Trickmaster

The Trickmaster is a Heartless boss that is found in Kingdom Hearts, Kingdom Hearts: Chain of Memories, Kingdom Hearts coded, and their remakes. It is one of the bosses at Wonderland.

Kingdom Hearts
Throughout most of the adventure in Wonderland, the Trickmaster is referred to as the shadows or the darkness (especially by the Cheshire Cat).

After defeating the Queen of Heart's gaurds, Sora and his party are shocked to find Alice has gone missing. They rush off to find her and after searching all throughout Wonderland, Sora returns to the normal Bizarre Room. The sneaky Cheshire Cat appears and directs Sora's attention to the roof of the room, from which the Trickmaster drops and attacks. Once the Heartless has been defeated, Sora discovers Wonderland's keyhole and seals it.

Kingdom Hearts: Chain of Memories
Trickmaster briefly appears as a figment of Sora's memory. It stole the Queen's memory, and she accused Alice of the crime.

The Trickmaster also appears to Riku, as a figment of his memory and a representation of the darkness within him.

Kingdom Hearts coded
It seems he is the source of the Bug Blox corruption and is the one who stole everyone's memories in Wonderland.

Design
A Trickmaster is a bizarre Heartless with spindly legs resembling scissor jacks, arms that appear and sound like they're made of paper, and a head that is made of several segments balanced on top of each other. Each of these segments sports its own face—though all of the faces have the same glowing yellow eyes and jagged mouths—and they alternate in color from red to black. Its arms are black and it often juggles clubs with zig-zagging, purple and lavender stripes on them. It wears black armor with large, red shoulder pads, a black codpiece, and has a very thin and small red body. The upper halves of its legs are red, while their lower halves are black. Its feet are black, flat, and curl at the tips. Much of its upper body and head sport gold highlights.

In Kingdom Hearts Final Mix, the red sections of the Trickmaster's body becomes magenta, the black sections become lavender, save for its arms, which become a dark shade of steel blue. Its clubs becomes striped with black and white, and its feet and the gold tinges on its body and head both become yellow with a slight green tint.

The Trickmaster's name and design reflect the confusing, deceptive nature of Wonderland. Its name may also reference the Heartless's skill in juggling and performing other "tricks".

Kingdom Hearts

 * Attacks
 * Juggler's Mangle - The Trickmaster will swipe at Sora with his batons
 * Stew Pot - A non damaging move. The Trickmaster will waltz to the stove and reignite its batons.
 * Fireball - This attack will only be used when the batons are lit. The Trickmaster will put the lit batons together and begin to shoot fireballs at Sora. This can be easily dodged with a dodge roll.
 * Pound - The Trickmaster will lift its batons and slam them down hard onto the ground causing a shock wave, which can be dodged by jumping with the right timing. If the table or chair is up in the room, the Trickmaster can destroy them with this attack, but will only target them if Sora is on them.

In battle, the Trickmaster uses its juggling batons and its size to attack opponents. It can also light them on fire to increase attack power or blow fireballs from them. On a lesser note, it has been shown to be an expert acrobat and juggler, as it can perform somersaults with ease and constantly juggles throughout its battles.

This tall boss monster can only be fought while Sora and the others are small, and its immense size is the only advantage it needs. Physical damage is the way to go in this fight - hop onto the table and attack its head for best results. The Trickmaster lights its juggling sticks at the stove and damage from a lit stick is doubled. Using the Fire spell on it also causes them to light. If you have obtained Blizzard, you can aim at the tips of the batons and cast Blizzard for the fire on the batons to go out.

The Trickmaster's weak spot is located high on its chest, and it can only be hit with aerial combos or from an elevated position. Occasionally, it will collapse, which is the perfect opportunity for some quick combos. It will also drop HP orbs that can be useful. Get as many hits in as possible, as it will soon regain its height.

Kingdom Hearts: Chain of Memories

 * Attacks
 * Fireball: The Trickmaster will begin to shoot fireballs at Sora. This can be easily dodged with a dodge roll.
 * Pound: The Trickmaster will lift its batons and slam them down hard onto the ground.

The Trickmaster will initially begin by juggling its batons, regaining HP as it does so. It is recommended that the player uses Magic. The only other attack that Trickmaster has in this stage is slamming its batons onto the ground, creating a small circle that erupts in flames. It will then continue to jaunter around the room.

After depleting the blue bar of its health, the Trickmaster will initiate another attack, which launches a fireball at you. This attack can be easily dodged by jumping up. During each card break, the Trickmaster will slump foward, dropping it batons and exposing itself for attacks.

Kingdom Hearts Re:Chain of Memories

 * Attacks
 * The Trickmaster throws his batons in the air and brings them down again. Can be avoided by jumping

One of the best ways to beat Trickmaster is to have plenty of Fire cards in your deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, you will start on the table so you should make use of it. Jump and attack him either with a high attack card or combination of lower attack cards.

It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, ergo making them prone to success. Don't worry about jumping if you happen to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure you don't use the combos too often, as you will run out of cards. Sleights won't be really helpful since they take place on the ground. In any case, make sure you don't accidentally activate one, wasting your cards.

Now, after a while, the table will go away. Not a big deal; it's actually easier to avoid some of its fire attacks on the ground. The only attack you have to beware of is the area-wide ground attack, as the Trickmaster throws his batons in the air and brings them down again. In order to avoid this attack, try jumping. Now, unload those fire cards. Stock them in sets of three, to activate Firaga, or two, in which case make the last card a magic refill card. This does a load of damage, and as long as you are locked on, the fire will track him down. It is a definite hit and does massive damage. Activate the Red Nocturne card to boost your Fire power.

Make sure you balance out your combos with the Fire cards. Try using individual attack cards as well. Shortcutting the Cure card will always be helpful, but remember to look at the Trickmaster's card to be sure your Cure card is higher than his. Jumping on the table is somewhat hard, but it is a good time to Cure and replenish your deck, especially when he executes the big ground attack. You avoid it automatically if you are on the table.

Reverse/Rebirth
If you happen to have picked Wonderland for Basement five and above, tough luck: no matter how much AP you seem to have, you are reduced to seventeen cards - namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so you might have a hard time breaking the Trickmaster's attacks. For this, you are recommended to be Level 50 or above. Unlike the first Kingdom Hearts, its batons are automatically lit, and will remain lit throughout the battle, so be on your guard.

The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If you successfully transform into Dark Mode, this is a plus. Dodge the Trickmaster as much as you can, and if you do not have enough cards to parry the Trickmaster's attacks, do not stand on the table. If you have finished the Halloween Town episode before Wonderland, save the Oogie Boogie card for emergencies only.

Kingdom Hearts Re:coded
Some of the Trickmaster's moves can be determined by the glow of his batons
 * Attacks
 * Red: The Trickmaster shoots fireballs at Sora, shoots out a line of fire, or sends out spinning balls of flame.
 * Purple: The Trickmaster summon obstacles
 * Light Purple, with a Red core: The Trickmaster will jump and flip the scenery
 * The Trickmaster will make himself catch on fire, and throw flaming rocks that home in on you. This can be avoided with Dodge Roll.

First battle
In the first battle, you need only dodge its fire attacks or guard it. When it sends out a collection of fireballs, quickly dodge roll to the side or guard it. It may send a single fireball once or twice which can be guarded or avoided by Dodge Rolling. Make sure to follow it around the battle area and keep shooting the orbs of energy, or you can use the lock on to fire five at one time that can't miss. In no time it'll fall.

Second battle
In the second battle, you will be fighting it along with the damage blocks it summons. They may include prize blocks as well, make sure to use these. In this part, it'll use a new move: it'll summon balls of fire energy that will bounce and eventually break, you can shoot these with the orbs of energy to break much faster. It will also use the moves in the first battle. You can predict what move it'll use by the glow of its batons. If they glow red, it's going to use the fire attacks. If they glow purple, it'll summon obstacles. However, most of this battle is avoiding the obstacles it sends out, so you'll be able to finish it quickly.

Third battle
In the third and final battle, it will use all of its moves from both the first and second battle. Make sure to avoid its attacks as well, and keep your concentration, for it might change the screen direction. You can still predict what move it'll use by the glow of its batons. If they glow red, it's going to use the fire attacks, either sending out a fireball, shooting out a line of fire, or sending out spinning balls of flame. If they glow purple, it'll summon obstacles and if it glows a lighter shade of purple, with a red core, it means it's going to jump and flip the scenery. The Trickmaster may also make himself catch on fire, and throw flaming rocks that home in on you, but you can dodge them with Dodge Roll.