Kingdom Hearts III
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Marine Rumba: Difference between revisions

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===''Kingdom Hearts III''===
===''Kingdom Hearts III''===
Marine Rumbas are easy to defeat. Their attacks take a long time to charge up, and they can be easily canceled if Sora attacks them before they fire their water shot. If Sora wishes to fight at a distance, [[Thunder]] magic is perfect as not only do they take extra damage from it, but Thunder attacks will also cause their water spheres to vanish. Their water spheres will also vanish if inflicted with the {{c|Freeze|status}} status effect, though [[Blizzard]] attacks deal no extra damage. Their '''Water Snipe''' attack will allow the usage of [[Risk Dodge]] if blocked.
Marine Rumbas are easy to defeat. Their attacks take a long time to charge up, and they can be easily canceled if Sora attacks them before they fire their water shot. If Sora wishes to fight at a distance, [[Thunder]] magic is perfect as not only do they take extra damage from it, but Thunder attacks will also cause their water spheres to vanish. Their water spheres will also vanish if inflicted with the {{c|Freeze|status}} status effect, though [[Blizzard]] attacks deal no extra damage. Their '''Water Snipe''' attack will allow the usage of [[Risk Dodge]] if blocked.
{{Atk-o|KH3}}
{{Atk-o|KH3}}
{{Atk|{{nihongo|'''Water Vulcan'''|ウォーターバルカン|<br>Wōtā Barukan|}}
{{Atk|{{nihongo|'''Water Vulcan'''|ウォーターバルカン|<br>Wōtā Barukan|}}

Revision as of 20:48, 23 February 2022

Marine Rumba

Kingdom Hearts Union χ
KINGDOM HEARTS III (2019)
Aquatic Heartless that slowly wade through the skies and unleash water attacks.
Kingdom Hearts III
These watery wizards swim through the air with the grace of the majestic trout. Before casting magic, they'll come to a stop and summon spheres of water, leaving themselves open to attack.

Think fast if they do start conjuring, because the speed of their spells is no joke!

Nothing dries them up faster than a zap of Thunder magic. If you've got the MP to spare, use it to give 'em a thousand-volt jolt!
Location HP Strength Defense EXP
Kingdom of Corona 49 29 14 25
Monstropolis 68
6
38 19 62
13
Monstropolis
(6 worlds cleared)
76
7
42 21 82
17
Monstropolis
(The Final World cleared)
91
9
50 25 131
27
Arendelle 72
7
40 20 71
15
Arendelle
(6 worlds cleared)
80
8
44 22 93
19
Arendelle
(The Final World cleared)
95
9
52 26 146
30
The Caribbean 87 48 24 118
The Caribbean
(The Final World cleared)
99 54 27 161
The Caribbean
(Battlegate 10)
137 73 37 353
Scala ad Caelum 118 63 32 247
Physical Fire Blizzard Thunder Water
×1.0 ×0.7 ×1.0 ×1.5 ×0
Aero Dark Neutral Rapid-fire
×1.0 ×1.0 ×1.0 ×1.0
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 ×1.1

Rewards
MP prize (5) ×1, Focus prize (3) ×3
Soothing Stone (12%), Soothing Gem (6%)
World(s)
Kingdom of Corona, Monstropolis, Arendelle, The Caribbean, Scala ad Caelum

The Marine Rumba is an Emblem Heartless that appears in Kingdom Hearts III.

Design

The Marine Rumba has a smooth, conical blue body, with lighter blue dots lining it, with the Heartless symbol on its chest. The top of its body flares outward and forms a "collar" of sorts, covering its pitch black head with its white and blue hat. Like many Heartless, it has glowing yellow eyes, and like many of its relatives, two seemingly useless feet with three thin toes.

Like other Heartless in its family, the Marine Rumba's name comes from a color-marine, a shade of blue- and a musical term-rumba, a term used to describe several types of music, but most commonly referring to Cuban or Cubanized types of dance in Latin America.

Strategy

Kingdom Hearts III

Marine Rumbas are easy to defeat. Their attacks take a long time to charge up, and they can be easily canceled if Sora attacks them before they fire their water shot. If Sora wishes to fight at a distance, Thunder magic is perfect as not only do they take extra damage from it, but Thunder attacks will also cause their water spheres to vanish. Their water spheres will also vanish if inflicted with the Freeze status effect, though Blizzard attacks deal no extra damage. Their Water Snipe attack will allow the usage of Risk Dodge if blocked.

Technique Element Status Power Block? Repel LV
Water Vulcan (ウォーターバルカン
Wōtā Barukan
?)
Water 1 (per hit) 1
Shoots its water spheres forward in three directions.
Water Snipe (ウォータースナイプ
Wōtā Sunaipu
?)
Water 1.5 △ (Risk Dodge) 3
Merges its three water spheres and fires the resulting sphere forward.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.