Spellican: Difference between revisions

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The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-Up Block]].
The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-Up Block]].


The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican; once the Spellican is in range, Sora must perform [[Sliding Dive]] to inflict damage and force the Spellican to the main battle arena.
The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican. Once the Spellican is in range, you can either continue accelerating until you hit it (although for almost unnoticable damage), or perform [[Sliding Dive]] or [[Kick Dive]] (which is harder to pull off, but it deals much better damage) and force the Spellican to the main battle arena.


This area is filled with floating rocks which can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against the Spellican's attacks.
This area is filled with floating rocks which can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against the Spellican's attacks.


The Spellican frequently warps around the area and attacks by firing homing projectiles or transforming its staff into a lengthy blade of light that it will swing wildly. Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky, and may also vanish and replace itself with magic brooms<!--should this be linked?--> that must be destroyed before it will reappear. The Spellican can be made to flinch with nearly any of Sora's attacks, interrupting its own attack and opening it up for more attacks from Sora, but once it gets off the attacks they can either be evaded by hiding behind the rocks or parried with [[Counter Rush]]. After enough time passes, or after taking enough damage, the Spellican will take Sora with it back to the celestial road, where he will need to chase it down again in order to continue the battle.
The Spellican frequently warps around the area and attacks by firing homing projectiles or transforming its staff into a lengthy blade of light that it will swing wildly. Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky, and may also vanish and replace itself with magic brooms<!--should this be linked?--> which summon lightning that must be destroyed before it will reappear. The Spellican can be made to flinch with nearly any of Sora's attacks, interrupting its own attack and opening it up for more attacks from Sora, but once it gets off the attacks they can either be evaded by hiding behind the rocks or parried with [[Counter Rush]]. After enough time passes, or after taking enough damage, the Spellican will take Sora with it back to the celestial road, where he will need to chase it down again in order to continue the battle.
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