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The '''Hades Paradox Cup''' is one of the four cups that can be entered by talking to [[Hades]] in his chamber in ''[[Kingdom Hearts II]]'', and is the longest and hardest in the game. The tournament consists of fifty matches, with the cup's rules changing every ten matches. A boss is fought on every tenth match and the final boss is Hades in Berserk mode. Upon winning the cup, the {{nihongo|'''Hades Cup Trophy'''|ハデスカップトロフィー|Hadesu Kappu Torofī}} is received.


==Strategy==
The {{nihongo|'''Hades Paradox Cup'''|裏ハデスカップ|Ura Hadesu Kappu}} is one of the four cups that can be entered by talking to [[Hades]] in his chamber in ''[[Kingdom Hearts II]]'', and is the longest and hardest in the game. The tournament consists of fifty matches with the cup's rules changing every ten matches. A boss is fought on every tenth match and the final boss is Hades in Berserk mode. Upon winning the cup, the {{nihongo|'''Hades Cup Trophy'''|ハデスカップトロフィー|Hadesu Kappu Torofī}} is received.
;Rounds 1-10
 
*No restrictions. Sora has access to [[Drive Form]]s, [[Summon]]s, and his allies.
==Rules==
===Rounds 1-10===
*No restrictions. Sora has access to [[Drive Form|Drives]], [[Summon]]s, and his allies.
** Round 6 is fought in the dark.
** Round 6 is fought in the dark.
** A good strategy is to use [[Peter Pan]]'s [[Journey's End]] to accumulate points. However, this is ineffective on the boss fights on Rounds 5 and 10.
** A good strategy is to use [[Peter Pan]]'s [[Journey's End]] to accumulate points. Note this is ineffective on the boss fights on Rounds 5 and 10.


;Rounds 11-20
===Rounds 11-20===
*[[Titan Cup]] rules. [[Sora]] fights alone, and cannot use Drive Forms, but Summons are available. There is also the Damage Points restriction with Sora starting out at 500 points.
*[[Titan Cup]] rules. [[Sora]] fights alone, and cannot use Drives, but Summons are available. There is also the Damage Points restriction with Sora starting out at 500 points.
** As with the first 10 rounds, a good strategy is to use [[Peter Pan]]'s [[Journey's End]] to accumulate points. However, this is ineffective on the boss fights on Rounds 15 and 20.
** As with the first 10 rounds, a good strategy is to use [[Peter Pan]]'s [[Journey's End]] to accumulate points. Note this is ineffective on the boss fights on Rounds 15 and 20.


;Rounds 21-30
===Rounds 21-30===
*[[Pain and Panic Cup]] rules. The [[Drive Gauge]] is locked, but Summons and Allies are available and [[Limit]]s consume less [[MP]] than usual.
*[[Pain and Panic Cup]] rules. The [[Drive Gauge]] is locked, but Summons and Allies are available and [[Limit]]s consume less [[MP]] than usual.
** Liberal use of [[Trinity Limit]] is highly recommended for clearing this section.
** Liberal use of [[Trinity Limit]] is highly recommended for clearing this section.
** Round 24 is a group of 3 [[Bulky Vendor]]s. Because prizes are not given during the tournament, there is no need to wait for their health to deplete. Use this time to breathe before the battle with [[Cloud]] & [[Tifa]] next round.
** Round 24 is a group of 3 [[Bulky Vendor]]s. Because prizes are not given during the tournament, there is no need to wait for their health to deplete. Use this time to breathe before the battle with [[Cloud]] & [[Tifa]] next round.


;Rounds 31-40
===Rounds 31-40===
*[[Cerberus Cup]] rules. Forms are available, and the Drive Gauge fill much faster than normal. There is also a ten-minute timer.
*[[Cerberus Cup]] rules. Forms are available, and Drive Gauges fill much faster than normal. There is also a ten-minute timer.
** Use of [[Final Form]] is recommended to beat the timer.
** Use of [[Final Form]] is recommended to beat the timer.
** Round 35 is a cloud of [[Rapid Thruster]]s, you must defeat all of them before time runs out. It is recommended to use Magnet and Thunder to clear the wave as quickly as possible.
** Round 35 is a cloud of [[Rapid Thruster]]s, you must defeat all of them before time runs out. It is recommended to use Magnet and Thunder to clear the wave as quickly as possible.
** Round 38 is several waves of Nobody enemies. Magnet and Thunder can be used to clear each wave, but beware that the [[Sorcerer]] is immune to elemental magic.
** Round 38 is several waves of Nobody enemies. Magnet and Thunder can be used to clear each wave, but beware that the [[Sorcerer]] is immune to elemental magic.


;Rounds 41-50
===Rounds 41-50===
*No Summons, Limit Form is the only available Drive{{FMII}}, and no allies (except in the final round, where you have [[Hercules]] as the only ally); only the Keyblade, magic, and [[Trinity Limit]] are available.
*No Summons, Limit Form is the only available Drive{{FMII}}, and no allies (except in the final round, where you have [[Hercules]] as the only ally); only the Keyblade, magic, and [[Trinity Limit]] are available.
** Round 44 is a group of [[Living Bone]] enemies. Be prepared to [[Reflect]] immediately as the round opens to survive their attacks.
** Round 44 is a group of [[Living Bone]]s enemies. Be prepared to [[Reflect]] immediately as the round opens to survive their attacks.
** Round 45 is a repeat of the [[Battle of 1000 Heartless]], and Sora must survive for one minute. Snag [[Surveillance Robot]]s and use Sparkle Ray liberally to clear the field.
** Round 45 is a repeat of the [[Battle of 1000 Heartless]], and Sora must survive for one minute. Snag [[Surveillance Robot]]s and use Sparkle Ray liberally to clear the field.
** Round 47 is the final round in which you can increase your score.
** Round 47 is the final round in which you can increase your score.
*** The round opens with a single Bulky Vendor; once it is defeated, several waves of additional enemies will spawn. A Magnet and Thunder combo can be used to clear the room rapidly for a score bonus.
*** The round opens with a single Bulky Vendor; once it is defeated, several waves of additional enemies will spawn. A Magnet and Thunder combo can be used to clear the room rapidly for a score bonus.
<!--For any of these that have notable tips, merge into previous section
==Rounds==
{|border="1" cellspacing="0" cellpadding="5" align="center"
!style="background:#FFFF00;"|Round
!style="background:#FFFF00;"|Opponents
!style="background:#FFFF00;"|Hints
|-style="background:#FFFACD;"
|1
|x3 [[Shadow]]s, x3 [[Soldier]]s
|Get your score orbs and destroy these Heartless in any way you choose.
|-style="background:#FFE4B5;"
|2
|x4 [[Driller Mole]]s, x2 [[Hook Bat]]s
|Take out the Bats and be mindful that the Driller Moles don't hit you with their drilling and emerging move.
|-style="background:#FFFACD;"
|3
|x3 [[Rapid Thruster]]s, x2 [[Surveillance Robot]]s
|
|-style="background:#FFE4B5;"
|4
|x5 [[Rabid Dog]]s x2 [[Creeper Plant]]s
|Take out the Dogs with some quick Keyblade attacks. Go for the Creeper Plants' Reaction Command because it explodes around you.
|-style="background:#FFFACD;"
|5
|[[Volcanic Lord]], x2 [[Soldier]]s
|
|-style="background:#FFE4B5;"
|6
|x3 [[Cannon Gun]]s, x2 [[Silver Rock]]s
|This round is fought in the dark.
|-style="background:#FFFACD;"
|7
|x3 [[Icy Cube]]s, x4 [[Shadow]]s, x? [[Minute Bomb]]s
|Eight Minute Bombs appear, then more continue to spawn.
|-style="background:#FFE4B5;"
|8
|x? [[Soldier]]s, x? [[Silver Rock]]s, x4 [[Armored Knight]]s, x1 [[Large Body]]
|Soldiers and Silver Rocks respawn throughout fight.
|-style="background:#FFFACD;"
|9
|x4 [[Creeper]]s, x1 [[Samurai]]
|Use [[Reaction Command|Duel Stance]] to get rid of more than one enemy.
|-style="background:#FFE4B5;"
|10
|{{c|Yuffie|Enemy}} and {{c|Tifa|Enemy}}
|Yuffie can interrupt combos and attack Tifa from behind.
|-style="background:#FFFACD;"
|
|
|
|-style="background:#FFE4B5;"
|11
|x5 [[Rapid Thruster]]s, x3 [[Aeroplane]]s
|Use [[Magnet]] magic to gather enemies together.
|-style="background:#FFFACD;"
|12
|x4 [[Minute Bomb]]s, x1 [[Magnum Loader]], x2 [[Air Pirate]]s
|Use [[Magnet]] magic to gather enemies together.
|-style="background:#FFE4B5;"
|13
|x3 [[Luna Bandit]]s, x2 [[Driller Mole]]s
|Fight the Luna Bandits one at a time.
|-style="background:#FFFACD;"
|14
|x2 [[Lance Soldier]]s, x2 [[Armored Knight]]s, x2 [[Tornado Step]]s
|Use the [[Reaction Command]]s Rising Sun and Lance Tug.
|-style="background:#FFE4B5;"
|15
|[[Blizzard Lord]]
|Use Fire magic against it.
|-style="background:#FFFACD;"
|16
|x4 [[Soldier]]s, x2 [[Wight Knight]]s
|Use aerial attacks against the Wight Knights.
|-style="background:#FFE4B5;"
|17
|x4 [[Strafer]]s, x4 [[Neoshadow]]s, x4 [[Aerial Knocker]]s
|Watch out for Aerial Knocker's punch combos.
|-style="background:#FFFACD;"
|18
|x2 [[Luna Bandit]]s, x2 [[Air Pirate]]s, x3 [[Creeper Plant]]s, x3 [[Wight Knight]]s
|Use [[Thunder]] and [[Magnet]] magic against the many opponents.
|-style="background:#FFE4B5;"
|19
|x2 [[Dusk]]s, x2 [[Assassin]]s, x1 [[Dragoon]]
|Watch out for the Assassins.
|-style="background:#FFFACD;"
|20
|{{c|Pete|Enemy}}
|Use [[Trinity Limit]] and watch out for his bombs.
|-style="background:#FFE4B5;"
|
|
|
|-style="background:#FFFACD;"
|21
|x3 [[Gargoyle Knight]]s, x3 [[Armored Knight]]s
|Use Rising Sun or the Whirli-Goof Limit.
|-style="background:#FFE4B5;"
|22
|x2 [[Fortuneteller]]s, x1 [[Aeroplane]], x2 {{c|Trick Ghost|KHII}}s
|Watch out for the Trick Ghost's energy blasts.
|-style="background:#FFFACD;"
|23
|x2 [[Soldier]]s, x2 [[Creeper Plant]]s, x2 [[Shaman]]s
|Watch out for Shamans and use Whirli-Goof.
|-style="background:#FFE4B5;"
|24
|x3 [[Bulky Vendor]]s
|Don't wait for their HP to lower, no prizes are given in the Tournament.
|-style="background:#FFFACD;"
|25
|{{c|Cloud|Enemy}} and {{c|Tifa|Enemy}}
|Use Goofy's Limits and be cautious.
|-style="background:#FFE4B5;"
|26
|x2 [[Bolt Tower]]s, x2 [[Hammer Frame]]s, x1 [[Neoshadow]]
|Use [[Magnet]] magic and the [[Reaction Command|Bolt Reversal]] Reaction Command to clear this round.
|-style="background:#FFFACD;"
|27
|x2 [[Gargoyle Warrior]]s, x4 [[Rabid Dog]]s, x4 [[Nightwalker]]s
|Use Magnet magic and aerial attacks.
|-style="background:#FFE4B5;"
|28
|x2 [[Bookmaster]]s, x4 [[Emerald Blues]], x4 [[Shaman]]s, x3 [[Silver Rock]]s
|Use the Shift Shot [[Reaction Command]] to get rid of enemies.
|-style="background:#FFFACD;"
|29
|x2 [[Sniper]]s, x2 [[Gambler]]s
|Use Warp Snipe to defeat enemies quickly.
|-style="background:#FFE4B5;"
|30
|{{c|Hades|Enemy}}
|This round is fought in the dark.
|-style="background:#FFFACD;"
|
|
|
|-style="background:#FFE4B5;"
|31
|x2 [[Samurai]], x1 [[Berserker]], x2 [[Creeper]]s
|Get rid of the Berserker first.
|-style="background:#FFFACD;"
|32
|x3 [[Dancer]]s, x3 [[Demyx (Enemy)|Water Clones]]
|Use Wild Dance to injure Dancers.
|-style="background:#FFE4B5;"
|33
|x4 [[Samurai]]
|Use Magnet magic or [[Final Form]].
|-style="background:#FFFACD;"
|34
|x2 [[Sorcerer]]s
|Watch out for their magic attacks and shields.
|-style="background:#FFE4B5;"
|35
|x? [[Rapid Thruster]]s
|This round is timed.
|-style="background:#FFFACD;"
|36
|x3 [[Berserker]]s
|Use the [[Reaction Command]] Berserk to finish enemies.
|-style="background:#FFE4B5;"
|37
|x2 [[Sniper]]s, x3 [[Assassin]]s, x4 [[Dragoon]]s
|Use Learn/Jump and Warp Snipe Reaction Commands.
|-style="background:#FFFACD;"
|38
|x6 [[Dusk]]s, x3 [[Samurai]], x4 [[Dancer]]s, x4 [[Gambler]]s, x1 [[Sorcerer]]
|Use [[Thunder]] and [[Magnet]] magic against the many opponents.
|-style="background:#FFE4B5;"
|39
|x4 [[Dragoon]]s
|Watch out for the Assassins.
|-style="background:#FFFACD;"
|40
|{{c|Leon|Enemy}} and {{c|Cloud|Enemy}}
|Use [[Final Form]] and [[Master Form]] to deal massive amounts of damage.
|-style="background:#FFE4B5;"
|
|
|
|-style="background:#FFFACD;"
|41
|x2 [[Toy Soldier]]s, x2 [[Graveyard]]s
|Use [[Magnet]] magic and aerial combos, then flee if necessary.
|-style="background:#FFE4B5;"
|42
|x2 [[Living Bone]]s, x1 [[Fortuneteller]]
|Use Magnet to inflict damage.
|-style="background:#FFFACD;"
|43
|x2 [[Morning Star (Heartless)|Morning Stars]], x2 [[Large Body]]s
|Use the [[Reaction Command]]s for help.
|-style="background:#FFE4B5;"
|44
|x3 [[Living Bone]]s
|Use [[Magnet]] magic on these three.
|-style="background:#FFFACD;"
|45
|x? [[Armored Knight]]s, x? [[Surveillance Robot]]s
|[[Battle of the 1000 Heartless]] repeat. Survive time limit.
|-style="background:#FFE4B5;"
|46
|x2 [[Hot Rod]]s, x1 [[Devastator]]
|Use Magnet magic and take your time.
|-style="background:#FFFACD;"
|47
|×1 [[Bulky Vendor]], ×2 [[Lance Soldier]]s, ×1 [[Living Bone]], ×2 [[Emerald Blues]], ×2 [[Assault Rider]]s, x3 [[Morning Star (Heartless)|Morning Stars]], x5 [[Crescendo]]s
|Use every Reaction Command at your disposal, especially Heal Stomp.
|-style="background:#FFE4B5;"
|48
|[[Cerberus]]
|Attack the center head and jump to avoid shockwaves.
|-style="background:#FFFACD;"
|49
|[[Game:Leon|Leon]], [[Game:Cloud|Cloud]], [[Game:Yuffie|Yuffie]] and [[Game:Tifa|Tifa]]
|Either you can attack at everyone or choose one to finish off. Another strategy is to target whichever enemy is the most annoying and repeatedly use Trinity Limit on them. It will hit a good amount of them since they walk into it. Remember to break twice.
|-style="background:#FFE4B5;"
|50
|[[Game:Hades|Hades]]
|You have [[Hercules]] as help because Hades can change into his berserk mode.
|}
-->


==Enemies==
==Enemies==

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