless. They are not too difficult and can easily be deterred, considering most of the cards played will still come from Oogie.

His most used attack is throwing brick-red dice while yelling "Come on baby!". These dice will damage Sora on contact, but it has low accuracy. They can be avoided by simply Dodge Rolling or running. If Sora has enough cards, he can attack the dice and the Gimmick Card will appear.

One of Oogie's other attacks, which can be easily avoided, is a sharp spinning blade which goes across the field (similar to Kingdom Hearts). The card used for this attack will likely be a low number, so it is easy breakable. If not, simply jump to avoid. However, unlike in Kingdom Hearts, the blade only goes across the field once per card.

Oogie throws two separate types of dice; one is the purple dice, which lower the gate when the card is broken. If the dice throw is not broken, the number on the dice will decide an attack. Depending on what number Oogie shouts out, simply discern what attack will be used. The other type of dice are red and on fire. Do not break this dice throw. The dice will explode and they are very easy to avoid. If the card is broken, the gate will not go down.

The same strategy can be used while playing as Riku in Reverse/Rebirth.

Upon victory the Oogie Boogie enemy card, which heals Sora ten times, will be obtained. It is very useful in critical situations when low on health.

Deck statistics

Attack card
Oogie Boogie (card).png
Attacks
Attack Power Element Card value Description Card
Dice (サイコロ Saikoro?) 7[SS]
8[R/R]
Oogie throws dice. He will perform one of six actions based on chance: Saw Gimmick (27%), summon two or three Gargoyles (16%), summon two or three Wight Knights (12%), Knife Gimmick (25%), summon two or three Search Ghosts (10%), or Recovery Gimmick (10%).
Oogie Boogie (card).png
Saw Gimmick (ノコギリギミック Nokogiri Gimikku?) x1.5 Physical A saw sweeps across the area.
Knife Gimmick (ナイフギミック?) x2.5 Physical Knives emerge from the ceiling and sweep across the area.
Recovery Gimmick (回復ギミック Kaifuku Gimikku?) Oogie Boogie recovers 8/60 of his HP.
Bomb Dice (爆弾サイコロ Bakudan Saikoro?) x1.5 Fire 0, 5–8[SS]
5, 6, 8[R/R]
Oogie throws explosive dice at Sora or Riku.
Oogie Boogie (card).png
Slap (引っぱたき Hippataki?) x1.0 Physical 0–4[SS]
0, 9[R/R]
Oogie slaps Sora or Riku if they are on his platform.
Oogie Boogie (card).png

Kingdom Hearts II

"Use the weight of the presents to drop Oogie Boogie out of the lift!"
—The Pause screen

Due to Oogie's fighting style, be prepared for a long battle. In this battle, Oogie Boogie controls the present processor from an unreachable lift. The battle takes place on three conveyor belts that slowly carry the party to spikes located at the end. Sora can travel to another conveyor belt by running up to the portal at the front of each belt when it is blue, and using either the "Move Left", "Move Center" or "Move Right" commands to move to the respective blue portal. Allies will be teleported to the belt shortly after.

Oogie's uses the following attacks:

  • Squisher: Oogie cries out "I'll squash you flat!" as a tan boxing glove punches down thrice on the current conveyor belt, moving from the front to the back. This can be avoided by Quick Running forward between punches.
  • Oogie Gift: Oogie yells, "Hope you like the Oogie gifts I picked out for you!" while purple bags come through the present dispenser instead of boxes. When they pop open, a Wight Knight or Emerald Blues come out. They can be defeated, or avoided by moving to another belt and then returning which will remove the Heartless and force Oogie to use another attack.
  • Zapper: His lift generates bolts of lightning that either hug the left or right side of the current belt and slowly move down. Simply walk around the slow bolts to dodge.
  • Explode: Oogie cries, "Ooh!" and throws an exploding dice at Sora. This can be dodged by moving.
  • Rush Hour: After Oogie gets back on the lift, he momentarily speeds up the conveyor belt. Jump or Quick Run to avoid the spikes.
  • Shift Lane: Oogie and his lift moves in front of another lane, forcing Sora to follow him through the portals.

To reach Oogie Boogie, Sora must hit the presents that come out of the processor onto his lift using the "Fore!" reaction command. His lift will break after twelve presents are hit up there. Oogie can then be attacked directly, and is also vulnerable to any of his damaging machinery that is still active. After taking a specific amount of damage, he will become invincible and return to his lift. This must be repeated three times before Sora can defeat him.

When his HP is almost depleted, Oogie has a tendency to use Oogie Gift and Zapper together, so be prudent while crossing the conveyor belt.

Videos

Oogie Boogie – Kingdom Hearts
Oogie Boogie – Kingdom Hearts Chain of Memories Oogie Boogie – Kingdom Hearts Chain of Memories (R/R)
Oogie Boogie – Kingdom Hearts Re:Chain of Memories Oogie Boogie – Kingdom Hearts Re:Chain of Memories (R/R)
Oogie Boogie – Kingdom Hearts II