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Spellican: Difference between revisions

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(Added Strategy for defeating Spellican in Dream Drop Distance)
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==Strategy==
==Strategy==
Before confronting the Spellican, Sora should have a full Drop Gauge as this battle can take a long time. Several Drop-Me-Nots are also recommended. The battle begins with Sora chasing the Spellican along a magic track, the goal is to catch up with the Nightmare and knock it off the track. Sora can jump over the projectiles Spellican fires and use Sliding Dash to destroy the meteors. Once Sora catches up with the Spellican, the battle will continue to the next area.
The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-Up Block]].


Sora will now battle the Spellican directly in an arena filled with floating rocks. These can be used to launch Flowmotion attacks against the boss as well as navigating the area quickly. The Spellican frequently warps around the area and fires projectiles at Sora though these can be easily evaded. It will occasionally vanish to summon small brooms, destroy them to make the boss reappear.
The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican; once the Spellican is in range, Sora must perform [[Sliding Dive]] to inflict damage and force the Spellican to the main battle arena.


The Spellican will often attack at close range by transforming its staff into an energy blade. Blocking and then using Counter Rush is a good way to inflict damage. When the boss has lost a large portion of its health, it will summon a rain of fire. This attack is telegraphed by the sky darkening but attacking the Spellican will cancel the attack. After enough time passes, or after taking enough damage, the Spellican may teleport itself and Sora back to the magic track. It will need to be chased down again in order to continue the battle.
This area is filled with floating rocks which can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against the Spellican's attacks.


The Spellican frequently warps around the area and attacks by firing homing projectiles or transforming its staff into a lengthy blade of light that it will swing wildly. Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky, and may also vanish and replace itself with magic brooms<!--should this be linked?--> that must be destroyed before it will reappear. The Spellican can be made to flinch with nearly any of Sora's attacks, interrupting its own attack and opening it up for more attacks from Sora, but once it gets off the attacks they can either be evaded by hiding behind the rocks or parried with [[Counter Rush]]. After enough time passes, or after taking enough damage, the Spellican will take Sora with it back to the celestial road, where he will need to chase it down again in order to continue the battle.
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{{DreamEaterDirectory}}
{{DreamEaterDirectory}}

Revision as of 13:55, 14 August 2012

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Template:Enemy The Spellican is a Dream Eater that appears in Kingdom Hearts 3D: Dream Drop Distance. It is a boss that appears in Traverse Town and Symphony of Sorcery.

Design

The Spellican resembles a large bird in a stereotypical witch/wizard cloak and hat. Its arm-like wings are lined with piano keys, and end in five feathered fingers. The bottom of its body hides it feet (assuming it has feet) and is decorated with bells. It wears a wig-like spellbook underneath its hat, with the pages resembling hair. Underneath its beak, it has a curled, yellow pouch-like part on its neck. It carries a broom with it, which has a purple shaft and a glass-looking sphere on one end.

The Dream Eater's name is a portmanteau of "spell" and "pelican". Template:Section-stub

Story

Kingdom Hearts 3D: Dream Drop Distance

When Sora and Riku each make their second visit to Traverse Town, Joshua tells them that his friends, who have each reunited with their partners, have a new mission: to take out a powerful Dream Eater that has appeared in the town. This Dream Eater is capable of summoning other Dream Eaters, which it sends to fight in its place. Joshua asks both Sora and Riku to help defeat the new Dream Eater.

In Sora's incarnation of the town, the Spellican appears high over the Fountain Square, where it summons a crowd of Dream Eaters to attack Neku and Shiki, after which it disappears. It crosses over to Riku's incarnation of the town, where it attacks Beat and Rhyme. Riku comes to help, but the three of them become engrossed in their conversation, and the Spellican throws a tantrum when it is ignored. It summons more Dream Eaters before fleeing the square, with Riku in pursuit. In the Side Street, the Spellican summons a stampede of Cera Terror to attack Riku, but Riku fends them off and heads the Spellican off in the Third District. Before he can attack it, the Spellican crosses back to Sora's incarnation of Traverse Town, where it summons the Hockomonkey, Wargoyle and Char Clawbster to attack Sora. Sora defeats them all, but the Spellican leaves Traverse Town altogether and heads for the Symphony of Sorcery. To keep his friends from failing their mission, Sora offers to go after the Spellican for them.

The Dream Eater arrives just as Mickey, as the Sorcerer's Apprentice, is casting a multitude of spells using the power of Yen Sid's hat. It enters the musical realm and uses its powers to trap Mickey in an endless nightmare. Sora arrives shortly after and finds that the musical score which grants entry to Symphony of Sorcery has been corrupted by the power of darkness. Mickey asks Sora to enter the world and find a sound idea, the only thing capable of cleansing the darkness plaguing the score. Sora brings the idea to Mickey, but although the darkness is purged, Mickey remains trapped in his nightmare due to the Spellican's influence. Sora then enters another musical score which leads him right to the Spellican, and defeats it after a strenuous fight, releasing Mickey.

Strategy

The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, Drop-Me-Not commands, or Wake-Up Block.

The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with Y in order to catch up to the Spellican; once the Spellican is in range, Sora must perform Sliding Dive to inflict damage and force the Spellican to the main battle arena.

This area is filled with floating rocks which can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against the Spellican's attacks.

The Spellican frequently warps around the area and attacks by firing homing projectiles or transforming its staff into a lengthy blade of light that it will swing wildly. Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky, and may also vanish and replace itself with magic brooms that must be destroyed before it will reappear. The Spellican can be made to flinch with nearly any of Sora's attacks, interrupting its own attack and opening it up for more attacks from Sora, but once it gets off the attacks they can either be evaded by hiding behind the rocks or parried with Counter Rush. After enough time passes, or after taking enough damage, the Spellican will take Sora with it back to the celestial road, where he will need to chase it down again in order to continue the battle.