Darkside: Difference between revisions

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The Darkside follows a set attack pattern. It starts with Dark Punch, followed by Homing Darkness, Shock Wave, and finally Sphere of Darkness, before repeating.
The Darkside follows a set attack pattern. It starts with Dark Punch, followed by Homing Darkness, Shock Wave, and finally Sphere of Darkness, before repeating.
====Sora's Story====
====Sora's Story====
This memory-based incarnation of the Darkside utilizes the same tactics as its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. If a [[Gimmick Card]] appears, a plank of driftwood will appear that Sora can hop upon and float up to the Darkside's head to deal extra damage, or when the Darkside is about to blast an orb from its body, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to summon Shadows, which requires its arm to be immobilized, and there will be an opportunity to attack its head. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards.
This memory-based incarnation of the Darkside utilizes the same tactics as its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. When the Darkside is about to use Homing Darkness, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to use Dark Punch, which requires its arm to be immobilized, and there will be an opportunity to attack its head. Defeating all shadows appearing because of the Dark Punch will cause the Darkside to drop a [[Gimmick Card]], making a plank of driftwood appear that Sora can hop upon and float up to the Darkside's head to deal extra damage. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards. The Darkside tends to warp away before preparing to attack, making Omnislash unreliable for this boss, as Cloud disappears when no target is present.


====Reverse/Rebirth====
====Reverse/Rebirth====
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening where it slams its arm into the ground.
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening where it slams its arm into the ground.


In ''Kingdom Hearts Re:Chain of Memories'', the only difference is the Gimmick Card causes large plateaus to rise from the ground. The most optimal way to make use of this card is to do so while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head. The Darkside still executes the same tactics as its ''Kingdom Hearts'' counterpart, but much faster and thus can be hard to avoid without card breaks.
In ''Kingdom Hearts Re:Chain of Memories'', the only differences is the Gimmick Card causes large plateaus to rise from the ground, and the severely toned down HP on Sora's story. The most optimal way to make use of this card is to do so while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head. The Darkside still executes the same tactics as its ''Kingdom Hearts'' counterpart, but much faster and thus can be hard to avoid without card breaks.
{{CoMDeck
{{CoMDeck
|card1=Darkside
|card1=Darkside
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A Darkside serves as the first boss of the game. As such, it serves as a basic tutorial towards Sora's combat skills and dodging.
A Darkside serves as the first boss of the game. As such, it serves as a basic tutorial towards Sora's combat skills and dodging.


As usual, the Darkside's hands are its primary weak points, though its head can become vulnerable after a while. When it slams its fist into the ground to summon Shadows, prepare to use [[Block]] to guard the shockwave. It can also launch orbs of darkness from its chest, which can be blocked back to it, and from its hands, which can only be dodged. So long as Sora attacks and dodges when necessary, the Darkside will fall with ease. Defeating the Darkside awards Sora with [[Fire]] and [[Water]] magic.
The speed of the Darkside's attacks has been increased, where it is comparable to its ''Kingdom Hearts Re:Chain of Memories'' counterpart. As usual, its hands are its primary weak points, though its head can become vulnerable after a while. When it slams its fist into the ground to summon Shadows, prepare to use [[Block]] to guard the shockwave. It can also launch orbs of darkness from its chest, which can be blocked back to it, and from its hands, which can only be dodged. So long as Sora attacks and dodges when necessary, the Darkside will fall with ease. Defeating the Darkside awards Sora with [[Fire]] and [[Water]] magic.


Another Darkside is fought in ''Kingdom Hearts III Re Mind'', appearing in [[Scala ad Caelum]] after four of Kairi's heart fragments have been found. While the strategy remains the same, this Darkside is a lot more powerful and has a lot more HP.
Another Darkside is fought in ''Kingdom Hearts III Re Mind'', appearing in [[Scala ad Caelum]] after four of Kairi's heart fragments have been found. While the strategy remains the same, this Darkside is a lot more powerful and has a lot more HP, but this time Sora has more tools at his disposal, such as more combat abilities, Formchanges, Magic and Links. His High Jump coupled with his Doubleflight ability make reaching its head even easier.
{{Atk-o|KH3}}
{{Atk-o|KH3}}
{{Atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi|}}
{{Atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi|}}
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