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Cure Boost

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Revision as of 17:09, 24 November 2010 by KrytenKoro (talk | contribs)
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Cure Boost (ファイアアップ Faia Appu?, lit. "Cure Up") is an ability that appears in Kingdom Hearts: Chain of Memories, Kingdom Hearts II, and Kingdom Hearts Birth by Sleep. It increases the damage done by Cure-based attacks. In Kingdom Hearts: Chain of Memories, "Cure Boost" is activated by the Red Nocturne card, costs 20 CP to add to your deck, and lasts for 1 reload, while in Kingdom Hearts II, it requires 3 AP to equip, and in Kingdom Hearts Birth by Sleep, up to three copies of it can be equipped.

Learning Cure Boost

Kingdom Hearts: Chain of Memories and Kingdom Hearts Re:Chain of Memories

Kingdom Hearts II

  • Sora learns Cure Boost at level 15 with the Dream Rod, 23 with the Dream Sword, and 33 with the Dream Shield.
  • Donald learns Cure Boost after defeating Scar.
  • Mulan learns Cure Boost after losing her disguise.
  • Jack Skellington has Cure Boost as a default ability.
  • The Bond of Flame has Cure Boost as its Equipment Ability.

Kingdom Hearts II Final Mix

  • Sora learns Cure Boost at level 15 with the Dream Rod, 23 with the Dream Sword, and 33 with the Dream Shield.
  • Donald learns Cure Boost after defeating Scar.
  • Mulan learns Cure Boost after losing her disguise.
  • Jack Skellington has Cure Boost as a default ability.
  • The Bond of Flame has Cure Boost as its Equipment Ability.
  • The Rising Dragon has Cure Boost as its Equipment Ability.

Kingdom Hearts Birth by Sleep

Cure Boost can be attached to a type A or type B Command recipe through Command Melding, either randomly or by applying a Shimmering Crystal.