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Trickmaster

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Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
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Trickmaster

Trickmaster

Trickmaster KHFM.png

Trickmaster KHX.png

Japanese トリックマスター
Rōmaji Torikkumasutā

Type Emblem Heartless
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts coded
Kingdom Hearts χ
Variations
Crimson Prankster
Trickmaster Ω
Jack in the Box
Egg Master
Themes Header.png

KH tracks
Battle theme - Shrouding Dark Cloud
KHCOM tracks
Battle theme - Struggle Away
KHREC tracks
Battle theme - Tension Rising
Trickmaster

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
Before rescue 600 9 9 15 150
After rescue N/A N/A N/A N/A N/A
Weapon Fire Blizzard Thunder
1.0 0.49 0.5 1.0
Percentage Stop Stun Other
0.04 0.3 0.5 0.5
Rewards
Ifrit's Horn[1]
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
Trickmaster (card) KHCOM.png
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] Expression error: Unrecognized word "sup". 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
World(s)
Wonderland
Enemy Card
Trickmaster (card).png
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 their remakes. It is one of the bosses at Wonderland. It has the ability to change size at will.[citation needed]

Story

Kingdom Hearts

Throughout most of the adventure in Wonderland, the Trickmaster is referred to as the shadows or the darkness (especially by the Cheshire Cat).

After defeating the Queen of Heart's guards, Sora and his party are shocked to find Alice has gone missing. They rush off to find her and after searching all throughout Wonderland, Sora returns to the normal Bizarre Room. The Cheshire Cat appears and directs Sora's attention to the roof of the room, from which the Trickmaster drops and attacks. Once the Heartless has been defeated, Sora discovers Wonderland's Keyhole and seals it.

Kingdom Hearts Chain of Memories

Trickmaster is seen in Castle Oblivion as a figment of Sora's memory in his memories of Wonderland. It steals the Queen's memory, and she accuses Alice of this crime. After escaping from the Queen with Alice, he 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

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

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".

Strategies

Kingdom Hearts

In battle, the Trickmaster uses its juggling batons and its size to attack opponents. It can also light them on fire to increase attack power or blow fireballs from them. On a lesser note, it has been shown to be an expert acrobat and juggler, as it can perform somersaults with ease and constantly juggles throughout its battles.

This Heartless can only be fought while Sora's party are small, and its immense size is the only advantage it needs. Physical damage is the way to go in this fight, hop onto the table and attack its head for best results. The Trickmaster lights its juggling sticks at the stove and damage from a lit stick is doubled. Using the Fire spell on it also causes them to light. If Sora has obtained Blizzard, aim at the tips of the batons and cast Blizzard for the fire on the batons to go out.

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 orbs that can be useful. Get as many hits in as possible, as it will soon regain its height.

On the Proud difficulty, Trickmaster becomes more of a nuisance unless the player has Scan to tell what the Heartless's health is. Without Scan, it makes it harder to use the right combination of up-close combat and long-distance magic.

Kingdom Hearts Chain of Memories

The Trickmaster will initially begin by juggling its batons, 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 batons 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 batons and exposing itself for attacks.

Kingdom Hearts Re:Chain of Memories

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.

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.

After a while, the table will disappear. 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 batons 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. 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

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 seventeen 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. For this, Riku is recommended to be at level 50 or above. Unlike the first Kingdom Hearts, its batons are automatically lit, and will remain lit throughout the battle, so be on guard.

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.

Deck statistics

Attacks
Attack Power Element Card value Description Card
Earth Shake (アースシェイク Āsu Sheiku?) x1.5 Neutral 1–8
Trickmaster (card).png
Destroy Table (テーブル破壊 Tēburu Hakai?) x1.2 Physical 8
Trickmaster (card).png
Club Attack (棍棒攻撃 Konbō Kōgeki?) x1.5 Physical 1–8
Trickmaster (card).png
Fire (ファイア Faia?) x1.5 Fire 1–8
Trickmaster (card).png

Kingdom Hearts Re:coded

Attacks

Some of the Trickmaster's moves can be determined by the glow of his batons:

  • Red: The Trickmaster shoots fireballs at Sora, shoots out a line of fire, or sends out spinning balls of flame.
  • Purple: The Trickmaster summon obstacles.
  • Light Purple, with a Red core: The Trickmaster will jump and flip the scenery.
  • The Trickmaster will make himself catch on fire, and throw flaming rocks that home in on Sora. This can be avoided with Dodge Roll.

First battle

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

In the second battle, Sora will be fighting it along with the damage blocks it summons. They may include prize blocks 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 in the first battle. Its attackes can be predicted by the glow of its batons. 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

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 batons. 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.

Videos

Trickmaster—Kingdom Hearts Final Mix
Trickmaster—Kingdom Hearts Chain of Memories Trickmaster—Kingdom Hearts Re:Chain of Memories
Trickmaster—Kingdom Hearts Re:coded Trickmaster—Kingdom Hearts Union χ

Notes and references

  1. ^ The Trickmaster drops (1) MP Ball x5 if it is knocked out, and (2) MP Ball x20 if its clubs are extinguished.