Kingdom Hearts 358/2 Days
Overlord
Overlord
"A weapon that performs very well in midair. Excellent for taking on fliers."
Japanese オーバーロード
Rōmaji Ōbārōdo
Stats
Strength Magic
Base Unit Ultima Base Unit
+40 +1 +60 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +3 +2
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Combo Boost
2: Chain Time
Obtained
Technical Gear ③ (Xemnas)
Kingdom Hearts 358/2 Days
Overlord+
Overlord
"An upgraded Overlord.
Performs very well in midair. Excellent for taking on fliers."
Japanese オーバーロード+
Rōmaji Ōbārōdo+
Stats
Strength Magic
Base Unit Ultima Base Unit
+50 +1 +50 +0 +1
Defense Crit Rate Crit Bonus
Base Unit Base Unit Base Unit
+0 +1 +4 +1 +4 +2
Attack Speed Approach Speed
Ground Air
1.0 1.0 1.0
Abilities
1: Chain Power
2: Chain Time
Obtained
Technical Gear+ ③ (Xemnas)

The Overlord is a pair of Ethereal Blades that can be wielded by Xemnas in Kingdom Hearts 358/2 Days. It can be upgraded to the Overlord+.

DesignEdit

Overlord is a two-pronged blade with an elegant, helix shape. The prongs intersect above the handle, leaving an oval-shaped gap, and the tips do not connect at the end of the blade, leaving another gap. It has a blue glow. Like Sanction, it releases blue sparks and lines when striking targets.

An overlord is someone with overarching authority in a certain domain.

GameplayEdit

Overlord's ground combo consists of a single slash from left to right, and an upward slash into the air followed by two quick slashes with knockback, from left to right and from right to left. From there the combo transitions directly into the aerial combo.

The aerial combo consists of a mid-range, double-spin slash, a short-range upwards slash, and two consecutive wide range spinning slashes with knockback.

Combos
Ground
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Ground) Horizontal Swing
Hit 1 0.63 X X X
 
 
(Ground) Launch
Hit 1 0.63 X X
Hit 2 0.63 X
Hit 3 1.0 X


Air
Attack Power Critical? Flinch? Counter? Attack Power Critical? Flinch? Counter?
(Air) Dual-Wield Rising Double Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
Hit 3 0.5 X X X
Hit 4 0.5 X X X
 
 

(Air) Dual-Wield Diagonal Spin Swing
Hit 1 0.5 X X X
Hit 2 0.5 X X X
 
 
(Air) Giant Dual-Wield Double Spin Swing
Hit 1 0.63
Hit 2 0.63
Hit 3 0.63
Hit 4 0.63