Clock Drill (クロックドリル Kurokku Doriru?) is a Formchange in Kingdom Hearts III. It allows the user to transform the Keyblade into a drill and rush into enemies.

MechanicsEdit

In Kingdom Hearts III, Clock Drill is the second Formchange of the Classic Tone Keyblade, following Boom Hammer and associated with Guardian Form. It has a base duration of 25 seconds and a maximum combo length of 5. It behaves nearly identically to Drill Punch, with the only differences being aesthetics and a different finisher. Its attacks have Sora spin the drill forward and piercing the ground with it. The ground combo finisher has Sora dig into the ground and emerge forward with an uppercut, while the air combo finisher is a stronger spinning charge. When surrounded by enemies, Sora can also call up an armada of drills from underneath for the finisher. Clock Drill uses Artillery-style Magic.

The Finish command has the screen turn black and white as Sora summons a clock on the ground and inserts the drill into it, spinning the clock hands to 12:00 and damaging any enemies caught in the clock.

AbilitiesEdit

Alongside the abilities from Guardian Form, Clock Drill also has access to Guardbreaker.


Form Actions
Attack Attribute Power
Multiplier
Form
Value
Reaction
Value
Revenge
Value
Guard? Repel LV Status
Effect
Keyblade Transformation Attack (キーブレード変形演出中の攻撃
Kīburēdo Henkei Enshutsu-chū no Kōgeki
?)
  Neutral 0.5 0 1 0 O
Drill Forward Rush (ドリル前方突進
Doriru Zenpō Tosshin
?)
  Physical 0.2(x9) 1(x9) 1(x9) 0.1(x9) O
First ground combo, first and third aerial combos.
Drill Under Rush (ドリル真下突進
Doriru Mashita Tosshin
?)
  Physical 0.4(x4) 3(x4) 1(x4) 0.3(x4) O
Second ground combo.
Drill Rush Upper (ドリル突進アッパー
Doriru Tosshin Appā
?)
  Physical 0.3(x3)+0.5 2(x3)+4 1(x4) 0.2(x3)+0.4 O
Third ground combo, second and fourth aerial combos.
Drill Falling Thrust (ドリル落下突き
Doriru Rakka Tsuki
?)
  Physical 1.2+1.2 8+8 1+1 0.5+0.5 O
Fourth ground combo.
Corkscrew Uppercut   Physical 0.6(x6) 6(x6) 1(x6) 0.25(x6) O
Launch foes into the air with a giant drill. (Ground combo finisher)
Drill Rising Rush (ドリル上昇突進
Doriru Jōshō Tosshin
?)
  Physical 0.4+0.4 3+3 1+1 0.3+0.3 O
Used when the target is in the air.
Drill Jumping Ground Thrust (ドリル跳び地面突き
Doriru Tobi Jimen Tsuki
?)
  Physical 1.6 8 1 0.5 O
First ground combo when surrounded.
Drill Ground Thrust (ドリル地面突き
Doriru Jimen Tsuki
?)
  Physical 0.6 6 1 0.5 O
Second ground combo when surrounded.
Drill Pillars   Physical 0.6(x7) 6(x7) 1(x7) 0.25(x7) O
Call forth countless drills from beneath the enemy's feet. (Ground combo finisher when surrounded)
Dire Drill   Physical 0.3(x10) 2(x10) 1(x10) 0.1(x10) O
Lunge toward foes with a giant drill. (Aerial combo finisher)
Drill Swoop Rush (ドリル急降下突進
Doriru Kyūkōka Tosshin
?)
  Physical 1.2+1.2 8+8 1+1 0.5+0.5 O
Used during a Superjump near the enemy or when above the target.
Diving Dodge   Physical 1.0 8 1 0.5 O
Tilt   and press   to dive beneath the ground and evade in that direction. Only works while in combat.
Finish (フィニッシュ
Finisshu
?)
(time stop)   Neutral 0.5 0 1 0 O

(clock hands)   Physical 0.2(x8)+3.0 0 1(x8)+5 0 O
Stops time while dealing damage to surrounding enemies, then advances the giant clock hands and attacks repeatedly.

Learning Clock DrillEdit

Kingdom Hearts IIIEdit

See alsoEdit