Kingdom Hearts III

Gold Beat

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Oh no! The water! I'm in big trouble if I don't fetch it!
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Issues: Design

Gold Beat

Kingdom Hearts III
These electrical enemies zip through the air and zap you. They have to stop and conjure up a sigil before they can rain lightning down on you, so take that chance to exact brutal prevenge.

Their rapid-fire thunderstorm will electrify you if it connects, so watch for the tell and don't get too close.

Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales!
Location HP Strength Defense EXP
Toy Box 45 27 13 19
Toy Box
(4 worlds cleared)
53 31 15 30
Toy Box
(6 worlds cleared)
68 38 19 62
Toy Box
(The Final World cleared)
83 46 23 105
Monstropolis 68
6
38 19 62
13
Monstropolis
(6 worlds cleared)
76
7
42 21 82
17
Monstropolis
(The Final World cleared)
91
9
50 25 131
27
Arendelle 72
7
40 20 71
15
Arendelle
(6 worlds cleared)
80
8
44 22 93
19
Arendelle
(The Final World cleared)
95
9
52 26 146
30
The Caribbean 87 48 24 118
The Caribbean
(The Final World cleared)
99 54 27 161
San Fransokyo 95 52 26 146
San Fransokyo
(The Final World cleared)
102 55 28 177
Keyblade Graveyard
(Battlegate #13)
137 73 37 353
Physical Fire Blizzard Thunder Water
x1.0 x1.0 x1.0 x0 x0.7
Aero Dark Neutral Rapid-fire
x1.5 x1.0 x1.0 x1.0
Freeze Electrify Stun Hunny
O X O O
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 x1.1

Rewards
Focus Orb (large) x1, Munny (small) x4
Lightning Stone (12%), Lightning Gem (6%)
World(s)
Toy Box, Monstropolis, Arendelle, The Caribbean, San Fransokyo, Keyblade Graveyard

The Gold Beat is a Heartless that appears in Kingdom Hearts III.

Design

Resembling a Yellow Opera, the Gold Beat has intricate gold markings on its body and its hat is black with gold trim.

Like other Heartless of its family, this one comes from the color gold and the music rhythm "beat".

Battle

Attacks

Kingdom Hearts III

  • Thunder Shot (サンダーショット Sandā Shotto?)
  • Thunder Whip (サンダーウィップ Sandā Wippu?)

Strategy

Because Gold Beats must summon their sigil before they can perform any attacks, they never cause an immediate threat. That, combined with their low HP and defenses, and relative infrequency of attacks, makes them fairly easy to deal with if done quickly.

Their movement can be erratic, making them somewhat difficult to hit while moving without Combo Master. This can be remedied by using aero magic since it pins them in place, causes extra damage, and will never miss (unlike fire or blizzard magic).