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Air Battler

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Air Battler

Air Battler KHD.png

Japanese エアバトラー
Rōmaji Ea Batorā

Type Emblem Heartless
Game Kingdom Hearts 358/2 Days
Variations
Aerial Master
Artful Flyer
Sky Grappler
Air Battler

Kingdom Hearts 358/2 Days
These mid-sized flying Heartless put the wind to expert use when attacking.
They move swiftly, so wait for them to swoop low, then strike.
Also note that they are immune to Aero magic.

Hearts Munny Stun
23 22 O
Mission HP EXP STR/DEF
53 190 8 46
58 190 9 46
64 190 10 46
73 190 14 46
Fire Blizzard Thunder Aero
x4.40 x4.80 x1.80 x0
Ignite Freeze Jolt Air-Toss
x0.80 x0.80 x1.30 x0
Rewards

Missions 51-61
Gust Shard (40%)
Missions 62-72
Combo Tech+ (45%)
Missions 73-93
Gust Crystal (20%)

World(s)
Neverland, Olympus Coliseum
Hearts Munny Stun
23 22 O
Games HP EXP STR/DEF
Day 296

Round 1: 2 Air Battler

190 14 46
Fire Blizzard Thunder Aero
x4.40 x4.80 x1.80 x0
Ignite Freeze Jolt Air-Toss
x0.80 x0.80 x1.30 x0

Rewards
Games (Day 296)
Gust Crystal (20%)

The Air Battler is an Emblem Heartless that is found in Kingdom Hearts 358/2 Days.

Design[edit]

An Air Battler is a vaguely humanoid Heartless with navy blue skin and two large, dark blue, curled wings. Its head is spherical with a jagged mouth and glowing yellow eyes, and it is mostly covered by a cyan helmet. This helmet is adorned with two conical, white spikes on either side, two angular, black spirals on its front, and a curled, dark blue antenna on its top. Most of its body is also covered by cyan armor, with its Heartless emblem emblazoned on its abdomen. The Air Battler's legs end in small, white spikes and it holds a blue punching weapon lined by white spikes in each hand.

The Air Battler's name refers to its aerial fighting style and its aggressive disposition.

Strategy[edit]

Like its other variations, Air Battlers are always in the air. It is immune to Aero, but other types of magic such as Thunder and Fire may be effective against the Air Battler. It is easier to use magic against the Air Battler as it is always in the air and jumping up to attack it may begin to get frustrating. When it pulls back to dive, chain Dodge Rolls to avoid it, and resume casting once it ascends again.

Technique Element Status Power Block?
Hammer Punch (ハンマーパンチ Hanmā Panchi?) Attack Command 1.40
Swings down and hits the target with both hands.
Kamaitachi (かまいたち?) Attack Command 0.96
Shoots two consecutive wind projectiles at the target.
Electric Wind (電巻 Den Maki?) Attack Command Wind Air-toss (100%) 1.30
Creates a damaging tornado around itself.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.