KH3D icon.png

Armored Ventus Nightmare: Difference between revisions

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
(Experimented with the fight more. I am now confident that these are the best strategies.)
Line 63: Line 63:
While Counter Aura is crucial in this fight, it does little damage, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening you up to damage and/or knocking you out of the attack early, effectively wasting the command. It will often use "dark aero" to accomplish this.
While Counter Aura is crucial in this fight, it does little damage, so relying on it to finish the boss may be tedious. It is generally safe to unleash a short combo whenever the Nightmare emerges from the ground and does not immediately launch into another attack. It will quickly attempt to counter, in which case Dark Barrier may be utilized. It may be tempting to use multi-hit attacks like Dark Aura or Dark Splicer on it, however, this does not work as well as it did on Young Xehanort. The Nightmare can change tactics quickly, opening you up to damage and/or knocking you out of the attack early, effectively wasting the command. It will often use "dark aero" to accomplish this.


In any case, once its HP is brought down to 1, the battle will shift. If the background is currently white, you must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing, and all of his commands will be locked, with his attack replaced by "Nightmare Clash." The Nightmare will take on a new, relatively small HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. You can attempt to time the strikes, but it may be best just to max out Riku's HP and obtain Second Chance, which aren't very hard to do in this game.  
In any case, once its HP is brought down to 1, the battle will shift. If the background is currently white, you must weather the attack until it returns the arena to normal, otherwise it will head straight for the center. Once there, a cinematic will play in which the Nightmare uses a "Shotlock" style ability on Riku, who counters by using a special Dual Link. The results are the same no matter which Dream Eaters Riku is using: He will begin glowing, and all of his commands will be locked, with his attack replaced by "Nightmare Clash." The Nightmare will take on a new, relatively small HP gauge, which must also be brought down to 1 to finish the battle. It will cloak itself in a purple light and perform several rushing attacks, which can easily whittle down Riku's HP even at high levels. Using Nightmare Clash will cause Riku to charge the Nightmare and damage it, also nullifying damage done to him if they collide. You can attempt to time the strikes, but it may be best just to max out Riku's HP and obtain Once More, which aren't very hard to do in this game.  


Should you fail, the Nightmare will trigger a purple energy attack that is near impossible to avoid and cannot be interrupted. Also, your commands will still be altered, leaving no way to heal Riku. Should you succeed, the Nightmare will be stunned, and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and you'll be forced to repeat this sequence with diminished HP.  
Should you fail, the Nightmare will trigger a purple energy attack that is near impossible to avoid and cannot be interrupted. Also, your commands will still be altered, leaving no way to heal Riku. Should you succeed, the Nightmare will be stunned, and the Finish command will destroy it for good. This command cannot miss, so perform it as quickly as possible, otherwise the Nightmare will regain consciousness, and you'll be forced to repeat this sequence with diminished HP.  

Revision as of 01:14, 24 August 2013

Template:Enemy The Armored Ventus Nightmare is the final boss of Kingdom Hearts 3D: Dream Drop Distance.

Story

Kingdom Hearts 3D: Dream Drop Distance

When Riku travels to Sora's Dive to the Heart, the Nightmare Armor appears out of the darkness and engages him in battle. Upon the Armor's defeat, the darkness covering Sora and his Keyblade cracks and fades away, leaving a comatose Sora behind as he falls into a pool of darkness.

Design

The Armored Ventus Nightmare is Sora clad in Ventus's Keyblade Armor, which is now black in coloration. The Nightmare Dream Eater emblem is emblazoned on the visor. The boss wields Sora's Kingdom Key, which is also colored black, with a reverse grip.

Strategy

Template:Section-stub

Videos

Armored Ventus Nightmare (Kingdom Hearts Dream Drop Distance)
<youtube width="320" height="240">f3NsZJuMdI4</youtube>