Kingdom Hearts 358/2 Days
Burnout
Burnout
"A weapon that boasts superior Magic and ground combo speed."
Japanese バーニングアウト
Rōmaji Bāningu Auto
Translation Burning Out
Stats
Strength Magic
Base Unit Ultima Base Unit
+73 +1 +27 +41 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +15 +1 +13 +1
Attack Speed Approach Speed
Ground Air
1.3 1.25 1.0
Abilities
1: Fire Finish
2: Magic Bracer
3: Magical Strike
Obtained
Omega Gear ⑥ (Axel)
Kingdom Hearts 358/2 Days
Burnout+
Burnout
"An upgraded Burnout.
Boasts superior Magic and ground combo speed."
Japanese バーニングアウト+
Rōmaji Bāningu Auto+
Translation Burning Out+
Stats
Strength Magic
Base Unit Ultima Base Unit
+103 +1 +15 +45 +3
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +20 +3 +12 +1
Attack Speed Approach Speed
Ground Air
1.3 1.25 1.0
Abilities
1: Fire Finish
2: Combo Boost
3: Chain Power
Obtained
Omega Gear+ ⑥ (Axel)

The Burnout is a pair of Chakrams available to Axel in Kingdom Hearts 358/2 Days. It can be upgraded to Burnout+.

Design

A Burnout Chakram's main wheel is split into two equal halves, both of which have a black inner edge and a red outer one. The two halves are connected by the silver handle, which is cross-shaped. Each half has four purple spikes with the same arrowhead-like design as the spikes on the Nobody logo. All of these spikes slant in the same direction.

Gameplay

The ground combo starts out with a sliding dash towards the target, slashing with a Chakram. From there, it can branch with a   combo; the caster will jump in the air, throwing the Chakram a short distance away below him. From there, the aerial combo can be used. If the   combo is not used, the combo will branch into a double slash with one Chakram. The double slash can be repeated four times, before going into the finisher. Each combo in the ground combo can be branched with the   combo, and will always go into the same thing: the caster will jump in the air, throwing the Chakram a short distance away below him. From there, the aerial combo can be used. The finisher is the same as the   combo.

The aerial combo starts out with two simple slashing attacks, finished with a horizontal spinning slash.

Burnout
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
 
 
Hit 1 1.0 X
(Ground) Overhead Leap Launch Hit 2 0.75 X
Hit 1 1.0
Hit 2 0.75


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Left Upswing
Hit 1 0.75 X X X
 
 
(Air) Right Downswing
Hit 1 0.75 X X X
 
 
(Air) Horizontal Circle Throw
Hit 1 1.25 x2
Burnout+
Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Rush Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Right Hand Downswing
Hit 1 0.5 X X X
 
 
(Ground) Overhead Leap Launch
Hit 1 1.0 X
 
 
Hit 2 0.75 X
(Ground) Forward Jump Right Hand Upswing
Hit 1 0.63 X X X
 
 
(Ground) Overhead Leap Launch
 
 
Hit 1 1.0 X
(Ground) Overhead Leap Launch Hit 2 0.75 X
Hit 1 1.0
Hit 2 0.75


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Left Upswing
Hit 1 0.75 X X X
 
 
(Air) Right Downswing
Hit 1 0.75 X X X
 
 
(Air) Horizontal Circle Throw
Hit 1 1.25 x2