Kingdom Hearts 358/2 Days

Dive-Bombers

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Kingdom Hearts 358/2 Days
Dive-Bombers
Dive-Bombers
"A weapon that boosts your Magic to give it incredible power."
Japanese ダイヴボマー
Rōmaji Daivu-Bomā
Translation Dive-Bomber
Stats
Strength Magic
Base Unit Ultima Base Unit
+35 +1 +65 +31 +2
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +6 +1 +7 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Finale
3: Magical Strike
Obtained
Duel Gear ④ (Axel)
Kingdom Hearts 358/2 Days
Dive-Bombers+
Dive-Bombers
"Upgraded Dive-Bombers.
Boosts your Magic to give it incredible power."
Japanese ダイヴボマー+
Rōmaji Daivu-Bomā+
Translation Dive-Bomber+
Stats
Strength Magic
Base Unit Ultima Base Unit
+45 +1 +55 +35 +2
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +6 +1 +5 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Bracer
3: Magic Finale
Obtained
Duel Gear+ ④ (Axel)
Kingdom Hearts 358/2 Days
Dive-Bombers++
Dive-Bombers
"The ultimate Dive-Bombers.
Boosts your Magic to give it incredible power."
Japanese ダイヴボマー++
Rōmaji Daivu-Bomā++
Translation Dive-Bomber++
Stats
Strength Magic
Base Unit Ultima Base Unit
+68 +1 +32 +39 +5
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +8 +1 +6 +1
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Fire Finish
2: Magic Finale
3: Magical Strike
Obtained
Duel Gear++ ⑤ (Axel)

Dive-Bombers is a pair of Chakrams that can be wielded by Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Dive-Bombers+ and Dive-Bombers++.

DesignEdit

The main wheel of a Dive-Bombers Chakram is shaped like a diamond and is colored lilac. There is a red-violet spike shaped like those of the Nobody symbol in the middle of each on the main wheel's four sides. The handle is black and cross-shaped, but the tips of the cross split into a "Y" shape before they connect to the main wheel.

A Dive-Bomber is a bomber aircraft that drops its bombs while diving at the enemy. They were heavily used during World War II.

GameplayEdit

The ground combo starts with an upper-swipe going to the right, followed by a spinning move, with the weapons pointed outward. The combo ends with a final spin, chakram telepathically circling around the caster.

The aerial combo begins with two swipes, one going sightly upward, followed by the other slashing sideways. The combo then ends with an upward spinning motion, both chakram spinning vertically around the caster.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Left Hand Upswing
Hit 1 0.75 X X X
 
 
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.88 X X X
 
 
(Ground) Horizontal Circle Throw
Hit 1 1.13 x2


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Horizontal Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 x2 X X X
 
 
(Air) Vertical Circle Throw
Hit 1 1.25 x2