Trickmaster: Difference between revisions

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*'''Juggler's Mangle'''—The Trickmaster will swipe at Sora with his batons  
*'''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.
*'''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.
*'''Fire'''—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.
*'''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.


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===''Kingdom Hearts: Chain of Memories''===
===''Kingdom Hearts: Chain of Memories''===
;Attacks
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 jaunt around the room.  
*'''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.
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''===
===''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.
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.


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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.
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.
====Deck statistics====
<gallery>
File:Trickmaster (card).png|Trickmaster
</gallery>
====Attacks====
{|class="wikitable" width="90%"
|- bgcolor="#87CEEB"
|width="12%" style="text-align:center"|'''Attack'''
|width="2%" style="text-align:center"|'''Power'''
|width="2%" style="text-align:center"|'''Element'''
|width="5%" style="text-align:center"|'''Card value'''
|width="15%" style="text-align:center"|'''Description'''
|width="5%" style="text-align:center"|'''Card'''
|-bgcolor="#E6E6FA"
|{{nihongo|'''Earth Shake'''|アースシェイク}}
|x1.5
|Neutral
|1–8
|
|<center>[[File:Trickmaster (card).png|50px]]</center>
|-bgcolor="#E6E6FA"
|{{nihongo|'''Destroy Table'''|テーブル破壊|Tēburu Hakai}}
|x1.2
|Physical
|8
|
|<center>[[File:Trickmaster (card).png|50px]]</center>
|-bgcolor="#E6E6FA"
|{{nihongo|''' '''||}}
|x1.5
|Physical
|1–8
|
|<center>[[File:Trickmaster (card).png|50px]]</center>
|-bgcolor="#E6E6FA"
|{{nihongo|'''Fire'''|ファイア|}}
|x1.5
|Fire
|1–8
|
|<center>[[File:Trickmaster (card).png|50px]]</center>
|}


===''Kingdom Hearts Re:coded''===
===''Kingdom Hearts Re:coded''===
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