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Grey Caprice

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Grey Caprice

Kingdom Hearts 358/2 Days
These small flying Heartless strike with special warp missiles that make you trade positions with them.

Their magic can't be interrupted by attacking, so try to take them out early on.

Hearts Munny Stun
45 27 X
47 333 10 39
51 333 11 39
55 333 12 39
57 333 13 39
65 333 16 39
81 333 33 39
85 333 43 39
Fire Blizzard Thunder Aero
x2.55 x2.66 x1.00 x2.83
Ignite Freeze Jolt Air-Toss
x1.20 x1.20 x1.20 x1.20

Missions 36-50
Aerial Tech (60%)
Missions 51-61
Gear Component B (30%)
Missions 62-72
Aerial Tech+ (30%)
Missions 73-93
Aerial Tech++ (25%)


The Grey Caprice is an Emblem Heartless that is found in Kingdom Hearts 358/2 Days.


A Grey Caprice has a smooth, conical body that is a dark shade of grey, bordering on black, and has a Heartless emblem is emblazoned on its chest. The top of its body flares outward and forms a jagged "collar" below the Heartless's spherical, pitch black head. It also wears a conical, olive green hat that is turquoise on the inside and has a jagged brim and a thin, curled tip. Like many Heartless, the Grey Caprice has glowing yellow eyes. Its seemingly useless feet sport three small, thin toes.

Like other Heartless in its family, the Grey Caprice's name refers to a color—in this case, grey—and a musical term—in this case, caprice. A "caprice" is another word for "capriccio" which is a lively piece composed freely and without adhering to the rules for any specific musical form.


Grey Caprices are quite easy to eliminate, but the balls of space energy they fire will cause it and Roxas to switch places when they make contact. They also can perform short-range headbutts, but these can be guarded against with Block. Aerial combos are highly recommended for use in terms of defeating them, but magic is also very effective. The balls of space energy Grey Caprices fire can also be avoided with a well-timed Dodge Roll.

Technique Attribute Effects Power Guard?
Warp Bullet (ワーブ弾 Wābu-dan?) Attack icon 1.30
Fires a bullet that causes it to switch positions with the target upon impact.
Guard: O = Can be blocked and interrupted/knocked back; △ = Can be blocked, but not interrupted/knocked back; X = Can't be blocked.