Talk:Abilities (KHII): Difference between revisions

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|EXP Zero
|EXP Zero
|Completely nullifies Experience Points acquired.
|Completely nullifies Experience Points acquired.
|}
===Goofy===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attracts prize orbs towards Goofy
|Beat [[Grim Reaper]] on the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Beat Hostile Program
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Beat the Hyenas in King's Den
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|MP recovers faster when taking damage.
|Beat the Hyenas in the Graveyard
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Beat [[Beast]]
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow.
|Clear the explosives from the [[Black Pearl]]
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Keeps Goofy at 1 HP after a combo that would normally kill Goofy.
|Beat [[Oogie Boogie]]
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Sora and Goofy can use the appropriate Limit move by pressing {{Button|t}}.
|Beat [[Captain Barbossa]]
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Goofy automatically changes with another party member when at critical HP.
|Capture [[Lock, Shock and Barrel]]
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Goofy recovers at a faster rate and more HP is restored.
|Beat [[Pete]] in [[Olympus Coliseum]]
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Goofy is switched for a member, his HP is automatically recovered.
|Clear the Heartless in the Treasure Room
|}
===The Beast===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow (provided that Beast has 2 or more HP left).
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Beast recovers at a faster rate and more HP is restored.
|Available from start
|}
===Mulan===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost '''
|3 AP
|Increase the potential of Fire-based capabilities.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Mulan loses her disguise
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Mulan recovers at a faster rate and more HP is restored.
|Mulan loses her disguise
|}
===Auron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Recovers MP for every hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|}
===Jack Sparrow===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Draw'''
|3 AP
|Attract nearby orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Aladdin===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Aladdin automatically changes with another party member when at critical HP.
|Available from start
|}
===Jack Skellington===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Lucky Lucky'''
|5 AP
|Raises percentage of obtaining rare items from slain enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Fire Boost'''
|3 AP
|Increase the potential of fire based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Blizzard Boost'''
|4 AP
|Increase the potential of blizzard based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastera'''
|4 AP
|MP recovers at a very fast rate.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Jack is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Simba===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''MP Rage'''
|3 AP
|Restores MP for each hit taken from enemies.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Simba recovers at a faster rate and more HP is restored.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Healing'''
|3 AP
|When Simba is switched for a member, his HP is automatically recovered.
|Available from start
|}
===Tron===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Jackpot'''
|4 AP
|Raises chance of receiving more MP, HP, or Drive orbs.
|Available from start
|-bgcolor="#e6e6fa"
|'''Thunder Boost'''
|5 AP
|Increase the potential of thunder based capabilities.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Haste '''
|3 AP
|Hasten the reload speed of MP gauge.
|Download the MCP-killer program
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit Command is accessible via Reaction Command.
|Access the DTD
|-bgcolor="#e6e6fa"
|'''Auto Change'''
|5 AP
|Tron automatically changes with another party member when at critical HP.
|Available from start
|}
===Riku===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Item Boost'''
|2 AP
|Items used on the field have greater effect.
|Available from start
|-bgcolor="#e6e6fa"
|'''MP Hastega'''
|5 AP
|MP charges at 1.75 times faster than its original speed.
|Available from start
|-bgcolor="#e6e6fa"
|'''Defender'''
|3 AP
|Raises defense when HP hits critical.
|Available from start
|-bgcolor="#e6e6fa"
|'''Second Chance'''
|4 AP
|Retain 1 HP after suffering from a critical blow (provided that Riku has 2 or more HP left).
|Available from start
|-bgcolor="#e6e6fa"
|'''Once More'''
|4 AP
|Retain 1 HP after taking a critical combo.
|Available from start
|-bgcolor="#e6e6fa"
|'''Auto Limit'''
|1 AP
|Limit command is accessible via Reaction Command.
|Available from start
|-bgcolor="#e6e6fa"
|'''Hyper Healing'''
|3 AP
|When knocked out, Riku recovers at a faster rate and more HP is restored.
|Available from start
|}
===Mickey===
{|width="100%" class="wikitable"
|-bgcolor="#87ceeb"
|width="15%" style="text-align:center"|'''Ability'''
|width="10%" style="text-align:center"|'''AP Cost'''
|width="45%" style="text-align:center"|'''Description'''
|width="25%" style="text-align:center"|'''Learned'''
|-bgcolor="#e6e6fa"
|'''Scan'''
|N/A
|Allows enemy's HP bar to be viewable while locking on it.
|Available from start
|-bgcolor="#e6e6fa"
|'''Air Combo Plus'''
|N/A
|Adds 1 hit to max air combo.
|Available from start
|}
|}