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. 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.
This memory-based incarnation of the Darkside utilizes tactics similar to 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.
{{CoMDeck
|card1=Darkside
|v10=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|com=*
|enemy=*
}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Slams its fist into the ground, making two Shadows appear. The Shadows disappear when it raises its fist.}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x0.8|{{sleight|Darkside|com=*}}|Punches the ground and generates a shock wave.}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.}}
{{atk-c|com}}
===''Kingdom Hearts Re:Chain of Memories''===
Compared to the original game, the differences are the Gimmick Card causes large plateaus to rise from the ground, the severely toned down HP on Sora's story, and the fact the Darkside remains permanently targettable. The Darkside executes the exact same tactics as its ''Kingdom Hearts'' counterpart, but sped up, 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.
The most optimal way to make use of the Gimmick Card is to use it 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.  
{{CoMDeck
{{CoMDeck
|card1=Darkside
|card1=Darkside
|v10=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|card2=Darkside
|v20=◯|v21=◯|v22=◯|v23=◯|v24=◯|v25=◯|v26=◯|v27=◯|v28=◯
|enemy=*
|enemy=*
}}
}}
{{atk-o|com}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.0{{KHCoM}}<br>x1.8{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||7, 8}}|Slams its fist into the ground, making two Shadows appear. The Shadows disappear when it raises its fist.{{KHCoM}}<br>Pounds its right fist into the ground. The technique ends and the used card disappears, but immediately after, 1-3 Shadows appear from under the ground (3-5 Shadows when the Darkside has 30% HP or less remaining). After about 15 seconds, or when a Gimmick Card is used, the Shadows will disappear.{{ReCoM}}}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.8|{{sleight|Darkside||||Cards valued 7, 8}}|Pounds its right fist into the ground. The technique ends and the used card disappears, but immediately after, 1-3 Shadows appear from under the ground (3-5 Shadows when the Darkside has 30% HP or less remaining). After about 15 seconds, or when a Gimmick Card is used, the Shadows will disappear.}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x0.8{{KHCoM}}<br>x1.4{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||0~8}}|Punches the ground and generates a shock wave.{{KHCoM}}<br>Swings its right hand down and hits the ground, creating a shock wave that covers almost the entire field. The shock wave can be avoided by jumping in the air, but the arm might damage the opponent if they are too close.{{ReCoM}}}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x1.4|{{sleight|Darkside||||Cards valued 0~8}}|Swings its right hand down and hits the ground, creating a shock wave that covers almost the entire field. The shock wave can be avoided by jumping in the air, but the arm might damage the opponent if they are too close.}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0{{KHCoM}}<br>x1.6{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||2, 3, 6, 7, 8}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.{{KHCoM}}<br>Places both knees on the ground, and fires multiple guided bullets from the hole in its abdomen 3-4 times. Normally, it fires in the order of [2 bullets > 4 bullets > 6 bullets], but when its HP drops below 50%, the number increases to [4 bullets > 4 bullets > 6 bullets > 6 bullets]. The bullets will accurately pursue Sora and Riku, but can be avoided by dodging past them.{{ReCoM}}}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.6|{{sleight|Darkside||||Cards valued 2, 3, 6, 7, 8}}|Places both knees on the ground, and fires multiple guided bullets from the hole in its abdomen 3-4 times. Normally, it fires in the order of [2 bullets > 4 bullets > 6 bullets], but when its HP drops below 50%, the number increases to [4 bullets > 4 bullets > 6 bullets > 6 bullets]. The bullets will accurately pursue Sora and Riku, but can be avoided by dodging past them.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||6, 8}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.{{KHCoM}}<br>Puts its left hand in the ground, takes out a sphere, and sends it flying overhead. The sphere splits up in the sky and falls down in various places. The left hand can also inflict damage when going underground.{{ReCoM}}}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside||||Cards valued 6, 8}}|Puts its left hand in the ground, takes out a sphere, and sends it flying overhead. The sphere splits up in the sky and falls down in various places. The left hand can also inflict damage when going underground.}}
{{atk-c|com}}
{{atk-c|com}}