Forum:Notes 54 (KHIII, mechanics + backups from Pastebin) - Ultima Spark

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Forums: Index > Ansem's Computer > Notes 54 (KHIII, mechanics + backups from Pastebin) - Ultima Spark

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Battle charactersEdit

NOTES
* Critical, 1.07 and DLC (ie. Re Mind) changes are tagged like [this]. Also, currently incomplete and haphazard.
* If extended formchange animations are off, the default Formchange Attack is that of Second Form.
* All mentions of buttons assume default EN configuration.
* All magic effects referring to Sora apply to other player characters when applicable.
* All non-Sora PCs have a 360° guard that lasts for 0.83 seconds per use.

https://wikiwiki.jp/kh-3/ - JP wiki with data, must do a thorough check later.

Raw data for techniques (spreadsheet) can be found here (by Zeanoto@GameFAQs). Uses JP names.
 - Sora (techniques, team attacks, attractions, links): https://docs.google.com/spreadsheets/d/18Bwig59FEXFKkxgYSrglab4fbtw6uKo3LP_Q0fzaYdI/edit
 - Sora (magic): https://docs.google.com/spreadsheets/d/1jIbk4e6ok8dahK2QN_hg5Hxk2_k_sHjt6UPsN1uC8zs/edit#gid=0
 - Other PCs and party member: https://docs.google.com/spreadsheets/d/128MpQv3vOgmMEvOJG8wqeKlyqMxQRB8py_A9Udr2em4/edit#gid=0
 - Mini-games: https://docs.google.com/spreadsheets/d/13zn4DC2xwE7DsiA-VrER4NRU49QybMOjOzvofbVSz-I/edit#gid=0
 - Abilities: https://pastebin.com/XL42g8WQ

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BATTLE CHARACTERS

今回の冒険でも, Soraをはじめとした大勢のcharacterがbattleに参加する. 場面によってはpartyの顔ぶれが変わることもあるので, ひとりひとりの能力を知っておこう.

1. CHARACTER NAME
2. BATTLE CHARACTERISTICS
3. FACE IMAGE: An image of the face that appears on the lower-right corner of the screen.
4. INITIAL STATS / ABILITIES: Character stats, items, etc. For Sora, Donald and Goofy, their initial data is listed.
5. TECHNIQUES AND MAGIC: Techniques and magic the character can use; see below for an overview.

EXCLUSIVE TO SORA, DONALD AND GOOFY:
6. LEVELS AND STATS: Level upによるstatusの上がりかたと覚えるability.
7. 勝利BONUSなどによる戦力UP: 勝利bonusやworld clear, mini-gameの報酬などによる戦力の上がりかた.
8. LEARNED ABILITIES: そのcharacterが覚えられるabilityの名前, 必要AP, 習得条件. Main menuのabilityと同じ順番で並べている.

EXCLUSIVE TO FULL-FLEDGED TEAMMATES:
9. AVAILABLE TEAM ATTACKS: Team attacks in which the character participates.

EXCLUSIVE TO RIKU, AQUA AND TEMPORARY TEAMMATES
10. AVAILABLE BATTLES: Battles in which the character participates.

TECHNIQUES AND MAGIC OVERVIEW

11. RELATED DATA: Techniqueとmagicに関達するdata. 各項目の意味は以下のとおり. 発動中にcommand menuの上部が変化する場合は, その画像も載せている.
* MAXIMUM COMBO LENGTH: Techniqueやmagicをcomboで出せる回数
* MAGIC: そのときのmagic style (→p. 190)
* INVOCATION: 発動するためのsituation commandが出現している時間の基本値 (特定のsupport ablity / →p. 158)
* DURATION: 発動している時間の基本値 (LinkのみLink Extenderで延ばせる / →p. 158)
12. BEHAVIOUR AND BASIC DATA: Techniqueの動作および基本となるdata. 各項目の意味はp. 56を参照.
13. DETAILED DATA: Techniqueやmagicのくわしいdata. 各項目の意味はp. 56を参照.

EXCLUSIVE TO THE VARIOUS KEYBLADES
14. KEYBLADE NAME
15. FORM AND KEYBLADE CHANGES: そのKeybladeを手にしているときのformchangeやKeyblade変形の流れ.
16. MOBILITY AND SUPPORT ABILITIES: そのKeybladeを手にしているときに効果が発揮されるmobility abilityとsupport ability. Keyblade強化によって追加されるabilityには, 必要な強化回数を強化4回目など形で記している.
17. MAXIMUM LOCK COUNT: そのKeybladeのshotlockによる多重lock-onの回数(lock count)の最大値.

EXCLUSIVE TO TEAM ATTACKS, ATTRACTIONS AND LINKS
18. ATTACK SEQUENCE: Team attack, attraction, linkを発動させているときの行動の仕組み. 発動演出中にとる行動には[発動演出]の文字を添えている.

EXCLUSIVE TO TEAM ATTACKS
19. INVOKED BY: Teammates who can invoke a given team attack (→pp. 192–193). ほかの仲間もteam attackに参加する場合は, その顔illustrationを右側に載せている.

EXCLUSIVE TO MAGIC
20. MAGIC STYLE NAME
21. LINEAGE, ETC. EFFECTS: そのmagic styleにおける系統ごとの効果のちがい. Magicが上位のもの(Fire-line magicの場合は, Firaza → Firaga → Fira → Fireの順で上位になる)になったときの変化も説明している.

BEHAVIOUR AND BASIC DATA OVERVIEW

22. COMBO CLASSIFICATION: x
23. COMBO SEQUENCE: x
24. REQUIREMENT: x
25. NAME: x
26. TECHNIQUEの動作: x
27. POWER MODIFIER: x
28. TYPE: x
29. INVINCIBILITY: Indicates whether you're invincible (ie. immune to enemy attacks) while the technique is in use; Yes means you are, No means you aren't.

DETAILED DATA OVERVIEW

30. NAME: x
31. DATA CLASSIFICATION: x
32. TYPE: x
33. POWER MODIFIER: x
* a + b: x
* a (+ b): x
* a × b hits: x
* a × (b–c hits): x
* a per hit: x
34. RELATED STAT: x
35. FORM VALUE: x
36. REACTION VALUE: x
37. REVENGE VALUE: x
38. GUARD NULLIFICATION: Indicates if it pierces through an enemy's guard; Yes means it can, No means it can't.
39. REPEL LEVEL: x
40. STATUS EFFECTS: x

NAME
-Sub-attack-
Type: Physical/Fire/Blizzard/Thunder/Water/Aero/Dark/Neutral
Stat: Strength/Magic
Power modifier: ×—
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: Yes/No
Repel level: —
Description: —

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SORA

THE HERO OF LIGHT WHO USES VARIOUS TECHNIQUES AND MAGIC

The game's main protagonist and the primary player character. In addition to the many techniques and magic available to him, he can also temporarily strengthen himself with formchanges, etc.

INITIAL STATS
-------------
Values in [brackets] take equipment into account.
* Level: 1
* Initial AP: 28
* Maximum HP: 120/90/105 (*1)
* Maximum MP: 100/120/110 (*1)
* Maximum Focus: 100
* Strength: 11
* Magic: 12
* Defense: 8
* Armour slots: 1
* Accessory slots: 1
* Item slots: 3
*1: 目覚めの園で選んだ[求める強さ]によって変わる(左から順に[体力][ふしぎな力][均衡]を選んだときの値)

INITIAL ITEMS
-------------
[E]: Already equipped.
* Weapon: Kingdom Key [E] (*2)
* Armour: —
* Accessories: —
* Items: —
*2: Any weapons obtained as bonuses (→pp. 571–572) are equipped in the second and third slots.

INITIAL ABILITIES
-----------------
[E]: Already equipped.

ACTION
* Block [E]
* Sonic Slash [E]
* Buzz Saw [E]
* Somersault [E]
* Sonic Cleave [E]

MOBILITY
* Dodge Roll [E]
* Air Slide [E]
* Aerial Dodge [E]
* Wall Kick [E]
* Pole Spin [E]
* Pole Swing [E]
* Superslide [E]

SUPPORT
* Zero EXP
* Scan [E]
* Assist Friends [E]
* Magic Lock-On [E]
* Damage Control [E]

-----------------------------------------------------------------------------------------------------------------------------

SORA'S VARIOUS FORMS

Sora can assume seven different forms (which change his appearance) in battle. Formごとに強化される能力が異なる.

* Formが変わったときは, そのformが持つabilityだけでなく, 手にしているKeybladeに対応したabilityも利用できる(→pp. 72–107)

(Note: Patch 1.07 adds Light, Dark and Double Forms for a total of ten.)

****************************************************************************************************

SECOND FORM

A KHII outfit-themed form. It enhances techniques and magic, making it easier to defeat enemies. You can use its Lucky Strike and Master Treasure Magnet abilities to farm synthesis materials.

[Caption: Sora activates Second Form] The Keyblades that activate this form do not change their shape.

ACTIVATING KEYBLADES
--------------------
* Kingdom Key
* Starlight
* Midnight Blue
* Phantom Green
* Dawn Till Dusk

EQUIPPED ABILITIES
------------------
* High Jump
* Combo Master
* Lucky Strike
* Master Treasure Magnet
* MP Haste
* Hidden Potential

****************************************************************************************************

GUARDIAN FORM

A yellow-themed form. Its techniques allow you to block attacks from all directions and withstand damage better. The wide-ranging reprisal Counter Blast is also useful.

[Caption: A Large Body knocks Sora back] The Second Chance and Withstand Combo abilities allow you to survive attacks that would otherwise defeat you.

ACTIVATING KEYBLADES
--------------------
* Hero's Origin
* Hunny Spout
* Classic Tone

EQUIPPED ABILITIES
------------------
* Aerial Recovery
* Barrier
* Counter Blast
* High Jump
* Combo Master
* Second Chance
* Withstand Combo
* Hidden Potential
* Defender

****************************************************************************************************

ELEMENT FORM

A blue-themed form with many magic-related abilities. Its MP Hastega is useful when using links, and its Magic Galvanizer and Magic Treasure Magnet helps when using Magic-based techniques.

[Caption: Sora jumps above a Gigas] It also has Doubleflight, allowing you to double-jump.

ACTIVATING KEYBLADES
--------------------
* Shooting Star
* Ever After

EQUIPPED ABILITIES
------------------
* High Jump
* Doubleflight
* Combo Master
* Leaf Bracer
* Magic Combo Thrift
* Magic Galvanizer
* Magic Treasure Magnet
* MP Hastega
* Hidden Potential

****************************************************************************************************

STRIKE FORM

A red-themed form. Although this ability has fewer inherent abilities (three), Omega Finale (which launches a finisher midway through a combo) is exclusive to this form.

[Caption: Sora activates the Hyper Hammer formchange] Pressing Circle during a combo instantly launches a finisher.

ACTIVATING KEYBLADES
--------------------
* Favorite Deputy
* Happy Gear
* Wheel of Fate

EQUIPPED ABILITIES
------------------
* Combo Master
* Hidden Potential
* Omega Finale

****************************************************************************************************

BLITZ FORM

A green-themed form. Its many abilities allow you to move around swiftly, making it suitable for battles where mobility is of the essence; you can also recover HP and MP while walking or running.

[Caption: Sora Air Slides in San Fransokyo] このformになれば, 移動速度が3段階目に上がったAir Slide Superslideを行なえる.

ACTIVATING KEYBLADES
--------------------
* Crystal Snow
* Nano Gear
* Grand Chef

EQUIPPED ABILITIES
------------------
* Air Slide (×3)
* Glide
* Superslide (×3)
* Combo Master
* HP Walker
* MP Walker
* MP Hastera
* Hidden Potential

****************************************************************************************************

ULTIMATE FORM

A white-themed form called the "ultimate". If you use your basic Attack on a distant target, Teleport triggers and warps you next to it. そのさいは, 少しのあいだSoraが無敵になるのだ.

[Caption: Sora activates Ultimate Form] This form requires the Ultima Weapon (itself crafted from valuable synthesis materials).

ACTIVATING KEYBLADES
--------------------
* Ultima Weapon

EQUIPPED ABILITIES
------------------
* Teleport
* Combo Master
* Leaf Bracer
* Second Chance
* Withstand Combo
* MP Hastera
* Hidden Potential

****************************************************************************************************

RAGE FORM

A form surrounded by an aura of rage. Can be activated when Sora is at low HP (see the column below); it disables magic, etc., but can unleash powerful attacks. In the final battle of the main story, Sora is forced into a special variant of Rage Form with different abilities (→p. 665).

[Caption: Sora empowers himself with Riskcharge] If you have a teammate who can restore HP, use three Riskcharges as soon as possible before entering combat.

ACTIVATING KEYBLADES
--------------------
* All Keyblades

RAGE FORM'S MAIN FEATURES
-------------------------
* When activated, Sora recovers all HP and other situation commands vanish.
* Attack behaviour changes (→p. 71); maximum combo length is 5 and you can continue attacking even if you miss.
* Situation command Riskcharge grants more power at the cost of HP (→p. 71).
* When taking evasive action on the ground or in the air with the left stick, you vanish while dashing in that direction.
* Blocking behaviour changes; 全方向からの攻撃をよろめかずに防げるうえ, guard時には自動的に跳びのいて敵から離れられる
* Certain actions are disabled (see below).

DISABLED ACTIONS
----------------
* Magic, items, links, shotlocks, airstepping
* Keyblade switching
* Opening the main menu
* Using command menu shortcuts
* Taking photos with the camera
* Using Triangle to interact with things

COLUMN PORTAL: THE RAGE FORM COMMAND IS MORE LIKELY TO APPEAR WHEN YOU'RE IN TROUBLE
------------------------------------------------------------------------------------
The Rage Form command may appear when Sora is at or below 25% HP (chances are dependent on current HP); however, it will not appear in certain situations.

SITUATIONS WHERE THE RAGE FORM COMMAND WON'T APPEAR
* When burned, frozen, or stunned
* During team attacks, attractions, and links
* When you've already entered Rage Form twice in a given battle
* Within 90 seconds of exiting Rage Form (the game keeps track of this timer outside of combat)
* In the final battle against Master Xehanort (→p. 664)

RAGE FORM % CHANCE OF APPEARING

If you haven't entered Rage Form in that battle:
* Chances of the command appearing increases by 1% for each % of HP lost (ie. chances increase the less HP remaining).
* Base probability 10% (at 25% HP remaining).

(Note: Maxes out at 34% probability at 1% HP remaining.)

If you have previously entered Rage Form in that battle:
* The above odds are reduced by 2/3 (~66%).

(Note: Base probability ~3.33% at 25% HP remaining; maxes out at ~11.33% at 1% HP remaining.)

* The command stops appearing in a given battle once you've entered Rage Form twice in that battle.

****************************************************************************************************

LIGHT FORM [1.07]

ACTIVATING KEYBLADES
--------------------
* Oathkeeper

EQUIPPED ABILITIES
------------------
* Quick Slash
* Flash Step
* Radial Blaster
* Aerial Sweep
* Aerial Dive
* Falling Slash
* Rising Spiral
* Groundbreaker
* Combo Master
* Hidden Potential

****************************************************************************************************

DARK FORM [1.07]

ACTIVATING KEYBLADES
--------------------
* Oblivion

EQUIPPED ABILITIES
------------------
* Quick Slash
* Flash Step
* Radial Blaster
* Aerial Sweep
* Aerial Dive
* Falling Slash
* Rising Spiral
* Groundbreaker
* Combo Master
* Dark Syphon
* Hidden Potential

****************************************************************************************************

DOUBLE FORM [1.07]

(Note: The upgrade to Light and Dark Forms; fill the formchange gauge when in either form to potentially trigger it.)

ACTIVATING KEYBLADES
--------------------
* Oathkeeper
* Oblivion

EQUIPPED ABILITIES
------------------
* Aerial Sweep
* Spinning Strike
* Launching Thrust
* Combo Master
* Guardbreaker
* Dark Syphon
* Hidden Potential

-----------------------------------------------------------------------------------------------------------------------------

SHARED KEYBLADE ATTACKS

Formchange前のAttackをはじめ, どのKeybladeでも使えるを紹介しよう.

****************************************************************************************************

STANDARD FORM (NO FORMCHANGE)

Maximum combo length: 4 (*1)
Magic style: Basic

*1: Effects may change if Combo Plus, Air Combo Plus, Berserk Charge etc. are equipped (→p. 179).

BASIC TECHNIQUES
----------------
* Ground combo: A → B → C → D
* Air combo: E → F → G → H (I, J)

GROUND DOWNWARD SWING [A] (*2/*3)
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND THRUST [B] (*3)
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND RIGHT SWING [C] (*3)
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

LEAPING DOWNWARD SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

AIR DOWNWARD SWING [E] (*4)
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR UPWARD SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR RIGHT SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR VERTICAL 3-PART SPIN SWING [H]
Type: Physical
Stat: Strength
Power modifier: ×0.2 + ×0.2 + ×0.8
Form value: 1 + 1 + 7
Reaction value: 0 + 0 + 1
Revenge value: 0.1 + 0.1 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

IF THE TARGET IS AT MID-TO-LONG RANGE

AIR UPPER RIGHT SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

IF THE TARGET IS AT A LOW ALTITUDE

AIR SPINNING DOWNWARD SWING [J]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

PRESS X WHEN FREE RUNNING ALONG A WALL

WALL RUN SPINNING DOWNWARD SWING [K]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Normally, K is used, launching struck enemies; if the target is close by and low [to the ground?], L is used instead.

WALL RUN SPINNING UPWARD SWING [L]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —

PRESS X WHILE SLIDING DOWN A SLOPE

KEYBLADE RIDE ATTACK [M]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Charges while atop weapon and launches enemies.

PRESS X WHILE FALLING FROM A HEIGHT (ONLY IF THERE'S A VALID TARGET)

DIVE ATTACK [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×5
Form value: 8 + 8
Reaction value: 1 + 5
Revenge value: 1 + 1
Guard nullification: No
Repel level: —
Total power modifier (combined): ×6
Description: Swoops and thrusts downward, generating a shock wave (→p. 168).

*2: B if the target is at mid-to-long range; C if surrounded by multiple enemies.
*3: F if the target is located up high (you automatically jump toward it).
*4: F if the target is located up high, or G if surrounded by multiple enemies.

ABILITY TECHNIQUES (REPRISALS)
------------------------------
All ability techniques (except for those triggered by Risk Dodge) can be used by equipping the eponymous ability.

PRESS X DURING AERIAL RECOVERY

PAYBACK STRIKE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.7 + ×0.3 × 3 hits
Form value: 6 + 2 × 3 hits
Reaction value: 5 + 1 × 3 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6
Description: Attacks the enemy by swinging weapon four times while approaching it. Unlike other reprisals, this one cannot launch enemies.

PRESS X WHILE IN A DEFENSIVE STANCE

COUNTER SLASH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1.6
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Dashes and swings weapon upward, launching the attacking enemy. Executes quickly, but has a short invincibility period.

PRESS X WHILE IN A DEFENSIVE STANCE

COUNTER IMPACT [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Swings weapon to the right on the spot, launching surrounding enemies. Has a short reach, but can affect multiple enemies.

PRESS X WHILE IN A DEFENSIVE STANCE

COUNTER KICK [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 4 hits + ×0.8
Form value: 1 × 4 hits + 7
Reaction value: 1 × 4 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6
Description: Hovers just above, then charges at the attacking enemy and launches it. Has a long range and a long invincibility period.

PRESS X WHEN AN ENEMY IS LAUNCHED BY A REPRISAL

FINAL BLOW [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.3 + ×0.3 + ×0.6
Form value: 2 + 2 + 6
Reaction value: 5 × 3 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2
Description: Warps beside the launched enemy, then swings weapon repeatedly to launch it even further.

PRESS X AFTER MOVING OVERHEAD AN ENEMY WITH RISK DODGE (RISK DODGE REPRISAL)

RISK RAID [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Throws weapon in the attacking enemy's direction; it pierces through those struck, then warps back to Sora's hand.

PRESS X AFTER MOVING BEHIND AN ENEMY WITH RISK DODGE (RISK DODGE REPRISAL)

BACKLASH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.3 + ×0.3 + ×2
Form value: 2 + 2 + 8
Reaction value: 1 + 1 + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.6
Description: Jumps in the attacking enemy's direction and spins vertically 3 times while swinging weapon.

PRESS X AFTER MOVING UNDERNEATH AN ENEMY WITH RISK DODGE (RISK DODGE REPRISAL)

RISING HOOK [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.3 + ×1
Form value: 2 + 4
Reaction value: 1 + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.3
Description: Thrusts weapon into the ground and kicks while spinning around it, then approaches the attacking enemy and swings weapon upward.

PRESS X AFTER MOVING BEHIND AN ENEMY WITH RISK DODGE (RISK DODGE REPRISAL)

TELEPORT SLASH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.4 + ×2
Form value: 3 + 8
Reaction value: 1 + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4
Description: Swings weapon downward at the attacking enemy while spinning vertically twice. 敵をgroundにたたき落とすことはできない.

ABILITY TECHNIQUES (COMBO MODIFIERS)
------------------------------------
PRESS X WHEN ABOVE A GROUNDED ENEMY

FALLING SLASH
-Attack-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1
-Shock wave-
Type: Physical
Stat: Strength
Power modifier: ×0.4
Form value: 3
Reaction value: 1
Revenge value: 0.3
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2–×1.6
Description: Swoops and swings weapon downward; a shock wave is generated on landing if used as a combo finisher.

PRESS X DURING A COMBO (*1)

SPEED SLASH
Type: Physical
Stat: Strength
Power modifier: ×0.6 + ×0.6 + ×0.8
Form value: 6 + 6 + 7
Reaction value: 0 + 0 + 1
Revenge value: ×0.5 × 3 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2
Description: Used just before a combo finisher. Moves forward and attacks a wide-ranging area by swinging weapon left-and-right.

PRESS X DURING A COMBO

TRIPLE RUSH
Type: Physical
Stat: Strength
Power modifier: ×0.4 + ×0.4 + ×1
Form value: 3 + 3 + 8
Reaction value: 0 + 0 + 1
Revenge value: 0.3 + 0.3 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.8
Description: Used just before a combo finisher. Assumes a stance, then quickly moves forward and lunges with weapon 3 times.

PRESS X DURING A COMBO (*2)

MAGIC FLASH
Type: Neutral
Stat: Magic
Power modifier: ×2.4
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Combo finisher. Approaches the target and attacks by releasing magic power in all directions; its attack range is wider than it seems.

PRESS X DURING A COMBO (*3)

RISING SPIRAL
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1
Description: Jumps while swinging weapon, launching struck enemies. Can be used in the air if Groundbreaker isn't equipped.

GROUNDBREAKER
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1
Description: Swings weapon, knocking down struck enemies. Can be used on the ground if Rising Spiral isn't equipped.

*1: If Triple Rush is equipped, it only appears if surrounded by multiple enemies or there's no target.
*2: Combo finishとして出せる. そのときは, 直前に基本techniqueのcombo finishが出る
*3: Speed Slash Triple Rushと, p. 67のDやHのあとには出せない

ABILITY TECHNIQUES (DURING FLOWMOTION)
--------------------------------------
PRESS X DURING A WALL KICK, SUPERSLIDE OR RAIL SLIDE (*4)

SONIC SLASH
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1.5
Form value: 8 + 8
Reaction value: 0 + 1
Revenge value: 1 + 1
Guard nullification: No
Repel level: 1
Total power modifier (combined): ×2.5
Description: Swings weapon while somersaulting backward, launching struck enemies far away.

PRESS X WHILE USING POLE SPIN

BUZZ SAW
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×0.5 + ×1
Form value: 4 + 4 + 8
Reaction value: 0 + 0 + 1
Revenge value: 0.8 + 0.8 + 1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2
Description: Approaches the target while flying around in a circular trajectory and swings weapon 3 times.

PRESS X WHILE USING POLE SWING

SOMERSAULT
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×0.5 + ×1
Form value: 4 + 4 + 8
Reaction value: 0 + 0 + 1
Revenge value: 0.8 + 0.8 + 1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2
Description: Somersaults in the target's direction and swings weapon 3 times, launching struck enemies.

PRESS X WHILE USING SUPERJUMP

SONIC CLEAVE
-Attack-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.5
Description: Swoops and swings weapon downward; generates a spreading shock wave on landing.

*4: Can be used during a superjump if the target is at mid-to-long range.

ABILITY TECHNIQUES (DONALD & GOOFY CO-OP COMBO FINISHERS)
---------------------------------------------------------
PRESS X WHEN DONALD IS NEARBY (COMBO FINISHER)

UNISON FIRE [Invincible]
Type: Fire
Stat: Magic
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Sora and Donald spin back-to-back and release flames in a wide area around themselves.

UNISON BLIZZARD [Invincible]
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 + ×0.6
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2
Description: Sora and Donald release cold air in all directions, freezing struck enemies.
Status effect: Freeze (100%/10 seconds)

UNISON THUNDER [Invincible]
Type: Thunder
Stat: Magic
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Sora and Donald rain down lightning around themselves, damaging and electrifying struck enemies.
Status effect: Electrify (100%/10 seconds)

PRESS X WHEN GOOFY IS NEARBY (COMBO FINISHER)

FUSION SPIN [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1.8
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Sora grabs Goofy's hand and spins around repeatedly, ensnaring enemies and launching them.

FUSION ROCKET [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Sora and Goofy fly in a drilling motion, launching struck enemies.

COLUMN PORTAL: EQUIPPING MULTIPLE UNISON AND FUSION ABILITIES INCREASE THEIR CHANCES OF APPEARING
-------------------------------------------------------------------------------------------------
DonaldかGoofyと協力してくり出すcombo finishは, できるかどうかが右の図の決まる. Equip multiple Unison and Fusion abilites and fight near Donald and Goofy to increase the probability. In addition, these techniques can be used even if a teammate is affected by a negative status condition; when activated, the involved teammate will have all such status conditions removed from them, and Sora will also recover from electrification and cloudiness.

TABLE: TRIGGERING UNISON AND FUSION TECHNIQUES
----------------------------------------------
Combo finish直前までcomboをつづけると, [no. of abilities equipped]と[distance between Sora and teammate]をもとに, 下の表の確率でAttackのcommandがUnison and Fusion abilitiesに変わるかどうかが決まる. なお, commandが変わることが決まるたびに, 次回の確率が半分になる(確率の関係でcommandが変わらなかった場合は表内の確率にもどる)

NO. OF      DISTANCE FROM DONALD AND GOOFY (IN METRES) AND CORRESPONDING PROBABILITY
ABILITIES   <=3.5m   3.6–5.5m   5.6–8m   >8m
1           80%      40%        20%      0%
2           100%     60%        40%      0%
3           120%     80%        60%      0%
4           140%     100%       80%      0%
5           160%     120%       100%     0%

Commandが変わることが決まった場合は, setしているUnison and Fusion abilitiesのなかからrandomで選ばれたtechniqueのcommandが表示され, X buttonで発動できるようになる. ただし, 選ばれたtechniqueが[1–4回前に選ばれたもの]か[遠くにいる仲間のもの]だったときはcommandが変わらない

* Incapacitated teammates are treated as if completely absent.

****************************************************************************************************

RAGE FORM

Maximum combo length: 5
Magic style: N/A
Invocation: 30 seconds
Duration: 30 seconds

MAIN RISKCHARGE-INDUCED CHANGES
-------------------------------
* Sora loses half his current HP (rounded down) per use; cannot be reduced below 1.
* Rage Form's duration is extended by 3 seconds per use.
* Strength is increased by 5 per use (this boost disappears when Rage Form ends).
* Ground comboの1段目で腕を振り上げるときに, 足元から光の柱が突き出る攻撃が追加される(光の柱の出現数はRiskchargeを使った回数と同じ)
* Combo finisher power modifier increases.

BASIC TECHNIQUES
----------------
* Ground combo: A → B → C → D → E
* Air combo: F → G → C → D → E

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

DOWNWARD SWING & PULL [A] (*1)
-Attack & claw-
Type: Physical
Stat: Strength
Power modifier: ×0.6 + ×0.6
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
-Light pillar-
Type: Neutral
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2–×3

RUSHING VERTICAL 3-PART SPIN SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits
Form value: 3 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: ×0.3 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2

RUSHING HORIZONTAL 3-PART SPIN KICK [C]
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 3 hits
Form value: 6 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.5 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.8

COMBO WARP RUSH [D]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 6 hits
Form value: 1 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.1 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2

PULL & SPIRIT RELEASE [E]
-Pull-in-
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 4 hits
Form value: 1 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.05 × 4 hits
Guard nullification: Yes
Repel level: —
Invincibility: No
-Fighting spirit-
Type: Neutral
Stat: Strength
Power modifier:
 - 0 Riskcharges: ×1
 - 1 Riskcharges: ×1.2
 - 2 Riskcharges: ×1.4
 - 3 Riskcharges: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.8

HORIZONTAL SPINNING COMBO SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 4 hits
Form value: 2 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2

VERTICAL SPINNING COMBO SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits
Form value: 3 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.3 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

RAID [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 7 hits + ×1
Form value: 1 × 7 hits + 8
Reaction value: 0 × 7 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4
Description: Throws weapon at an attacking enemy; if successful, it spins and strikes the target for a total of eight hits.

PRESS TRIANGLE

RISKCHARGE [Invincible]
Type: Neutral
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Unleashes fighting spirit, consuming HP in the process; this empowers Sora and extends the formchange's duration (see above).

PRESS TRIANGLE AFTER USING RISKCHARGE THREE TIMES

FINISH [Invincible]
-Dark pillars-
Type: Neutral
Stat: Strength
Power modifier: ×0.2 × 2 hits
Form value: 0
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Explosion-
Type: Neutral
Stat: Strength
Power modifier: ×0.5 × 5 hits
Form value: 0
Reaction value: 1 × 5 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.9
Description: 周囲に黒い球を浮かベ, 触れた敵にdamageを与える. 直後にすベての球が火花を散らし, とても広い範囲に攻撃を行なう.

* Riskcharge enhances A and E (see above).
*1: C if surrounded by multiple enemies.

-----------------------------------------------------------------------------------------------------------------------------

KEYBLADE DATA

Sora's capabilities change with each Keyblade, as detailed below.

****************************************************************************************************

KINGDOM KEY

Sora's default Keyblade. It's easy to handle, and its Treasure Magnet helps you collect prizes.

FORMCHANGES
* Sora: Second Form
* Keyblade: Second Form

BASE STATS
----------
Length: 100
LEVEL   STR   MAG
0         4     3
1         4     4
2         5     4
3         5     5
4         6     5
5         6     6
6         7     6
7         7     7
8         8     7
9         8     8
10        9     8

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Treasure Magnet       Support   Draws in prizes within 3 metres (can be stacked to increase effect)
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
KING OF HEARTS [Invincible] (Lock count: 1–23)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–23 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–23 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×18.4
Description: Fires a number of heart-shaped projectiles (corresponding to lock count); each projectile pursues a locked-on target and launches those struck.

RAGNAROK [Invincible] (Lock count: 24)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.9 × 24 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 24 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×21.6
Description: Fires 24 light projectiles; each projectile pursues a locked-on target in a spiral motion and launches those struck.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SECOND FORM

Maximum combo length: 6
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

Maximum combo length is extended, and from the fourth part onward, the Attack command unleashes powerful techniques. Completely filling the form value gauge transforms the finisher, so attack aggressively to accumulate form value. なお, combo finishで与えるdamageは, Magic Galvanizerの効果で1.9×(airなら2.1×)まで増やせる(→p. 157).

[Caption: Sora attacks an enemy with Sonic Blade] You can press X repeatedly for additional attacks when executing higher-level finishers.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME                     TYPE       EFFECT
High Jump                Mobility   Increases jump height
Combo Master             Support    Can continue a combo even if you miss
Lucky Strike             Support    Increases the drop rate of prize boxes dropped by enemies (can be stacked to increase effect)
Master Treasure Magnet   Support    Draws in prizes from any distance
MP Haste                 Support    Speeds up MP Charge restoration time by 10% (can be stacked to increase effect)
Hidden Potential         Support    Increases Strength and Magic at higher battle levels

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → Explosion → Lunge 'n' Launch → Ripple Drive
* Air combo: E → F → G → Hurricane Winder → Aerial Finish → Magnet Burst (I, J)

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

GROUND DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND THRUST [B]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND RIGHT SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR DOWNWARD SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR UPWARD SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR RIGHT SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

IF THE TARGET IS AT MID-TO-LONG RANGE

AIR UPPER RIGHT SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

IF THE TARGET IS AT A LOW ALTITUDE

AIR SPINNING DOWNWARD SWING [J]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

EXPLOSION
Type: Neutral
Stat: Magic
Power modifier: ×0.4 × 3 hits + 0.8
Form value: 4 × 3 hits + 10
Reaction value: 1 × 4 hits
Revenge value: ×0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

LUNGE 'N' LAUNCH
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 12 + 12
Reaction value: 1 + 1
Revenge value: 0.25 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

RIPPLE DRIVE
Type: Neutral
Stat: Magic
Power modifier: ×2.4
Form value: 12
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

HURRICANE WINDER
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits + ×1
Form value: 4 × 3 hits + 12
Reaction value: 1 × 4 hits
Revenge value: 0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2

AERIAL FINISH
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits + ×1
Form value: 4 × 3 hits + 12
Reaction value: 1 × 4 hits
Revenge value: 0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2

MAGNET BURST
-Pull-in-
Type: Neutral
Stat: Magic
Power modifier: ×0.2
Form value: 2
Reaction value: 1
Revenge value: 0.05
Guard nullification: No
Repel level: —
-Shock wave-
Type: Neutral
Stat: Magic
Power modifier: ×2.4
Form value: 12
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.6

PRESS TRIANGLE

STUN IMPACT [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Releases a shock wave around Sora; it has a wide range and stuns struck enemies for 8 seconds.
Status effect: Stun (100%/8 seconds)

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE ONCE DURING A FORMCHANGE

SONIC BLADE [Invincible]
-Sonic Blade-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Parts 2–6: Rave-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Part 7: Finish-
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8.7
Description: Charges and lunges with weapon. Pressing X repeatedly allows you to unleash up to 5 Raves and a Finish.

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE TWICE DURING A FORMCHANGE

ARS ARCANUM [Invincible]
-Ars Arcanum-
Type: Physical
Stat: Strength
Power modifier: ×0.8 × 6 hits + ×1.2
Form value: 0
Reaction value: 1 × 7 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Parts 2–6: Bash-
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Part 7: Finish-
Type: Physical
Stat: Strength
Power modifier: ×0.1 × 6 hits + ×1.5
Form value: 0
Reaction value: 1 × 6 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×12.1
Description: Repeatedly attacks while moving forward. Pressing X repeatedly allows you to unleash up to 5 Bashes and a Finish.

****************************************************************************************************

HERO'S ORIGIN

A Keyblade obtained in Olympus. It has high Strength and a long reach, and its formchange grants various defensive effects.

FORMCHANGES
* Sora: Guardian Form
* Keyblade: Counter Shield

BASE STATS
----------
Length: 130
LEVEL   STR   MAG
0         5     2
1         6     2
2         6     3
3         7     3
4         7     4
5         8     4
6         8     5
7         9     5
8         9     6
9        10     6
10       10     7

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Defender              Support   Increases Defense by 2 when at or below 25% HP (can be stacked to increase HP threshold)
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
DRAIN SHOCK [Invincible] (Lock count: 1–15)
-Area attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Focused attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.4 × 1–15 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–15 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9–×6.5
Description: Attacks enemies in the area once, then uses a focused attack on locked-on enemies that hits once per lock count; Sora recovers 6 HP per hit.

ATOMIC DELUGE [Invincible] (Lock count: 16)
-Area attack-
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Focused attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.8 × 16 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 16 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×13.3
Description: Catches a falling lightning orb in the shield and scatters its sparks; it attacks surrounding enemies once, then uses a focused attack on locked-on enemies that hits once per lock count.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COUNTER SHIELD

Maximum combo length: 5
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

The Keyblade takes the form of a shield, and defensive capabilities (including blocking) are enhanced; successful blocks grant access to powerful counterattack techniques. The finisher provides invincibility for 14 seconds, which can help you buy time when in MP Charge.

[Caption 1: Sora throws his Keyblade-shield at an enemy] If targeting a distant enemy, the first part of the combo has Sora throw his weapon at it. 回避などで動作を中断すると, 投げた武器が当たる前でも手元にもどってしまうので注意. 
[Caption 2: Sora and Pegasus attack enemies] Use the finisher in a large, spacious area to prevent obstacles from changing your path; remember to press X to rain down lightning.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
High Jump          Mobility   Increases jump height
Combo Master       Support    Can continue a combo even if you miss
Second Chance      Support    Survives a fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand
Withstand Combo    Support    Survives a fatal combo with 1 HP, as long as you had at least 2 HP remaining beforehand
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Defender           Support    Increases Defense by 2 when at or below 25% HP (can be stacked to increase HP threshold)

BASIC & ABILITY TECHNIQUES
--------------------------
Aerial Recovery is available in addition to the following.

* Ground & air combos: A → B → C → Shield Spin → Lightning Circle

FORMCHANGE ATTACK
Type: Thunder
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

SHIELD RIGHT SWING [A] (*1)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —

SHIELD STANCE RUSH [B]
Type: Thunder
Stat: Strength
Power modifier: ×0.4 × 5 hits
Form value: 3 × 5 hits
Reaction value: 1 × 5 hits
Revenge value: 0.3 × 5 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

SHIELD FORWARD THROW [C]
Type: Thunder
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

SHIELD SPIN
Type: Physical
Stat: Strength
Power modifier: ×0.7 × 3 hits
Form value: 6 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.25 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.1

LIGHTNING CIRCLE
-Flash-
Type: Thunder
Stat: Strength
Power modifier: ×0.1
Form value: 1
Reaction value: 1
Revenge value: 0.05
Guard nullification: Yes
Repel level: —
-Thunderbolt-
Type: Thunder
Stat: Strength
Power modifier: ×2.2
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.3
Description: —
Status effect: Electrify (100%/5 seconds; thunderbolt)

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

SHIELD CHARGE
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: Defends self with shield, blocking attacks from all directions and preventing staggering (see Table 1 for other properties).

PRESS X WHEN YOU'VE SUCCESSFULLY BLOCKED AND GATHERED ENERGY ONCE

WRATHFUL FIST [Invincible]
Type: Thunder
Stat: Strength
Power modifier: ×6
Form value: 8
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Converts energy into the form of a giant fist which lunges out from shield. Can knock down enemies and cause them to stumble.

PRESS X WHEN YOU'VE SUCCESSFULLY BLOCKED AND GATHERED ENERGY TWICE

WRATHFUL FLURRY [Invincible]
Type: Thunder
Stat: Strength
Power modifier: ×1 × 14 hits + ×8
Form value: 8 × 15 hits
Reaction value: 1 × 14 hits + 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×22
Description: Converts stored energy into the form of a fist which lunges out repeatedly. It is very powerful and wide-ranging.

PRESS TRIANGLE

FINISH [Invincible]
-Charge-
Type: Thunder
Stat: Strength
Power modifier: ×1.5 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Thunder-
Type: Thunder
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×7.5 (approx.)
Description: Rides in a chariot pulled through the air by Pegasus; can ram into enemies or rain down thunderbolts while active.

*1: C if the target is at mid-to-long range.

TABLE 1: SPECIAL PROPERTIES OF SHIELD CHARGE BLOCKS
---------------------------------------------------
* Press and hold Square to raise the shield for 3 seconds; you can walk around freely during this time.
* A successful guard fills the shield with energy and changes Attack to Wrathful Fist; another successful guard while the shield is so charged changes it to Wrathful Flurry. Unlike reprisals, the Wrathful techniques don't need to be unleashed immediately after guarding.
* When a Wrathful technique is used or the formchange ends, all gathered energy dissipates and the command reverts to Attack.

TABLE 2: COUNTER SHIELD'S FINISH MECHANICS
------------------------------------------
* Pegasus flies around the target, damaging enemies he makes contact with; he can't be controlled, but may change course if he hits obstacles.
* Press X to have Sora rain down thunderbolts in the surrounding area.
* Cannot be cancelled with L1; automatically ends after about 10 seconds or when no more enemies remain.

****************************************************************************************************

SHOOTING STAR

A Keyblade obtained after clearing Twilight Town. Has two formchanges; both focus on projectile-shooting techniques.

FORMCHANGES
* Sora: Element Form
* Keyblade:
  - 1st: Double Arrowguns
  - 2nd: Magic Launcher

BASE STATS
----------
Length: 130
LEVEL   STR   MAG
0         3     5
1         3     6
2         4     6
3         4     7
4         5     7
5         5     8
6         6     8
7         6     9
8         7     9
9         7    10
10        8    10

EQUIPPED ABILITIES
------------------
LEVEL   NAME                    TYPE      EFFECT
0       Magic Treasure Magnet   Support   Draws in prizes dropped by enemies defeated with magic and Magic-dependent techniques from any distance
4       Formchange Extender     Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
METEOR SHOWER [Invincible] (Lock count: 1–17)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–17 hits
Form value: 0
Reaction value: 0
Revenge value: 1 × 1–17 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×13.6
Description: Fires a number of meteor-like projectiles simultaneously (corresponding to lock count); each projectile pursues a locked-on target and launches those struck.

DIVING BARRAGE [Invincible] (Lock count: 18; 1–2 targets locked-on/*1)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×1 × 18 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 18 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×18
Description: Transforms weapons into Double Arrowguns, jumps overhead a locked-on target, and rapidly fires 18 arrows directly downward.

CLUSTER CANNONADE [Invincible] (Lock count: 18; 3+ targets locked-on)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×1 × 18 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 18 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×18
Description: Fires a projectile with the transformed Magic Launcher; it splits into 18 homing projectiles, launching those struck.

*1: Becomes Cluster Cannonade if terrain, etc. prevents you from jumping above the target.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DOUBLE ARROWGUNS

Maximum combo length: 4
Magic style: Dual
Invocation: 30 seconds
Duration: 20 seconds

Wields bowgun-like Arrowguns in each hand. It enhances mobility, so take advantage of this by using ranged techniques and magic while avoiding enemies. In cases where mobility isn't needed, you can switch to shooting mode (see below) and rapidly reduce enemies' HP.

TABLE: SHOOTING MODE'S MECHANICS
--------------------------------
* Hold R2 for 0.3 seconds while using Shooting Star or Hunny Spout's formchanges to enter shooting mode.
* In shooting mode, you see things in front of Sora from a first-person view and can fire projectiles (in various ways depending on the formchange) for as long as R2 is held; you cannot move around, but you can change viewing direction, and mid-air falling speed is slowed.
* This mode ends under any of the following conditions: R2 is released, you jump or take an evasive action, Sora flinches or is knocked back, or the formchange ends.

[Caption 1: Sora shoots projectiles at a Turtletoad] You can move around freely when using Attack or magic (except during a combo finisher).
[Caption 2: Sora shoots projectiles at an Earth Core (Tower)] In shooting mode, you can quickly defeat enemies with a barrage of projectiles, and form value is accumulated more easily.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME                    TYPE       EFFECT
High Jump               Mobility   Increases jump height
Doubleflight            Mobility   When in the air, can jump again by pressing Circle
Backslide               Mobility   Can quickly leap away by pressing Square without moving the left stick
Combo Master            Support    Can continue a combo even if you miss
Leaf Bracer             Support    Renders self invincible while using Cure-line magic
Magic Combo Thrift      Support    Reduces MP consumption of magic from the second part of a combo onward
Magic Galvanizer        Support    Increases the damage dealt by magic and Magic-dependent techniques from the second part of a combo onward (can be stacked to increase effect)
Magic Treasure Magnet   Support    Draws in prizes dropped by enemies defeated with magic and Magic-dependent techniques from any distance
MP Hastega              Support    Speeds up MP Charge restoration time by 30% (can be stacked to increase effect)
Hidden Potential        Support    Increases Strength and Magic at higher battle levels
Multilock               Support    Can target up to 6 enemies at once (doesn't work when using the R1 button's lock-on)
* Backslideは, main menuの[そうび]の画面には表示されない

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → Burst Shot (D)

FORMCHANGE ATTACK
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

SIX CONSECUTIVE SHOTS [A] (*2)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 6 hits
Form value: 3 × 6 hits
Reaction value: 0
Revenge value: 0.1 × 6 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9

EIGHT SIMULTANOUS SHOTS [B]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 8 hits
Form value: 3 × 8 hits
Reaction value: 0
Revenge value: 0.1 × 8 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

EIGHT SCATTERED SHOTS [C]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 8 hits
Form value: 3 × 8 hits
Reaction value: 0
Revenge value: 0.1 × 8 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

BURST SHOT
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.2 × 16 hits
Form value: 1 × 16 hits
Reaction value: 0
Revenge value: 0.05 × 16 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.2

WHEN ABOVE A TARGET

SIX CONSECUTIVE SHOTS DESCENT [D]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 6 hits
Form value: 3 × 6 hits
Reaction value: 0
Revenge value: 0.1 × 6 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9

PRESS SQUARE IN BATTLE

SLIDING SHOT [Invincible]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 4 hits
Form value: 3 × 4 hits
Reaction value: 0
Revenge value: 0.1 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.6
Description: Moves straight backward (or in the direction of the left stick) and fires a total of 4 homing projectiles from both weapons while evading attacks.

HOLD R2 WHILE IN SHOOTING MODE

AUTO-SHOT
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.2 per hit
Form value: 3 per hit
Reaction value: 0
Revenge value: 0.1 per hit
Guard nullification: No
Repel level: —
Description: Fires a barrage of projectiles from both weapons alternately for as long as R2 is held; the projectiles fly straight ahead and have a very long range.

*2: C if surrounded by multiple enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MAGIC LAUNCHER

Maximum combo length: 3
Magic style: Artillery
Invocation: 30 seconds
Duration: 20 seconds

Unlike Double Arrowguns (which rapidly fires multiple projectiles), this formchange shoots a single explosive projectile. Stay a safe distance away from enemies when using techniques and magic, as each attack stops you in place. That said, the close-range combo is very powerful, so you may want to use it against a launched enemy.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME                    TYPE       EFFECT
High Jump               Mobility   Increases jump height
Doubleflight            Mobility   When in the air, can jump again by pressing Circle
Backslide               Mobility   Can quickly leap away by pressing Square without moving the left stick
Combo Master            Support    Can continue a combo even if you miss
Leaf Bracer             Support    Renders self invincible while using Cure-line magic
Magic Combo Thrift      Support    Reduces MP consumption of magic from the second part of a combo onward
Magic Galvanizer        Support    Increases the damage dealt by magic and Magic-dependent techniques from the second part of a combo onward (can be stacked to increase effect)
Magic Treasure Magnet   Support    Draws in prizes dropped by enemies defeated with magic and Magic-dependent techniques from any distance
MP Hastega              Support    Speeds up MP Charge restoration time by 30% (can be stacked to increase effect)
Hidden Potential        Support    Increases Strength and Magic at higher battle levels

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos (standard): A → B → Rising Blast
* Ground & air combos (if the target is at mid-to-long range): C → C → Final Impact

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

UPPER LEFT SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

RIGHT SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

RISING BLAST
-Upward swing-
Type: Physical
Stat: Strength
Power modifier: ×0.75
Form value: 6
Reaction value: 1
Revenge value: 0.25
Guard nullification: No
Repel level: —
-Artillery-
Type: Neutral
Stat: Magic
Power modifier: ×3
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.75

ARTILLERY [C]
Type: Neutral
Stat: Magic
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

FINAL IMPACT
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

HOLD R2 WHILE IN SHOOTING MODE

CHARGED SHOT
Type: Neutral
Stat: Magic
Power modifier:
 - Partial charge: ×1.5
 - Full charge: ×3.5
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Description: Shoots an explosive projectile after just under 1 second of charging. Releasing R2 before a full charge results in the projectile's damage and blast radius being smaller.

PRESS TRIANGLE

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Shoots a projectile that moves in a curved arc and explodes on contact with something. The explosion has a wide radius, dealing damage and tripping struck enemies (airborne enemies are knocked down).

****************************************************************************************************

FAVORITE DEPUTY

A Keyblade obtained in the Toy Box. Though short in reach, it has Lucky Strike attached to it, and its formchanges greatly enhance its offensive potential.

FORMCHANGES
* Sora: Strike Form
* Keyblade:
  - 1st: Hyper Hammer
  - 2nd: Drill Punch

BASE STATS
----------
Length: 115
LEVEL   STR   MAG
0         5     3
1         6     3
2         6     4
3         7     4
4         7     5
5         8     5
6         8     6
7         9     6
8         9     7
9        10     7
10       10     8

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Lucky Strike          Support   Increases the drop rate of prize boxes dropped by enemies (can be stacked to increase effect)
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
GHOST HORDE [Invincible] (Lock count: 1–11)
Type: Neutral
Stat: Magic
Power modifier: ×0.8 × 1–11 hits
Form value: 0
Reaction value: 1 × 1–11 hits
Revenge value: 0.1 × 1–11 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×8.8
Description: Translucent clones of Sora fly around, dealing damage to locked-on enemies (corresponding to lock count).

DRILL DIVE [Invincible] (Lock count: 12)
Type: Neutral
Stat: Magic
Power modifier: ×1.2 × 12 hits
Form value: 0
Reaction value: 1 × 12 hits
Revenge value: 0.1 × 12 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×14.4
Description: Sora charges through locked-on enemies 12 times; this shotlock can also damage nearby enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HYPER HAMMER

Maximum combo length: 5
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

The Keyblade transforms into a giant hammer that utilises powerful guard-piercing attacks. The attacks themselves are generally large sweeping swings, combo finish以外であれば, 攻撃が出た瞬間からSquare buttonによる行動に移れる. 敵の反撃を受けそうなときは, 無理に攻めこまずにAir Slideなどで離れよう.

[Caption 1: Sora attacks a Shadow in San Fransokyo] Comboは, 敵の頭上から仕掛けるのが基本. 急降下攻撃をくり出し, 比較的安全に攻めこめる.
[Caption 2: Sora dodges a Parasol Beauty's projectiles] 本来ならair専用のAir Slideを, Hyper Hammerではbattle中に地上での回避手段として利用できる.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE      EFFECT
Combo Master       Support   Can continue a combo even if you miss
Hidden Potential   Support   Increases Strength and Magic at higher battle levels
Omega Finale       Support   Can use a finisher mid-combo by pressing Circle
Guardbreaker       Support   Ignores enemies' guard

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → D → Ground Wallop
* Air combo: E → F → E → G → Aerial Wallop

FORMCHANGE ATTACK
-Shock wave-
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Hammer-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

LEAPING DOWNWARD SWING [A] (*1)
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

GROUND LEFT 3-PART SPIN SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

GROUND BACK-AND-FORTH DOWNWARD SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×1 × 2 hits
Form value: 8 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.5 × 2 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

GROUND DASH UPWARD SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

GROUND WALLOP
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 5
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

AIR VERTICAL 3-PART SPIN SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

AIR LEFT 3-PART SPIN SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

AIR DASH UPWARD SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

AERIAL WALLOP
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 5
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

PRESS X DURING A SUPERJUMP (*2) OR WHEN ABOVE A TARGET

FLYING CLOBBER
-Hammer-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
-Fissure-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 5
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2
Description: Swoops down and swings hammer, forming small fissures and launching enemies.

*1: D if the target is at mid-to-long range or in the air; B if surrounded by multiple enemies.
*2: Sonic Slash if the target is at mid-to-long range.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DRILL PUNCH

Maximum combo length: 5
Magic style: Artillery
Invocation: 30 seconds
Duration: 25 seconds

The Keyblade transforms into a drill equipped with a rocket engine; while so transformed, you can leap and thrust out with the drill, and drive it at the ground to open fissures. Another advantage is that if surrounded by multiple enemies, the Attack technique changes to one (of several) that strikes in all directions. Hyper Hammerと同じく, Attackの動作を回避などで早めに中断できることを活かし, hit & awayで戦うといい.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE      EFFECT
Combo Master       Support   Can continue a combo even if you miss
Hidden Potential   Support   Increases Strength and Magic at higher battle levels
Omega Finale       Support   Can use a finisher mid-combo by pressing Circle
Guardbreaker       Support   Ignores enemies' guard

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → D → Corkscrew Uppercut (E, F, G, Drill Pillars)
* Air combo: A → C → A → C → Dire Drill

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

DRILL FORWARD RUSH [A]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 9 hits
Form value: 1 × 9 hits
Reaction value: 1 × 9 hits
Revenge value: 0.1 × 9 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.8

DRILL UNDER RUSH [B]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

DRILL RUSH UPPER [C]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 3 hits + ×0.5
Form value: 2 × 3 hits + 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 3 hits + 0.4
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.4

DRILL FALLING THRUST [D]
Type: Physical
Stat: Strength
Power modifier: ×1.2 + ×1.2
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

CORKSCREW UPPERCUT
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 6 hits
Form value: 6 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.25 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.6

IF THE TARGET IS IN THE AIR

DRILL RISING THRUST [E]
Type: Physical
Stat: Strength
Power modifier: ×0.4 + ×0.4
Form value: 3 + 3
Reaction value: 1 + 1
Revenge value: 0.3 + 0.3
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.8

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO PART 1)

DRILL LEAPING GROUND THRUST [F]
Type: Physical
Stat: Strength
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO PARTS 2–4)

DRILL GROUND THRUST [G]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO FINISHER)

DRILL PILLARS
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 7 hits
Form value: 6 × 7 hits
Reaction value: 1 × 7 hits
Revenge value: 0.25 × 7 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×4.2

DIRE DRILL
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 10 hits
Form value: 2 × 10 hits
Reaction value: 1 × 10 hits
Revenge value: 0.1 × 10 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

PRESS X DURING A SUPERJUMP (*3) OR WHEN ABOVE A TARGET

DRILL SWOOPING RUSH [H]
Type: Physical
Stat: Strength
Power modifier: ×1.2 + ×1.2
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

PRESS THE LEFT STICK + SQUARE WHEN ON THE GROUND IN BATTLE

DIVING DODGE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Moves in the direction of the left stick and attacks while leaping from underground.

PRESS TRIANGLE

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.1 + ×0.25 × 4 hits + ×6
Form value: 0
Reaction value: 1 × 5 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×7.1
Description: Transforms weapon into an arm-like model, grabs the target with it, and throws them violently around 5 times. This technique can also strike surrounding enemies.

*3: Sonic Slash if the target is at mid-to-long range.

****************************************************************************************************

EVER AFTER

A Keyblade obtained in the Kingdom of Corona. It has many magic-related abilities, and it can create clones to aid in attacking.

FORMCHANGES
* Sora: Element Form
* Keyblade: Mirage Staff

BASE STATS
----------
Length: 130
LEVEL   STR   MAG
0         2     6
1         2     7
2         3     7
3         3     8
4         4     8
5         4     9
6         5     9
7         5    10
8         6    10
9         6    11
10        7    11

EQUIPPED ABILITIES
------------------
LEVEL   NAME          TYPE      EFFECT
0       Leaf Bracer   Support   Renders self invincible while using Cure-line magic
4       Aeroza        Support   Makes the situation command Aeroza more likely to appear
10      Aero Boost    Support   Increases Aero-type attack damage by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
SHIMMERING DROPS [Invincible] (Lock count: 1–27)
-Area attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Focused attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.4 × 1–27 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–27 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9–×11.3
Description: Attacks enemies in the area once, then uses a focused attack on locked-on enemies that hits once per lock count; Sora recovers 6 HP per hit.

SPECTRAL RAYS [Invincible] (Lock count: 28)
-Area attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Focused attack-
Type: Neutral
Stat: Magic
Power modifier: ×0.8 × 28 hits
Form value: 0
Reaction value: 1 × 28 hits
Revenge value: 0.1 × 28 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×22.9
Description: Attacks enemies in the area once by reflecting magical light off mirrors repeatedly, then uses a focused attack on locked-on enemies that hits 28 times.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MIRAGE STAFF

Maximum combo length: 5 (10 with clones)
Magic style: Basic
Invocation: 30 seconds
Duration: 20 seconds

Glides along the ground and attacks by firing magical light from the staff-shaped Keyblade. 敵から離れるようにAvatar Shiftを4回使っては, 出現した分身4体と一緒に弾の連射をくり返すといい. Furthermore, maximum combo length increases to 10 while the clones are active, so you can choose to attack solely with magic combos. With both Magic Combo Thrift and Magic Galvanizer, you can increase damage dealt with magic while reducing MP cost.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME                    TYPE       EFFECT
High Jump               Mobility   Increases jump height
Doubleflight            Mobility   When in the air, can jump again by pressing Circle
Avatar Shift            Mobility   Pressing Square in battle produces a clone and causes Sora to warp backward (or in the direction of the left stick); he is invincible while warping
Hover                   Mobility   Glides along the ground
Combo Master            Support    Can continue a combo even if you miss
Magic Combo Thrift      Support    Reduces MP consumption of magic from the second part of a combo onward
Magic Galvanizer        Support    Increases the damage dealt by magic and Magic-dependent techniques from the second part of a combo onward (can be stacked to increase effect)
Magic Treasure Magnet   Support    Draws in prizes dropped by enemies defeated with magic and Magic-dependent techniques from any distance
MP Hastega              Support    Speeds up MP Charge restoration time by 30% (can be stacked to increase effect)
Hidden Potential        Support    Increases Strength and Magic at higher battle levels

TRAITS OF AVATAR SHIFT AND SORA'S CLONES
----------------------------------------
* Sora's clones remain in place for 10 seconds.
* Maximum combo length is extended to 10 when the clones are active. また, Attackの攻撃方法[Soraと出現中のclones全員が同時に弾を撃つ]に変わる(下のAvatar Barrageを参照)
* Up to four clones can be produced by Avatar Shift at once (the oldest clone vanishes when a fifth is made).
* All clones disappear when a combo finisher or the Finish command is used, as well as when the formchange expires.

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combo: A → B → C → Golden Rays → Revolving Rays (D)

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

FRONTAL MAGIC BEAM [A]
Type: Neutral
Stat: Magic
Power modifier: ×1.2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

LEAPING MAGIC EFFUSION [B]
Type: Neutral
Stat: Magic
Power modifier: ×1.2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

RUSHING MAGIC HORIZONTAL SPIN [C]
Type: Neutral
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 6 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.5 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2.4

GOLDEN RAYS
Type: Neutral
Stat: Magic
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

REVOLVING RAYS
Type: Neutral
Stat: Magic
Power modifier: ×1.2 + ×1.2
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.25 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

WHEN ABOVE A TARGET

SWOOPING MAGIC EFFUSION [D]
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

PRESS X WHEN SORA'S CLONES ARE ACTIVE (*2)

AVATAR BARRAGE
-Avatar Barrage-
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.1
Form value: 3
Reaction value: 0
Revenge value: 0.1
Guard nullification: No
Repel level: —
-Combo finisher-
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.3
Form value: 2
Reaction value: 0
Revenge value: 0.2
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2 (*3)
Description: Sora and his clones fire projectiles at the target. Comboで10回攻撃でき, combo finisherは威力が大きめ.

PRESS TRIANGLE

FINISH
Type: Neutral
Stat: Magic
Power modifier: ×0.5 × 3 hits + ×2
Form value: 0
Reaction value: 1 × 3 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.5
Description: A giant tower emerges underneath Sora; standing atop it, he and two clones release a magical light that generates explosions around a very wide area.

*1: C if the target is above you or at mid-to-long range.
*2: Differs from normal combos in that holding down X will execute the entire combo (including the finisher).
*3: Soraの攻撃をcombo finisherまでhitさせた場合の値(clonesの攻撃も当たったときは, その数だけ威力が大きくなる)

****************************************************************************************************

HAPPY GEAR

A Keyblade obtained in Monstropolis. It has two formchanges (both of which dual-wield their weapons) which specialise in quick combo attacks.

FORMCHANGES
* Sora: Strike Form
* Keyblade:
  - 1st: Agile Claws
  - 2nd: Twin Yo-Yos

BASE STATS
----------
Length: 115
LEVEL   STR   MAG
0         6     2
1         7     2
2         7     3
3         8     3
4         8     4
5         9     4
6         9     5
7        10     5
8        10     6
9        11     6
10       11     7

EQUIPPED ABILITIES
------------------
LEVEL   NAME              TYPE      EFFECT
0       Focus Converter   Support   Converts small Focus prizes into large Focus prizes
6       Full MP Blast     Support   Increases damage dealt by magic by 50% when at full MP (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
SNAKEBITE [Invincible] (Lock count: 1–17)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–17 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–17 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×13.6
Description: Fires a number of projectiles simultaneously (corresponding to lock count); each projectile pursues a locked-on target in a zig-zag motion and launches those struck.

WARP TRICK [Invincible] (Lock count: 18)
Type: Neutral
Stat: Magic
Power modifier: ×0.9 × 18 hits
Form value: 0
Reaction value: 1 × 18 hits
Revenge value: 0.1 × 18 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×16.2
Description: Transforms weapon into Twin Yo-Yos and flings them into a dimensional gate, whereupon they strike locked-on enemies from 18 places at once.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

AGILE CLAWS

Maximum combo length: 5
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

Equips robot arm-like weapons in both hands. Square buttonの動作中に攻撃をくり出せるので, 回避をしながら敵をひるませ, そのスキにAttackを仕掛けよう. Note that the third and fourth parts of the combo have high revenge value, so when facing a strong enemy, it's safer to press Circle to unleash a finisher beforehand.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE      EFFECT
Combo Master       Support   Can continue a combo even if you miss
Hidden Potential   Support   Increases Strength and Magic at higher battle levels
Omega Finale       Support   Can use a finisher mid-combo by pressing Circle

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → D → Gear Maelstorm (E, F)

FORMCHANGE ATTACK
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 11 hits
Form value: 0
Reaction value: 1 × 11 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.3

FORWARD INTERSECTING SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×0.4 + ×0.4
Form value: 3 + 3
Reaction value: 1 + 1
Revenge value: 0.3 + 0.3
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8

FORWARD RIGHT SPIN SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 3 hits
Form value: 2 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.2 × 3 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9

FORWARD 2-PART COMBO DIAGONAL SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

FORWARD 4-PART COMBO DIAGONAL SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 4 hits
Form value: 6 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.5 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2.4

GEAR MAELSTROM
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 10 hits
Form value: 2 × 10 hits
Reaction value: 1 × 10 hits
Revenge value: 0.1 × 10 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

IF THE TARGET IS ABOVE YOU

2-PART RISING UPWARD SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

WHEN ABOVE A TARGET

FALLING INTERSECTING SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

PRESS SQUARE DURING A WALL KICK

OFFENSIVE SLIDE
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form value: 4
Reaction value: 1
Revenge value: 0.4
Guard nullification: No
Repel level: —
Description: Superslides with right-hand weapon outstretched, damaging struck enemies.

PRESS X DURING A WALL KICK, RAIL SLIDE OR SUPERSLIDE (*1)

WINDING STRIKE
Type: Physical
Stat: Strength
Power modifier: ×0.8 × 4 hits
Form value: 7 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.5 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.2
Description: Rushes at target in a drilling motion with both claws outstretched. The closer you are, the more hits you're likely to land.

MOVE THE LEFT STICK WHILE PRESSING SQUARE

OFFENSIVE DODGE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Rolls and swings in the direction of the left stick; can damage enemies while evading.

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

OFFENSIVE BACKSLIDE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Quickly jumps away and dodges attacks, then swings claws sideways. Hitting an enemy is difficult as you attack after moving.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TWIN YO-YOS

Maximum combo length: 6
Magic style: Dual
Invocation: 30 seconds
Duration: 25 seconds

Attacks by throwing and swinging weapons in the form of yo-yos. Its long reach is its main feature, but its combos generally bring you closer to the enemy; if it's resistant to staggering, move away and avoid it. Unlike Agile Claws, it lacks an Offensive Dodge.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
Backslide          Mobility   Can quickly leap away by pressing Square without moving the left stick
Combo Master       Support    Can continue a combo even if you miss
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Omega Finale       Support    Can use a finisher mid-combo by pressing Circle

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → D → Backspin → Walk the Dog (Anchor Shot, E)

FORMCHANGE ATTACK
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 10 hits
Form value: 0
Reaction value: 1 × 10 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5

FORWARD 2-PART COMBO THROW [A]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

SIMULTANEOUS INTERSECTING THROW [B]
Type: Physical
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

LEFT-AND-RIGHT COMBO UPWARD SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

LEFT COMBO SPIN SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 8 hits
Form value: 2 × 8 hits
Reaction value: 1 × 8 hits
Revenge value: 0.2 × 8 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2.4

BACKSPIN
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 8 hits
Form value: 2 × 8 hits
Reaction value: 1 × 8 hits
Revenge value: 0.1 × 8 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

WALK THE DOG
Type: Physical
Stat: Strength
Power modifier: ×1.5 + ×1.5
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.25 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

IF THE TARGET IS AT MID-TO-LONG RANGE

ANCHOR SHOT
Type: Physical
Stat: Strength
Power modifier: ×1 [+ ×1]
Form value: 8 [+ 8]
Reaction value: 1 [+ 1]
Revenge value: 0.5 [+ 0.5]
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

WHEN ABOVE OR BELOW A TARGET

RIGHT COMBO SPIN SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

PRESS TRIANGLE

FINISH
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×0.25 × 8 hits + ×1 × 3 hits
Form value: 0
Reaction value: 1 × 13 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5.5
Description: Transforms yo-yos into the form of a monster's head, and moves slightly forward while the head bites down. Damages enemies repeatedly.

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CRYSTAL SNOW

A Keyblade obtained in Arendelle. Most formchange techniques are Blizzard-type, and upgrading the Keyblade unlocks Blizzard Boost.

FORMCHANGES
* Sora: Blitz Form
* Keyblade:
  - 1st: Blizzard Claws
  - 2nd: Blizzard Blades

BASE STATS
----------
Length: 130
LEVEL   STR   MAG
0         3     6
1         3     7
2         4     7
3         4     8
4         5     8
5         5     9
6         6     9
7         6    10
8         7    10
9         7    11
10        8    11

EQUIPPED ABILITIES
------------------
LEVEL   NAME                TYPE      EFFECT
0       Freeze Protection   Support   Nullifies the freeze status
9       Blizzard Boost      Support   Increases Blizzard-type attack damage by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
DIAMOND DUST [Invincible] (Lock count: 1–23)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–23 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–23 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×18.4
Description: Fires a number of ice blades (corresponding to lock count); each ice blade pursues a locked-on target and launches those struck.

FROZEN CRESCENTS [Invincible] (Lock count: 24)
Type: Neutral
Stat: Magic
Power modifier: ×0.8 × 24 hits
Form value: 0
Reaction value: 1 × 24 hits
Revenge value: 0.1 × 24 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×19.2
Description: Deals damage to locked-on enemies 24 times. Instantly reaches its targets regardless of distance.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BLIZZARD CLAWS

Maximum combo length: 5
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

Wields giant ice claws in each hand and attacks repeatedly with quick movements. This formchange is intended for close-range combat, as its techniques have a short reach and it uses Proximity-style magic; use Offensive Dodge or Attack at mid-range to approach enemies, then damage them with combos.

[Caption: Sora moves away from a group of Gamblers] Offensive Dodgeは, airよりもgroundで行なったほうが移動後のスキが小さく, 敵の攻撃を受けにくい.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
Air Slide (×3)     Mobility   Can quickly move straight in the direction of the left stick by pressing it and Square simultaneously (can be stacked to increase effect)
Glide              Mobility   Can glide and move around by pressing Circle while in the air
Superslide (×3)    Mobility   Can move straight ahead at high speed for a time by pressing Square during a flowmotion action (can be stacked to increase effect)
Combo Master       Support    Can continue a combo even if you miss
HP Walker          Support    Gradually recovers HP while moving on the ground
MP Walker          Support    Gradually recovers MP while moving on the ground
MP Hastera         Support    Speeds up MP Charge restoration time by 20% (can be stacked to increase effect)
Hidden Potential   Support    Increases Strength and Magic at higher battle levels

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → D → Ice Vortex (E, F)

FORMCHANGE ATTACK
Type: Blizzard
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

FORWARD INTERSECTING DOWNWARD SWING [A] (*1)
Type: Blizzard
Stat: Strength
Power modifier: ×0.4 + ×0.4
Form value: 3 + 3
Reaction value: 1 + 1
Revenge value: 0.3 + 0.3
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8

FORWARD RIGHT SPIN SWING [B]
Type: Blizzard
Stat: Strength
Power modifier: ×0.3 × 6 hits
Form value: 2 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.2 × 6 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.8

FORWARD DIAGONAL UPWARD SWING [C]
Type: Blizzard
Stat: Strength
Power modifier: ×0.8 × 2 hits
Form value: 7 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.5 × 2 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

FORWARD 4-PART DIAGONAL SWING [D]
Type: Blizzard
Stat: Strength
Power modifier: ×0.6 × 4 hits
Form value: 6 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.5 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2.4

ICE VORTEX
Type: Blizzard
Stat: Strength
Power modifier: ×0.3 × 10 hits
Form value: 2 × 10 hits
Reaction value: 1 × 10 hits
Revenge value: 0.1 × 10 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

IF THE TARGET IS ABOVE YOU

RISING 2-PART UPWARD SWING [E]
Type: Blizzard
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

IF THE TARGET IS DIRECTLY BENEATH YOU

FALLING 2-PART DOWNWARD SWING [F]
Type: Blizzard
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 7 + 7
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.6

PRESS X DURING A WALL KICK

OFFENSIVE SLIDE
Type: Blizzard
Stat: Strength
Power modifier: ×0.5
Form value: 4
Reaction value: 1
Revenge value: 0.4
Guard nullification: No
Repel level: —
Description: Superslides with claws outstretched, damaging struck enemies.

PRESS X DURING A WALL KICK, SUPERSLIDE OR RAIL SLIDE (*2)

WINDING STRIKE
Type: Blizzard
Stat: Strength
Power modifier: ×0.8 × 4 hits
Form value: 7 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.5 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.2
Description: Rushes at target in a drilling motion with both claws outstretched. The closer you are, the more hits you're likely to land.

MOVE THE LEFT STICK WHILE PRESSING SQUARE IN BATTLE

OFFENSIVE DODGE [Invincible]
Type: Blizzard
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description:
 - Ground: Swings claws downward while rolling in the direction of the left stick.
 - Air: Swings claws to the right while moving straight ahead.

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

OFFENSIVE BACKSLIDE [Invincible]
Type: Blizzard
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Jumps, then swings claws sideways. Hitting an enemy is more difficult than with Offensive Slash as you attack after moving.

*1: C if the target is at mid-to-long range; B if surrounded by multiple enemies.
*2: Can be used during a superjump if Sonic Slash is equipped and the target is at mid-to-long range.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BLIZZARD BLADES

Maximum combo length: 5 (4 if using Attack air combos)
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

Attacks with physical movements while skating along the ground in skating shoes and bangles adorned with ice blades. This form is best suited to close-range combat, so you should approach enemies with Offensive Dodges and Attacks; another option is to swoop at enemies from above with a Dive Attack.

[Caption: Sora attacks Mechanitaurs and Soldiers] The ground combo finisher freezes enemies and knocks them back, and can also ensnare surrounding enemies.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME        TYPE       EFFECT
Ice Slide   Mobility   Glides along the ground
* Same as Blizzard Claws, with the addition of Ice Slide.

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → Winter Breeze → Absolute Zero (D)
* Air combo: E → E → E → Blizzard Storm (F)

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

GROUND UPWARD KICK & UPWARD SWING [A] (*4)
Type: Blizzard
Stat: Strength
Power modifier: ×0.6 + ×0.6
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

GROUND LEFT SPIN KICK [B]
Type: Blizzard
Stat: Strength
Power modifier: ×0.6 + ×0.6
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

GROUND RIGHT SPIN KICK [C]
Type: Blizzard
Stat: Strength
Power modifier: ×0.6 + ×0.6
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

WINTER BREEZE
Type: Blizzard
Stat: Strength
Power modifier: ×0.2 × 8 hits
Form value: 1 × 8 hits
Reaction value: 1 × 8 hits
Revenge value: 0.05 × 8 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

ABSOLUTE ZERO
-Kick-
Type: Blizzard
Stat: Strength
Power modifier: ×0.4
Form value: 3
Reaction value: 1
Revenge value: 0.15
Guard nullification: Yes
Repel level: —
-Icicles-
Type: Blizzard
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4
Status effect: Freeze (100%/5 seconds; kick)

IF SURROUNDED BY MULTIPLE ENEMIES

GROUND HANDSTAND RIGHT SPIN KICK [D]
Type: Blizzard
Stat: Strength
Power modifier: ×0.2 × 10 hits
Form value: 1 × 10 hits
Reaction value: 1 × 10 hits
Revenge value: 0.1 × 10 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

AIR SPINNING RUSH [E]
Type: Blizzard
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

BLIZZARD STORM
Type: Blizzard
Stat: Strength
Power modifier: ×0.2 × 3 hits + ×2
Form value: 1 × 3 hits + 8
Reaction value: 1 × 4 hits
Revenge value: 0.05 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.6

WHEN ABOVE A TARGET

SWOOPING RIGHT SPIN KICK [F]
Type: Blizzard
Stat: Strength
Power modifier: ×0.35 × 3 hits
Form value: 2 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.2 × 3 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.05

MOVE THE LEFT STICK WHILE PRESSING SQUARE IN BATTLE

OFFENSIVE DODGE [Invincible]
Type: Blizzard
Stat: Strength
Power modifier: ×0.75
Form value: 6
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Swings ice blades to the right while moving straight in the direction of the left stick.

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

OFFENSIVE BACKSLIDE [Invincible]
Type: Blizzard
Stat: Strength
Power modifier: ×0.75
Form value: 6
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Jumps, then swings ice blades sideways. Slightly weaker than the Blizzard Claws version.

PRESS TRIANGLE

FINISH [Invincible]
-Cold wave-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Ice shards-
Type: Blizzard
Stat: Magic
Power modifier: ×5
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5.5
Description: Releases a blast of cold air that freezes the ground and surrounding enemies, then drops an ice chandelier onto the ground, sending shards flying over a wide radius.
Status effect: Freeze (100%/7 seconds; cold wave)

*4: B if the target is at mid-to-long range.

****************************************************************************************************

HUNNY SPOUT

A Keyblade obtained in the 100 Acre Wood. Its Harvester ability helps you collect more ingredients, and its formchange techniques focus on shooting projectiles.

FORMCHANGES
* Sora: Guardian Form
* Keyblade:
  - 1st: Hunny Blasters
  - 2nd: Hunny Launcher

BASE STATS
----------
Length: 82
LEVEL   STR   MAG
0         4     4
1         5     4
2         5     5
3         6     5
4         6     6
5         7     6
6         7     7
7         8     7
8         8     8
9         9     8
10        9     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Harvester             Support   Increases amount of ingredients collected in the field by 1 (can be stacked to increase effect)
6       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
HUNNY BURST [Invincible] (Lock count: 1–27)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–27 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–27 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×21.6
Description: Fires a number of honey projectiles (corresponding to lock count); each projectile pursues a locked-on target and inflicts honey status on those struck.
Status effect: Honey (100%/8 seconds/2% slowdown)

HUNNY DRIZZLE [Invincible] (Lock count: 28; 1–2 targets locked-on/*1)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×1 × 28 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 28 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×28
Description: Transforms weapons into Hunny Blasters, jumps overhead a locked-on target, and fires 28 arrows, dealing damage and inflicting honey status.
Status effect: Honey (100%/8 seconds/2% slowdown)

SWEET SURPRISE [Invincible] (Lock count: 28; 3+ targets locked-on)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×1 × 28 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 28 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×28
Description: Fires a projectile with the transformed Hunny Launcher; it splits into 28 homing projectiles, inflicting honey status on those struck.
Status effect: Honey (100%/8 seconds/90% slowdown)

*1: Becomes Sweet Surprise if terrain, etc. prevents you from jumping above the target.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HUNNY BLASTERS

Maximum combo length: 4
Magic style: Dual
Invocation: 30 seconds
Duration: 20 seconds

These bowgun-like weapons shoot projectiles that inflict honey status on enemies. You can move around and take evasive action while attacking and firing; this remains effective even against strong enemies immune to honey. You may want to use Counter Blast after a successful guard depending on the enemies you're facing.

[Caption: Sora shoots projectiles at various Heartless] It's recommended not to use the lock-on function when firing at multiple enemies; Multilock will handle such matters for you.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
High Jump          Mobility   Increases jump height
Combo Master       Support    Can continue a combo even if you miss
Second Chance      Support    Survives a fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand
Withstand Combo    Support    Survives a fatal combo with 1 HP, as long as you had at least 2 HP remaining beforehand
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Defender           Support    Increases Defense by 2 when at or below 25% HP (can be stacked to increase HP threshold)
Multilock          Support    Can target up to 6 enemies at once (doesn't work when using the R1 button's lock-on)
Hunny Shot         Support    Projectiles inflict honey status on struck enemies

BASIC & ABILITY TECHNIQUES
--------------------------
Aerial Recovery is available in addition to the following.

* Ground & air combos: A → B → C → Burst Shot (D)

FORMCHANGE ATTACK
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

SIX CONSECUTIVE SHOTS [A] (*2)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 6 hits
Form value: 3 × 6 hits
Reaction value: 0
Revenge value: 0.1 × 6 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9
Status effect: Honey (100%/8 seconds/2% slowdown)

EIGHT SIMULTANOUS SHOTS [B]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 8 hits
Form value: 3 × 8 hits
Reaction value: 0
Revenge value: 0.1 × 8 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2
Status effect: Honey (100%/8 seconds/2% slowdown)

EIGHT SCATTERED SHOTS [C]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 8 hits
Form value: 3 × 8 hits
Reaction value: 0
Revenge value: 0.1 × 8 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2
Status effect: Honey (100%/8 seconds/2% slowdown)

BURST SHOT
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.2 × 16 hits
Form value: 1 × 16 hits
Reaction value: 0 × 16 hits
Revenge value: 0.05 × 16 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.2
Status effect: Honey (100%/8 seconds/2% slowdown)

WHEN ABOVE A TARGET

SIX CONSECUTIVE SHOTS DESCENT [D]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 6 hits
Form value: 3 × 6 hits
Reaction value: 0
Revenge value: 0.1 × 6 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.9
Status effect: Honey (100%/8 seconds/2% slowdown)

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

BARRIER
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: A spherical barrier surrounds Sora, blocking attacks from all directions and preventing staggering. Can be followed up with Counter Blast.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

COUNTER BLAST [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Causes the spherical barrier to rupture, scattering fragments around and knocking back struck enemies.

MOVE THE LEFT STICK WHILE PRESSING SQUARE

SLIDING SHOT [Invincible]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.15 × 4 hits
Form value: 3 × 4 hits
Reaction value: 0 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.6
Description: Moves straight backward (or in the direction of the left stick) and fires a total of 4 homing projectiles from both weapons while evading attacks.
Status effect: Honey (100%/8 seconds/2% slowdown)

HOLD R2 WHILE IN SHOOTING MODE

AUTO-SHOT
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.2 per hit
Form value: 3 per hit
Reaction value: 0
Revenge value: 0.1 per hit
Guard nullification: No
Repel level: —
Description: Fires a barrage of projectiles from both weapons alternately for as long as R2 is held; the projectiles fly straight ahead and inflict honey status on those struck.
Status effect: Honey (100%/8 seconds/1% slowdown)

*2: C if surrounded by multiple enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HUNNY LAUNCHER

Maximum combo length: 3
Magic style: Artillery
Invocation: 30 seconds
Duration: 20 seconds

Transforms the Keyblade into a cannon; 弾を撃って爆発させるtechniqueや大砲でなぐるtechniqueが使える. Its techniques can also inflict honey status, but you forcibly stop in place when firing a projectile; as such, it's best to lock onto and fire at enemies from afar, and move away afterward.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
High Jump          Mobility   Increases jump height
Combo Master       Support    Can continue a combo even if you miss
Second Chance      Support    Survives a fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand
Withstand Combo    Support    Survives a fatal combo with 1 HP, as long as you had at least 2 HP remaining beforehand
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Defender           Support    Increases Defense by 2 when at or below 25% HP (can be stacked to increase HP threshold)
Hunny Shot         Support    Projectiles inflict honey status on struck enemies
* Can also use Air Slide on the ground and Aerial Dodge in the air during battle if the respective abilities are equipped.

BASIC & ABILITY TECHNIQUES
--------------------------
Aerial Recovery, Barrier and Counter Blast are available in addition to the following.

* Ground & air combos (standard): A → B → Rising Blast
* Ground & air combos (if the target is at mid-to-long range): Artillery → Artillery → Final Impact

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

UPPER LEFT SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

RIGHT SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

RISING BLAST
-Upward swing-
Type: Physical
Stat: Strength
Power modifier: ×0.75
Form value: 6
Reaction value: 1
Revenge value: 0.25
Guard nullification: No
Repel level: —
-Projectile-
Type: Neutral
Stat: Magic
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.75
Status effect: Honey (100%/8 seconds/50% slowdown; projectile)

ARTILLERY [C]
Type: Neutral
Stat: Magic
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —
Status effect: Honey (100%/8 seconds/25% slowdown)

FINAL IMPACT
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Status effect: Honey (100%/8 seconds/50% slowdown)

COUNTER BLAST [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —

HOLD R2 WHILE IN SHOOTING MODE

CHARGED SHOT
Type: Neutral
Stat: Magic
Power modifier:
 - Partial charge: ×1.5
 - Full charge: ×3.5
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Description: Shoots an explosive projectile after just under 1 second of charging. Releasing R2 before a full charge results in the projectile's damage and blast radius being smaller. 
Status effect: Honey (100%/8 seconds/50% slowdown)

PRESS TRIANGLE

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Shoots a projectile that moves in a curved arc. The explosion has a wide radius and inflicts honey status on struck enemies, slowing them down to 10% of their normal movement speed.
Status effect: Honey (100%/8 seconds/90% slowdown)

****************************************************************************************************

NANO GEAR

A Keyblade obtained in San Fransokyo. It has high Strength and Magic, and the formchange extends its already long reach even further.

FORMCHANGES
* Sora: Blitz Form
* Keyblade: Nano Arms

BASE STATS
----------
Length: 150
LEVEL   STR   MAG
0         5     4
1         6     4
2         6     5
3         7     5
4         7     6
5         8     6
6         8     7
7         9     7
8         9     8
9        10     8
10       10     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Stun Protection       Support   Nullifies the stun status
6       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
CUBIC STREAM [Invincible] (Lock count: 1–23)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–23 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–23 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×18.4
Description: Fires a number of projectiles (corresponding to lock count); each projectile pursues a locked-on target in a spiral motion.

ZONE CONNECTOR [Invincible] (Lock count: 24)
Type: Neutral
Stat: Magic
Power modifier: ×0.9 × 24 hits
Form value: 0
Reaction value: 1 × 24 hits
Revenge value: 0.1 × 24 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×21.6
Description: Dimensional gates surround locked-on enemies, and 24 block pillars thrust out at and launch them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NANO ARMS

Maximum combo length: 6
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

Many Attack techniques are shared with those of certain other formchanges. You can attack while taking evasive action and counter with powerful reprisals. Because mid-combo techniques are more powerful than the combo finisher, it's better to evade or block when you sense danger than to continue to the combo.

[Caption: Sora attacks Tireblades] The strongest parts of a combo are part 4 (ground) and part 5 (air); you'll want to continue until at least those techniques are used.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
Air Slide (×3)     Mobility   Can quickly move straight in the direction of the left stick by pressing it and Square simultaneously (can be stacked to increase effect)
Glide              Mobility   Can glide and move around by pressing Circle while in the air
Superslide (×3)    Mobility   Can move straight ahead at high speed for a time by pressing Square during a flowmotion action (can be stacked to increase effect)
Combo Master       Support    Can continue a combo even if you miss
HP Walker          Support    Gradually recovers HP while moving on the ground
MP Walker          Support    Gradually recovers MP while moving on the ground
MP Hastera         Support    Speeds up MP Charge restoration time by 20% (can be stacked to increase effect)
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Nano Transform     Support    Keybladeの先端にある小さなblockを組みかえ, 形状を変えられるようになる

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → H → I → Rocket Fist (J, K)
* Air combo: E → F → G → L → M → Rocket Fist (J, K, N)

FORMCHANGE ATTACK [A]
-Shock wave-
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Hoverboard-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

GROUND DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND THRUST [B]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND RIGHT SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR DOWNWARD SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR UPWARD SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR RIGHT SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

CLAW SPINNING RUSH [H]
Type: Physical
Stat: Strength
Power modifier: ×0.75 × 4 hits
Form value: 6 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.25 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

HAMMER DOWNWARD SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

ROCKET FIST
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×1
Form value: 4 + 8
Reaction value: 1 + 1
Revenge value: 0.2 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

IF THE TARGET IS AT MID-TO-LONG RANGE

YO-YO FORWARD THROW [J]
Type: Physical
Stat: Strength
Power modifier: ×0.5 [+ ×1]
Form value: 4 [+ 8]
Reaction value: 1 [+ 1]
Revenge value: 0.4 [+ 0.5]
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

IF THE TARGET IS ABOVE YOU

FLAG RISING LEFT SPIN SWING [K]
Type: Physical
Stat: Strength
Power modifier: ×1 × 2 hits
Form value: 8 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.5 × 2 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

DRILL SPINNING RUSH [L]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 6 hits + ×0.4
Form value: 1 × 6 hits + 3
Reaction value: 1 × 7 hits
Revenge value: 0.05 × 6 hits + 0.15
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

YO-YO VERTICAL SPIN SWING [M]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 6 hits + ×0.4 + ×0.4
Form value: 2 × 6 hits + 3 + 3
Reaction value: 1 × 8 hits
Revenge value: 0.2 × 6 hits + 0.3 + 0.3
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.6

WHEN ABOVE A TARGET

HAMMER SWOOPING SWING [N]
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×1
Form value: 4 + 8
Reaction value: 1 + 1
Revenge value: 0.4 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

NANO SHIELD
Type: Physical
Stat: Strength
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: A spherical barrier surrounds Sora, blocking attacks from all directions and preventing staggering.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

NANO COUNTER [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Causes the spherical barrier to rupture, scattering fragments around and knocking back struck enemies.

MOVE THE LEFT STICK WHILE PRESSING SQUARE IN BATTLE

OFFENSIVE DODGE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.75
Form value: 6
Reaction value: 5
Revenge value: 0.5
Guard nullification: No
Repel level: —
Description: Rolls and swings in the direction of the left stick and attacks enemies while evading. Ground and air movements differ.

PRESS TRIANGLE

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 14 hits + ×1.5
Form value: 0
Reaction value: 1 × 14 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5.7
Description: Hides in a dimensional gate that appears overhead and repeatedly lunges out with block pillars.

****************************************************************************************************

WHEEL OF FATE

A Keyblade obtained in The Caribbean. Has excellent strength and reach; its formchanges greatly enhance its offensive and evasive capabilities.

FORMCHANGES
* Sora: Strike Form
* Keyblade:
  - 1st: Highwind
  - 2nd: Storm Flag

BASE STATS
----------
Length: 150
LEVEL   STR   MAG
0         6     4
1         7     4
2         7     5
3         8     5
4         8     6
5         9     6
6         9     7
7        10     7
8        10     8
9        11     8
10       11     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Waterza               Support   Makes the situation command Waterza more likely to appear
6       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
BLADE STORM [Invincible] (Lock count: 1–31)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–31 hits
Form value: 0 × 1–31 hits
Reaction value: 0 × 1–31 hits
Revenge value: 0.1 × 1–31 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×24.8
Description: Fires a number of wind blades (corresponding to lock count); each wind blade pursues a locked-on target and launches those struck.

FLAG RAMPAGE [Invincible] (Lock count: 32)
Type: Neutral
Stat: Magic
Power modifier: ×0.6 × 32–40 hits
Form value: 0
Reaction value: 1 × 32–40 hits
Revenge value: 0.1 × 32–40 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×19.2–×24
Description: Swinging weapon 8 times, then uses a focused attack on locked-on enemies that hits 32 times. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HIGHWIND

Maximum combo length: 5
Magic style: Artillery
Invocation: 30 seconds
Duration: 25 seconds

Attacks with a far-reaching longspear. Its Attack techniques have a wide range and its combo finisher provides invincibility; furthermore, the finisher can be executed mid-combo by pressing Circle. ちなみに, combo finishの終わりぎわにleft stick+Square buttonで回避動作を行なったり, Payback Strikeやreprisalの終わりぎわにCircle buttonでcombo finishを出したりすると, 無敵時間が終わる前につぎの無敵になる動作に移れる.

[Caption 1: Sora attacks a Metal Troll from above] When executing the combo finisher, you become invincible and warp overhead enemies, making it easier to hit them.
[Caption 2: Sora runs from various Heartless] The Wheel of Fate's formchanges allow you to Air Slide on the ground (and thus get around quickly) during battle.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE      EFFECT
Combo Master       Support   Can continue a combo even if you miss
Hidden Potential   Support   Increases Strength and Magic at higher battle levels
Omega Finale       Support   Can use a finisher mid-combo by pressing Circle
Guardbreaker       Support   Ignores enemies' guard
* Can also use Air Slide on the ground and Aerial Dodge in the air during battle if the respective abilities are equipped.

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → Spear Rush → Spear Rain (D, Spear Dive)

FORMCHANGE ATTACK
Type:
 - All hits except final: Physical
 - Final hit: Water
Stat: Strength
Power modifier: ×0.5 × 3 hits + ×1
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.5

CHARGING LUNGE [A] (*1)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

UPWARD SWING & RIGHT SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×1
Form value: 4 + 8
Reaction value: 1 + 1
Revenge value: 0.4 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

3-PART SPIN SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×0.5 + ×1
Form value: 4 + 4 + 8
Reaction value: 1 × 3 hits
Revenge value: 0.4 + 0.4 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

SPEAR RUSH
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 5 hits + ×1
Form value: 2 × 5 hits + 8
Reaction value: 1 × 6 hits
Revenge value: 0.1 × 5 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.5

SPEAR RAIN [Invincible]
-Spear rain-
Type: Physical
Stat: Strength
Power modifier: ×0.3 per hit
Form value: 2 per hit
Reaction value: 1 per hit
Revenge value: 0.1 per hit
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Physical
Stat: Strength
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.9–×5.2 (12ヵ所に落とす槍が何回hitしたかによって変わる)

IF THE TARGET IS ABOVE YOU

RISING LEFT SPIN SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

PRESS X DURING A SUPERJUMP (*3) OR WHEN ABOVE A TARGET

SPEAR DIVE
Type: Physical
Stat: Strength
Power modifier: ×0.75 + ×0.75
Form value: 6 + 6
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5
Description: Swoops with weapon pointed straight downward, generating a spreading shock wave upon landing.

*1: B if surrounded by multiple enemies.
*3: Sonic Slash if the target is at mid-to-long range.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STORM FLAG

Maximum combo length: 5
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

The Keyblade transforms into a pirate flag, which can be swung or thrown to attack in a wide area. Its finisher is powerful and can strike multiple enemies, so be sure to use it before the formchange ends. Unlike Highwind, its combo finisher does not provide invincibility.

[Caption: Sora attacks a group of enemies] 中距離でcomboの1段目を出し, すぐにCircle buttonを押すと, 敵から離れた位置でcombo finishを仕掛けられる.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE      EFFECT
Combo Master       Support   Can continue a combo even if you miss
Hidden Potential   Support   Increases Strength and Magic at higher battle levels
Omega Finale       Support   Can use a finisher mid-combo by pressing Circle
Guardbreaker       Support   Ignores enemies' guard
* Can also use Air Slide on the ground and Aerial Dodge in the air during battle if the respective abilities are equipped.

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → Storm Spinner → Cyclone (D, E)

FORMCHANGE ATTACK
Type:
 - All hits except final: Physical
 - Final hit: Aero
Stat: Strength
Power modifier: ×0.2 × 6 hits + ×1
Form value: 0
Reaction value: 1 × 7 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2

2-PART SPINNING DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

FORWARD DIAGONAL 4-PART SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

FORWARD RIGHT SPIN SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

STORM SPINNER
Type: Physical
Stat: Strength
Power modifier: ×1 + ×0.4 + ×0.4 + ×1
Form value: 8 + 3 + 3 + 8
Reaction value: 1 × 4 hits
Revenge value: 0.25 + 0.15 + 0.15 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.8

CYCLONE
Type: Aero
Stat: Strength
Power modifier: ×0.3 × 10 hits
Form value: 2 × 10 hits
Reaction value: 1 × 9 hits + 5
Revenge value: 0.1 × 10 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

IF THE TARGET IS AT MID-TO-LONG RANGE

FLAG FORWARD THROW [D]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

IF THE TARGET IS ABOVE YOU

RISING LEFT SPIN SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

PRESS TRIANGLE

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.3 + ×0.5 × 5 hits + ×2
Form value: 0
Reaction value: 1 × 6 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×4.8
Description: 8 giant tentacles appear beneath Sora and repeatedly attack surrounding enemies; its attack range is wider than it seems.

****************************************************************************************************

STARLIGHT

A Keyblade that can be obtained as a DLC bonus, and is otherwise obtained in the Keyblade Graveyard. Functions similarly to the Kingdom Key (apart from the differences noted below).

FORMCHANGES
* Sora: Second Form
* Keyblade: Second Form

BASE STATS
----------
Length: 100
LEVEL   STR   MAG
0         4     4
1         4     5
2         5     5
3         5     6
4         6     6
5         6     7
6         7     7
7         7     8
8         8     8
9         8     9
10        9     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       MP Haste              Support   Speeds up MP Charge restoration time by 10% (can be stacked to increase effect)
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

TABLE: CHANGES BETWEEN KINGDOM KEY AND STARLIGHT
------------------------------------------------
* Magic is 1 point higher.
* 3rd-level finisher is Ancient Light.
* Both shotlock techniques are different.
* Support ability Treasure Magnet is replaced with MP Haste.

SHOTLOCK TECHNIQUES
-------------------
BLADES OF THE ROUND [Invincible] (Lock count: 1–23)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–23 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–23 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×18.4
Description: Fires a number of light blades (corresponding to lock count); each projectile pursues a locked-on target and launches those struck.

UNION RAGNAROK [Invincible] (Lock count: 24)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.9 × 24 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 24 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×21.6
Description: Fires 24 light projectiles; each projectile pursues a locked-on target in a spiral motion, flying about, and launches those struck.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SECOND FORM

Maximum combo length: 6
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

Take advantage of its maximum combo length to launch multiple attacks; it comes with MP Haste, so use magic as well. When it comes to finishers, try to use Ancient Light if possible (or Sonic Blade if prioritising Strength-boosting accessories and cuisine).

[Caption: Sora attacks with Ancient Light] Generally, higher-level techniques (including Ancient Light) deal more damage.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME                     TYPE       EFFECT
High Jump                Mobility   Increases jump height
Combo Master             Support    Can continue a combo even if you miss
Lucky Strike             Support    Increases the drop rate of prize boxes dropped by enemies (can be stacked to increase effect)
Master Treasure Magnet   Support    Draws in prizes from any distance
MP Haste                 Support    Speeds up MP Charge restoration time by 10% (can be stacked to increase effect)
Hidden Potential         Support    Increases Strength and Magic at higher battle levels

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground combo: A → B → C → Explosion → Lunge 'n' Launch → Ripple Drive
* Air combo: E → F → G → Hurricane Winder → Aerial Finish → Magnet Burst (I, J)

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

GROUND DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND THRUST [B]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

GROUND RIGHT SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR DOWNWARD SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR UPWARD SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

AIR RIGHT SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

IF THE TARGET IS AT MID-TO-LONG RANGE

AIR UPPER RIGHT SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

IF THE TARGET IS AT A LOW ALTITUDE

AIR SPINNING DOWNWARD SWING [J]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —

EXPLOSION
Type: Neutral
Stat: Magic
Power modifier: ×0.4 × 3 hits + 0.8
Form value: 4 × 3 hits + 10
Reaction value: 1 × 4 hits
Revenge value: ×0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

LUNGE 'N' LAUNCH
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 12 + 12
Reaction value: 1 + 1
Revenge value: 0.25 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

RIPPLE DRIVE
Type: Neutral
Stat: Magic
Power modifier: ×2.4
Form value: 12
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

HURRICANE WINDER
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits + ×1
Form value: 4 × 3 hits + 12
Reaction value: 1 × 4 hits
Revenge value: 0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2

AERIAL FINISH
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 3 hits + ×1
Form value: 4 × 3 hits + 12
Reaction value: 1 × 4 hits
Revenge value: 0.15 × 3 hits + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2

MAGNET BURST
-Pull-in-
Type: Neutral
Stat: Magic
Power modifier: ×0.2
Form value: 2
Reaction value: 1
Revenge value: 0.05
Guard nullification: No
Repel level: —
-Shock wave-
Type: Neutral
Stat: Magic
Power modifier: ×2.4
Form value: 12
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.6

PRESS TRIANGLE

STUN IMPACT [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Releases a shock wave around Sora; it has a wide range and stuns struck enemies for 8 seconds.
Status effect: Stun (100%/8 seconds)

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE ONCE DURING A FORMCHANGE

SONIC BLADE [Invincible]
-Sonic Blade-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Parts 2–6: Rave-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Part 7: Finish-
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8.7
Description: Charges and lunges with weapon. Pressing X repeatedly allows you to unleash up to 5 Raves and a Finish.

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE TWICE DURING A FORMCHANGE

ANCIENT LIGHT [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×0.2 × 2 hits + ×0.25 + ×0.1 × 10 hits + ×6
Form value: 0
Reaction value: 1 × 2 hits + 0 + 1 × 10 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×7.65
Description: Merges 5 multicoloured light pillars together, draws enemies in while damaging them repeatedly, then blows them away with a powerful explosion.

****************************************************************************************************

GRAND CHEF

A Keyblade obtained by playing the mini-game Little Chef's Bistro. Upgrading the Keyblade unlocks Chef Extraordinaire, which aids in cooking.

FORMCHANGES
* Sora: Blitz Form
* Keyblade: Frying Pan

BASE STATS
----------
Length: 157
LEVEL   STR   MAG
0         4     6
1         4     7
2         5     7
3         5     8
4         6     8
5         6     9
6         7     9
7         7    10
8         8    10
9         8    11
10        9    11

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Wizard's Ruse         Support   May restore HP when using magic (can be stacked to increase activation chances)
3       Chef Extraordinaire   Support   Increases your chances of getting EXCELLENT ratings when cooking at the Bistro

SHOTLOCK TECHNIQUES
-------------------
STEAM SPIRAL [Invincible] (Lock count: 1–31)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 1–31 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 1–31 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×24.8
Description: Fires a number of light projectiles (corresponding to lock count); each projectile pursues a locked-on target in a spiral motion and launches those struck.

FRUIT CRUSHER [Invincible] (Lock count: 32)
-Fruit-
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Shock wave-
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.8 × 32 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 32 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×26.1
Description: Attacks enemies once by raining down fruit, then attacks locked-on enemies with shock waves that hit 32 times.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FRYING PAN

Maximum combo length: 5
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

Transforms the Keyblade into a frying pan, which can be used to attack enemies or as a shield to protect yourself; it also comes with MP Hastera (useful for those who repeatedly use magic and links) and Wizard's Ruse (which has a low chance of restoring HP when using magic). Its techniques are similar to those of Hero's Origin's formchange, and you can unleash powerful techniques after successfully guarding. Remember to block in addition to attacking.

[Caption: Sora attacks enemies with the Frying Pan formchange] This form utilises a lot of Fire-type attacks, so equip accessories with Fire Boost.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
Air Slide (×3)     Mobility   Can quickly move straight in the direction of the left stick by pressing it and Square simultaneously (can be stacked to increase effect)
Glide              Mobility   Can glide and move around by pressing Circle while in the air
Superslide (×3)    Mobility   Can move straight ahead at high speed for a time by pressing Square during a flowmotion action (can be stacked to increase effect)
Combo Master       Support    Can continue a combo even if you miss
HP Walker          Support    Gradually recovers HP while moving on the ground
MP Walker          Support    Gradually recovers MP while moving on the ground
MP Hastera         Support    Speeds up MP Charge restoration time by 20% (can be stacked to increase effect)
Hidden Potential   Support    Increases Strength and Magic at higher battle levels

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → Shield Spin → Flame Circle

FORMCHANGE ATTACK
Type: Fire
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

SHIELD RIGHT SWING [A] (*1)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

SHIELD SPINNING RUSH [B]
Type: Fire
Stat: Strength
Power modifier: ×0.4 × 5 hits
Form value: 3 × 5 hits
Reaction value: 1 × 5 hits
Revenge value: 0.3 × 5 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

SHIELD FORWARD THROW [C]
Type: Fire
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: No
Repel level: —

SHIELD SPIN
Type: Physical
Stat: Strength
Power modifier: ×0.7 × 3 hits
Form value: 6 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.25 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.1

FLAME CIRCLE
Type: Fire
Stat: Strength
Power modifier: ×0.1 + ×2.2
Form value: 1 + 8
Reaction value: 1 + 1
Revenge value: 0.05 + 0.25
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.3

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

SHIELD CHARGE
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: Defends self with shield. Identical in practice to Hero's Origin's Shield Charge.

PRESS X WHEN YOU'VE SUCCESSFULLY BLOCKED AND ACCUMULATED ENERGY ONCE

FLAME TORRENT [Invincible]
Type: Fire
Stat: Strength
Power modifier: ×6
Form value: 8
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Converts energy into flames and fires them slightly forward of shield. Can knock down enemies and cause them to stumble. Can knock down struck enemies.

PRESS X WHEN YOU'VE SUCCESSFULLY BLOCKED AND GATHERED ENERGY TWICE

FLAME BARRAGE [Invincible]
Type: Fire
Stat: Strength
Power modifier: ×1 × 14 hits + ×8
Form value: 8 × 15 hits
Reaction value: 1 × 14 hits + 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×22
Description: Converts energy into flames which gushes out of the shield repeatedly. It is very powerful and wide-ranging.

PRESS TRIANGLE

FINISH [Invincible]
Type: Fire
Stat: Strength
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Swings giant frying pan downward, generating an explosion. Enemies struck by the frying pan are not struck by the explosion.

*1: C if the target is at mid-to-long range.

****************************************************************************************************

CLASSIC TONE

A Keyblade obtained by playing the Classic Kingdom mini-games. It has a long reach, high Magic, and comes with up to 3 MP Hastes.

FORMCHANGES
* Sora: Guardian Form
* Keyblade:
  - 1st: Boom Hammer
  - 2nd: Clock Drill

BASE STATS
----------
Length: 157
LEVEL   STR   MAG
0         6     9
1         6    10
2         7    10
3         7    11
4         8    11
5         8    12
6         9    12
7         9    13
8        10    13
9        10    14
10       11    14

EQUIPPED ABILITIES
------------------
LEVEL   NAME       TYPE      EFFECT
0/6/9   MP Haste   Support   Speeds up MP Charge restoration time by 10% (can be stacked to increase effect)

SHOTLOCK TECHNIQUES
-------------------
PHANTOM RUSH [Invincible] (Lock count: 1–15)
Type: Neutral
Stat: Magic
Power modifier: ×0.8 × 1–15 hits
Form value: 0 × 1–15 hits
Reaction value: 1 × 1–15 hits
Revenge value: 0.1 × 1–15 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×0.8–×12
Description: Clones of Sora fly around while time is stopped, dealing damage to locked-on enemies (corresponding to lock count).

NOISE FLUX [Invincible] (Lock count: 16)
Type: Neutral
Stat: Magic
Power modifier: ×1.2 × 16 hits
Form value: 0 × 16 hits
Reaction value: 1 × 16 hits
Revenge value: 0.1 × 16 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×19.2
Description: Sora charges through locked-on enemies 16 times; this shotlock can also damage nearby enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BOOM HAMMER

Maximum combo length: 5
Magic style: Proximity
Invocation: 30 seconds
Duration: 30 seconds

Transforms the Keyblade into a giant hammer. Many of its techniques launch or knock down enemies, allowing you to press an attack against staggered enemies; in addition, it blocks attacks from all directions and enables a wide-ranging reprisal, which can turn the tide on surrounding enemies.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
High Jump          Mobility   Increases jump height
Combo Master       Support    Can continue a combo even if you miss
Second Chance      Support    Survives a fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand
Withstand Combo    Support    Survives a fatal combo with 1 HP, as long as you had at least 2 HP remaining beforehand
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
Defender           Support    Increases Defense by 2 when at or below 25% HP (can be stacked to increase HP threshold)
Guardbreaker       Support    Ignores enemies' guard
* Can also use Air Slide on the ground and Aerial Dodge in the air during battle if the respective abilities are equipped.

BASIC & ABILITY TECHNIQUES
--------------------------
Aerial Recovery is available in addition to the following.

* Ground combo: A → B → C → D → Ground Wallop
* Air combo: E → F → E → G → Aerial Wallop

FORMCHANGE ATTACK
-Shock wave-
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Hammer-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

LEAPING DOWNWARD SWING [A] (*3)
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

GROUND LEFT 3-PART SPIN SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

GROUND BACK-AND-FORTH DOWNWARD SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2

GROUND DASH UPWARD SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

GROUND WALLOP
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 5
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

AIR VERTICAL 3-PART SPIN SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

AIR LEFT 3-PART SPIN SWING [F]
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits
Form value: 4 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.4 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

AIR DASH UPWARD SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

AERIAL WALLOP
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 8
Reaction value: 5
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

PRESS X DURING A SUPERJUMP (*2) OR WHEN ABOVE A TARGET

FLYING CLOBBER
-Hammer-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
-Fissure-
Type: Physical
Stat: Strength
Power modifier: ×1.2
Form value: 8
Reaction value: 5
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.2
Description: Swoops down and strikes the ground with a hammer, generating a spreading shock wave.

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

BARRIER
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: A spherical barrier surrounds Sora, blocking attacks from all directions and preventing staggering.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

COUNTER BLAST [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Causes the spherical barrier to rupture, striking surrounding enemies.

*2: Sonic Slash if the target is at mid-to-long range.
*3: D if the target is at mid-to-long range or in the air; B if surrounded by multiple enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CLOCK DRILL

Maximum combo length: 5
Magic style: Artillery
Invocation: 30 seconds
Duration: 25 seconds

Wields a drill-like weapon in the right hand, enabling techniques that cause you to quickly rush forward and lunge out with the drill, create fissures when the drill strikes the ground, etc; you can also attack while evading when on the ground. As with Boom Hammer, you can also take advantage of Barrier and Counter Blast.

[Caption: Sora attacks Dusks] You should use the stronger ground combo when possible; the formchange's finisher is also very powerful and has a wide range.

MOBILITY AND SUPPORT ABILITIES
------------------------------
* Same as Boom Hammer (left stick + Square button ground evasion movement becomes Diving Dodge in battle).

BASIC & ABILITY TECHNIQUES
--------------------------
Aerial Recovery, Barrier and Counter Blast are available in addition to the following.

* Ground combo: A → B → C → D → Corkscrew Uppercut (E, F, G, Drill Pillars)
* Air combo: A → C → A → C → Dire Drill (H)

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

DRILL FORWARD RUSH [A]
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 9 hits
Form value: 1 × 9 hits
Reaction value: 1 × 9 hits
Revenge value: 0.1 × 9 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.8

DRILL UNDER RUSH [B]
Type: Physical
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

DRILL RUSH UPPER [C]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 3 hits + ×0.5
Form value: 2 × 3 hits + 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 3 hits + 0.4
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.4

DRILL FALLING THRUST [D]
Type: Physical
Stat: Strength
Power modifier: ×1.2 + ×1.2
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

CORKSCREW UPPERCUT
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 6 hits
Form value: 6 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.25 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.6

WHEN ABOVE A TARGET

DRILL RISING THRUST [E]
Type: Physical
Stat: Strength
Power modifier: ×0.4 + ×0.4
Form value: 3 + 3
Reaction value: 1 + 1
Revenge value: 0.3 + 0.3
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.8

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO PART 1)

DRILL LEAPING GROUND THRUST [F]
Type: Physical
Stat: Strength
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO PARTS 2–4)

DRILL GROUND THRUST [G]
Type: Physical
Stat: Strength
Power modifier: ×0.6
Form value: 6
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —

IF SURROUNDED BY MULTIPLE ENEMIES (COMBO FINISHER)

DRILL PILLARS
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 7 hits
Form value: 6 × 7 hits
Reaction value: 1 × 7 hits
Revenge value: 0.25 × 7 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×4.2

DIRE DRILL
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 10 hits
Form value: 2 × 10 hits
Reaction value: 1 × 10 hits
Revenge value: 0.1 × 10 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

WHEN YOU ARE POSITIONED HIGHER THAN A GROUNDED TARGET

DRILL SWOOPING RUSH [H]
Type: Physical
Stat: Strength
Power modifier: ×1.2 + ×1.2
Form value: 8 + 8
Reaction value: 1 + 1
Revenge value: 0.5 + 0.5
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

PRESS THE LEFT STICK + SQUARE WHEN ON THE GROUND IN BATTLE

DIVING DODGE [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 1
Revenge value: 0.5
Guard nullification: Yes
Repel level: —
Description: Moves in the direction of the left stick and attacks with the drill while leaping from underground.

PRESS TRIANGLE

FINISH
-Time stop-
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Clock hands-
Type: Physical
Stat: Strength
Power modifier: ×0.2 × 8 hits + ×3
Form value: 0
Reaction value: 1 × 8 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5.1
Description: Stops time while dealing damage to surrounding enemies, then advances the giant clock hands and attacks repeatedly.

****************************************************************************************************

ULTIMA WEAPON

A Keyblade crafted from rare synthesis materials. It has superior Strength, Magic and reach, and comes with three useful abilities.

FORMCHANGES
* Sora: Ultimate Form
* Keyblade: Ultimate Form

BASE STATS
----------
Length: 165
LEVEL   STR   MAG
0         8     3
1         9     4
2         9     5
3        10     6
4        10     7
5        11     8
6        11     9
7        12    10
8        12    11
9        13    12
10       13    13

EQUIPPED ABILITIES
------------------
LEVEL   NAME              TYPE      EFFECT
0       Combo Boost       Support   Increases the damage dealt by the second part onward of a ground combo (can be stacked to increase effect)
0       Air Combo Boost   Support   Increases the damage dealt by the second part onward of an air combo (can be stacked to increase effect)
0       Situation Boost   Support   Accumulates 1.2× the normal form value

SHOTLOCK TECHNIQUES
-------------------
INFINITY CIRCLE [Invincible] (Lock count: 1)
Type: Neutral
Stat: Magic
Power modifier: ×5 × 6 hits
Form value: 0
Reaction value: 5 × 6 hits
Revenge value: 0.1 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×30
Description: Generates a large magical explosion, dealing 6 hits of damage to surrounding enemies (hit count decreases if there are too many enemies involved). This shotlock's mechanics differ from those of other Keyblades (see below).

ULTIMA WEAPON'S SHOTLOCK MECHANICS
----------------------------------
* 画面中央の丸いmarker内に敵を収めると, その敵に専用のmarkが重なり, markが重なった状態が2.5 secondsつづいた時点でlock-onが完了する
* Lock-on対象がmarkerから外れたり, marker内に別の敵が入ったりすると, shotlockが最初からやり直しになる

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ULTIMATE FORM

Maximum combo length: 6
Magic style: Basic
Invocation: 30 seconds
Duration: 30 seconds

Fights with a shining rainbow-coloured sword in hand. A greatsword is automatically summoned when a technique is used, allowing for wide-ranging attacks; if far away from the target, you teleport to them when using the Attack command (and are invincible while teleporting). 倍また, Combo Boost Air Combo Boostがついているため, comboを1段目から当てていけば, combo finishで与えるdamageを最大で2.1×にできるのだ.

[Caption 1: Sora teleports toward a Sorcerer] Teleport can activate mid-combo; you lose your invincibility as soon as you launch an attack.
[Caption 2: Sora attacks Heartless with Thunder-line magic] Equipping Magic Combo Thrift and Magic Galvanizer is also a viable option due to the long maximum combo length of 6.

MOBILITY AND SUPPORT ABILITIES
------------------------------
NAME               TYPE       EFFECT
Teleport           Mobility   When attacking a distant target with Attack, warps close to it (and is invincible while warping)
Hover              Mobility   Glides along the ground
Combo Master       Support    Can continue a combo even if you miss
Leaf Bracer        Support    Renders self invincible while using Cure-line magic
Second Chance      Support    Survives a fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand
Withstand Combo    Support    Survives a fatal combo with 1 HP, as long as you had at least 2 HP remaining beforehand
MP Hastera         Support    Speeds up MP Charge restoration time by 20% (can be stacked to increase effect)
Hidden Potential   Support    Increases Strength and Magic at higher battle levels
* When in Ultimate Form, certain mobility abilities change as follows:
  - Can Air Slide on the ground outside of combat.
  - Aerial Dodge now causes you to warp in the direction of the left stick and can be used on the ground.
  - Can use Air Slide in combat on both ground and air even if you don't have it equipped (only works when Aerial Dodge is unequipped).

BASIC & ABILITY TECHNIQUES
--------------------------
* Ground & air combos: A → B → C → Spiral Drove → Radiant Brands → Circle of Light

FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×1.5 + ×0.4 × 5 hits
Form value: 0 + 3 × 5 hits
Reaction value: 1 × 6 hits
Revenge value: 0 + 0.3 × 5 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.5

CRUCIFORM SWING & DRILLING RUSH [A]
Type: Neutral
Stat: Strength
Power modifier: ×0.4 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.3 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.4

VERTICAL SPIN SWING & INTERSECTING SWING [B]
Type: Neutral
Stat: Strength
Power modifier: ×0.4 × 4 hits
Form value: 3 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.3 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

FORWARD WHIRLWIND SPIN THROW [C]
Type: Neutral
Stat: Strength
Power modifier: ×0.4 × 7 hits
Form value: 3 × 7 hits
Reaction value: 1 × 7 hits
Revenge value: 0.3 × 7 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2.8

SPIRAL DROVE
Type: Neutral
Stat: Strength
Power modifier: ×0.8 × 4 hits
Form value: 7 × 4 hits
Reaction value: 1 × 4 hits
Revenge value: 0.25 × 4 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3.2

RADIANT BRANDS
Type: Neutral
Stat: Strength
Power modifier: ×1.6
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

CIRCLE OF LIGHT
Type: Neutral
Stat: Strength
Power modifier: ×2.8
Form value: 8
Reaction value: 1
Revenge value: 0.25
Guard nullification: Yes
Repel level: —

* You are invincible if you teleport during execution of the above techniques.

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

BLADE BARRIER
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: Multiple swords surround Sora, blocking attacks from all directions and preventing staggering.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

COUNTER BLADE [Invincible]
Type: Neutral
Stat: Strength
Power modifier: ×1.5
Form value: 8
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Blows away Blade Barrier's multiple swords, dealing damage to surrounding enemies.

PRESS TRIANGLE

FINISH [Invincible]
Type: Neutral
Stat: Strength
Power modifier: ×0.3 × 15 hits + ×6
Form value: 0
Reaction value: 1 × 15 hits + 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×10.5
Description: Attacks 15 times with countless swords flying around, then releases 7 light pillars in all directions that launch struck enemies.

****************************************************************************************************

MIDNIGHT BLUE

A Keyblade obtained as a pre-order bonus. Its default abilities are useful for Blizzard-type attacks.

FORMCHANGES
* Sora: Second Form
* Keyblade: Second Form

BASE STATS
----------
Length: 115
LEVEL   STR   MAG
0         4     4
1         4     5
2         5     5
3         5     6
4         6     6
5         6     7
6         7     7
7         7     8
8         8     8
9         8     9
10        9     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Blizzard Boost        Support   Increases Blizzard-type attack damage by 20% (can be stacked to increase effect)
0       Blizzaza              Support   Makes the situation command Blizzaza more likely to appear
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

TECHNIQUES
----------
Same as Kingdom Key.

****************************************************************************************************

PHANTOM GREEN

A Keyblade obtained as a pre-order bonus. Features 2 default abilities intended for Thunder-type attacks.

FORMCHANGES
* Sora: Second Form
* Keyblade: Second Form

BASE STATS
----------
Length: 115
LEVEL   STR   MAG
0         4     4
1         4     5
2         5     5
3         5     6
4         6     6
5         6     7
6         7     7
7         7     8
8         8     8
9         8     9
10        9     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Thunder Boost         Support   Increases Thunder-type attack damage by 20% (can be stacked to increase effect)
0       Thundaza              Support   Makes the situation command Thundaza more likely to appear
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

TECHNIQUES
----------
Same as Kingdom Key.

****************************************************************************************************

DAWN TILL DUSK

A Keyblade obtained as a pre-order bonus. Its default abilities increase the power of Fire-type attacks.

FORMCHANGES
* Sora: Second Form
* Keyblade: Second Form

BASE STATS
----------
Length: 100
LEVEL   STR   MAG
0         4     4
1         4     5
2         5     5
3         5     6
4         6     6
5         6     7
6         7     7
7         7     8
8         8     8
9         8     9
10        9     9

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       Fire Boost            Support   Increases Fire-type attack damage by 20% (can be stacked to increase effect)
0       Firaza                Support   Makes the situation command Firaza more likely to appear
4       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

TECHNIQUES
----------
Same as Kingdom Key.

****************************************************************************************************

COLUMN PORTAL: HOW THE DLC KEYBLADES WORK
-----------------------------------------
The above three Keyblades (Midnight Blue, Phantom Green, Dawn Till Dusk) differ from the Kingdom Key as follows. They are useful in the early-game and against enemies vulnerable to their respective types.

TABLE: CHANGES BETWEEN KINGDOM KEY AND THE DLC KEYBLADES
* Magic is 1 point higher.
* Support ability Treasure Magnet is replaced with the respective type's Boost and -za abilities.
* Midnight Blue and Phantom Green's length is increased to 115.

****************************************************************************************************

OATHKEEPER [1.07]

(Note: Obtained by trading in the Proof of Promises [photograph all lucky emblems] at a Moogle Shop.)

FORMCHANGES
* Sora:
  - 1st: Light Form
  - 2nd: Double Form
* Keyblade:
  - 1st: Light Form
  - 2nd: Double Form

BASE STATS
----------
LEVEL   STR   MAG
0         7     7
1         7     8
2         8     8
3         8     9
4         9     9
5         9    10
6        10    10
7        10    11
8        11    11
9        11    12
10       12    12

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       MP Converter          Support   Converts small MP prizes into large MP prizes
4       Situation Boost       Support   Accumulates 1.2× the normal form value
9       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

****************************************************************************************************

OBLIVION [1.07]

(Note: Obtained by trading in the Proof of Times Past [complete Critical Mode] at a Moogle Shop.)

FORMCHANGES
* Sora:
  - 1st: Dark Form
  - 2nd: Double Form
* Keyblade:
  - 1st: Dark Form
  - 2nd: Double Form

BASE STATS
----------
LEVEL   STR   MAG
0         8     6
1         8     7
2         9     7
3         9     8
4        10     8
5        10     9
6        11     9
7        11    10
8        12    10
9        12    11
10       13    11

EQUIPPED ABILITIES
------------------
LEVEL   NAME                  TYPE      EFFECT
0       HP Converter          Support   Converts small HP prizes into large HP prizes
4       Situation Boost       Support   Accumulates 1.2× the normal form value
9       Formchange Extender   Support   Extends the availability period of formchange commands by 20% (can be stacked to increase effect)

-----------------------------------------------------------------------------------------------------------------------------

TEAM ATTACKS

Sora and his friends can use team attacks together; some are controllable, while others are not.

* See pp. 192–193 for usage conditions and shared traits.
* See pp. 637–638 for details on Tree Whip and Subzero Impact (which are exclusive to certain battles).

(Note: Generally, a given team attack is more likely to activate the closer in range you are to the invoker—get within 10 metres for maximum chances.)

****************************************************************************************************

DONALD FLARE

Invoked by: Donald
Availability period: 30 seconds
Duration: —

Shoots out a lot of homing projectiles that launch enemies skyward; it is possible to miss a locked-on target if 2 or more enemies are around. It's best to use this on enemies that can't be launched, as it means they'll take more damage.

ATTACK SEQUENCE
---------------
Sora and Donald fire 16 skyrocket-like projectiles that launch struck enemies; these projectiles have homing capabilities and damage opponents twice (once on impact and once in an explosion), but who and what they pursue varies and may not necessarily be a desired target.

TECHNIQUES
----------
FLARE FORCE [Invincible]
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier:
 - Target's height 0-10 metres: ×0.8 × 32 hits
 - Target's height 10-20 metres: ×0.6 × 32 hits
 - Target's height 20+ metres: ×0.4 × 32 hits
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.8–×25.6

****************************************************************************************************

DONALD METEOR

Invoked by: Donald
Availability period: 30 seconds
Duration: —

Attacks the target and enemies around it, stunning them. Unlike Flare Force, it can deal damage to multiple enemies at once, and always fixates on a locked-on target.

ATTACK SEQUENCE
---------------
Sora and Donald conjure numerous meteorites and drop-scatter them around the target (the first one always hits the target), generating an explosion within the meteorites' range; the explosions can stun enemies.

TECHNIQUES
----------
DONALD METEOR [Invincible]
-Meteorites-
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Explosion-
Type: Neutral
Stat: Magic
Power modifier: ×3
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×4.5
Status effect: Stun (100%/5 seconds; explosion)

****************************************************************************************************

TRINITY SLED

Invoked by: Goofy
Additional participants: Donald
Availability period: (*1)
Duration: (*2)

This team attack is used in Olympus to safely pass through flames, and in the Caribbean to quickly collect white crabs, and can be activated at those locations after such events are completed.

*1: Olympus: Thebes and The Caribbean: Port Royalの特定の範囲内にいるあいだcommandが表示される
*2: 制限時間はなく, [L1 buttonを押す][障害物に4回ぶつかる][battleがはじまる][Olympusでgroundが燃えている場所(または燃えていた場所)から出る][The Caribbeanで泳げる場所に入る]のいずれかの条件を満たすとteam attackが終わる

ATTACK SEQUENCE
---------------
Sora, Donald and Goofy ride on top of the shield and slide along the ground; you can change direction with the left stick. Colliding with an obstacle slows you down, and colliding 4 times ends the team attack.

****************************************************************************************************

GOOFY BOMBARDIER

Invoked by: Goofy
Availability period: 30 seconds
Duration: —

A rush-and-explosion attack that damages the target and nearly enemies. Its wide range isn't its only boon; it also instantly defeats Earth Core Towers and forces the Lump of Horror back to its normal form.

ATTACK SEQUENCE
---------------
Sora and Goofy ascend to a fixed position, then Sora throws Goofy (who charges) at the target. Goofy's landing generates an explosion that can damage surrounding enemies.

TECHNIQUES
----------
GOOFY BOMBARDIER [Invincible]
-Ascent-
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Rush-
Type: Physical
Stat: Strength (Goofy's)
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Explosion-
Type: Physical
Stat: Strength
Power modifier: ×8
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×9.5

****************************************************************************************************

TRINITY GUARD

Invoked by: Goofy
Additional participants: Donald
Availability period: 30 seconds
Duration: 20 seconds

You move slowly, but can use techniques while blocking all attacks; to attack enemies, activate it while near an enemy and press X to pursue them. You're invincible while it's active, so it can be used to stall for time (eg. until MP Charge ends).

ATTACK SEQUENCE
---------------
Sora and Donald stand behind Goofy (who raises his shield), blocking all attacks (even those that are otherwise unblockable). The following actions are available.

WALK
Input: Left stick
Description: Walks in any direction (albeit slowly).

JUMP
Input: Circle
Description: Jumps high (can only move in other directions minimally).

SHIELD BASH
Input: X
Description: Moves forward and thrusts shield out, making enemies flinch. Can be used as a 4-part combo; the combo finisher is stronger and has a longer travelling range.

FINISH
Input: Triangle
Description: Runs straight ahead, launching struck enemies.

TECHNIQUES
----------
SHIELD RUSH
-Shield Rush-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: 4
-Combo finisher-
Type: Physical
Stat: Strength
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0.1
Guard nullification: Yes
Repel level: 4

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×8
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —

****************************************************************************************************

HEROIC SWING

Invoked by: Hercules
Availability period: 30 seconds
Duration: 12 seconds

Becomes invincible and attacks enemies repeatedly. Activate it near the target and chase them down with the left stick to deal over 40 hits of damage.

ATTACK SEQUENCE
---------------
Hercules attacks by repeatedly swinging Sora sideways. You are invincible in this state and can use the following actions.

MOVE
Input: Left stick
Description: Moves in any direction while attacking.

JUMP
Input: Circle
Description: Jumps lightly.

FINISH
Input: Triangle
Description: Hercules swings Sora around twice and throws him into the air, whereupon he falls with his weapon thrust out, releasing an electric shock upon landing.

TECHNIQUES
----------
HIGH-SPEED SPIN [A] [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×0.5 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0.1 per hit
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
-Swing-
Type: Physical
Stat: Strength
Power modifier: ×0.5 + ×0.5
Form value: 0
Reaction value: 1 +  + 
Revenge value: 0.1 + 0.1
Guard nullification: Yes
Repel level: —
-Lunge-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Shock-
Type: Thunder
Stat: Strength
Power modifier: ×6
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×9

****************************************************************************************************

ROCKET RUCKUS

Invoked by: Woody, Buzz
Availability period: 30 seconds
Duration: 15 seconds

Charges at enemies on a skyrocket. You can press X repeatedly to use Rocket Strike and quickly reduce an enemy's HP, but this isn't likely to ensnare others; if there are many enemies around, you can move around with the left stick (without pressing X) to hit enemies multiple times.

ATTACK SEQUENCE
---------------
Sora, Woody and Buzz ride atop a giant skyrocket and damage enemies they make contact with. You can use the following actions while the team attack is active, and become invincible upon activating the finisher.

CHANGE COURSE
Input: Left stick
Description: Changes the direction of the skyrocket's charge.

ROCKET STRIKE
Input: X
Description: Pinwheels toward an enemy, then somersaults and launches the struck enemy.

FINISH
Input: Triangle
Description: Launches a skyrocket at the target which explodes on impact.

TECHNIQUES
----------
ROCKET RUSH
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

ROCKET STRIKE
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
-Rocket fireworks-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Explosion-
Type: Neutral
Stat: Strength
Power modifier: ×6
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8

****************************************************************************************************

TANGLED TWIST

Invoked by: Rapunzel
Additional participants: Donald, Goofy, Flynn
Availability period: 30 seconds
Duration: —

A team attack only available during the main scenario of the Kingdom of Corona. It has a wide range and revives all incapacitated teammates, so be assertive in using it.

ATTACK SEQUENCE
---------------
1. Rapunzel wraps her hair around Sora, Donald and Goofy, then Flynn grabs it and swings the trio around three times.
2. The trio are hurled into the air, rush at the target's location, and generate an explosion upon landing.

TECHNIQUES
----------
TANGLED TWIST [Invincible]
-Swing-
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits
Form value: 0
Reaction value: 1 × 3 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Rush-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Explosion-
Type: Neutral
Stat: Strength
Power modifier: ×4
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8

****************************************************************************************************

SCREAM STRIKE

Invoked by: Sulley, Mike
Additional participants: Donald, Goofy
Availability period: 30 seconds
Duration: —

Stuns surrounding enemies for a while, then hurls Mike like a ricocheting bowling ball; Mike is more likely to hit enemies repeatedly in small spaces. This team attack revives all incapacitated enemies.

ATTACK SEQUENCE
---------------
1. Sora, Donald, Goofy, Sulley and Mike roar and stun surrounding enemies.
2. Sora throws Mike, who ricochets off obstacles and rolls around for 10 seconds, hitting enemies all the while.

TECHNIQUES
----------
SCREAM STRIKE [Invincible]
-Roar-
Type: Aero
Stat: Strength
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes/No
Repel level: —
-Mike-
Type: Physical
Stat: Strength (Mike's)
Power modifier: ×2 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×5–×11
Status effect: Stun (100%/30 seconds; roar)

****************************************************************************************************

MIGHTY AVALANCHE

Invoked by: Marshmallow
Availability period: 30 seconds
Duration: 20 seconds

Attacks with both techniques and jump landings. Its strongest attacks are Aero-type, so equip Aero Boosts to enhance it.

ATTACK SEQUENCE
---------------
Sora rides on Marshmallow's back and can perform the following actions. Marshmallow is always invincible, but Sora is only invincible during initial activation and the finisher; however, attacks are less likely to hit him due to his high vantage point.

WALK
Input: Left stick
Description: Walks with large strides at the cost of manoeuvrability.

JUMP
Input: Circle
Description: Jumps high and blows surrounding enemies away upon landing.

ICE RAMPAGE
Input: X
Description: Swings both hands in an alternating pattern and scratches with claws while moving forward.

FINISH
Input: Triangle
Description: Freezes surrounding enemies with cold air, then blows them away with a blizzard.

TECHNIQUES
----------
JUMP
Type: Aero
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

ICE RAMPAGE
Type: Physical
Stat: Strength
Power modifier: ×1.5 + ×1.5
Form value: 0
Reaction value: 1 + 1
Revenge value: 0.1 + 0.1
Guard nullification: Yes/No
Repel level: —
Total power modifier (combined): ×3

FINISH [Invincible]
-Cold wave-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Blizzard-
Type: Aero
Stat: Magic
Power modifier: ×4
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×4.5
Status effect: Freeze (100%/5 seconds; cold wave)

****************************************************************************************************

NEVER FEAR

Invoked by: Jack
Availability period: 30 seconds
Duration: 25 seconds

Moves around by the left stick and attacks with weapons and bombs. You're invincible while it's active, so you can just chase down enemies and press X repeatedly, using the finisher when time runs out.

ATTACK SEQUENCE
---------------
Sora and Jack hover back-to-back and can perform the following actions. Provides invincibility while active; if attacked while idle, you automatically use Whirlwind Slash.

MOVE
Input: Left stick
Description: Slides around.

JUMP
Input: Circle
Description: Jumps more lightly than usual.

WHIRLWIND SLASH
Input: X
Description: Swings weapon sideways; you can move around while active, and it can be extended into a 5-part combo.

FINISH
Input: Triangle
Description: Scatters bombs around and detonates them.

TECHNIQUES
----------
WHIRLWIND SLASH [Invincible]
-Whirlwind Slash-
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 3 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 3 hits
Guard nullification: Yes
Repel level: —
-Combo finisher-
Type: Physical
Stat: Strength
Power modifier: ×0.6 × 6 hits
Form value: 0
Reaction value: 0
Revenge value: 0.1 × 6 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined):
 - Whirlwind Slash: ×1.8
 - Combo finisher: ×3.6

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×3 per hit
Form value: 0
Reaction value: 5 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3–×12

****************************************************************************************************

INTERCEPTOR WING

Invoked by: Baymax
Availability period: 30 seconds
Duration: 20 seconds

Attacks and evades while flying in the air. Attacking the enemy in close combat by pressing X repeatedly can be effective; if you want to avoid counterattacks, hold R2 to lock-on and move around while shooting projectiles.

ATTACK SEQUENCE
---------------
Sora rides atop Baymax and can perform the following actions. Baymax is invincible while active, but if struck, he changes his stance and temporarily stops moving, with Sora taking damage in the process.

MOVE
Input: Left stick
Description: Flies in all directions. When moving forward or backward, you can also move diagonally up or down depending on the camera angle.

AERIAL DODGE
Input: Square
Description: Moves straight ahead and dodges while invincible.

STRIKE
Input: X
Description: Baymax approaches the target and throws a punch; can be extended into a 4-part combo with a powerful combo finisher.

SHOOT
Input: Circle
Description: Sora fires homing projectiles. Can be used while moving around; holding down R2 is optimal if you want to fire continuously.

FINISH
Input: Triangle
Description: Baymax charges at the target 4 times.

TECHNIQUES
----------
STRIKE
-Strike-
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 1
Guard nullification: Yes
Repel level: 1
-Combo finisher-
Type: Physical
Stat: Strength
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 1
Guard nullification: Yes
Repel level: 1

SHOOT
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 0
Revenge value: 0.1
Guard nullification: No
Repel level: —

FINISH [Invincible]
Type: Physical
Stat: Strength
Power modifier: ×2 × 4 hits
Form value: 0
Reaction value: 5 × 4 hits
Revenge value: 0
Guard nullification: Yes
Repel level: 1
Total power modifier (combined): ×8

-----------------------------------------------------------------------------------------------------------------------------

ATTRACTIONS

There are a total of six attractions (on which you fight on amusement park rides); each has a unique method of attack.

* Attractionの使用条件や井通する特徴についてはp. 196–197を参照

****************************************************************************************************

PIRATE SHIP

Availability period: 40 seconds
Duration: 20 seconds

Prevents free movement, but the swaying ship and and scattering projectiles allow for a wide-ranging attack. When activated, you can press X repeatedly while turning toward enemies to continue hitting them with the ship and projectiles.

ATTACK SEQUENCE
---------------
1. [Activation] The party boards a ship that swings like a pendulum; enemies that make contact with the ship take damage.
2. The ship swings back-and-forth repeatedly and damages struck enemies; the following actions are enabled.

CHANGE DIRECTION
Input: Left stick
Description: Turns left or right on the spot.

SWING
Input: X (when ATTACK!! is displayed)
Description: Temporarily accelerates the ship's swinging, increasing the damage it inflicts. When swung toward the bow's end, it fires 5 water projectiles in the shape of a fan.

FINISH
Input: Triangle
Description: The ship spins around 3 times, flinging water bullets around 3 times.

TECHNIQUES
----------
HULL RUSH [A]
Type: Neutral
Stat: Magic
Power modifier:
 - Normal: ×0.1
 - During activation or Swing acceleration: ×2
Form value: 0
Reaction value:
 - Normal: 0
 - During activation or Swing acceleration: 5
Revenge value:
 - Normal: 0.05
 - During activation or Swing acceleration: 0.1
Guard nullification: Yes
Repel level: —

WATER PROJECTILES [B]
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FINISH (HULL) [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1–×12 (including water projectiles)

****************************************************************************************************

MAD TEA CUPS

Availability period: 40 seconds
Duration: 20 seconds

Rushes around in a cup-shaped ride. Press X repeatedly while chasing down enemies to repeatedly damage them; activate it when close to enemies, as the extended activation will also deal damage.

ATTACK SEQUENCE
---------------
1. [Activation] Three giant tea cups emerge and the party board them; this deals damage 3–5 times to enemies that make contact.
2. The cups slide around on the ground (damaging struck enemies), and the following actions are enabled. If a cup hits another cup or obstacle, it ricochets and accelerates, increasing Cup Rush's power for 0.2 seconds.

CHANGE COURSE
Input: Left stick
Description: Changes the sliding direction of Sora's cup.

CUP SLIDE
Input: X
Description: Accelerates Sora's cup for 1 second; increases Cup Rush's power for the first 0.2 seconds.

FINISH
Input: Triangle
Description: Sparks scatter from the 3 spinning cups, dealing damage 5–7 times to surrounding enemies.

TECHNIQUES
----------
CUP RUSH
Type: Neutral
Stat: Magic
Power modifier:
 - Normal: ×0.5
 - During acceleration caused by Cup Slide or crashing into other cups and obstacles: ×1.5
Form value: 0
Reaction value: 0
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×0.5 × 6 hits + ×5
Form value: 0
Reaction value: 1 × 6 hits + 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8

****************************************************************************************************

BLASTER BLAZE

Availability period: 40 seconds
Duration: 20 seconds

Fires at enemies from a first-person view. Hold down R2 if you need to retreat, and aim with the left stick. Prioritise attacking launched enemies after using the finisher.

ATTACK SEQUENCE
---------------
1. [Activation] The party board a vehicle equipped with 3 blasters, and the screen switches to Sora's point of view.
2. The following actions are enabled, and Donald and Goofy sometimes launch enemies with Blaster.

MOVE
Input: Left stick
Description: Moves without changing direction.

CHANGE DIRECTION
Input: Right stick
Description: Changes aiming direction.

THRUSTER BOOST
Input: Circle
Description: Hovers for as long as Circle is held. The gauge on the left side of the screen empties as you hover, and you fall when it's completely empty; afterward, the gauge fills at such a pace that it completely refills in 2 seconds.

BLASTER
Input: R2 or X
Description: Shoots a projectile straight ahead. Can be used while moving, and holding down the button causes it to fire continuously.

FINISH
Input: Triangle
Description: Fires a projectile in a curved arc that explodes on contact, launching struck enemies. The attraction continues until launched enemies fall to the ground (or after 4 seconds if no enemy was launched), allowing you to attack with Blaster in the meantime.

TECHNIQUES
----------
BLASTER
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 0
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×5
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —

****************************************************************************************************

MAGIC CAROUSEL

Availability period: 40 seconds
Duration: 20 seconds

Press X with precise timing to use a powerful attack; you cannot move while this attraction is active, so approach enemies beforehand. Move the camera such that you look down at the carousel from above to help time your button presses.

ATTACK SEQUENCE
---------------
1. [Activation] The party boards the carousel that emerges from beneath. The carousel can damage enemies that make contact with it during activation.
2. Circles of light continuously expand from the centre of the carousel, and the following actions are enabled.

SOUND WAVE
Input: X (specific timing)
Description: Press X when the circle of light overlaps the carousel's outer section to emit sound waves in all directions (see below for details).

FINISH
Input: Triangle
Description: Emits sound waves over a wide area, blowing enemies away.

TABLE: X BUTTON TIMING DIFFERENCES
----------------------------------
TIMING                   RATING      ATTACK METHOD
Too early                TOO FAST    No attack
Slightly early or late   GOOD        Attacks with sound waves that expand in all directions
Just right               EXCELLENT   Sound waves are stronger and expand further, drawing in struck enemies and making them float (making them easier to hit)
Too late                 TOO SLOW    No attack

TECHNIQUES
----------
WOODEN HORSE RUSH [A] [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

SOUND WAVE
Type: Neutral
Stat: Magic
Power modifier:
 - Good: ×0.75
 - Excellent: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×5
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —

****************************************************************************************************

SPLASH RUN

Availability period: 40 seconds
Duration: 15 seconds

Continuously rushes at enemies in a boat. The finisher's splash is released where the boat first manifests, so you should activate it near an enemy; spinning around enemies can cause the finisher to damage them many times.

ATTACK SEQUENCE
---------------
1. [Activation] The boat carrying the party launches itself upward, dealing damage 4–5 times to enemies and stunning them.
2. The boat advances while leaving behind a water rail, stunning struck enemies. The following actions are enabled.

CHANGE COURSE
Input: Left stick
Description: 大きなcabを描きながら進路を変える

JUMP
Input: Circle
Description: Jumps in the boat's direction, attacking surrounding enemies with a splash on landing; you can double-jump even if Doubleflight isn't equipped.

FINISH
Input: Triangle
Description: Quickly travels backward over the water rails left by the boat; upon reaching the starting point, splashes water that damages surrounding enemies.

TECHNIQUES
----------
BOAT RUSH [B]
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Stun (100%/5 seconds)

JUMP
Type: Water
Stat: Magic
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Stun (100%/10 seconds)

FINISH [Invincible]
-Direction reversal-
Type: Water
Stat: Magic
Power modifier: ×1 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Splash-
Type: Water
Stat: Magic
Power modifier: ×5
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1–×15

****************************************************************************************************

MOUNTAIN COASTER

Availability period: 40 seconds
Duration:
 - Olympus: 90 seconds
 - Keyblade Graveyard: Indefinite (ends on manual cancellation or using Finish)

This attraction can only be used in certain battles. You can attack with Chimney Flare repeatedly while active; its rapid-fire pace is slow (3.5 per second), so press the button repeatedly instead of holding it to reduce enemies' HP faster.

ATTACK SEQUENCE
---------------
1. [Activation] The party boards a steam locomotive that moves through the air on a light rail. This activation animation can't be skipped.
2. As the steam locomotive travels its course, the following actions are enabled.

MOVE MARKER
Input: Both/either stick
Description: Changes the location of Chimney Flare's attack.

CHIMNEY FLARE
Input: R2 or X
Description: Fires projectiles at the marker's location that explode on impact.

FINISH
Input: Triangle
Description: Generates a massive explosion at the marker's location.

TECHNIQUES
----------
CHIMNEY FLARE
Type: Neutral
Stat: Magic
Power modifier:
 - Normal: ×0.1
 - Keyblade Graveyard: ×1
Form value: 0
Reaction value: 1
Revenge value:
 - Normal: 0.05
 - Keyblade Graveyard: ×0.1
Guard nullification: Yes
Repel level: —

FINISH
Type: Neutral
Stat: Magic
Power modifier: ×20
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —

-----------------------------------------------------------------------------------------------------------------------------

LINKS

Links borrow the power of friends from other worlds. When activated, they restore the party's HP to full.

* Linkの使用条件や共通する特徴はp. 191を, linkで呼び出せるcharacterの解説はp. 307を参照

(Note: 50% max. HP in Critical Mode.)

****************************************************************************************************

MEOW WOW BALLOON (Meow Wow)

Heartbinder: Dream
Duration: 30 seconds

Control Meow Wow, who can inhale air and grow to a giant size. Attack in and repeat the following sequence: chase enemies and use Tornado Pounce 3–4 times → turn in the enemy's direction and attack with Deflate Dash. Avoid using Tornado Pounce near obstacles so Meow Wow doesn't lose inhaled air.

ATTACK SEQUENCE
---------------
1. [Activation] Sora holds Meow Wow and spins sideways; enemies who make contact with Meow Wow take damage.
2. Sora rides atop Meow Wow and can use the following actions.

MOVE
Input: Left stick
Description: Moves slower than Sora's running speed.

TORNADO POUNCE
Input: Circle
Description: Meow Wow jumps as it inhales air and grows larger, attacking surrounding enemies with a whirlwind on its ascent and with a shock wave as it lands. With larger sizes come higher jump height, wider attack range, and more attack power.

DEFLATE DASH
Input: X
Description: Meow Wow turns around, spouts air from its mouth, and rushes backward. At normal size, this attack ends quickly, but it lasts longer and gains more power at larger sizes.

TRIANGLE
Input: Triangle
Description: Countless Dream Eaters scatter around the area and attack; its attack range is wider than it seems.

ABOUT MEOW WOW'S GIANT SIZE
---------------------------
* Using Tornado Pounce repeatedly allows it to grow up to giant size 4; greater sizes increase the power of Tornado Pounce and Deflate Dash.
* Returns to normal size when Deflate Dash is used, or if it hits an obstacle during Tornado Pounce's descent and loses momentum (this also stops the shock wave attack).

TECHNIQUES
----------
ACTIVATION
Type: Neutral
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

TORNADO POUNCE
-Whirlwind-
Type: Aero
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Aero
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.5

DEFLATE DASH
Type: Neutral
Stat: Magic
Power modifier:
 - Normal size: ×1
 - Giant size 1: ×2
 - Giant size 2: ×2.5 × 2 hits
 - Giant size 3: ×3 × 3 hits
 - Giant size 4: ×4 × 4 hits
Form value: 0
Reaction value:
 - Normal size: 1
 - Giant size: 5
Revenge value: 0.1
Guard nullification:
 - Normal size: No
 - Giant size: Yes
Repel level: —
Total power modifier (combined): ×1–×16

FINISH [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×3
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —

****************************************************************************************************

8-BIT BLAST (Wreck-It Ralph)

Heartbinder: Pixel
Duration: 40 seconds

Place blocks that can be chain-detonated, or launch attacks that stun enemies. Follow the instructions below to deal great damage to enemies with the 4th and 5th chain-detonations. This link has a long duration, and you can't be staggered by enemies while active, so it's unnecessary to rush when placing blocks. 

ATTACK SEQUENCE
---------------
1. Ralph places blocks beneath himself and carries Sora on his shoulders.
2. Sora rides atop Ralph and can use the following actions.

RUN
Input: Left stick
Description: Moves at Sora's running speed.

JUMP
Input: Circle
Description: Jumps slightly high; there's a large cooldown gap upon landing.

BUILD
Input: X
Description: Strikes the ground (attacking surrounding enemies) and creates a block (jumping atop it).

RUSH
Input: Square
Description: Rams enemies (punches while falling when in the air), stunning struck enemies.

FINISH
Input: Triangle
Description: Falls from the air and destroys placed blocks with a punch.

TRAITS OF BLOCKS PLACED DURING ACTIVATION AND BUILD
---------------------------------------------------
* There are 6 possible configurations for lights (see below), and most enemies (including bosses but excluding large enemies and enemies in a state that negates flinching) are unable to move if in range of their illumination.
* When activated, four types of blocks (determined randomly) are displayed at the bottom of the screen. You can change the block to be placed by pressing left or right on the directional pad, or R1.
* You can place up to 6 blocks (including the one placed during activation). それぞれのblockをあと何個設置できるかは, 画面下部の絵の右上に示される
* When Finish is used, the first-placed block is destroyed (as are those atop it).
* Flying block fragments and bursts of flame spreading over the illuminated area attack enemies; other blocks caught in a detonation are destroyed and detonate (and produce flames) in turn.

CONFIGURATION OF LIGHTS (QUANTITY AND ORIENTATION)
--------------------------------------------------
A. 1 (up)
B. 1 (forward)
C. 2 (forward, down)
D. 3 (left, right, down)
E. 3 (forward; three spots)
F. 4 (forward, backward, left, right)

TIPS FOR USING 8-BIT BLAST
--------------------------
* Use Build within the illumination range of the block placed immediately beforehand.
* Place block type A (always included among the possible selection) first. After that, you should place blocks in the following order to make it easier to strike enemies on the ground with the 4th and 5th chain-detonations: (B, E, F) → down (C, D) → horizontal (remaining two) ×2.
* Use Finish when an enemy is within the illumination range of the 5th or 6th block.

TECHNIQUES
----------
BUILD
Type: Neutral
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: No
Repel level: —

RUSH (GROUND)
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Stun (100%/15 seconds)

RUSH (AIR)
Type: Neutral
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Stun (100%/15 seconds)

FINISH [Invincible]
-Fragments-
Type: Neutral
Stat: Magic
Power modifier: ×2 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Flame burst-
Type: Neutral
Stat: Magic
Power modifier:
 - 0 chains: ×6
 - 1 chain: ×9
 - 2 chains: ×15
 - 3 chains: ×20
 - 4 chains: ×30
 - 5 chains: ×40
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×2–×40

****************************************************************************************************

KING'S FLARE (Simba)

Heartbinder: Pride
Duration: 20 seconds

Attack enemies with a full-body ram or flames. 近距離で演出をskipせずに発動し, 敵がいる場所ヘ着地するようにFiraga Leapをくり返すと, 何度もdamageを与えられるだけでなく, Soraが高い位置にいることが多いぶんdamageを受けにくくなる.

ATTACK SEQUENCE
---------------
1. [Activation] Simba appears and lets loose flames to attack surrounding enemies.
2. Sora rides atop Simba and can use the following actions. Sora isn't invincible while the link is active, but enemy attacks aren't likely to reach him as Simba is large in size and IS invincible.

MOVE
Input: Left stick
Description: Runs quickly, damaging enemies who make contact.

FIRAGA LEAP
Input: Circle
Description: Leaps while clad in flames and generates a spreading shock wave on landing; also damages enemies who make contact.

FIRAGA ROAR
Input: X
Description: Roars and spreads flames in all directions, stunning struck enemies.

FINISH
Input: Triangle
Description: Jumps high and generates a massive explosion; as the explosion subsides, the surrounding ground continues burning for 6 seconds, damaging enemies who make contact with it once per second.

TECHNIQUES
----------
FLAMES DURING ACTIVATION
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

RAMMING ATTACK WHILE RUNNING
Type: Fire
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

FIRAGA LEAP
-Ram-
Type: Fire
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 5
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.5–×2

FIRAGA ROAR
Type: Fire
Stat: Magic
Power modifier: ×2.5
Form value: 0
Reaction value: 0
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Stun (100%/5 seconds)

FINISH [Invincible]
-Explosion-
Type: Fire
Stat: Magic
Power modifier: ×8
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Burning ground-
Type: Fire
Stat: Magic
Power modifier: ×0.3 × 6 hits
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×9.8

****************************************************************************************************

PLASMA ENCOUNTER (Stitch)

Heartbinder: 'Ohana
Duration: 30 seconds

Every three times you move Stitch around, a new line is drawn; you can attack enemies in the area surrounded by the lines with electric discharges (see diagram below); draw around enemies as much as you can before using Finish. If facing either large groups or enemies that move around a lot, you should adjust your drawing lines accordingly.

ATTACK SEQUENCE
---------------
1. [Activation] Stitch appears, and he and Sora hover above the ground.
2. The following actions can be used while so hovering. A beam of light stretches between Sora's Keyblade and Stitch's ray gun, but it has no offensive capabilities.

MOVE HORIZONTALLY
Input: Left stick
Description: Stitch moves; he cannot move too far from Sora.

JUMP
Input: Circle
Description: Stitch jumps; airでさらに2回まで跳ぶことができる

PLASMA SURGE
Input: X
Description: Sora moves straight to Stitch's location, electrifying enemies he makes contact with on the way. Every three uses, an electric shock runs along the lines connecting Sora's initial location and his travel route (this deals no damage) and discharges into the area surrounded by the lines (this does deal damage).

FINISH
Input: Triangle
Description: Releases electricity into a discharge zone created by Plasma Surge 5 times (discharged in order of creation; returns to the first when discharged at all possible locations). After that, Sora and Stitch discharge electric shocks into and all over the zone.

ELECTRIC DISCHARGE RANGE EXAMPLE
--------------------------------
0. Upper left corner: Sora's starting point
1. Upper right corner: 1st Plasma Surge endpoint
2. Lower right corner: 2nd Plasma Surge endpoint
3. Lower left corner: 3rd Plasma Surge endpoint

0----------------1
:                |
: Discharge zone |
:                |
3----------------2

TECHNIQUES
----------
PLASMA SURGE
-Rush-
Type: Thunder
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
-Discharge-
Type: Thunder
Stat: Magic
Power modifier: ×4
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Status effect: Electrify (100%/5 seconds; rush), Electrify (100%/20 seconds; discharge)

FINISH [Invincible]
-Discharge-
Type: Thunder
Stat: Magic
Power modifier: ×8 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Shock-
Type: Thunder
Stat: Magic
Power modifier: ×8
Form value: 0
Reaction value: 50
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×8–×16

****************************************************************************************************

SEA SPECTACLE (Ariel)

Heartbinder: Ocean
Duration: 20 seconds

Bounce along the water's surface and attack in various ways. Follow enemies with the left stick and alternate between pressing X repeatedly and timing Circle presses properly.

ATTACK SEQUENCE
---------------
1. [Activation] Ariel emerges from the water, swirling around Sora, then dives underground with a splash; the swirling water preceding Ariel's appearance can damage enemies in contact with it.
2. Sora and Ariel alternate between moving forward and jumping in and out of the ground, and can use the following actions.

CHANGE COURSE
Input: Left stick
Description: Gradually moves forward in the desired direction.

MERMAID DIVE
Input: Circle (just before diving underground)
Description: Increases jumping momentum, damaging enemies. While it can be pressed repeatedly, it's better to time it just as the small circle that appears compresses to a certain point; if done correctly, GOOD changes to EXCELLENT and confers certain bonuses (see below).

SPLASH
Input: X (while jumping)
Description: Scatters four (eight while Mermaid Dive jumping) musical note projectiles around. It has a short duration and can be used 2–3 times before diving back underground (and immediately after activation, before diving underground for the first time).

FINISH
Input: Triangle
Description: The fountains beneath you launch surrounding enemies, while water pillars emerge along the route travelled by Mermaid Dive; the pillars last for 5 seconds, striking enemies 5–6 times.

MERMAID DIVE'S "EXCELLENT" BONUSES
----------------------------------
* Higher jumps allow you to use Splash more often.
* Splash's damage doubles and a shock wave is generated when a projectile hits the ground.
* Finish's water pillars (in locations with an EXCELLENT rating) are slightly more powerful.

TECHNIQUES
----------
WATER DURING ACTIVATION
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

MERMAID DIVE
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0.1
Guard nullification: Yes
Repel level: —

SPLASH
-Projectiles-
Type: Water (rapid-fire)
Stat: Magic
Power modifier:
 - Good: ×0.5 per hit
 - Excellent: ×1 per hit
Form value: 0
Reaction value: 0
Revenge value: 1 per hit
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Water
Stat: Magic
Power modifier: ×0.6
Form value: 0
Reaction value: 1
Revenge value: 0.1
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.5–×1.6
Note: Shock wave is used if you get an EXCELLENT rating.

FINISH [Invincible]
-Fountain-
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Pillars-
Type: Water (rapid-fire)
Stat: Magic
Power modifier:
 - Columns between Sora and Ariel's jump spots: ×0.6
 - Good: ×1 × 6 hits
 - Excellent: ×1.2 × 6 hits
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×0.6–×7.2

-----------------------------------------------------------------------------------------------------------------------------

MAGIC

Sora can use several types of magic; the actual method of attack changes with each magic style.

****************************************************************************************************

TRAITS OF EACH MAGIC LINE

* Magic styles are detailed on pp. 122–129.
* Grand magic usability conditions are detailed on p. 190.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FIRE-LINE

Fire magic. Unlike other types of magic, it focuses exclusively on damage, but consumes less MP and executes quickly.

LEARNED COMMANDS
----------------
NAME     MP   OBTAINED
Fire     10   Station of Awakening (defeat Darkside)
Fira     14   Monstropolis: The Door Vault / Upper Levels (defeat the Heartless and make Boo laugh)
Firaga   20   San Fransokyo: The City / South District: Day (defeat Catastrochorus)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BLIZZARD-LINE

Ice magic. In addition to freezing enemies, it can also be used when using Basic-style and Artillery-style magic to create a temporary rail slide on suitable surfaces.

LEARNED COMMANDS
----------------
NAME       MP   OBTAINED
Blizzard   12   Twilight Town: The Neighborhood / The Old Mansion (defeat the Heartless and Nobodies)
Blizzara   17   Arendelle: The North Mountain / Mountain Ridge (defeat Marshmallow)
Blizzaga   24   Dark World: The Realm of Darkness (defeat Anti-Aqua)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THUNDER-LINE

Lightning magic. It can electrify struck enemies, and has a wider range than other types of magic when using Basic-style and Artillery-style magic.

LEARNED COMMANDS
----------------
NAME       MP   OBTAINED
Thunder    14   Toy Box: Galaxy Toys / Babies & Toddlers: Outdoors (bring down the UFO)
Thundara   20   Arendelle: The Labyrinth of Ice / Lower Tier (defeat the Ninjas)
Thundaga   28   The Caribbean: The High Seas / Undersea Cavern (defeat Lightning Angler)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WATER-LINE

Water magic. It can damage and force out enemies that have melted underground. When using Basic-style magic, you are temporarily invincible when firing its projectiles.

LEARNED COMMANDS
----------------
NAME      MP   OBTAINED
Water     11   Station of Awakening (defeat Darkside)
Watera    15   Monstropolis: The Power Plant / Accessway (douse the flames and defeat the enemies)
Waterga   22   The Caribbean: The High Seas / Northern Waters (defeat the Heartless fleet)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

AERO-LINE

Wind magic. Riding the updraft produced by it allows you to jump higher (except when using Proximity-style magic) and removes cloud status.

LEARNED COMMANDS
----------------
NAME     MP   OBTAINED
Aero     11   Kingdom of Corona: The Forest / Hills (defeat the Heartless)
Aerora   15   San Fransokyo: The City / South District: Day (defeat Dark Baymax)
Aeroga   22   The Final World (defeat the Lich and retrieve Axel's heart)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CURE-LINE

Healing magic. Restores the party's HP and removes incapacitation. Can be used in motion when using Basic-style and Dual-style magic.

LEARNED COMMANDS
----------------
NAME     MP    OBTAINED
Cure     All   Twilight Town: The Neighborhood / Tram Common (repel the Demon Tide)
Cura     All   Monstropolis: The Door Vault / Service Area (defeat Lump of Horror)
Curaga   All   Keyblade Graveyard: The Badlands (defeat the Demon Tide with Union χ)

****************************************************************************************************

BASIC-STYLE

The basic magic style; some formchanges retain it instead of changing to others. This style allows you to use most magic while running or jumping around (except combo finishers and grand magic).

FORMCHANGES THAT USE THIS STYLE
-------------------------------
* All untransformed Keyblades
* Second Form (Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk)
* Counter Shield (Hero's Origin)
* Mirage Staff (Ever After)
* Nano Arms (Nano Gear)
* Frying Pan (Grand Chef)
* Ultimate Form (Ultima Form)
* Light Form (Oathkeeper)
* Dark Form (Oblivion)
* Double Form (Oathkeeper, Oblivion)

DETAILS OF ATTACKS BY TYPE OF MAGIC
-----------------------------------
* Fire-line: Fires a homing projectile; executes faster than other lines of magic.
* Blizzard-line: Fires a homing projectile that freezes enemies. When fired close to the ground (on suitable terrain), it forms a rail slide along its trajectory for 2 seconds.
* Thunder-line: Rains down lightning on and around the target (or slightly ahead of Sora if there's no target) and electrifies enemies.
* Water-line: A water projectile revolves around Sora and homes in on the target (or in a curved arc if there's no target); Sora is invincible while the projectile circles him. In addition to striking enemies that have melted underground, enemies can also take damage from the projectile as it circles Sora.
* Aero-line: Generates a tornado at the target's location (or slightly ahead of Sora if there's no target), engulfing surrounding enemies. After the tornado vanishes, an updraft remains in that spot for 6 seconds; making contact causes Sora to automatically superjump (the ability doesn't have to be equipped).

CHANGES FROM LOWER TO HIGHER TIERS WITHIN THE SAME LINE
-------------------------------------------------------
* All magic (except Cure-line):
  - Consumes more MP.
  - Attack power increases.
* Fire-line:
  - No unique changes.
* Blizzard-line:
  - Projectiles that strike a valid target explode and may ensnare others in the area; the blast radius increases with each tier.
  - Enemies are frozen for a longer period of time.
* Thunder-line:
  - Range increases with each tier.
  - Enemies are electrified for a longer period of time.
* Water-line:
  - Projectiles that strike a valid target explode and may ensnare others in the area; the blast radius increases with each tier.
* Aero-line:
  - Tornado's radius increases with each tier.
  - Enemies are ensnared for a longer period of time.
* Cure-line:
  - Recovers more HP.
  - Range increases with each tier.

STYLE USAGE: USE EACH TYPE OF MAGIC AS NEEDED WITH FIRE-LINE AND THUNDER-LINE MAGIC AS THE FOUNDATIONS
------------------------------------------------------------------------------------------------------
Basic-style magic differs greatly in function depending on the type. Broadly speaking, Fire-line, Blizzard-line and Water-line magic shoot homing projectiles, whereas Thunder-line and Aero-line magic attack the target directly at their location; take type affinities and number of enemies on-field into account when using magic. It's recommended to register shortcuts for Fire-line (low-cost) and Thunder-line magic (wide-ranging); Blizzard-line (creating rail slides) and Aero-line magic (superjumping) can also be useful in certain situations.

TECHNIQUES
----------
FIRE-LINE

FIRE
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×1
Form value: 15
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×1.2
Form value: 18
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 15
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×1.8
Form value: 18
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×2.2
Form value: 15
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×2.6
Form value: 18
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×4.4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAZA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×6.6
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —

BLIZZARD-LINE

BLIZZARD
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.8
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.95
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)

BLIZZARA
-Standard (projectile)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.2
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)
-Standard (explosion)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.2
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/7 seconds)
-Finisher (projectile)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.4
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)
-Finisher (explosion)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.4
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/7 seconds)

BLIZZAGA
-Standard (projectile)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.8
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)
-Standard (explosion)-
Type: Blizzard
Stat: Magic
Power modifier: ×1.8
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/10 seconds)
-Finisher (projectile)-
Type: Blizzard
Stat: Magic
Power modifier: ×2.15
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)
-Finisher (explosion)-
Type: Blizzard
Stat: Magic
Power modifier: ×2.15
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/10 seconds)

BLIZZARA (GRAND MAGIC)
-Projectile-
Type: Blizzard
Stat: Magic
Power modifier: ×2.4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)
-Explosion-
Type: Blizzard
Stat: Magic
Power modifier: ×2.4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/7 seconds)

BLIZZAGA (GRAND MAGIC)
-Projectile-
Type: Blizzard
Stat: Magic
Power modifier: ×3.6
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)
-Explosion-
Type: Blizzard
Stat: Magic
Power modifier: ×3.6
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (50%/10 seconds)

BLIZZAZA (GRAND MAGIC)
-Projectile-
Type: Blizzard
Stat: Magic
Power modifier: ×5.4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Freeze (100%/10 seconds)
-Explosion-
Type: Blizzard
Stat: Magic
Power modifier: ×5.4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Freeze (50%/10 seconds)

THUNDER-LINE

THUNDER
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×1.2
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×1.4
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)

THUNDARA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×1.6
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×1.9
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×2.4
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×2.85
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDARA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×3.2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×4.8
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×7.2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Electrify (100%/10 seconds)

WATER-LINE

PROJECTILE CIRCLING SORA
Type: Water
Stat: Magic
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: Yes/No
Repel level: —
Total power modifier (combined): ×—
Description: —
Status effect: —

WATER
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.9
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×1.05
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
-Grand magic-
Type: Water
Stat: Magic
Power modifier: ×—
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×1.4
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×1.65
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×2
Form value: 12
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×2.4
Form value: 14
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×2.8
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×4
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

WATERZA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×6
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —

AERO-LINE

AERO
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.6
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.7
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×1
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×1.2
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×1.4
Form value: 6
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×1.65
Form value: 7
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×2.8
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

AEROZA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×4.2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —

CURE-LINE

CURE
Type: —
Stat: Magic
HP recovered:
 - Target: 80 + Sora's Magic
 - Non-target: 40 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURA
Type: —
Stat: Magic
HP recovered:
 - Target: 120 + Sora's Magic
 - Non-target: 60 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 160 + Sora's Magic
 - Non-target: 80 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAZA (GRAND MAGIC)
Type: —
Stat: —
HP recovered: All
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

****************************************************************************************************

PROXIMITY-STYLE

Disables the ability to use magic while moving, but allows you to damage nearby enemies repeatedly. The differences between each line of magic are less drastic compared to the other styles; MP consumption, type affinities and status effects remain the same, while attack execution speed and certain other values are different.

FORMCHANGES THAT USE THIS STYLE
-------------------------------
* Hyper Hammer (Favorite Deputy)
* Agile Claws (Happy Gear)
* Blizzard Claws (Crystal Snow)
* Blizzard Blades (Crystal Snow)
* Storm Flag (Wheel of Fate)
* Boom Hammer (Classic Tone)

DETAILS OF ATTACKS BY TYPE OF MAGIC
-----------------------------------
* Fire-line: Attacks within a certain radius (centred on Sora); executes faster than other lines of magic.
* Blizzard-line: Attacks within a certain radius (centred on Sora); freezes struck enemies.
* Thunder-line: Attacks within a certain radius (centred on Sora); electrifies struck enemies.
* Water-line: Attacks within a certain radius (centred on Sora); strikes enemies that have melted underground.
* Aero-line: Attacks within a certain radius (centred on Sora).

CHANGES FROM LOWER TO HIGHER TIERS WITHIN THE SAME LINE
-------------------------------------------------------
* All magic (except Cure-line):
  - Consumes more MP.
  - Attack power increases.
  - Attack range widens.
* Fire-line:
  - No unique changes.
* Blizzard-line:
  - Enemies are frozen for a longer period of time.
* Thunder-line:
  - Enemies are electrified for a longer period of time.
* Water-line:
  - No unique changes.
* Aero-line:
  - No unique changes.
* Cure-line:
  - Recovers more HP.
  - Range increases with each tier.

STYLE USAGE: STAY AS CLOSE AS POSSIBLE TO ENEMIES WHILE ATTACKING
-----------------------------------------------------------------
Each spell has a small attack range, and you cannot move while casting; its primary use is to rapidly reduce the HP of nearby enemies that have left themselves vulnerable. Note that Aeroga accumulates more form value than other -ga spells.

[Caption: Sora attacks a Spiked Turtletoad with Proximity-style Fire-line magic] You can attack from above or below when close by; attacking from above is more effective.

TECHNIQUES
----------
FIRE-LINE

FIRE
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.15 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.05 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAZA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

BLIZZARD-LINE

BLIZZARD
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.15 × 2 hits
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)

BLIZZARA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Status effect: Freeze (100%/7 seconds)
Repel level: —
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.05 × 6 hits
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZARA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZAZA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Freeze (100%/10 seconds)

THUNDER-LINE

THUNDER
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.15 × 2 hits
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)

THUNDARA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Status effect: Electrify (100%/7 seconds)
Repel level: —
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.05 × 6 hits
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDARA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Electrify (100%/10 seconds)

WATER-LINE

WATER
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.15 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.05 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERZA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

AERO-LINE

AERO
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.15 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.1 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.1 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROZA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

CURE-LINE

CURE
Type: —
Stat: Magic
HP recovered:
 - Target: 80 + Sora's Magic
 - Non-target: 40 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURA
Type: —
Stat: Magic
HP recovered:
 - Target: 120 + Sora's Magic
 - Non-target: 60 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 160 + Sora's Magic
 - Non-target: 80 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAZA (GRAND MAGIC)
Type: —
Stat: —
HP recovered: All
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

****************************************************************************************************

DUAL-STYLE

Shoots 2–8 homing projectiles (the exact amount depends on the tier of magic); these projectiles can strike from a very long range, and can be fired in motion mid-combo. Like Basic-style magic, these projectiles have additional effects beyond damage.

FORMCHANGES THAT USE THIS STYLE
-------------------------------
* Double Arrowguns (Shooting Star)
* Twin Yo-Yos (Happy Gear)
* Hunny Blasters (Hunny Spout)

DETAILS OF ATTACKS BY TYPE OF MAGIC
-----------------------------------
* Fire-line: Shoots homing projectiles from weapons in both hands; executes faster than other lines of magic.
* Blizzard-line: Shoots homing projectiles from weapons in both hands; freezes struck enemies.
* Thunder-line: Shoots homing projectiles from weapons in both hands; electrifies struck enemies.
* Water-line: Shoots homing projectiles from weapons in both hands; strikes enemies that have melted underground.
* Aero-line: Shoots homing projectiles from weapons in both hands. When one strikes a valid target, it generates an updraft that engulfs surrounding enemies; making contact causes Sora to automatically superjump (the ability doesn't have to be equipped).

CHANGES FROM LOWER TO HIGHER TIERS WITHIN THE SAME LINE
-------------------------------------------------------
* All magic (except Cure-line):
  - Consumes more MP.
  - Shoots more projectiles.
* Fire-line:
  - No unique changes.
* Blizzard-line:
  - Enemies are frozen for a longer period of time.
* Thunder-line:
  - Enemies are electrified for a longer period of time.
* Water-line:
  - No unique changes.
* Aero-line:
  - No unique changes.
* Cure-line:
  - Recovers more HP.
  - Range increases with each tier.

STYLE USAGE: FIRE AS MANY PROJECTILES AS YOUR MP ALLOWS WHILE AVOIDING ENEMIES
------------------------------------------------------------------------------
You can cast in motion while using this style, so it's best to shoot while avoiding enemies; be relentless in your offense. It's best to prioritise Fire-line and Water-line magic, as they consume less MP than the others; Blizzard-line and Aero-line magic can be useful, as they can leave enemies exposed for a time.

[Caption: Sora attacks Satyrs with Dual-style Thunder-line magic] If confronted with enemies with high maximum HP, it may be a good idea to use Thunder-line magic to electrify them.

TECHNIQUES
----------
FIRE-LINE

FIRE
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.4 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.15 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAZA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

BLIZZARD-LINE

BLIZZARD
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.4 × 2 hits
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)

BLIZZARA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.15 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZARA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZAZA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Freeze (100%/10 seconds)

THUNDER-LINE

THUNDER
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.4 × 2 hits
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)

THUNDARA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.15 × 6 hits
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDARA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Electrify (100%/10 seconds)

WATER-LINE

WATER
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.4 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.15 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

WATERZA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

AERO-LINE

AERO
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0.4 × 2 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 2 hits
Form value: 6 × 2 hits
Reaction value: 1 × 2 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0.2 × 4 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 4 hits
Form value: 4
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.5 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0.15 × 6 hits
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.6 × 6 hits
Form value: 3 × 6 hits
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 4 hits
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 6 hits
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: No
Repel level: —

AEROZA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×1 × 8 hits
Form value: 0
Reaction value: 1 × 8 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —

CURE-LINE

CURE
Type: —
Stat: Magic
HP recovered:
 - Target: 80 + Sora's Magic
 - Non-target: 40 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURA
Type: —
Stat: Magic
HP recovered:
 - Target: 120 + Sora's Magic
 - Non-target: 60 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 160 + Sora's Magic
 - Non-target: 80 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAZA (GRAND MAGIC)
Type: —
Stat: —
HP recovered: All
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

****************************************************************************************************

ARTILLERY-STYLE

Fires a homing projectile from the Keyblade held in front. This magic style disables casting in motion, but its attacks are powerful and can easily stagger enemies; another advantage is that its Thunder-line and Aero-line magic can ensnare large amounts of enemies.

FORMCHANGES THAT USE THIS STYLE
-------------------------------
* Magic Launcher (Shooting Star)
* Drill Punch (Favorite Deputy)
* Hunny Launcher (Hunny Spout)
* Highwind (Wheel of Fate)
* Clock Drill (Classic Tone)

DETAILS OF ATTACKS BY TYPE OF MAGIC
-----------------------------------
* Fire-line: Shoots a homing projectile at the target; executes faster than other lines of magic.
* Blizzard-line: Shoots a homing projectile at the target that freezes struck enemies. When fired close to the ground (on suitable terrain), it forms a rail slide along its trajectory for 2 seconds.
* Thunder-line: Shoots a homing projectile at the target that electrifies struck enemies; when it strikes a valid target, lightning rains down there and engulfs surrounding enemies.
* Water-line: Shoots a homing projectile at the target; strikes enemies that have melted underground.
* Aero-line: Shoots a homing projectile at the target; when one strikes a valid target, it generates a tornado that engulfs surrounding enemies. After the tornado vanishes, an updraft remains in that spot for 6 seconds; making contact causes Sora to automatically superjump (the ability doesn't have to be equipped).

CHANGES FROM LOWER TO HIGHER TIERS WITHIN THE SAME LINE
-------------------------------------------------------
* All magic (except Cure-line):
  - Consumes more MP.
  - Attack power increases.
* Fire-line:
  - When a projectile strikes a valid target, it explodes and engulfs surrounding enemies; explosion range increases with each tier.
* Blizzard-line:
  - When a projectile strikes a valid target, it explodes and engulfs surrounding enemies; explosion range increases with each tier, and exceeds that of Fire-line magic.
  - Enemies are frozen for a longer period of time.
* Thunder-line:
  - Range of lightning strikes increases with each tier.
  - Enemies are electrified for a longer period of time.
* Water-line:
  - When a projectile strikes a valid target, it explodes and engulfs surrounding enemies; explosion range increases with each tier, and is the same as that of Blizzard-line magic.
* Aero-line:
  - Tornado radius increases with each tier.
* Cure-line:
  - Recovers more HP.
  - Range increases with each tier.

STYLE USAGE: SELECT YOUR ATTACK ACCORDING TO THE SITUATION AND THE PROPERTIES OF EACH LINE OF MAGIC
---------------------------------------------------------------------------------------------------
All lines of magic have similar basic attack methods, but differ in MP consumption, execution speed, and secondary effects. It's generally effective to use them as seen below, but this may change depending on a given enemy's type affinities.

TABLE: RECOMMENDED MAGIC FOR EACH PURPOSE
-----------------------------------------
PURPOSE                            RECOMMENDED MAGIC
Defeat a single enemy quickly      Fire-line
Deal damage to multiple enemies    Thunder-line, Water-line (except Water), Aero-line
Incapacitate enemies for a while   Blizzard-line, Aero-line

TECHNIQUES
----------
FIRE-LINE

FIRE
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×1.3
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×1.55
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×1.95
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×2.3
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×2.85
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×3.35
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

FIRA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×3.9
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAGA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×5.7
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAZA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×8.55
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —

BLIZZARD-LINE

BLIZZARD
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×1
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×1.2
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/5 seconds)

BLIZZARA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×1.55
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×1.8
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×2.3
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×2.75
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZARA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×3.1
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/7 seconds)

BLIZZAGA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×4.65
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Freeze (100%/10 seconds)

BLIZZAZA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×7
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Freeze (100%/10 seconds)

THUNDER-LINE

THUNDER
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×1.55
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×1.8
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/5 seconds)

THUNDARA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×2.05
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×2.45
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×3.1
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×3.7
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDARA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×4.15
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/7 seconds)

THUNDAGA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×6.2
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×9.35
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —
Status effect: Electrify (100%/10 seconds)

WATER-LINE

WATER
-Standard-
Type: Water
Stat: Magic
Power modifier: ×1.15
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×1.35
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×1.8
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×2.1
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA
-Standard-
Type: Water
Stat: Magic
Power modifier: ×2.6
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Water
Stat: Magic
Power modifier: ×3.1
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

WATERA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×3.6
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

WATERGA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×5.2
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

WATERZA (GRAND MAGIC)
Type: Water
Stat: Magic
Power modifier: ×7.8
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —

AERO-LINE

AERO
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×0.75
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×0.9
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×1.3
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×1.55
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA
-Standard-
Type: Aero
Stat: Magic
Power modifier: ×1.8
Form value: 15
Reaction value: 3
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Aero
Stat: Magic
Power modifier: ×2.1
Form value: 18
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

AERORA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×2.6
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

AEROGA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×3.6
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: No
Repel level: —

AEROZA (GRAND MAGIC)
Type: Aero
Stat: Magic
Power modifier: ×5.45
Form value: 0
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —

CURE-LINE

CURE
Type: —
Stat: Magic
HP recovered:
 - Target: 80 + Sora's Magic
 - Non-target: 40 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURA
Type: —
Stat: Magic
HP recovered:
 - Target: 120 + Sora's Magic
 - Non-target: 60 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 160 + Sora's Magic
 - Non-target: 80 + Sora's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

CURAZA (GRAND MAGIC)
Type: —
Stat: —
HP recovered: All
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

-----------------------------------------------------------------------------------------------------------------------------

UNDERWATER-EXCLUSIVE ACTIONS

When underwater in The Caribbean, party members' techniques and magic change greatly. These actions are also used in one part of the final battle at the end of the story (→p. 663).

****************************************************************************************************

SORA

Has unique attacks and magic. Maximum combo length is fixed at 4.

BASIC TECHNIQUES
----------------
* Underwater combo: Vertical Wave → Pulse Wave → Spiral Wave → Reverse Shot

VERTICAL WAVE (*1)
Type: Physical
Stat: Strength
Power modifier: ×0.6 per hit
Form value: 0
Reaction value: 0
Revenge value: 1 per hit
Guard nullification: No
Repel level: —

PULSE WAVE
Type: Physical
Stat: Strength
Power modifier: ×0.2 per hit
Form value: 0
Reaction value: 0
Revenge value: 0.2 per hit
Guard nullification: No
Repel level: —

SPIRAL WAVE
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: —

REVERSE SHOT
Type: Physical
Stat: Strength
Power modifier: ×0.5 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0.4 per hit
Guard nullification: No
Repel level: —

MAGIC
-----
* Magic set to shortcuts changes to the corresponding underwater version, and Water-line magic is disabled.
* Cure-line magic is available and functions identically to Basic-style magic.

SEA-FIRE
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Fires a fiery homing projectile; upon making contact with something, flames spread over a wide radius, engulfing surrounding enemies.

SEA-BLIZZARD
Type: Blizzard
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Releases a cold wave from the Keyblade and strikes with ice spikes that spread in all forward directions. Freezes struck enemies.
Status effect: Freeze (100%/7 seconds)

SEA-THUNDER
Type: Thunder
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Fires an electrified homing projectile; upon making contact with something, electricity is discharged over a wide radius, electrifying surrounding enemies.
Status effect: Electrify (100%/7 seconds)

SEA-AERO
Type: Aero
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Description: Generates a whirlpool at the target's location (or in front of Sora if there is none), dealing damage to all enemies caught in it.

*1: Pulse Wave if the target is at mid-to-long range; Spiral Wave if surrounded by multiple enemies.

****************************************************************************************************

DONALD

Basic technique behaviour has changed. Magic techniques keep their names, but most of their effects have changed.

BASIC TECHNIQUES
----------------
UNDERWATER DOWNWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Spins vertically and swings staff downward while moving forward.

UNDERWATER LEFT-AND-RIGHT SWING
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2
Description: Approaches the target and swings staff from side-to-side.

ABILITY TECHNIQUES
------------------
DONALD FIRE (UNDERWATER)
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires a projectile that explodes in flames when it makes contact with something.

DONALD BLIZZARD (UNDERWATER)
Type: Blizzard
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires an ice projectile that freezes those struck. Does not engulf surrounding enemies.
Status effect: Freeze (100%/7 seconds)

DONALD THUNDER (UNDERWATER)
Type: Thunder
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires a projectile that releases an electrical discharge when it makes contact with something, electrifying struck enemies.
Status effect: Electrify (100%/5 seconds)

DONALD AERO (UNDERWATER)
Type: Aero
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Generates a whirlpool at the target's location, launching enemies caught in it roughly sideways.

DONALD CURE (UNDERWATER)
Type: —
Stat: —
HP recovered:
 - Target: 120 + Donald's Magic
 - Non-target: 60 + Donald's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Restores HP of self and teammates as seen above.

****************************************************************************************************

GOOFY

Basic techniques have changed. Goofy cannot defend himself with his shield while underwater.

BASIC TECHNIQUES
----------------
UNDERWATER UPWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Moves forward slightly and swings shield upward.

UNDERWATER SCREW RUSH
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Swims with shield in front of self, charging straight ahead for a long distance while knocking back struck enemies.

-----------------------------------------------------------------------------------------------------------------------------

COLUMN PORTAL: BOARD THE LEVIATHAN AND EXPLORE THE HIGH SEAS

While in the Caribbean, you can explore the High Seas by piloting the Leviathan (obtained after defeating the Lightning Angler). 船の甲板にある操舵輪の近くでTriangle buttonの[操る]を使えば, 航海がstart. 島に上陸したいときは, L1 buttonで船を停めよう. 訪問ずみの島は, 海図上で選んで[Fast Travel]で瞬時に移動することも可能だ.

[Caption 1: Sora steers the Leviathan through the sea] The gauges at the bottom right of the screen display the ship's HP and current speed.

TABLE 1: HOW TO OPERATE THE SHIP
--------------------------------
INPUT           POSSIBLE ACTIONS
Left stick      Up: Accelerate; Down: Decelerate; Left: Turn left; Right: Turn right
Right stick     Changes viewpoint (cannons' sights shift accordingly)
R1              Alternately switches view between the ship's deck and its rear
R2 or X         [Cannons] Fires a cannonball from each cannon (Power modifier: ×1 per shot)
Triangle        [Leviathan Force] Activates Leviathan Force (see table below)
Square          [Water Wall] Raises a water barrier that protects the ship for 2 seconds
Circle          [Surge] Rapidly accelerates and rams enemies (Power modifier: ×32); unlocked at Lv. 3
Touchpad (*1)   Opens the ship's chart, displaying the ship's location and destination, locations of explorable islands, ship capabilities, etc.
L1 (*1)         Stops steering the ship
L3              Brings the ship to a sudden stop
*1: Unlocked after obtaining the Leviathan.

AIM FOR THE CORE WHEN FIGHTING ENEMY SHIPS
------------------------------------------
Enemy ships may appear while sailing the seas. You can defeat them in one of two ways: attacking them directly to bring their HP to 0, or attacking the core(s) attached to the hull; the latter method is faster and thus recommended. When a core is attacked or destroyed, the blue gauge in the screen's lower left corner fills up; completely filling it makes a powerful Leviathan Force appear (depending on the core's colour), so be aggressive in your offense.
 - Red: Raging Cannons
 - Blue: Tidal Wave
 - Green: Wind Chasers

[Caption 2: Sora attacks opposing ships with cannonfire] Your ship's HP is completely restored at the end of a battle regardless of damage taken.

TABLE 2: TYPES OF LEVIATHAN FORCE
---------------------------------
NAME             POWER MODIFIER             EFFECT
Wind Chasers     ×3.2 per shot              Rapidly fires up to 42 homing wind projectiles
Raging Cannons   ×2.5 per shot              Fires up to 54 flaming projectiles that fly at high speed
Tidal Wave       Ram: ×15 / Tsunami: ×100   Leaps high into the air, then swoops down on enemies and generates a tsunami

COLLECT WHITE CRABS TO LEVEL UP AND ENHANCE YOUR SHIP
-----------------------------------------------------
The Leviathan levels up by collecting crabs on the islands of the High Seas; this enhances the ship's capabilities as seen below, and unlocks Surge (press Circle) at Lv. 3. If you're having trouble against enemy ships, explore islands and collect white crabs. Check your ship's level and traits by opening the sea chart.

TABLE 3: LEVIATHAN'S CAPABILITIES BASED ON NO. OF WHITE CRABS COLELCTED
-----------------------------------------------------------------------
WHITE CRABS COLLECTED (*2)   LEVEL   HP     STRENGTH   CANNONS (SIDE)   CANNONS (FRONT)
0–99                         1       5000   100        10               4
100–199                      2       5500   100        14               4
200–349                      3       6000   110        14               4
350–499                      4       6500   120        14               4
500–749                      5       7000   120        14               8
750–999                      6       7500   130        14               8
1000–1299                    7       8000   130        18               8
1300–1699                    8       8500   140        18               8
1700+                        MAX     9000   150        18               8
*2: 手順9(→p. 320)で集めた数のうち, 300四分は含まない

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DONALD DUCK

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Approaches an enemy and swings staff downward with both hands. Frequently used when both user and enemy are on the ground.

GROUND RIGHT SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Usually used immediately after A. Swings staff to the right, attacking surrounding enemies.

AIR UPWARD SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Leaps toward an enemy and swings staff upward. Sometimes used if the target is up high.

AIR DOWNWARD SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×0.8
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Swings staff downward while leaping toward an enemy. Sometimes used if the target is at a low altitude.

ABILITY TECHNIQUES

DONALD FIRE
Type: Fire
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires a homing projectile at the target.

DONALD BLIZZARD
Type: Blizzard
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires a projectile at the target, freezing those struck.
Status effect: Freeze (100%/5 seconds)

DONALD THUNDER
Type: Thunder
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Rains down lightning on the target, electrifying struck enemies. Has a smaller range than Sora's Thunder.
Status effect: Electrify (100%/5 seconds)

DONALD AERO
Type: Aero
Stat: Magic
Power modifier: ×0.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Targetがいる場所に竜巻を発生させ, 周囲にいる敵を巻き上がる. また, 竜巻が消えた場所には上昇気流が6 seconds間残り, これに触れたSoraは自動的にSuperjumpを行なう(abilityは不要). 攻撃範囲はSoraのAeroよりもせまいほか, targetがSoraの近くにいるときは基本的に使わない

DONALD CURE
Type: —
Stat: Magic
HP recovered:
 - Target: 120 + Donald's Magic
 - Non-target: 60 + Donald's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Restores HP of self and teammates as seen above.

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GOOFY

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND DOWNWARD SWING [A]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Swings shield upward while moving forward. Frequently used when both user and enemy are on the ground.

(Note: There seems to be a typo here…either up or down. Check later.)

GROUND LEFT SWING [B]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Usually used immediately after A. Vigourously swings shield to the left, attacking surrounding enemies. 

AIR UPWARD SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Swings shield upward while leaping toward an enemy. Sometimes used if the target is up high.

AIR DOWNWARD SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Swings shield downward while leaping toward an enemy. Sometimes used if the target is at a low altitude.

ABILITY TECHNIQUES

GOOFY TORNADO
Type: Physical
Stat: Strength
Power modifier: ×0.3 per hit
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Chases the target while spinning at high speed. Can hit nearby enemies up to 10 times.

GOOFY TURBO
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Slides along the ground on shield and chases the target, launching enemies that you crash into.

GOOFY DISCUS
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Throws shield; it chases the target, returning to Goofy upon hitting an enemy or going too far out of range.

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HERCULES

TECHNIQUES
----------
BASIC TECHNIQUES

DASH PUNCH
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: 1
Description: Swings right arm around, then unleashes a straight punch that launches struck enemies far away while moving forward.

HEADBUTT RUSH
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Runs with head facing forward, launching struck enemies. The attack ends if you collide with an obstacle.

ABILITY TECHNIQUES

BOULDER TOSS [Invincible]
MP cost: 10
-Swing-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Boulder throw-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3
Description: Launches enemies by swinging a rock sideways, then throws the rock at the target.

BURST OF ENERGY [Invincible]
MP cost: 15
Type: Neutral
Stat: Magic
Power modifier: ×3
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Draws in surrounding enemies, then blows them away with released energy.

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WOODY

TECHNIQUES
----------
BASIC TECHNIQUES

OVERHAND RIGHT
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: 1
Description: Spins right arm in circles on the spot, then throws a hook punch that launches struck enemies.

PUNCH BARRAGE
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits + ×1.5
Form value: 0
Reaction value: 0 × 3 hits + 1
Revenge value: 0
Guard nullification: No
Repel level:
 - Hit 1: 1
 - Hits 2+: —
Total power modifier (combined): ×4.5
Description: Launches punches with both hands alternately while moving forward. Launches enemies struck by the final hit.

ABILITY TECHNIQUES

SHOULDER TACKLE
MP cost: 15
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Runs toward the target and strikes with shoulder, sending it flying.

LASSO ATTACK
MP cost: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Throws a rope with a ring at its tip, stunning those struck. Has a very long reach.
Status effect: Stun (100%/10 seconds)

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BUZZ

TECHNIQUES
----------
BASIC TECHNIQUES

SPINNING LEG SWEEP
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Spins to the left while dropping to the ground on the spot, then kicks at the enemy's feet, launching it.

DOUBLE SLEDGEHAMMER
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Leaps toward the target, then clutches both hands together and swings them downward, launching those struck.

ABILITY TECHNIQUES

LASER BEAM
MP cost: 10
Type: Neutral
Stat: Magic
Power modifier: ×1.5
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Emits a red light beam from the device embedded in the right-hand glove; this beam travels straight ahead for a long distance.

SPINNING LARIAT
MP cost: 15
Type: Physical
Stat: Strength
Power modifier: ×1 × 5 hits
Form value: 0
Reaction value: 1 × 5 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×5
Description: Stretches both arms wide while spreading wings on back, then chases enemies while spinning, dealing damage several times.

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RAPUNZEL

TECHNIQUES
----------
BASIC TECHNIQUES

TANGLED SPIN
Type: Physical
Stat: Strength
Power modifier: ×0.5 × 3 hits + ×1.5
Form value: 0
Reaction value: 0 × 3 hits + 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3
Description: Swings hair rightward 3 times while chasing the target, then swings hair and launches those struck.

TANGLED SMASH
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Extends hair on the spot and attacks with it like a whip at a long range.

ABILITY TECHNIQUES

LINEAR SWING
MP cost: 10
Type: Physical
Stat: Strength
Power modifier: ×1.5 × 3 hits + ×2
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×6.5
Description: Swings back-and-forth 3 times with hair hanging on a high branch, then slides forward and launches those struck.

COMPASS SWING
MP cost: 15
Type: Physical
Stat: Strength
Power modifier: ×1.5 × 3 hits + ×2
Form value: 0
Reaction value: 1 × 4 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×6.5
Description: Wraps hair high up around a tree trunk, then swings sideways repeatedly, launching those struck.

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FLYNN (EUGENE)

TECHNIQUES
----------
BASIC TECHNIQUES

SWING COMBO
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1 + ×1.5
Form value: 0
Reaction value: 0 + 0 + 1
Revenge value: 0
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —
Total power modifier (combined): ×3.5
Description: Swings frying pan in a 3-part combo; its 3rd part launches struck enemies and stuns them.
Status effect: Stun (100%/1 second; combo part 3)

COLLIDE
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: 1
Description: Approaches target and swings frying pan upward [?] with both hands, launching those struck and stunning them.
Status effect: Stun (100%/2 seconds)

AIR DOWNWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Jumps high and swings frying pan downward with both hands, stunning struck enemies.
Status effect: Stun (100%/2 seconds)

ABILITY TECHNIQUES

FRYING PAN TOSS
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Throws frying pan underhand, stunning struck enemies.
Status effect: Stun (100%/10 seconds)

BARREL BASH
Type: Physical
Stat: Strength
Power modifier: ×1.5 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Moves around on a barrel for 12 seconds, hitting enemies in your path, then attacks by kicking the barrel and sending it flying.

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SULLEY

TECHNIQUES
----------
BASIC TECHNIQUES

COMBO SWEEP
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1 + ×1.5
Form value: 0
Reaction value: 0 + 0 + 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3.5
Description: Scratches with left and right claws once each, then scratches with both claws at once, launching struck enemies.

JUMP STRIKE
-Hands-
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Strike-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3
Description: Jumps high, then slams the ground with both hands and generates a shock wave. The shock wave doesn't affect enemies struck by the hand-attack.

ABILITY TECHNIQUES

MONSTER ROAR
MP: 15
Type: Neutral
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Lets out a loud roar on the spot, stunning surrounding enemies.
Status effect: Stun (100%/5 seconds)

TAKEDOWN
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Runs with a shoulder thrust out, launching struck enemies. The attack ends if you collide with an obstacle.

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MIKE

TECHNIQUES
----------
BASIC TECHNIQUES

FUNNY ATTACK
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Rolls and charges at the target. If you collide with an enemy or obstacle, you are flung away and the attack ends.

JUMP HEADBUTT
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Leaps toward the target and headbutts it.

ABILITY TECHNIQUES

GOOGLY APPEAL
MP cost: 10
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: Surrounding enemies target you for 15–20 seconds or until you are struck.

PEP TALK
MP cost: 15
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: For 15–20 seconds (or until struck), all teamamtes deal 50% more damage with their attacks and provides immunity to status effects (and removes existing ones).

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MARSHMALLOW

TECHNIQUES
----------
BASIC TECHNIQUES

COMBO SWEEP
Type: Physical
Stat: Strength
Power modifier: ×1.5 + ×1.5
Form value: 0
Reaction value: 1 + 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3
Description: Swings left and right claws in sequence and scratches with them while walking.

JUMP STRIKE
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Attacks with both hands clasped together, launching struck enemies.

ABILITY TECHNIQUES

LEAPING SMASH
MP cost: 10
-Feet-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
-Shock wave-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×4
Description: Jumps high and tramples the ground with both feet, generating a shock wave around you.

COLD BREATH
MP cost: 15
Type: Blizzard
Stat: Magic
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Freeze (100%/8 seconds)
Status effect: Faces the target's general direction and breathes ice a good distance, freezing struck enemies.

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JACK

TECHNIQUES
----------
BASIC TECHNIQUES

SWORD SWING COMBO
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1 + ×1.5
Form value: 0
Reaction value: ×1 + ×1 + ×1.5
Revenge value: 0
Guard nullification: No
Repel level:
 - Combo part 1: 1
 - Combo parts 2+: —
Total power modifier (combined): ×3.5
Description: Swings sword in a 3-part combo while moving forward slightly. Has a short reach, but executes quickly.

UPWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: 1
Description: Swings sword upward on the spot, launching struck enemies.

AIR THRUST
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: 1
Description: Quickly leaps and thrusts with sword. Sometimes used if the target is up high.

ABILITY TECHNIQUES

BONE CRUSHER
MP cost: 10
Type: Fire
Stat: Strength
Power modifier: ×2 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Throws 5 bombs in the shape of a fan that explode after 2 seconds; bouncing off enemies and other obstacles won't trigger an explosion.

ROLLING LUNGE [Invincible]
-Forward roll-
Type: Physical
Stat: Strength
Power modifier: ×1 per hit
Form value: 0
Reaction value: 1 per hit
Revenge value: 0
Guard nullification: No
Repel level: —
-Sword-
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Gets behind the target while rolling forward, then jumps high and swings sword downward.

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BAYMAX

TECHNIQUES
----------
BASIC TECHNIQUES

KARATE UPPER COMBO
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits + ×1.5
Form value: 0
Reaction value: 0 × 3 hits + 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×4.5
Description: Thrusts out both hands, then attacks with a palm strike and backward kick, launching struck enemies.

KARATE LOWER COMBO
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1 + ×1.5
Form value: 0
Reaction value: 0 + 0 + 1
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3.5
Description: Attacks with a front kick and backhand strike, then drives the enemy into the ground with a sword-like hand strike.

THROW
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Crouches down to dash and raises both arms upward simultaneously, launching struck enemies high.

ABILITY TECHNIQUES

BOOSTER PUNCH
MP cost: 10
Type: Physical
Stat: Strength
Power modifier: ×2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Fires left arm at the target; it flies straight ahead, damaging all enemies it strikes.

CARE SPRAY
MP cost: All remaining
Type: —
Stat: Magic
HP recovered: 140 + Baymax's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —
Description: Restores HP of self and nearby teammates as seen above. Has a small range.

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RIKU

TECHNIQUES AND MAGIC (JOINT STRUGGLE)
-------------------------------------
NAME             EFFECT
Attack (combo)   Swings weapon repeatedly and knocks back enemies (Type: Physical / Total power modifier: ×5.1 [ground], ×7 [air])
Dark Firaga      Fires 16 homing projectiles (Type: Dark / Total power modifier: ×6.4)
Shadowbreaker    Spins diagonally and swings weapon while moving at high speed (Type: Dark [hits 1–7], Neutral [hits 8+] / Total power modifier: ×8)

TECHNIQUES (PLAYER)
-------------------
Ground combo: A → B → C → D (E)
Air combo: F → G → H → I (J)

GROUND LOWER LEFT SWING [A] (*5/*6)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

GROUND THRUST & UPWARD SWING [B] (*6)
Type: Physical
Stat: Strength
Power modifier: ×1 + 0.2
Form value: 8 + 2
Reaction value: 0
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

GROUND RIGHT SPIN SWING [C] (*6)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 0.3
Guard nullification: No
Repel level: —

GROUND DIAGONAL 3-PART SWING [D]
Type: Physical
Stat: Strength
Power modifier: ×0.3 + ×0.3 + ×1
Form value: 2 + 2 + 8
Reaction value: 0 + 0 + 1
Revenge value: 0.3 + 0.3 + 1
Guard nullification:
 - All except final: No
 - Final: Yes
Repel level: —
Total power modifier (combined): ×1.6

IF THE TARGET IS LOCATED UP HIGH

RISING LEFT SPIN SWING [E]
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form value: 3
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

AIR LOWER LEFT SWING [F] (*7)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

AIR THRUST & UPWARD SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×0.2
Form value: 8 + 2
Reaction value: 0
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×1.2

AIR LOWER RIGHT SPIN SWING [H]
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 8
Reaction value: 0
Revenge value: 3
Guard nullification: No
Repel level: —

AIR DIAGONAL 5-PART SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×0.3 × 4 hits + 1
Form value: 2 × 4 hits + 8
Reaction value: 0 × 4 hits + 1
Revenge value: 0.3 × 4 hits + 1
Guard nullification:
 - All except final: No
 - Final: Yes
Repel level: —
Total power modifier (combined): ×2.2

IF THE TARGET IS ABOVE OR BELOW

AIR LEFT SPIN SWING [J]
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form value: 3
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

BARRIER
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: A spherical barrier surrounds Riku, blocking attacks from all directions and preventing staggering.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

COUNTER BLAST [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×2
Form value: 1
Reaction value: 10
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Causes the spherical barrier to rupture, knocking back struck enemies.

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE DURING THE FIRST PLAYABLE SESSION

DOUBLE DUEL [Invincible]
Type: Dark
Stat: Strength
Power modifier: ×1 × 5 hits + ×2
Form value: 0
Reaction value: 1 × 6 hits
Revenge value: 0
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×7
Description: Mickey and Riku approach the target while spinning around and swing their weapons repeatedly.

PRESS TRIANGLE AFTER COMPLETELY FILLING THE FORM VALUE GAUGE DURING LATER PLAYABLE SESSIONS

DARK FIRAGA [Invincible]
Type: Dark
Stat: Magic
Power modifier: ×1 × 16 hits
Form value: 0
Reaction value: 1 × 16 hits
Revenge value: 0
Guard nullification: No
Repel level: —
Total power modifier (combined): ×16
Description: Fires 16 homing dark fireballs from the tip of the Keyblade.

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×2.6
Form value: 20
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×3.1
Form value: 20
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×10.55
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 210 + Riku's Magic
 - Non-target: 130 + Riku's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

*5: B if the target is at mid-to-long range; C if surrounded by multiple enemies.
*6: J if the target is located up high (you automatically jump toward it).
*7: G if the target is at mid-to-long range.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AQUA

TECHNIQUES AND MAGIC (JOINT STRUGGLE)
-------------------------------------
NAME                     EFFECT
Attack (combo)           Attacks repeatedly with weapon and light orbs (Type: Physical [except finisher], Neutral [finisher] / Total power modifier: ×11.5 [ground], ×12.4 [air])
Blizzaga (MP cost: 10)   Fires a homing ice projectile (Type: Blizzard / Power modifier: ×1.2)
Thundaga (MP cost: 10)   Rains down lightning overhead an enemy (Type: Thunder / Power modifier: ×1.6)
Curaga (MP cost: All)    Restores HP; 210 to self and 130 to teammates in range

SHOTLOCK TECHNIQUES
-------------------
PRISM RAIN [Invincible] (Lock count: 1–28)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×1.6 × 1–28 hits
Form value: 0
Reaction value: 1 × 1–28 hits
Revenge value: 0.1 × 1–28 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6–×44.8
Description: Fires a number of homing projectiles (corresponding to lock count). If the lock count is 28, you can attack with additional Bursts (see table below).

BURST [Invincible] (Lock count: 28)
Type: Neutral (rapid-fire)
Stat: Magic
Power modifier: ×0.4 × 3–21 hits
Form value: 0
Reaction value: 1 × 3–21 hits
Revenge value: 0.1 × 3–21 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2–×8.4
Description: Fires 3–21 homing projectiles. If your inputs are timed right, you fire more projectiles and can continue your attack several times (see table below).

TABLE: ADDITIONAL INPUT TIMING DIFFERENCES
------------------------------------------
ADDITIONAL INPUTS        RATING      PROJECTILE COUNT   BURST CONTINUATION
Too early                TOO FAST    3                  No
Slightly early or late   GOOD        14                 Yes
Just right               EXCELLENT   21                 Yes
Too late                 TOO SLOW    3                  No
* Burst can be used up to 3 times consecutively. [check later: maybe 4?]

[Caption: Purple concentric circles are shown] 追加入力は, 小さくなる輪が内側の, 輪と重なる瞬間(2枚目の写真の状態)にX buttonを押せば成功.

TECHNIQUES (PLAYER)
-------------------
* Ground combo: A → B → C → D → Magic Pulse
* Air combo: E → F → G → H → Magic Pulse (I, J)

GROUND LOWER LEFT SWING [A] (*3/*4)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 5
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

GROUND THRUST [B] (*4)
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

GROUND RIGHT SWING [C] (*4)
Type: Physical
Stat: Strength
Power modifier: ×0.75
Form value: 3
Reaction value: 0
Revenge value: 0.5
Guard nullification: No
Repel level: 1

GROUND UPPER LEFT SPIN SWING [D] (*4)
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 5 + 5
Reaction value: 0
Revenge value: 0.3 + 0.3
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

MAGIC PULSE
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits + ×2
Form value: 5 × 3 hits + 10
Reaction value: 0 × 3 hits + 1
Revenge value: 0.5 × 3 hits + 1
Guard nullification: No
Repel level: —
Total power modifier (combined): ×5
Status effect: Stun (50%/10 seconds; final hit)

AIR UPPER LEFT SWING [E] (*5)
Type: Physical
Stat: Strength
Power modifier: ×1
Form value: 5
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

AIR THRUST [F]
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form value: 7
Reaction value: 0
Revenge value: 1
Guard nullification: No
Repel level: 1

AIR UPPER RIGHT SWING [G]
Type: Physical
Stat: Strength
Power modifier: ×0.75
Form value: 3
Reaction value: 0
Revenge value: 0.5
Guard nullification: No
Repel level: 1

AIR LEFT SPIN SWING [H]
Type: Physical
Stat: Strength
Power modifier: ×1 + ×1
Form value: 5 + 5
Reaction value: 0 + 0
Revenge value: 0.3 + 0.3
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2

IF THE TARGET IS LOCATED UP HIGH

RISING SOMERSAULT SWING [I]
Type: Physical
Stat: Strength
Power modifier: ×1.2 + ×1.2
Form value: 6 + 6
Reaction value: 0
Revenge value: 0.5 + 0.5
Guard nullification: No
Repel level: —
Total power modifier (combined): ×2.4

IF THE TARGET IS AT A LOW ALTITUDE

FALLING SOMERSAULT SWING [J]
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits
Form value: 5 × 3 hits
Reaction value: 0
Revenge value: 0.3 × 3 hits
Guard nullification: No
Repel level: —
Total power modifier (combined): ×3

PRESS SQUARE WITHOUT MOVING THE LEFT STICK

BARRIER
Type: —
Stat: —
Power modifier: —
Form value: —
Reaction value: —
Revenge value: —
Guard nullification: —
Repel level: —
Description: A spherical barrier surrounds Aqua, blocking attacks from all directions and preventing staggering.

PRESS X WHILE IN A DEFENSIVE STANCE [REPRISAL]

COUNTER BLAST [Invincible]
Type: Neutral
Stat: Magic
Power modifier: ×2
Form value: 10
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
Description: Causes the spherical barrier to rupture, knocking back struck enemies.

FIRAGA
-Standard-
Type: Fire
Stat: Magic
Power modifier: ×2.2
Form value: 10
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
-Finisher-
Type: Fire
Stat: Magic
Power modifier: ×2.6
Form value: 10
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —

FIRAZA (GRAND MAGIC)
Type: Fire
Stat: Magic
Power modifier: ×8.8
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —

BLIZZAGA
-Standard-
Type: Blizzard
Stat: Magic
Power modifier: ×1.8
Form value: 10
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect:
 - Projectile: Freeze (100%/10 seconds)
 - Explosion: Freeze (50%/10 seconds)
-Finisher-
Type: Blizzard
Stat: Magic
Power modifier: ×2.15
Form value: 10
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect:
 - Projectile: Freeze (100%/10 seconds)
 - Explosion: Freeze (50%/10 seconds)

BLIZZAZA (GRAND MAGIC)
Type: Blizzard
Stat: Magic
Power modifier: ×7.2
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect:
 - Projectile: Freeze (100%/10 seconds)
 - Explosion: Freeze (50%/10 seconds)

THUNDAGA
-Standard-
Type: Thunder
Stat: Magic
Power modifier: ×2.6
Form value: 20
Reaction value: 1
Revenge value: 1
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)
-Finisher-
Type: Thunder
Stat: Magic
Power modifier: ×3.1
Form value: 15
Reaction value: 1
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

THUNDAZA (GRAND MAGIC)
Type: Thunder
Stat: Magic
Power modifier: ×10.55
Form value: 0
Reaction value: 5
Revenge value: 0
Guard nullification: No
Repel level: —
Status effect: Electrify (100%/10 seconds)

CURAGA
Type: —
Stat: Magic
HP recovered:
 - Target: 210 + Aqua's Magic
 - Non-target: 130 + Aqua's Magic
Form value: 0
Reaction value: 0
Revenge value: 0
Guard nullification: No
Repel level: —

*3: B if the target is at mid-to-long range.
*4: I if the target is located up high.
*5: F if the target is at mid-to-long range.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SPELLWEAVER

Maximum combo length:
 - Attack: 6
 - Magic: 5
Magic style: Basic
Invocation: 30 seconds
Duration: 20 seconds

Aqua's body glows; maximum combo length increases and available techniques change. You can accumulate a lot of form value with Attack, allowing you to extend its duration with repeated combo attacks. Use the finisher when it's about to end to rapidly reduce enemies' HP.

[Caption: Aqua attacks Vanitas with Spellweaver] You can chase and attack enemies repeatedly during the finisher by moving with the left stick.

TECHNIQUES
----------
FORMCHANGE ATTACK
Type: Neutral
Stat: Strength
Power modifier: ×1
Form value: 5
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —

PINWHEEL UPWARD SWING [A] (*2)
Type: Physical
Stat: Strength
Power modifier: ×0.6 + ×0.6
Form value: 3 + 3
Reaction value: 1 + 1
Revenge value: 0.2 + 0.2
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.2

PINWHEEL RUSH [B]
Type: Physical
Stat: Strength
Power modifier: ×1 × 3 hits
Form value: 5 × 3 hits
Reaction value: 1 × 3 hits
Revenge value: 0.2 × 3 hits
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×3

PINWHEEL RIGHT SPIN SWING [C]
Type: Physical
Stat: Strength
Power modifier: ×0.8 + ×0.8
Form value: 4 + 4
Reaction value: 1 + 1
Revenge value: 0.2 + 0.2
Guard nullification: Yes
Repel level: —
Total power modifier (combined): ×1.6

MAGIC SHOT
Type: Neutral
Stat: Magic
Power modifier: ×6
Form value: 10
Reaction value: 5
Revenge value: 1
Guard nullification: Yes
Repel level: —

FINISH [Invincible]
-Spin-
Type: Physical
Stat: Strength
Power modifier: ×0.8 × 8 hits
Form value: 4 × 8 hits
Reaction value: 1 × 8 hits
Revenge value: 0.1 × 8 hits
Guard nullification: Yes
Repel level: —
-Ice crystals-
Type: Blizzard
Stat: Strength
Power modifier: ×2
Form value: 10
Reaction value: 1
Revenge value: 0
Guard nullification: Yes
Repel level: —
-Shock wave-
Type: Neutral
Stat: Strength
Power modifier: ×8
Form value: 10
Reaction value: 5
Revenge value: 1
Guard nullification: Yes
Repel level: —
Total power modifier (combined):
 - During attack: ×6.4
 - Final attack: ×10
Description: After spinning many times, the ice crystals generated overhead rupture and release a shock wave. Can move during spinning with the left stick.

*2: B if the target is at mid-to-long range.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MICKEY MOUSE

NIMBLY STRIKES OUT WITH TECHNIQUES AND MAGIC

Attacks quickly with his weapon and uses magic to fire projectiles and heal teammates. Fights alongside you in three battles; his weapon changes between the first and second, but his stats remain the same.

AVAILABLE BATTLES
-----------------
* Dark World: vs. Demon Tower
* Keyblade Graveyard: vs. Marluxia, etc.
* Keyblade Graveyard: vs. Ansem, etc.

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 240
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Kingdom Key D (first), Star Cluster (second and third) (Both: Strength +5, Magic +5)

TECHNIQUES AND MAGIC
--------------------
NAME                    EFFECT
Attack (combo)          Swings weapon repeatedly (Type: Physical / Total power modifier: ×4.6 [ground], ×8.1 [air])
Holy (MP cost: 10)      Fires a homing projectile (Type: Neutral / Power modifier: ×1.5; Status: Stun [50%/10 seconds])
Curaga (MP cost: All)   Restores HP; 210 to self and 130 to teammates in range

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VENTUS

FIGHTS SWIFTLY WITH HIS KEYBLADE WIELDED BACKHAND

Frequently Dodge Rolls while attacking with combos and Wind Raid. Enemies tend to focus their attacks on him.

AVAILABLE BATTLES
-----------------
* Keyblade Graveyard: vs. Terra-Xehanort, etc.

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 220
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Wayward Wind (Strength +5, Magic +5)

TECHNIQUES AND MAGIC
--------------------
NAME                      EFFECT
Attack (combo)            Swings weapon repeatedly (Type: Physical / Total power modifier: ×4.5 [ground], ×3.5 [air])
Wind Raid (MP cost: 10)   Throws weapon; it hits an enemy, then turns around and strikes four more times (Type: Aero / Total power modifier: ×7.5)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AXEL

LAUNCHES ONSLAUGHTS WITH HIS FIERY KEYBLADE

Runs around quickly and attacks by swinging and throwing his inflamed weapon. He only targets Saïx, never Xion.

AVAILABLE BATTLES
-----------------
* Keyblade Graveyard: vs. Saïx and Xion
* Keyblade Graveyard: vs. Saïx and Xemnas [DLC]

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 210
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Bond of the Blaze (Strength +5, Magic +5)

(Note: Yes, the weapon name differs from the Ultimania's Flame Liberator; Melody of Memory changed it [both JP and EN], and games always override all other sources canon-wise.)

TECHNIQUES AND MAGIC
--------------------
NAME                          EFFECT
Attack (combo)                Knocks enemies back with a combo attack (Type: Fire / Total power modifier: ×4)
Firagacutter                  Swings weapon upward at high speed (Type: Fire / Total power modifier: ×2.2)
Firaga Slicer (MP cost: 10)   Throws weapons (Type: Fire / Total power modifier: ×2)
* When Saïx uses Blue Berserk Burst, Axel attacks with Firaga Raid to no effect (and leaves the party afterward).

(Note: Also attacks Xemnas in Re Mind.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

KAIRI

A KEYBLADE WIELDER WHO FIGHTS BRAVELY DESPITE HER INEXPERIENCE

She can use Cura in addition to swinging her weapon and shooting projectiles. Unlike Axel, she prioritises attacking Xion.

AVAILABLE BATTLES
-----------------
* Keyblade Graveyard: vs. Saïx and Xion
* Scala ad Caelum: vs. Armoured Xehanort [DLC]

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 205
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Destiny's Embrace (Strength +5, Magic +5)

TECHNIQUES AND MAGIC
--------------------
NAME                  EFFECT
Attack (combo)        Attacks four times with weapon (Type: Physical / Total power modifier: ×2.8)
Flower Shoot          Fires a projectile (Type: Fire / Power modifier: ×1.5)
Spiral Bloom          Somersaults and lunges (Type: Physical / Total power modifier: ×4.8)
Cura (MP cost: All)   Restores HP; 170 to self and 110 to teammates in range

(Note: Playable version in Re Mind has additional attacks + all -ga magic.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROXAS

A FORMER ORGANIZATION XIII MEMBER WHO DUAL-WIELDS KEYBLADES

Floats in the air and surrounds himself in an aura, then quickly approaches the enemy and launches powerful attacks. He's completely invincible and thus extremely reliable.

AVAILABLE BATTLES
-----------------
* Keyblade Graveyard: vs. Saïx and Xemnas [DLC; playable]
* Keyblade Graveyard: vs. Saïx (→p. 351) [optionally playable in DLC]

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 230
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Oathkeeper & Oblivion (Collectively: Strength +5, Magic +5)

TECHNIQUES AND MAGIC
--------------------
NAME                        EFFECT
Attack (combo)              Attacks repeatedly with weapons in both hands (Type: Physical / Total power modifier: ×20)
Dual Shot                   Fires projectiles that fly in a spiral (Type: Neutral / Total power modifier: ×2)
Cross Slash (MP cost: 10)   Turns into light and moves in that form, then swings weapons in an intersecting motion (Type: Physical / Total power modifier: ×2)

(Note: Playable version in Re Mind has additional attacks + Waterga and Curaga, but lacks total invincibility.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XION

SUPPORTS HER TEAMMATES WITH MAGICAL HEALING

Her techniques execute slowly and are not as powerful as the others. She's still a good supporting character as she can cast Curaga for healing purposes.

AVAILABLE BATTLES
-----------------
* Keyblade Graveyard: vs. Saïx and Xemnas [DLC]
* Keyblade Graveyard: vs. Saïx

STATS
-----
Values in [brackets] take equipment into account.
* Maximum HP: 215
* Maximum MP: 100
* Strength: 44 [49]
* Magic: 45 [50]
* Defense: 42
* Weapon: Replica Kingdom Key (Strength +5, Magic +5)

TECHNIQUES AND MAGIC
--------------------
NAME                       EFFECT
Attack (combo)             Attacks three times with weapon (Type: Physical / Total power modifier: ×3.5)
Laser Rain (MP cost: 10)   Rains down twelve light pillars around an enemy (Type: Neutral / Power modifier: ×0.3 per hit)
Curaga (MP cost: All)      Restores HP; 210 to self and 130 to teammates in range

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MOBILITY & SUPPORT ABILITY DATA

NAME
Effect: x
Availability:
 - Characters: x
 - Weapons: x
 - Armour: x
 - Accessories: x
 - Formchanges: x
 - Full Course: x

* [習得以外の利用条件]の欄の表記の意味は以下のとおり
[Weapon][Armour][Accessory]: そのitemアイテムを装備する. 武器については, []内に装備できるcharacterを記載. また, そのabilityがKeyblade強化で追加される場合は, 必要な強化回数を併記している
[Change]: そのKeybladeを手に持っているときにformchangeやKeyblade変形を行なう
[Full Course]: 記載された数の3つ星料理を食ベてfull course効果を得る(→p. 549)

****************************************************************************************************

MOBILITY ABILITIES

****************************************************************************************************

SUPPORT ABILITIES

(Note: "Technique" refers to attacks used through the Attack [or equivalent] command, unless noted otherwise.)
(Note: % boosts are additive unless noted otherwise.)
(Note: "Rounded up" means the final result of calculations is rounded up to the next whole number.)

ZERO EXP
AP: 0
Effect: Cannot gain experience.
Availability:
 - Characters: Sora (default)

EXP INCENTIVE
AP: —
Effect: Increases EXP gain by 50%. If that area's battle level is higher than Sora's, an extra 10% boost is added per level difference (eg. if he is two levels lower, EXP gain is increased by 70%).
Availability:
 - Full Course: 3+ *** dishes

(Note: This is probably why the hard cap of 999 EXP exists.)

SCAN
AP: 1
Effect: Displays the target's HP gauge in the screen's upper right corner.
Availability:
 - Characters: Sora (default), Riku (default), Aqua (default), Roxas (default), Kairi (default)

MAGIC COMBO THRIFT
AP: 3
Effect: Reduces MP consumption of magic during a magic combo (second use onward) by 1 (minimum 1 MP).
Availability:
 - Characters: Sora (Warrior 44, Guardian 46, Mystic 2)
 - Formchanges: Shooting Star, Ever After

MP THRIFT
AP: —
Effect: Reduces MP consumption of magic by 20% for each one equipped (rounded up).
Availability:
 - Weapons: Heartless Maul+
 - Accessories: Flanniversary Badge
Note: If MP Thrift and Magic Combo Thrift are equipped simultaneously, MP Thrift's effects are calculated first.

MP SAFETY
AP: 0
Effect: Cannot use magic that consumes more than your current MP (preventing MP Charge from activating unintentionally; Cure-line magic remains available). Cure-line magic and links can be used and trigger MP Charge as usual.
Availability:
 - Characters: Sora (defeat Demon Tide in Twilight Town)

EXTRA CAST
AP: 3
Effect: When you have at least 2 MP left, techniques and magic that consume more than your current MP will reduce it to 0 but won't trigger MP Charge (Cure-line magic and links trigger MP Charge regardless).
Availability:
 - Characters: Buzz (default)
 - Accessories: Master Medal (Festival Dance Rank A), Rune Ring

ASSIST FRIENDS
AP: 1
Effect: Can select teammates as targets for Cure-line magic and battle items.
Availability:
 - Characters: Sora (default), Riku (default), Aqua (default), Roxas (default), Kairi (default)

MAGIC LOCK-ON
AP: 1
Effect: Magic automatically targets enemies with a yellow marker.
Availability:
 - Characters: Sora (default), Riku (default), Aqua (default), Roxas (default), Kairi (default)
Note: If unequipped, magic always strikes straight forward (or on a locked-on target, if possible).

COMBO MASTER
AP: 4
Effect: Can continue a combo even if you don't hit a valid target.
Availability:
 - Characters: Sora (defeat the Unversed in Monstropolis: The Factory / Second Floor and make Boo laugh [Beginner/Standard/Proud]; defeat Darkside [Critical]), Riku (default), Aqua (default), Roxas (default), Kairi (default)
 - Formchanges: All Keyblades (except Rage Form)

OMEGA FINALE
AP: —
Effect: Can use a finisher mid-combo by pressing Circle.
Availability:
 - Formchanges: Favorite Deputy, Happy Gear, Wheel of Fate

COMBO PLUS
AP: 4
Effect: Extends maximum ground combo length by 1 for each one equipped (except during a formchange).
Availability:
 - Characters: Sora (Warrior 2/9, Guardian 6/24, Mystic 6/30)

AIR COMBO PLUS
AP: 4
Effect: Extends maximum air combo length by 1 for each one equipped (except during a formchange).
Availability:
 - Characters: Sora (Warrior 4/16, Guardian 14/32, Mystic 16/40)

BERSERK CHARGE
AP: —
Effect: During MP Charge, increases Strength by 1 and extends maximum combo length to infinite (maximum combo length does not change during a formchange).
Availability:
 - Full Course: 4+ *** dishes

ENDLESS MAGIC
AP: —
Effect: Extends maximum magic combo length to infinite.
Availability:
 - Accessories: Mickey Clasp

COMBO BOOST
AP: 5
Effect: Increases the amount of damage dealt by the second and later hits of a ground combo by (no. of attacks in the combo × 5% for each one equipped).
Availability:
 - Characters: Sora (Warrior 20, Guardian 36, Mystic 46)
 - Weapons: Ultima Weapon (Lv. 0)

AIR COMBO BOOST
AP: 5
Effect: Increases the amount of damage dealt by the second and later hits of an air combo by (no. of attacks in the combo × 5% for each one equipped).
Availability:
 - Characters: Sora (Warrior 24, Guardian 42, Mystic 50)
 - Weapons: Ultima Weapon (Lv. 0)

MAGIC GALVANIZER
AP: 5
Effect: Increases the amount of damage dealt by the second and later hits of a magic combo by (no. of attacks in the combo × 10% for each one equipped). Includes techniques that utilise the Magic stat.
Availability:
 - Characters: Sora (Warrior 46, Guardian 50, Mystic 26)
 - Formchanges: Shooting Star, Ever After

(Note: Magic Combo Boost if you don't care for the fancy translation.)

ON THE VARIOUS COMBO BOOST ABILITIES
------------------------------------
* The (no. of attacks in the combo) is counted for each technique and spell; the count resets if a technique misses (missed magic adds to the count as normal).
* Techniques with a hit count of 2+ have all such hits counted, even if they don't connect. However, magic and the following techniques only add 1 to the count, even if they have a hit count of 2+:
  - Drill Punch, Twin Yo-Yos, Clock Drill (most attacks)
  - Agile Claws, Blizzard Claws (some attacks)
* The following attacks don't add to the formula's (no. of attacks):
  - The Attack command when Berserk Charge is active during MP Charge (including during formchanges, even though maximum combo length ia fixed when so transformed)
  - Magic and Magic-dependent techniques when Endless Magic is active
  - Double Arrowguns' and Hunny Blasters' Attack, Magic Launcher's and Hunny Launcher's medium and long-range Attack (artillery), Mirage Staff's Avatar Barrage

(Note: I assume Combo Boost/Air Combo Boost are [no. of valid hits × 10%] and Magic Galvanizer is [no. of valid hits × 20%] when both instances of the relevant ability are equipped, but I'm not certain.)

REPRISAL BOOST
AP: 3
Effect: Increases the amount of damage dealt by reprisals, Risk Dodge reprisals, Payback Strike and Final Blow by 50%.
Availability:
 - Characters: Sora (Warrior 40, Guardian 20, Mystic 24), Aqua (default)

FIRE BOOST
AP: 4
Effect: Increases the damage dealt by Fire-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Warrior 14, Guardian 9, Mystic 16), Donald (defeat the Heartless in Olympus: Thebes / Alleyway)
 - Weapons: Dawn Till Dusk, Mage's Staff+
 - Accessories: Master Medal (Verum Rex Rank A), Fire Cufflink, Celestriad

BLIZZARD BOOST
AP: 4
Effect: Increases the damage dealt by Blizzard-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Warrior 30, Guardian 38, Mystic 18), Donald (defeat the Heartless in Arendelle: The North Mountain after the Frozen Slider section), Marshmallow (default)
 - Weapons: Crystal Snow (Lv. 9), Midnight Blue (Lv. 0), Magician's Wand+
 - Accessories: Star Medal (Frozen Slider Rank A), Blizzard Cufflink, Celestriad

THUNDER BOOST
AP: 4
Effect: Increases the damage dealt by Thunder-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Warrior 34, Guardian 40, Mystic 34), Donald (defeat the enemies in the electrified section of Monstropolis: The Factory / Second Floor)
 - Weapons: Phantom Green (Lv. 0), Astrolabe, Astrolabe+
 - Accessories: Star Medal (Flash Tracer: Course A Rank A), Thunder Cufflink, Celestriad

WATER BOOST
AP: 4
Effect: Increases the damage dealt by Water-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Warrior 18, Guardian 28, Mystic 12)
 - Accessories: Master Medal (Festival Dance Rank A), Water Cufflink, Yin-Yang Cufflink

AERO BOOST
AP: 4
Effect: Increases the damage dealt by Aero-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Warrior 38, Guardian 48, Mystic 38)
 - Weapons: Ever After (Lv. 10), Nirvana+
 - Accessories: Star Medal (Flash Tracer: Course B Rank A), Aero Cufflink, Yin-Yang Cufflink

HEARTLESS BUSTER
AP: —
Effect: Increases the damage dealt to Heartless by 30%.
Availability:
 - Weapons: Heartless Maul, Heartless Maul+

NOBODY BUSTER
AP: —
Effect: Increases the damage dealt to Nobodies by 30%.
Availability:
 - Weapons: Nobody Guard, Nobody Guard+

FULL MP BLAST
AP: 2
Effect: Increases damage dealt by MP-consuming attacks (excluding links) when the MP gauge is full by 50% for each one equipped (rounded up).
Availability:
 - Characters: Sulley (default)
 - Weapons: Happy Gear (Lv. 6), Astrolabe+
 - Accessories: Junior Medal (Frozen Slider Rank B), Force Ring

SECOND CHANCE
AP: 4
Effect: Survives an otherwise fatal hit with 1 HP, as long as you had at least 2 HP remaining beforehand.
Availability:
 - Characters: Sora (Warrior 48, Guardian 30, Mystic 42), Goofy (defeat the Heartless in Kingdom of Corona: The Forest / Hills), Hercules (default), Woody (default), Marshmallow (default), Riku (default), Aqua (default), Roxas (default), Kairi (default)
 - Accessories: Star Medal (Flash Tracer: Course A Rank A)
 - Formchanges: Hero's Origin, Hunny Spout, Classic Tone, Ultima Weapon

WITHSTAND COMBO
AP: 4
Effect: Survives an otherwise fatal combo (ie. being knocked around without regaining composure) with 1 HP, as long as you had at least 2 HP remaining beforehand.
Availability:
 - Characters: Sora (Warrior 26, Guardian 4, Mystic 28), Goofy (defeat Darkubes), Riku (default), Aqua (default), Roxas (default), Kairi (default)
 - Accessories: Star Medal (Frozen Slider Rank A)
 - Formchanges: Hero's Origin, Hunny Spout, Classic Tone, Ultima Weapon

FIRAZA
AP: —
Effect: Changes all Fire-type grand magic commands to Firaza and increases the probability of it appearing by 15% for each one equipped.
Availability:
 - Weapons: Dawn Till Dusk (Lv. 0)
 - Accessories: Fire Cufflink
 - Full Course: 2+ *** dishes

BLIZZAZA
AP: —
Effect: Changes all Blizzard-type grand magic commands to Blizzaza and increases the probability of it appearing by 15% for each one equipped.
Availability:
 - Weapons: Midnight Blue (Lv. 0)
 - Accessories: Blizzard Cufflink
 - Full Course: 2+ *** dishes

THUNDAZA
AP: —
Effect: Changes all Thunder-type grand magic commands to Thundaza and increases the probability of it appearing by 15% for each one equipped.
Availability:
 - Weapons: Phantom Green (Lv. 0)
 - Accessories: Thunder Cufflink
 - Full Course: 3+ *** dishes

WATERZA
AP: —
Effect: Changes all Water-type grand magic commands to Waterza and increases the probability of it appearing by 15% for each one equipped.
Availability:
 - Weapons: Wheel of Fate (Lv. 0)
 - Accessories: Water Cufflink
 - Full Course: 3+ *** dishes

AEROZA
AP: —
Effect: Changes all Aero-type grand magic commands to Aeroza and increases the probability of it appearing by 15% for each one equipped.
Availability:
 - Weapons: Ever After (Lv. 4)
 - Accessories: Aero Cufflink
 - Full Course: 3+ *** dishes

CURAZA
AP: —
Effect: Enables the appearance of the grand magic command Curaza at a base 25% probability, plus a further 25% if Sora is at or below 25% HP and an additional 10% for each teammate at or below 25% HP. Can only be used once per battle.
Availability:
 - Full Course: 5 *** dishes

MORE GRAND MAGIC
AP: —
Effect: Increases the probability of a grand magic command appearing by 1.3× (calculated after the above relevant abilities).
Availability:
 - Full Course: 5 *** dishes

GRAND MAGIC EXTENDER
AP: 3
Effect: Extends the availability period of grand magic commands by 4 seconds for each one equipped.
Availability:
 - Characters: Sora (Warrior 42, Guardian 44, Mystic 20; Banana Flan 20,000+ points; Flash Tracer: Course B Rank A)

SITUATION BOOST
AP: —
Effect: Accumulates 1.2× the normal form value.
Availability:
 - Weapons: Ultima Weapon (Lv. 0), Oathkeeper (Lv. 4), Oblivion (Lv. 4)

FORMCHANGE EXTENDER
AP: 3
Effect: Extends the availability period of formchange commands by 6 seconds for each one equipped.
Availability:
 - Characters: Sora (Cherry Flan 20,000+ points)
 - Weapons: Kingdom Key (Lv. 4), Hero's Origin (Lv. 4), Shooting Star (Lv. 4), Favorite Deputy (Lv. 4), Hunny Spout (Lv. 6), Nano Gear (Lv. 6), Wheel of Fate (Lv. 6), Starlight (Lv. 4), Midnight Blue (Lv. 4), Phantom Green (Lv. 4), Dawn Till Dusk (Lv. 4), Oathkeeper (Lv. 9), Oblivion (Lv. 9)

ATTRACTION ENHANCER
AP: 3
Effect: Increases the probability of CHANCE! markers appearing when using attractions by 5% for each one equipped.
Availability:
 - Characters: Sora (Warrior 12, Guardian 18, Mystic 44; Flash Tracer: Course A Rank A)

ATTRACTION EXTENDER
AP: 3
Effect: Extends the availability period of attraction commands by 8 seconds for each one equipped.
Availability:
 - Characters: Sora (Warrior 22, Guardian 22, Mystic 22; Strawberry Flan 17,000+ points; Honeydew Flan 15,000+ points)

TEAM EFFORT
AP: 50
Effect: A teammate with this ability equipped will always call for a team attack at the start of a battle (if that teammate can call for multiple team attacks, one is selected at random). Does not work if the situation command for that team attack is already displayed.
Availability:
 - Characters: Hercules (default), Woody (default), Buzz (default), Rapunzel (default), Sulley (default), Mike (default), Marshmallow (default), Jack (default), Baymax (default)

MORE TEAM ATTACKS
AP: 5
Effect: Increases the chances of a team attack being called the more are equipped (→p. 193).
Availability:
 - Characters: Donald (defeat the Heartless Ships in The Caribbean: Over the Edge), Goofy (win Luxord's race to Port Royal), Hercules (default), Woody (default), Buzz (default), Rapunzel (default), Sulley (default), Mike (default), Marshmallow (default), Jack (default), Baymax (default)

(Note: Must check precise odds later. Big section.)

TEAM ATTACK EXTENDER
AP: 3
Effect: Extends the availability period of team attack commands called by the party member who has this ability equipped by 15 seconds.
Availability:
 - Characters: Donald (defeat the Heartless in Twilight Town: The Neighborhood / The Woods), Goofy (defeat the Gigases in Toy Box: Galaxy Toys / Main Floor: 1F), Hercules (default), Woody (default), Buzz (default), Rapunzel (default), Sulley (default), Mike (default), Marshmallow (default), Jack (default), Baymax (default)

OVERTIME
AP: —
Effect: When multiple situation commands are available, using one will add its remaining time to that of the others (maximum 99.9 seconds). Does not affect situation commands with orange bar timers (ie. it doesn't add time, nor is time added to it).
Availability:
 - Full Course: 2+ *** dishes

(Note: Check later for multiples: flat addition or divided?)

LINK EXTENDER
AP: 4
Effect: Extends the duration of links by 25%.
Availability:
 - Characters: Sora (Warrior 32, Guardian 34, Mystic 48)

AUTO-FINISH
AP: 3
Effect: Automatically uses a finisher when its availability period ends (only works during active combat).
Availability:
 - Characters: Sora (Warrior 5, Guardian 5, Mystic 5)

HIDDEN POTENTIAL
AP: —
Effect: Increases Strength and Magic to a minimum value depending on that area's battle level (see table below). Has no effect if equipment and other effects (excluding cuisine and abilities) have increased them above that value.
Availability:
 - Formchanges: All Keyblades (except Rage Form)

TABLE: HIDDEN POTENTIAL VALUES
------------------------------
LEVEL   VALUE
1       10
4       12
10      15
12      17
14      18
16      19
18      21
20      22
22      23
24      25
26      26
28      27
30      28
32      30
34      31
36      32
38      34
40      35
42      36
46      39
50      41
60      48
70      54
* Boosts provided by cuisine and abilities are added onto the above values.

(Note: I don't know the Data Org. or Yozora's relevant stats with certainty; anecdotal reports claim the minimum value for the Data Org. is 74. I'm guessing their BL would be 90+, though, and Yozora is very likely BL 99.)

JOIN FORCE
AP: —
Effect: Strength and Magic increase by 5 when the player character attacks the target.
Availability:
 - Characters: All joint struggle characters (default)

(Note: "Joint struggle" characters are the temporary allies in the Keyblade Graveyard [including NPC versions of PCs]; this includes RoD Mickey and SaC Sora/Kairi. If I'm reading this right, this further boosts their Str/Mag to 54/55 respectively…but only when the controlled PC attacks the same target simultaneously.)

DAMAGE CONTROL
AP: 4
Effect: Reduces damage taken when at or below 25% HP depending on no. equipped, as follows:
 - 1: 50%
 - 2: 66%
 - 3: 75% [?]
Availability:
 - Characters: Sora (default; Warrior 50, Guardian 2, Mystic 32; defeat Darkside [Critical]), Goofy (defeat the Heartless in San Fransokyo: The City / South District), Hercules (default), Sulley (default), Marshmallow (default), Riku (default), Aqua (default), Mickey (default), Ventus (default), Roxas (default), Xion (default)

DEFENDER
AP: 3
Effect: Increases Defense by 2 when at or below 25% HP. Multiples change the HP threshold as follows:
 - 2: 50% HP
 - 3: 75% HP
 - 4+: 100% HP
Availability:
 - Characters: Goofy (default), Buzz (default), Jack (default), Baymax (default)
 - Weapons: Hero's Origin (Lv. 0)
 - Accessories: Master Medal (Verum Rex Rank A), Soldier's Earring, Fencer's Earring
 - Formchanges: Hero's Origin, Hunny Spout, Classic Tone

HYPER HEALING
AP: 3
Effect: Speeds up incapacitated party members' recovery time by and enhances HP restoration upon recovery to specific amounts depending on no. equipped, as follows:
 - 1: 50% faster / 50% HP
 - 2: 66% faster / 75% HP
Availability:
 - Characters: Donald (defeat the Metal Troll in San Fransokyo: The Bridge), Goofy (defeat the second Nobody wave in Arendelle: The Labyrinth of Ice / Middle Tier), Hercules (default), Woody (default), Buzz (default), Rapunzel (default), Flynn (default), Sulley (default), Mike (default), Marshmallow (default), Jack (default), Baymax (default)
 - Weapons: Heartless Maul, Nobody Guard+

TOP CONDITION
AP: —
Effect: Restores the party's HP fully at the start of a battle.
Availability:
 - Full Course: 3+ *** dishes

WIZARD'S RUSE
AP: —
Effect: When magic is used, may recover the same amount of HP as MP consumed. No. equipped changes the probability of activation as follows:
 - 1: 25%
 - 2: 37.5%
 - 3: 50%
Availability:
 - Weapons: Grand Chef (Lv. 0)
 - Accessories: Star Medal (Frozen Slider Rank A), Wisdom Ring

HP WALKER
AP: 4
Effect: Recovers 1 HP 5 seconds after beginning to walk or run and at certain intervals thereafter, depending on no. equipped:
 - 1: Every 0.5 seconds
 - 2: Every 0.33 seconds
Availability:
 - Characters: Rapunzel (default)
 - Accessories: Forest Clasp
 - Formchanges: Crystal Snow, Nano Gear, Grand Chef

MP WALKER
AP: 1
Effect: Recovers 1 MP 5 seconds after beginning to walk or run and at certain intervals thereafter, depending on no. equipped:
 - 1: Every 0.5 seconds
 - 2: Every 0.33 seconds
Availability:
 - Characters: Mike (default)
 - Accessories: Laughter Pin
 - Formchanges: Crystal Snow, Nano Gear, Grand Chef

BLOCK REPLENISHER
AP: 3
Effect: Restores 3 MP upon successfully blocking an attack (and not being staggered by it).
Availability:
 - Characters: Sora (Warrior 36, Guardian 9, Mystic 36)

DAMAGE SYPHON
AP: 3
Effect: When damaged, restores (HP damage taken ÷ maximum HP × 100 × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Characters: Donald (defeat the Nobodies in Kingdom of Corona: The Kingdom / Wharf), Rapunzel (default)
 - Weapons: Save the Queen, Save the Queen+, Save the King, Save the King+
 - Accessories: Fire Chain, Blizzard Chain, Thunder Chain, Dark Chain, Aqua Chaplet, Aero Armlet, Star Medal, Moon Amulet, Star Charm, Cosmic Arts

(Note: Unaltered Japanese description for Damage Syphon, as I'm unsure of the exact formula. It seems to be the same as vanilla KHII.)
Effect: HPが最大値の1%減ると1, 2%減ると2…といった具合に回復する(*3)
*3: 回復量は小数点以下切り上げ(たとえば, HPが最大値の4.5%減ったら, 5回復する). また, このabilityを2個以上利用している場合は, 小数点以下を切り上げる前に利用個数を掛ける(たとえば, Damage Syphonを2個利用しているときに, HPが最大値の4.5%減ったら, 9回復する)

FIRE SYPHON
AP: —
Effect: When struck by a Fire-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Weapons: Knight's Shield+
 - Accessories: Fire Bangle, Fira Bangle, Firaga Bangle, Firaza Bangle, Master Medal (Flash Tracer: Course B Rank B)

BLIZZARD SYPHON
AP: —
Effect: When struck by a Blizzard-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Weapons: Aegis Shield+
 - Accessories: Blizzard Choker, Blizzara Choker, Blizzaga Choker, Blizzaza Choker, Master Medal (Frozen Slider Rank B)

THUNDER SYPHON
AP: —
Effect: When struck by a Thunder-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Weapons: Star Shield+
 - Accessories: Thunder Trinket, Thundara Trinket, Thundaga Trinket, Thundaza Trinket, Master Medal (Flash Tracer: Course A Rank B)

WATER SYPHON
AP: —
Effect: When struck by a Water-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Weapons: Storm Anchor, Storm Anchor+
 - Accessories: Elven Bandanna, Divine Bandanna, Master Medal (Festival Dance Rank B)

AERO SYPHON
AP: —
Effect: When struck by an Aero-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Weapons: Clockwork Shield+
 - Accessories: Wind Fan, Storm Fan, Master Medal (Flash Tracer: Course B Rank B)

DARK SYPHON
AP: —
Effect: When struck by a Dark-type attack, restores (3 × attack's power modifier × no. equipped) MP (rounded up). Does not work during MP Charge.
Availability:
 - Accessories: Shadow Anklet, Dark Anklet, Midnight Anklet, Chaos Anklet, Star Medal (Flash Tracer: Course B Rank A)
 - Formchanges: Oathkeeper (Double Form), Oblivion

MP HASTE
AP: 3
Effect: Speeds up MP Charge restoration time by 10% for each one equipped.
Availability:
 - Characters: Sora (Warrior 6, Guardian 12, Mystic 4), Donald (defeat the Heartless in Olympus: Thebes / Agora), Woody (default), Mike (default)
 - Weapons: Starlight (Lv. 0), Classic Tone (Lv. 0/6/9)
 - Accessories: Sorcerer's Ring, Yin-Yang Cufflink, Bronze Necklace, Silver Necklace, Master's Necklace
 - Formchanges: Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk

MP HASTERA
AP: —
Effect: Speeds up MP Charge restoration time by 20% for each one equipped.
Availability:
 - Characters: Baymax (default)
 - Weapons: Save the Queen, Flanniversary Badge
 - Formchanges: Crystal Snow, Nano Gear, Grand Chef, Ultima Weapon

MP HASTEGA
AP: —
Effect: Speeds up MP Charge restoration time by 30% for each one equipped.
Availability:
 - Characters: Riku (default), Aqua (default)
 - Accessories: Save the Queen+, Crystal Regalia, Crystal Regalia+, Mickey Clasp
 - Formchanges: Shooting Star, Ever After

LEAF BRACER
AP: 1
Effect: Renders self invincible while using Cure-line magic.
Availability:
 - Characters: Sora (Warrior 28, Guardian 26, Mystic 14), Riku (default), Aqua (default), Roxas (default), Kairi (default)
 - Weapons: Ever After (Lv. 0)
 - Formchanges: Shooting Star, Ever After

CURE CONVERTER
AP: —
Effect: When Cure-line magic is used during battle, accumulates form value proportional to remaining MP beforehand (rounded up). Multiples change the accumulated value as follows:
 - 1: (35 × % of remaining MP before use) + 15
 - 2: (50 × % of remaining MP before use) + 15
 - 3: (65 × % of remaining MP before use) + 15
Availability:
 - Accessories: Buster Ring, Phantom Ring, Valor Ring, Orichalcum Ring

ITEM BOOST
AP: —
Effect: Increases the efficacy of HP, MP and Focus-restoring items used through the command window (including shortcuts) by 50% for each one equipped.
Availability:
 - Characters: Baymax (default)
 - Weapons: Warhammer+
 - Armour: Hero's Glove
 - Accessories: Star Medal

BURN PROTECTION
AP: —
Effect: Nullifies the burn status.
Availability:
 - Weapons: Knight's Shield+
 - Accessories: Firefighter Rosette, Junior Medal (Verum Rex Rank B)

CLOUD PROTECTION
AP: —
Effect: Nullifies the cloud status.
Availability:
 - Weapons: Storm Anchor+
 - Accessories: Umbrella Rosette, Junior Medal (Verum Rex Rank B)

SNEEZE PROTECTION
AP: —
Effect: Nullifies the sneeze status.
Availability:
 - Weapons: Clockwork Shield+
 - Accessories: Mask Rosette, Junior Medal (Festival Dance Rank B)

FREEZE PROTECTION
AP: —
Effect: Nullifies the freeze status.
Availability:
 - Weapons: Crystal Snow (Lv. 0), Aegis Shield+
 - Accessories: Snowman Rosette, Junior Medal (Frozen Slider Rank B)

ELECTRIC PROTECTION
AP: —
Effect: Nullifies the electrify status.
Availability:
 - Weapons: Star Shield+
 - Formchanges: Insulator Rosette, Junior Medal (Festival Dance Rank B)

STUN PROTECTION
AP: —
Effect: Nullifies the stun status.
Availability:
 - Weapons: Nano Gear (Lv. 0), Save the King+
 - Accessories: Master Medal (Flash Tracer: Course A Rank B)

TREASURE MAGNET
AP: 1
Effect: Extends the distance prizes can be drawn from, depending on no. equipped:
 - 1: 3 metres
 - 2+: 6 metres
Availability:
 - Characters: Sora (Warrior 3, Guardian 3, Mystic 3; Orange Flan 23,000+ points), Riku [×2] (default), Aqua [×2] (default), Donald (default), Goofy (default), Hercules (default), Rapunzel (default), Flynn (default), Mike (default), Jack (default)
 - Weapons: Kingdom Key (Lv. 0)
 - Accessories: Junior Medal (Verum Rex Rank B)

MAGIC TREASURE MAGNET
AP: —
Effect: Draws in prizes dropped by enemies defeated with magic and Magic-dependent techniques from any distance.
Availability:
 - Weapons: Shooting Star (Lv. 0)
 - Accessories: Master Medal, Mage's Earring, Slayer's Earring
 - Formchanges: Shooting Star, Ever After

MASTER TREASURE MAGNET
AP: —
Effect: Draws in prizes from any distance.
Availability:
 - Characters: Sora (collect all 10 Frozen Slider treasures)
 - Accessories: Draw Ring
 - Formchanges: Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk

LUCKY STRIKE
AP: —
AP: 5
Effect: Increases the drop rate of prize boxes by 1 + (0.3 × no. equipped by active party)×.
Availability:
 - Characters: Goofy, Buzz, Flynn, Jack
 - Weapons: Favorite Deputy
 - Accessories: Master Medal (Verum Rex Rank A), Lucky Ring
 - Formchanges: Kingdom Key, Starlight, Midnight Blue, Phantom Green, Dawn Till Dusk

CRITICAL COUNTER [CRIT-EX]
AP: 5
Effect (in-game desc.): Deal extra damage with reprisals by blocking right before an enemy attack lands.
Availability:
 - Characters: Sora (defeat Darkside), Riku (default), Aqua (default), Roxas (default), Kairi (default)

CRITICAL RECHARGE [CRIT-EX]
AP: 3
Effect (in-game desc.): Fill situation command gauges more quickly while recharging MP.
Availability:
 - Characters: Sora (defeat Darkside)

CRITICAL CONVERTER [CRIT-EX]
AP: 1
Effect (in-game desc.): Green attraction indicators no longer appear, but filling the gauge always produces a formchange command. Indicators may still appear for certain battles.
Availability:
 - Characters: Sora (defeat Darkside)

PRIZE PROLIFERATOR
AP: —
Effect: Increases the amount of prizes (excluding prize boxes) dropped by 1.5× (rounded up).
Availability:
 - Full Course: 2+ *** dishes

RAGS TO RICHES
AP: —
Effect: The following prizes are converted into different sizes of munny (large munny is unaffected):
 - HP prize (small), MP prize (small), Focus prize (small) → munny (small)
 - HP prize (large), MP prize (large), Focus prize (large), munny (small) → munny (medium)
 - Munny (medium) → munny (large)
Availability:
 - Full Course: 4+ *** dishes

HP CONVERTER
AP: —
Effect: Converts small HP prizes into large HP prizes.
Availability:
 - Weapons: Oblivion (Lv. 0)
 - Accessories: Bronze Amulet

MP CONVERTER
AP: —
Effect: Converts small MP prizes into large MP prizes.
Availability:
 - Weapons: Oathkeeper (Lv. 0)
 - Accessories: Silver Amulet

FOCUS CONVERTER
AP: —
Effect: Converts small Focus prizes into large Focus prizes.
Availability:
 - Weapons: Happy Gear (Lv. 0)

MUNNY CONVERTER
AP: —
Effect: Converts munny as follows:
 - Munny (small) → Munny (medium)
 - Munny (medium) → Munny (large)
Availability:
 - Accessories: Gold Amulet

* The above abilities are prioritised in the following order when equipped simultaneously: Prize Proliferator → HP/MP/Focus Converter → Rags to Riches → Munny Converter.

HARVESTER
AP: 3
Effect: When collecting ingredients in the field with Triangle, obtains one extra ingredient for each one equipped by the active party.
Availability:
 - Characters: Goofy (default)
 - Weapons: Hunny Spout (Lv. 0)
 - Accessories: Gourmand's Ring

SHARE PRIZES
AP: 4
Effect: If your HP or MP is full when you collect a relevant prize, it heals a teammate instead (Sora takes priority; if he is fully healed, others are chosen randomly). It also allows you to collect Focus prizes (these restore Sora's Focus gauge).
Availability:
 - Characters: Goofy (defeat the Unversed in Monstropolis: Monsters, Inc. / Laugh Floor), Woody (default), Flynn (default), Sulley (default), Baymax (default)

CUISINE EXTENDER
AP: —
Effect: Extends the duration of cuisine bonuses by 1.5×.
Availability:
 - Full Course: 0+ *** dishes

HEARTY MEAL
AP: —
Effect: Increases cuisine stat bonuses by 1.25× (rounded up).
Availability:
 - Full Course: 1+ *** dishes

CHEF EXTRAORDINAIRE
AP: —
Effect: Increases your chances of getting EXCELLENT ratings when cooking at the Bistro.
Availability:
 - Weapons: Grand Chef (Lv. 3)
 - Accessories: Gourmand's Ring

(Note: Does not stack.)

(Note: JP details. Must check later.)
* 同じ料理作りでも, 料理によって[難しさ](画面には表示されない / →p. 410)が異なり, 難しいものほど評価が[GOOD]や[EXCELLENT]になりにくい
* SoraがGourmand's RingかGrand Chefを装備してability Chef Extraordinaire の効果を得ていると, それぞれの料理作りの解説に記しているように, 必要な入力量が減る(Chef Extraordinaireの効果は重複しない)

FRONTLINE PHOTOGRAPHER
AP: —
Effect: 吹き飛ばされないかぎり, 攻撃を受けてもphoto modeが解除されなくなる(→p. 200) (You remain in photo mode when attacked (unless knocked back).)
Availability:
 - Accessories: Hero's Belt

MULTILOCK
AP: —
Effect: Can target up to six enemies at once (doesn't work when using the R1 button's lock-on).
Availability:
 - Formchanges: Shooting Star (Double Arrowguns), Hunny Spout (Hunny Blasters)

GUARDBREAKER
AP: —
Effect: Ignores enemies' guard.
Availability:
 - Formchanges: Favorite Deputy, Wheel of Fate, Classic Tone, Oathkeeper (Double Form), Oblivion (Double Form)

(Note: This means you can attack Large Bodies from the front, Earth Cores from the back and side, etc.)

HUNNY SHOT
AP: —
Effect: Each projectile fired inflicts honey status on struck enemies, if possible.
Availability:
 - Formchanges: Hunny Spout
 
NANO TRANSFORM
AP: —
Effect: Techniqueを出すたたびにKeybladeの先端部分の形状が変わる
Availability:
 - Formchanges: Nano Gear

BestiaryEdit

KINGDOM HEARTS III BESTIARY

Ultimania downloads: https://archive.org/details/KHUltimania
DeepL translator: https://www.deepl.com/

Feel free to take and use this document for your own purposes.

Translations may sacrifice "literalness" to get the point across better in English.
Some AI behaviour in patch(es) 1.04+ may differ from what's noted here.
Mentions of the X and Circle buttons are switched to match the English version.

All DLC-exclusive data is tentative/unconfirmed and prone to change at any moment.
All DLC rewards carry over into the base game and vice versa.

NOTES ON GUARDING: The in-game ability is called "Block" in the English version; I may use either "blocking" or "guarding" for the action as I deem appropriate. Standard (frontal) guard is 220° wide (central point being Sora's location) and lasts for 0.6 seconds per use. Repel indicates an attack that can be stopped (causing the attacker to stagger) or (in the case of projectiles) deflected. Negate (ie. "negate damage") indicates an attack that continues throughout the guard (projectiles dissipate). No is self-explanatory.
- Some attacks can be blocked from behind regardless, noted in the respective enemy/technique's section.
- All other PCs (Riku/Aqua/Roxas/Kairi), Guardian Form, Ultimate Form, and Nano Gear's Formchange Nano Arms have a 360° guard that lasts for 0.83 seconds per use.
- Counterguard/reprisal techniques are generally those with the term "counter" in their names, used during guarding (eg. Counter Kick, Counter Blast), and are an expansion of the KH II ability of the same name.

The game often translates リベンジ ("revenge") as "counter" (eg. Counter Kick, Counter Slash); for the most part I will do the same when referring to actions and the like, but will leave the term "revenge value" (when referring to the invisible numerical counter) as is since the fanbase is more familiar with that term in that context.
- tl;dr enemy hits revenge value, uses counter (whether an attack or some other action) in retaliation; reaction value is a similar concept in reverse that causes the enemy to flinch

突き - stab, thrust, lunge
突進 - rush, charge
I'll likely change tech name translations involving these as needed after getting a better view of the actual attacks.
All mentions of "devil" in the Tower and Tide's attacks were changed to "demon" to match the English version.
(Notes to self: change relevant instances of "overhead" to "upward", and also "bullet" to "projectile" or something suitable.)

Stagger and flinch mean the same thing, terms are used interchangeably depending on which sounds less awkward in context.

Maximum HP increase: +10 in Beginner/Standard/Proud, +5 in Critical
Maximum MP increase: +5 in Beginner/Standard/Proud, +2 in Critical
Note: These apply to Sora, haven't checked for allies.

Locations and detailed stats for non-boss enemies are very much incomplete, since I haven't yet checked for precise data. Corrections and other inputs welcome (Kalavinka@GameFAQs).

https://wikiwiki.jp/kh-3/ - JP wiki with data, must do a thorough check later. Has RVs for the Data Org., so that's something.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ENEMY PAGE OVERVIEW

各world登場するenemyたちの詳細なdataを紹介しよう. 行く手をはばむboss敵に勝てないときは, 攻略adviceの記事を参考に挑んでみてほしい.

Normal敵は基本的にGummiphoneの[enemy攻略事典]での並び順で, boss敵はworld訪問chartの順(→p. 212)で掲載

1. OUTWARD APPEARANCE: What the enemy looks like.
2. NAME: The enemy's name.
3. MARK: A mark that indicates whether the enemy is a Heartless, Nobody or Unversed; enemies not of these types lack a mark.
4. LOCATIONS: Locations where the enemy appears.
5. HP MODIFIER / HP: Modifier that determines the enemy's maximum HP (→p. 596); bosses have a fixed HP value.
6. EXPERIENCE MODIFIER / EXPERIENCE: Modifier that determines the amount of EXP the enemy gives when defeated (→p. 596); bosses do not give EXP.
7. TYPE AFFINITIES: Modifier that determines how resistant the enemy is to attacks of a certain type.
8. STATUS EFFECTS: Indicates whether the enemy can be affected by a status effect; Vulnerable indicates it can be affected, and Immune indicates it can't.
9. REACTION VALUE: The enemy's reaction endurance value (→p. 597); enemies with a value of — react only under certain circumstances.
10. REVENGE VALUE: The enemy's revenge value, which triggers a counteraction (→p. 598); enemies with a value of — don't use counteractions.
11. ATTRACTION MODIFIER: Modifier that determines how resistant the enemy is to attractions (→p. 197); enemies with a value of — are exempt, as attractions can't be used against them.
12. BASE DAMAGE UPPER LIMIT: Base upper limit of damage that an enemy can take (→p. 184). — indicates no base damage upper limit.
13. PRIZE DROPS: その敵が倒されたときに落とすprizeの種類やprize boxの中身と, それぞれを落とす基本確率. HP prize, MP prize, Focus prize, munnyについては, sizeと個数も記している.
14. TECHNIQUES: Data on the techniques used by the enemy. Dataのちがう複数の攻撃をくり出す場合は, それぞれのdataを分けて掲載し, 区別するための名前を左側に記している. 項目の意味は以下のとおり.
* Technique name: The technique's name.
* Type: The attack's elemental type; attacks with a type of — deal no damage.
* Power modifier: The attack's modifier that determines how much damage it can deal (→p. 184). Attacks that hit more than once are noted in the following format.
  - x + y: Power modifier x, power modifier y, etc. attacks hit in that order.
  - x × y hits: Power modifier x's attack has y potential total hits.
  - x per hit: Power modifier x's attack can land multiple hits.
* Guard: その攻撃をguardできるかどうか. 記号の意味は下の表を参照. 赤色の太字の記号は, guardしたときにCircle buttonでRisk Dodgeが行なえることをテす(動作がどういったものになるかは, どの攻撃をguardしたかで決まる). 攻撃をくり出さない行動には[—]と記載
* Repel level: The attack's repel level (→p. 181). [—]は弾きlevelを待たず, 攻撃同士での弾き返しが起こらない(相手の攻撃とぶつからずにすり抜ける)ことを示す
* Status effect: Indicates what status effect the attack can inflict on a struck opponent, the percentage (%) chance of inflicting the effect, and how long it lasts.
15. CHARACTERISTICS: A description of the enemy's general behaviour and any special qualities it may possess.
16. STRATEGIC ADVICE: Explains how to fight the enemy effectively.
17. OTHER ENEMY DATA: Additional data relevant to the enemy; refer to each item of data for details.
18. SITUATION COMMAND: The name(s) and effect(s) of the situation command(s) that appears in combat with the enemy when certain conditions are fulfilled.

DIFFERENCES BETWEEN NORMAL ENEMIES AND BOSSES
---------------------------------------------
NORMAL ENEMIES
* Appear in various places.
* Allies can defeat them (*1).

BOSSES
* Appear at fixed times and places during the story, and don't reappear after defeat (with the exception of enemies in the Battlegates).
* Allies can't defeat them.

*1: With the exceptions of the Rock Troll in Olympus: Thebes / Agora, a Chaos Carriage in fort mode, and the Metal Troll in San Fransokyo: The Bridge.

TABLE 1: GUARD SIGNS AND MEANINGS
---------------------------------
SIGNS          GUARD        RESULT: PROJECTILES                   RESULT: OTHER
Yes (repel)    Possible     Projectiles rebound and hit enemies   Enemy's actions are interrupted and it staggers
Yes (negate)   Possible     Projectiles vanish or pass through    Enemy continues its action(s)
No             Impossible   —                                     —

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): TECHNIQUES THAT CAN BE BLOCKED FROM BEHIND
--------------------------------------------------------------------------------------
The Block ability blocks frontal techniques to a range of 220 degrees, and can't block those coming from behind. However, specific techniques used by certain enemies (listed below) can be blocked from behind regardless.

TABLE 2: ENEMY TECHNIQUES THAT CAN BE BLOCKED FROM BEHIND
---------------------------------------------------------
If only a specific part of an attack can be blocked from behind, that part is indicated in (parentheses).

ENEMY                                                 TECHNIQUES
Water Core                                            Water Upper
Malachite Bolero                                      Aero Storm
Winterhorn                                            Air Assault
Frost Serpent                                         Snow Cyclone, Burst-Out Attack
Tireblade                                             Vertical Rocket Shot
Berserker                                             Hammer Dance (drop)
Sorcerer                                              Chaos Shot, Wild Dance
Flowersnake                                           Poison Spit, Poison Scatter
Spiked Turtletoad                                     Crush
Ice Titan                                             Ice Claw
Lava Titan                                            Magma Shot, Headbutt
Tornado Titan                                         Debris Attack, Magma Storm, Ice Storm
Angelic Amber                                         Trample (except shock wave)
King of Toys                                          Missile
Grim Guardianess                                      Pollen, Call Bomb
Marshmallow                                           Jump Attack
Sköll                                                 2-Hand Scratch, Double Scratch, Dark Breath, Dark Sun (dark rain)
Lightning Angler                                      Thundaga
Catastrochorus                                        Thunderbolt
Darkubes                                              Combo Lunge, Spin Attack (drop)
Anti-Aqua                                             Magic Shot, Encircling Magic Shot
Vanitas (first, second)                               Warp Downward Swing
Lich                                                  Aerora, Thunder Disc
Xigbar                                                Shot
Luxord                                                Scare Card
Saïx                                                  Berserk Weapon Throw (weapon), Blue Berserk Downward Swing (shock wave)
Xemnas                                                Shot (*2)
Ansem                                                 Dark Laser
Young Xehanort                                        Bind Whip (thrust), Freeze Shot
Ansem, Xemnas, etc.; remaining enemies (→p. 659)      Annihilation (Keyblade bundles)
Replica Xehanorts                                     Surging Lightning Strike, Cluster Shot
Armoured Xehanort                                     Combo Attack, Knock Down, Flare, Flare Pillar, Flare Tornado (fire pillar)
Master Xehanort                                       Combo Attack (except shock wave), Knock Down, Dark Shooting
*2: Except when used during Annihilation.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ENEMY STATS ARE DETERMINED BY BATTLE LEVEL

Battle levelとは, 敵とのbattle levelの難易度を示すもので, 個々のworldやBattlegateに設定されている. すベての敵のstatusは, battle levelに応じた右の表のbase statsをもとに, 下の表のように決まるのだ. 基礎statusはbattle levelが上がるほど高くなるので, [battle level = 出現する敵のlevel]と考えるといいだろう.

[Caption: Screenshot displays a Sorcerer's HP gauge] An enemy's HP gauge is located at the top-right corner of the screen. Each gauge has a maximum length of 200 HP (2000 in the case of enemies that appear while sailing around The Caribbean); enemies that have more HP have two or more gauges. The green squares under the HP gauge represent the remaining number of gauges.

TABLE 1: HOW ENEMY STATS ARE CALCULATED
---------------------------------------
STAT                  CALCULATION
Maximum HP (normal)   Base HP × enemy's HP modifier (truncated)
Maximum HP (boss)     Always fixed at a certain value (see respective boss's section)
Strength              Same as base Strength
Defense               Same as base Defense
Experience (normal)   Base EXP × enemy's EXP modifier (rounded up to the next whole number; maximum 999)
Experience (boss)     Always 0
* Enemies lack a magic stat.

TABLE 2: ENEMY BATTLE LEVELS AND BASE STATS
-------------------------------------------
LEVEL   BASE HP   STRENGTH   DEFENSE   BASE EXP
1       24        16         8         5
4       30        19         9         6
10      42        25         12        15
12      45        27         13        19
14      49        29         14        25
16      53        31         15        30
18      57        33         16        37
22      64        36         18        53
24      68        38         19        62
26      72        40         20        71
28      76        42         21        82
30      80        44         22        93
32      83        46         23        105
34      87        48         24        118
36      91        50         25        131
38      95        52         26        146
40      99        54         27        161
42      102       55         28        177
46      110       59         30        210
50      118       63         32        247
60      137       73         37        353
70      156       82         42        478

BL 1: The Final World (tutorial)
BL 4: Olympus (A)
BL 10: Twilight Town (A, B)
BL 12: Toy Box (A)
BL 14: Olympus (B), Kingdom of Corona (A)
BL 16: Twilight Town (C), Toy Box (B)
BL 18: Kingdom of Corona (B)
BL 22: Olympus (C)
BL 24: Twilight Town (D), Toy Box (C), Monstropolis (B)
BL 26: Kingdom of Corona (C), Arendelle (B)
BL 28: Monstropolis (C)
BL 30: Olympus (D), Arendelle (C)
BL 32: Toy Box (D)
BL 34: Kingdom of Corona (D), The Caribbean (C)
BL 36: Monstropolis (D)
BL 38: Arendelle (D), San Fransokyo (C)
BL 40: The Caribbean (D)
BL 42: San Fransokyo (D), Keyblade Graveyard (first), The Final World (Lich pursuit)
BL 46: Keyblade Graveyard (second)
BL 50: Realm of Darkness, Land of Departure, Scala ad Caelum, Battlegate 0
BL 60: Battlegates 1-13
BL 70: Battlegate 14

A: 3 or less worlds cleared
B: 4-5 worlds cleared
C: 6-8 worlds cleared
D: The Final World cleared

In the case of enemies that appear while sailing on your ship around the Caribbean:
* Base Strength: 10
* Base Defense: 0
* Base EXP: 202 (post-Final World cleared, base EXP: 277)
Max HP depends on the type of enemy and where it appears (→p. 624).

EXAMPLES OF MAXIMUM HP AND EXP BATTLE LEVEL DIFFERENCES
-------------------------------------------------------
Example: Large Body
* Base HP: ×3.5
* Base EXP: ×2.5

LEVEL   HP    EXP
4       105   15
40      346   403

EDITOR'S NOTES
--------------
* EXP yield compared to Standard & Proud is 1.25× in Beginner and 0.75× in Critical. Yield should be read as "Beginner/Standard & Proud/Critical".
* EXP Incentive (random full course ability, 3 or more "+" meals) boosts yield by 1.5× (plus an additional 1.1× per level difference if Sora's BL is below the current area's).
* EXP modifiers stack.
* Unless noted otherwise, enemies will always spawn somewhere in a given location.
* Additional notes are given in [parentheses]. Many events are forced; you must defeat all enemies to continue. Some events are optional; either the event itself is optional (eg. rescues in Olympus), or the event itself is forced but enemies during the event can be ignored (eg. San Fransokyo's forced Flash Tracer).
* The "Lich chase" section of The Final World cannot be revisited.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): DAMAGE IS DETERMINED BY THESE SIMPLE CALCULATIONS

The amount of damage caused by an attack (and recovered with Cure-line magic) is determined as follows. The various calculations are simple, so determining the final amount should not be difficult; however, base upper limit revision may be a bit more complex, so be careful not to misunderstand it.

(Editor's note: "Allies" refers to Sora and other party members, unless specified otherwise.)

DAMAGE FORMULA
--------------
1. BASE DAMAGE CALCULATION

Base damage calculation is as follows. Each attack uses either Strength or Magic, as specified. Deflected projectiles use the Strength of the one who fired the projectile.

HOW BASE DAMAGE IS DECIDED
--------------------------
Attacker's Strength or Magic − target's Defense

**************************************************

2. BASE UPPER LIMIT REVISION

If step 1's result exceeds the base upper limit, this excess amount is halved (non-whole numbers are truncated); an example of such is detailed below.

TABLE 1: BASE DAMAGE UPPER LIMIT
--------------------------------
TARGET                           BASE UPPER LIMIT
Sora                             —
Allies                           24
Most normal enemies              —
Bosses and some normal enemies   12, 16 or 24 (differs between enemies)

EXAMPLE CALCULATION
-------------------
In this case, the calculated result of step 1 is 31, and an ally took the damage; the excess amount is 7. Half of 7 is 3.5; and this is truncated to 3. When added to the base upper limit, the final result is 27.

**************************************************

3. LOWER LIMIT REVISION

If step 2's result is below the lower limit listed below, it is revised to match the lower limit.

TABLE 2: DAMAGE LOWER LIMIT
---------------------------
TARGET    LOWER LIMIT
Allies    1
Enemies   1 + battle level ÷ 10 (rounded up to the next whole number)

(Note: I'm assuming it's 1 + [BL ÷ 10] until further notice; eg. lower limit for KG2 would be 6.)

**************************************************

4. POWER MODIFIER REVISION

Step 3's result (or step 2 if step 3 was unnecessary) is multiplied by the power modifier of a specified attack (rounded up to the nearest whole number). Refer to chapter 2 for allied attacks and chapter 8 for enemy attacks.

**************************************************

5. RESISTANCES, ABILITIES, ETC. REVISION

Step 4's result is revised according to the following factors; if multiple factors are included, they are calculated in order as seen in the table below.

TABLE 3: DAMAGE REVISION FACTORS
--------------------------------
FACTORS                                 COMMENTARY
Elemental type resistance               An attack with an elemental type is revised according to the target's resistance; ×0.9 with 10% resistance, ×0.8 with 20% resistance, ×0.7 with 30% resistance, etc. (rounded up to the nearest whole number)
Rapid-fire resistance                   A rapid-fire attack is revised in the same way as an attack with an elemental type
Links, team attacks (*1), attractions   Damage taken by allies is revised to ×0.25 (rounded up to the nearest whole number) when the actions specified to the left are active
Game mode (difficulty level)            Revised according to the fixed modifier for each game mode (difficulty level) (→p. 670)
Abilities                               If the attacker and/or the target have equipped abilities that can change the amount of damage dealt, the attack is revised accordingly; the revision amount differs for each ability (→pp. 157–159)
*1: Except for Interceptor Wing in the Dark Baymax battle and Trinity Sled while sliding down the North Mountain and during the Frozen Slider mini-game.

**************************************************

DETERMINING THE AMOUNT OF HP CURE-LINE MAGIC ETC. RECOVERS
----------------------------------------------------------
Base recovery amount + user's Magic

Determined individually for each magic spell and technique. Untargeted allies within range are healed for half the amount (except for Baymax's Care Spray).

****************************************************************************************************

TABLE: GAME MODE DIFFERENCES
----------------------------
GAME MODE   DAMAGE DEALT   DAMAGE TAKEN   EXPERIENCE GAINED
Beginner    ×1.25          ×0.5           ×1.25
Standard    ×1             ×1             ×1
Proud       ×1             ×1.5           ×1
Critical    ×0.5           ×2             ×0.75

(Note: Critical damage modifiers are unconfirmed.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

REPEL

IMPORTANT! When an attack is repelled, the targeted character assumes a defensive stance and/or flinches.

TYPICAL REPEL TRIGGERS
* Block an enemy's attack
* Mutual attacks from Sora (*1) and an enemy collide
* Sora's attack (*1) hits terrain
* Enemy blocks an attack  (eg. a Large Body is attacked from the front; an Earth Core is attacked from behind)
*1: Only the first part of an Attack combo can hit something in this manner.

OUTCOMES AND ACTING UPON THEM ※[無敵]……動作中は無敵になる
-----------------------------------------------------

PATTERN A: FROM A DEFENSIVE STANCE TO A REPRISAL

TRIGGERS
* Repel a small-sized enemy's attack
* Repel a small-sized projectile
- See below for details

ASSUMING A DEFENSIVE STANCE
You can't take any other actions for a short while, but the guard continues for another 0.7 seconds (0.67 seconds in the air); in this situation, you can block attacks from all directions.
[Caption 1a: Sora blocks the Neoshadow's Aerial Rush] X button

REPRISAL (INVINCIBLE)
If the attacking enemy is within 12 metres of the player character, a reprisal prompt appears (when an appropriate ability is equipped), which can be used by pressing the X button.
[Caption 1b: Sora counterattacks the Neoshadow with Counter Slash] X button

FINAL BLOW (INVINCIBLE)
You can follow up a successful reprisal with Final Blow (if equipped) by pressing the X button immediately afterward.
[Caption 1c: Sora continues his counterattack with Final Blow]

PATTERN B: FROM A STAGGER TO A REPRISAL

TRIGGERS
* Repel a large-sized enemy's attack
* When mutual attacks collide
- See below for details

STAGGER
Your stance is broken, and attacks and guards are interrupted.
[Caption 2a: Sora defends himself from a Helmed Body] Circle button

RISK DODGE (INVINCIBLE)
Blocking certain staggering attacks gives you the opportunity to use (with the Circle button) a special evasion tactic called Risk Dodge (requires the Risk Dodge ability). There are four variants of Risk Dodge, dependent on the attack blocked.
[Caption 2b: Sora moves behind the Helmed Body with Risk Dodge] X button

RISK DODGE REPRISAL (INVINCIBLE)
If you press X while using Risk Dodge, you can counter with a Risk Dodge Reprisal. There are four variants of Risk Dodge Reprisals, dependent on Risk Dodge's behaviour.
[Caption 2c: Sora counterattacks with a Risk Dodge Reprisal]

CHECK THESE POINTS!
-------------------
* Certain projectiles can be reflected back at (and deal damage to) the enemy who fired them.
* 攻撃同士がぶつかり合ったときでも, 防御姿勢をとった場合ならreprisalは実行可能. 一方, 攻撃同士がぶつかり合ってよろめいた場合は, Risk Dodgeは行なえない
* Soraが習得するreprisalのabilityは3種類あるが, 一度にsetできるのはいずれかひとつのみ(set中のものを外さなければ, ほかのものはsetできない)
* Formchange(Keyblade変形)中の特殊なguard(Barrierなど)ではSoraがよろめくことがなく, reprisalも特殊なものになる

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): REPEL EFFECT IS DETERMINED BY REPEL LEVEL
-------------------------------------------------------------------------------------
A "repel level" is assigned to all actions that may cause a repel effect (see chapter 2 for ally attacks, and chapter 8 for enemy attacks). 弾き返しが起こったとき, 敵のactionのほうが弾きLVが高ければ操作characterはよろめき, そうでなければ防御姿勢をとるのだ. なお, 弾きLVを持たないactionでは, 弾き返しは起こらない.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ENEMIES' SPECIAL TRAITS

強敵の多くは, damageを受けても平然と行動をつづけたり, こちらの攻撃を受けた直後に反撃したりする. そういったやっかいな性質に対処するためにも, それぞれの仕組みを知っておきたい.

****************************************************************************************************

REACTION ENDURANCE VALUE

A VALUE THAT INDICATES WHETHER AN ENEMY, UPON TAKING DAMAGE, CAN CONTINUE ACTING WITHOUT FLINCHING

強いnormal敵や一部のboss敵は, 攻撃を少し受けたならひるんだり吹き飛んだりせずに行動する. これには, 敵が持つ[reaction endurance value]という画面に表示されない値が関係しており, 攻撃を受けたときにこの値が1以上残っていると, ひるむなどのreactionをとらないのだ.

[Caption 1a: Sora attacks a Mechanitaur] A Mechanitaur (reaction value 3) continues to act when struck by an Attack combo…
[Caption 1b: Sora attacks surrounding Mechanitaurs] …but continuous attacks will lower its reaction value to 0 and cause it to stagger.

REACTION VALUE MECHANICS
------------------------
* 敵が攻撃を受けると, その攻撃の[reaction value]のぶんreaction endurance valueが減り, 減ったあとの値が1以上ならreactionをとらず, zeroならreactionをとる. Reaction value can't be lowered below 0.
* Reaction value recovers by 1 per 10 seconds without being attacked.
* Reaction value recovers completely if any of the following conditions are met:
  - Reaction value reaches 0; reactionが終わるか(*2); 10 seconds pass
  - A counteraction is triggered (→p. 598).
*2: Reactionが少しひるむ程度だと, 回復しない場合もある

COLUMN PORTAL: まったくひるまない敵や一時的にひるまなくなる敵もいる
------------------------------------------------------
The following enemies never flinch or otherwise react regardless of reaction value (barring special circumstances). Various other enemies do not react while attacking or in armoured mode. In such cases, you should block or dodge their attacks, and attack them from afar when possible.

NON-REACTING ENEMIES
* Darkside
* Rock Titan
* Demon Tower
* Demon Tide
* King of Toys
* Raging Vulture
* Lightning Angler

[Caption 3: Sora aims at the Raging Vulture] Raging Vulture becomes incapacitated when its HP reaches certain thresholds.
[Caption 4: Sora fights Saïx] Most Real Organization XIII members have a reaction value of 0, but don't flinch while attacking.

****************************************************************************************************

COUNTERACTIONS

COUNTERATTACKS INSTANTLY AFTER NUMEROUS ATTACKS

When attacked by the party constantly, certain regular enemies (Dusk, Reaper, and Sorcerer) and about half the bosses will abruptly retaliate by warping away or using a certain technique; these counteractions activate when its revenge value rises above a certain level (typically 6–8). A typical full Attack combo-set accumulates about 3.5 revenge, so in such cases a counteraction is usually triggered during a second combo-set.

[Caption 1: Aqua attacks Vanitas with Magic Pulse → Vanitas attacks Aqua with Warp Downward Swing] An enemy whose accumulated revenge value exceeds a certain level counterattacks regardless of its current status; they will not flinch while doing so.
[Caption 2: Sora attacks the Dark Inferno with Stun Impact] Reprisal techniques and Triangle button techniques have a revenge value of 0.

REVENGE VALUE MECHANICS
-----------------------
* When an enemy is struck by an attack, it accumulates revenge value; when this value equals or exceeds the given value listed in its stat block, a counteraction is triggered.
* If any single given enemy continuously accumulates revenge value for 20 seconds, it uses a counteraction regardless of the accumulated value.
* If accumulated revenge value stays unchanged for 3 seconds (including attacks with a revenge value of 0), it quickly drops to 0.
* If an enemy attacks or uses a counteraction, its accumulated revenge value drops to 0.

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): REVENGE VALUE IN NONSTANDARD SITUATIONS
-----------------------------------------------------------------------------------
Usually, revenge value an enemy accumulates is determined by the attack it's struck by, but in some cases, it neither increases nor decreases. Against the enemies noted below, it's possible to delay a counteraction by using attacks that don't increase its revenge value.

[Caption 3: Sora casts Fire on Anti-Aqua] It's a good idea to reduce Anti-Aqua's revenge value by incorporating Firaga into a combo.

ENEMIES WITH NONSTANDARD REVENGE VALUE ACCUMULATION
---------------------------------------------------
DUSK
* Attacks that aren't Physical-type don't increase revenge value.

REAPER
* After two counteractions, its revenge value doesn't increase for 20 seconds.

DEMON TOWER
* Blizzard-type attacks reduce its accumulated revenge value (*1).

ANTI-AQUA
* Fire-type attacks reduce her accumulated revenge value (*1).

LICH
* After two counteractions, its revenge value doesn't increase for 12 seconds.
* Dark-type and Neutral-type attacks don't increase revenge value.
* Specifically-typed attacks increase revenge value by 25% the normal value in certain areas (as noted below):
  - Olympus and Monstropolis: Blizzard-type, Thunder-type, Water-type
  - Toy Box: Blizzard-type, Water-type
  - Kingdom of Corona and The Caribbean: Blizzard-type, Thunder-type
  - Arendelle: Thunder-type, Water-type

*1: Reduced value is the same as the value indicated for that technique.

****************************************************************************************************

ARMOURED MODE

WITHSTANDS ATTACKS AS LONG AS ITS ARMOUR HAS HP REMAINING

The enemies in Table 1 may transform into a special "armoured mode"; such enemies use the traits listed in Table 2, and neither stagger nor lose HP. Instead, attacks reduce armour HP; enemies revert to normal when armour HP reaches 0. Each attack deals a fixed amount of damage to armour HP regardless of its power modifier (1か2か3が多い). The attacks in Table 3 are effective at reducing armour HP quickly.

[Caption: Armoured Marshmallow's armour HP is displayed] An armoured enemy's HP gauge is that of the armour, not itself. Armour HPの量は敵ごとに異なるが(50か100が多い), の長さはその量に関係なく一定.

TABLE 1: ENEMIES WITH AN ARMOURED MODE
--------------------------------------
* Satyr (in group formation / p. 610)
* Rock Troll (*2)
* Metal Troll
* Chief Puff
* Marshmallow
* Catastrochorus
*2: Lacks an armoured mode in Olympus and the Keyblade Graveyard.

(Editor's note: The Rock Troll in the Agora, not the pair in Battlegate 2.)

TABLE 2: ARMOURED MODE TRAITS
-----------------------------
* Armour absorbs HP damage from attacks; armoured mode ends when armour HP reaches 0.
* Doesn't flinch when attacked; reaction value doesn't decrease; attraction modifiers are unaffected.
* Armoured enemies have exclusive behavioural patterns.
* All armoured enemies (except Satyr and Chief Puff) revert to normal after a while, regardless of remaining armour HP.
* Chief Puff's armoured mode ends when it summons Puffballs.

TABLE 3: ATTACKS THAT RAPIDLY REDUCE ARMOUR HP
----------------------------------------------
ATTACK                                                               HP DAMAGE
Rapid-fire projectile attacks (eg. Double Arrowguns' Shoot combos)   1 each (high sum total; 38 or 46)
Magic combos and grand magic while in Artillery Style                10 each (grand magic 50)
Non-Donald team attacks, attractions or Link finishers               By attack (typically 50)
* Using an Aero-type attack on a Chief Puff and the special team attack Tree Whip on Marshmallow instantly destroys their armour.

****************************************************************************************************

GUARD

SOME ENEMIES CAN BLOCK ATTACKS WITH THEIR WEAPON OR CERTAIN BODY PARTS

Enemies whose bodies are covered with a hardened carapace or who use large, heavy weapons can block certain attacks using such parts or objects; the table below details these traits.

[Caption: Sora attacks a Spiked Turtletoad to no effect] When using Physical-type attacks, aim for unguarded areas.

ENEMY GUARD DETAILS
-------------------
ENEMY               GUARDED AREAS   ATTACKS BLOCKED
Earth Core (*3)     Back, sides     Physical, Dark, and Neutral-type attacks
Large Body          Abdomen         Physical-type attacks
Helmed Body         Abdomen         Physical-type attacks
Berserker           Held weapon     All attacks that don't pierce guards
Spiked Turtletoad   Shell on back   All attacks that don't pierce guards
* Spiked Turtletoad can't guard while staggered.
*3: When using attacks other than Sand Travel, its entire body is guarded and it blocks all attacks that are not Fire, Blizzard or Thunder-type.

****************************************************************************************************

FRIENDLY FIRE

SOME ENEMY ATTACKS CAN AFFECT OTHER ENEMIES

Some enemy attacks affect not only the player's party, but also other enemies; they won't hurt each other, but smaller enemies (such as Shadows) may be blown back. ちなみに, 同士討ちを起こす攻撃とほかの敵の攻撃がぶつかったときでも弾き返しは起こる.

[Caption: A Soldier is knocked back by a Rock Troll's Face Tackle] 大きな敵がくり出す攻撃や, 身体ごとぶつかる動作の攻撃の多くは, ほかの敵にも当たる.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SHADOW

These shifty shades skulk around, then strike out of the blue. Stay locked on to make sure they don't give you the slip.
They're immune to normal attacks when they dive beneath the surface, but a splash of Water magic will yank them out of hiding in a hurry!

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×0.6
 - Keyblade Graveyard and Demon Tower cast-offs: ×0.2
EXP modifier:
 - Normal: ×0.5
 - Keyblade Graveyard: ×0.2
 - Station of Awakening and Demon Tower cast-offs: ×0
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Writhing Shard (8%)
* Writhing Stone (4%)

Battlegate:
* HP prize [1] ×2
* Munny [1] ×3
* Writhing Shard (8%)
* Writhing Stone (4%)

Demon Tower cast-offs:
* HP prize [5] ×2

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 18 HP, 4/3/3 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 38 HP, 34/27/21 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 48 HP, 59/47/36 EXP, 44 Strength, 22 Defense (OL4)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4)
* Thebes / Gardens (OL1; optional event [rescue])
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4 [post-clear, post-Water Core event])
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1, OL2, OL3, OL4)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)

TWILIGHT TOWN
Level 10, 25 HP, 10/8/6 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 31 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 40 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / Underground Conduit (TT1, TT2, TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)

TOY BOX
Level 12, 27 HP, 13/10/8 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 31 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 40 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 49 HP, 67/53/40 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)

KINGDOM OF CORONA
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 34 HP, 24/19/15 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 43 HP, 45/36/27 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 52 HP, 74/59/45 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)

MONSTROPOLIS
Level 60, 27 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Tank Yard (Battlegate 8; Demon Tower cast-offs)

SAN FRANSOKYO
Level 38, 57 HP, 92/73/55 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 61 HP, 112/89/67 EXP, 55 Strength, 28 Defense (SF2)
* The Bridge
* The City / South District: Day (SF1 [pre-Catastrochorus])
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])

DARK WORLD
Level 50, 32 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (Demon Tower cast-offs)

KEYBLADE GRAVEYARD
Level 42, 20 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
Level 50, 70 HP, 155/124/93 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Badlands (KG1; event; spawns infinitely)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)

THE FINAL WORLD
Level 1, 14 HP, 0 EXP, 16 Strength, 8 Defense (FW1)
Level 42, 61 HP, 112/89/67 EXP, 55 Strength, 28 Defense (FW2)
* Station of Awakening (FW1; event)
* Olympus: Realm of the Gods / Courtyard (FW2; spawns infinitely)
* Olympus: Realm of the Gods / Corridors (FW2; spawns infinitely)

SCALA AD CAELUM [DLC]
Level 50, 70 HP, 155/124/93 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

SCALA AD CAELUM [DLC]
Level 50, 1400 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; event [Kairi's heart fragment])

TECHNIQUES
----------
LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Lunges with left hand.

SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand while advancing forward.

JUMP SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps lightly and scratches with both hands.

CHARACTERISTICS
---------------
* Launches attacks after prowling around or temporarily retreating from an opponent.
* May melt into the ground and move around within (does not do this in the Keyblade Graveyard's Badlands). In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

NEOSHADOW

These souped-up Shadows hit hard and fast with their jump attacks; if they're in the air, better get out of there.
Once they melt into the ground, they're beyond the reach of most attacks, but that's nothing a little Water magic can't fix. Fight puddles with puddles!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0.7
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Focus prize [5] ×2
* Writhing Stone (8%)
* Wellspring Stone (8%)
* Writhing Gem (4%)

Battlegate:
* HP prize [1] ×3
* Munny [10] ×4 
* Writhing Stone (8%)
* Wellspring Stone (8%)
* Writhing Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
* The Neighborhood / The Old Mansion (TT1; event)

SAN FRANSOKYO
Level 38, 142 HP, 274/219/165 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Night (SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2)

KEYBLADE GRAVEYARD
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)

THE FINAL WORLD
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (FW2)
* Olympus: Realm of the Gods / Courtyard (FW2; spawns infinitely)
* Olympus: Realm of the Gods / Corridors (FW2; spawns infinitely)
* San Fransokyo: The City / Central District: Night (FW2; optional event; summoned by Lich)

SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1.2
Guard: Yes (repel)
Repel level: 2
Description: Scratches with both hands.

FALLING SCRATCH
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps high, swoops, and scratches with both hands.

AERIAL RUSH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Curls its body and rams opponents from a low altitude.

SHADOW-OUT
-Emergence-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Sideways spin-
Type: Physical
Power modifier: ×0.65
Guard: Yes (negate)
Repel level: 2
Description: Melts into the ground and approaches opponents, then jumps out and drops down while spinning sideways.

CHARACTERISTICS
---------------
* 相手との間合いが近ければ歩いて, 遠ければ走って移動し, その合間に攻撃をくり出す
* 遠くから一気に近寄るときや, 遠くヘすばやく逃げるとき, Shadow-Outで近寄るときは, 地面に溶けこんで移動する. In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FLUTTERING

Your best bet against these feather-flinging dive-bombers is a blast of magic to keep them still just long enough to lay down some hits.
If they drop to the floor, get ready for a nasty spinning charge attack. Jump over it and watch them go sailing past.
Keep an eye on the sky when you're out and about; they like to perch on tree branches and other high spots to get the drop on prey.

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×1
 - Keyblade Graveyard: ×0.33
EXP modifier:
 - Normal: ×1
 - Keyblade Graveyard: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×3
* Focus prize [5] ×1
* Writhing Shard (8%)
* Writhing Stone (4%)
* Writhing Gem (4%)

Battlegate:
* MP prize [3] ×3
* Munny [5] ×3
* Writhing Shard (8%)
* Writhing Stone (4%)
* Writhing Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Tower/Hills transitional zone (KC1, KC2, KC3, KC4)
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)

MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Basement (MON1, MON2, MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)

ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1; event)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1 [pre-clear])

KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (Battlegate 0)
* The Badlands (KG1; event; spawns infinitely)
* The Skein of Severance (Battlegate 0; transported to Dark World: The Realm of Darkness)

THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Kingdom of Corona: The Forest / Marsh (FW2; optional event; summoned by Lich; may also spawn randomly)

TECHNIQUES
----------
FEATHER FLING
Type: Dark
Power modifier: ×0.65 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires shining feathers forward in three directions.

AERIAL CHARGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Poses with wings and rams opponents.

SPIN RUSH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: 地面に着地し, 翼で身体を覆った姿勢でコマのように回転しつつ蛇行して進む

CHARACTERISTICS
---------------
* Attacks after flying away a short distance from opponents.
* Hangs onto tree branches and ceilings in certain locations; it drops down and begins to act when an opponent draws near.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FLAME CORE

Make snuffing out these flame-flinging fiends a top priority, or you're toast! And whoever said to fight fire with fire never met these things; your red-hot spells won't even tickle.
When in danger, they'll burst into flames and really bring the heat. Douse them with a well-aimed Water or Blizzard spell to chill them out, then finish the job.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×2
 - Thunder: ×1
 - Water: ×2
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Immune
 - Stun: Immune
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* MP prize [5] ×2
* Blazing Shard (15%)
* Blazing Stone (10%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / Agora (OL1; event)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Thebes / Gardens (OL1; event)
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1; event)
* Realm of the Gods / Courtyard (Battlegate 1)

MONSTROPOLIS
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 152 HP, 205/164/123 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 182 HP, 328/262/197 EXP, 50 Strength, 25 Defense (MON3)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Tank Yard (Battlegate 8)

SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
FIRE BLOW
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Breathes loosely homing flames.
Status effect: Burn (50%/2 seconds)

FIRE THROW
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches homing fireballs in three directions.

RUSH
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Flies around at high speed for about 15 seconds. その途中で, 一度だけ相手にぶつかりに行く

METEOR ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: After rising, it swoops downward diagonally.

CHARACTERISTICS
---------------
* Uses Fire Throw immediately after appearing and before doing anything else, then flies around slowly, using Fire Blow and Fire Throw.
* Can ignite itself once per battle when reduced below 50% HP; while so ignited, it continuously uses Rush and Meteor Attack, and reverts to normal when struck by a Blizzard-type or Water-type attack.
* Releases steam and does nothing for 3 seconds when struck by a Water-type attack.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

WATER CORE

Hit these sopping scoundrels while they're coated in water and they'll only teleport away. That's your cue to being the magical heat; a Fire spell will evaporate that shield in no time.
Don't get caught out in their rain, or you'll come down with the extremely annoying cloud status.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2
 - Blizzard: ×1
 - Thunder: ×0.5
 - Water: ×0
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Munny [1] ×3
* Soothing Shard (15%)
* Soothing Stone (10%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4; optional event [river])
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4; optional event [waterfall])
* Realm of the Gods / Courtyard (Battlegate 1)

KINGDOM OF CORONA
Level 14, 98 HP, 62/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 114 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-clear], KC2, KC3, KC4)
* The Forest / Wetlands (KC1 [post-clear], KC2, KC3, KC4)

MONSTROPOLIS
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 152 HP, 205/164/123 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 182 HP, 328/262/197 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1 [post-clear], MON2, MON3)

THE CARIBBEAN
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 198 HP, 403/322/242 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Undersea Cavern (CB1, CB2; underwater)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Confinement Island (CB1, CB2; optional event [treasure chest])
* The High Seas / Ship's End (CB1, CB2; underwater)
* The High Seas / Sandbar Isle (CB1, CB2; underwater)
* Port Royal / Docks (CB1, CB2; underwater)
* Port Royal / Seaport (CB1, CB2; underwater)
* Port Royal / Settlement (CB1, CB2)

SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
WAVE ATTACK
Type: Water
Power modifier: ×1.2
Guard: Yes (repel)
Repel level: 2
Description: Transforms into a stream of water and charges.

WATER SHOT
Type: Water
Power modifier: ×0.6 per hit
Guard: Yes (negate)
Repel level: 2
Description: Launches six loosely homing water projectiles.

WATER UPPER
Type: Water
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Raises a water pillar directly beneath an opponent.

CLOUD DROP
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Moves forward and sends down rain while upside-down.
Status effect: Cloud (100%/20 seconds)

CHARACTERISTICS
---------------
* After flying around, it uses Wave Attack or coats itself in water; while so coated, it launches an attack, after which the coat disappears.
* While coated in water, it dodges most attacks by warping. Fire-type attacks penetrate and destroy the shield and cause the Water Core to do nothing for 5 seconds.
* Invincible to everything except Fire-type attacks while in a Wave Attack-induced water stream state.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

EARTH CORE

If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic!
When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Focus prize [5] ×1
* Pulsing Shard (15%)
* Pulsing Stone (10%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
* Mount Olympus / Cliff Ascent (OL1 [post-clear], OL2, OL3, OL4 / OL1, OL2, OL3, OL4; optional event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)

KINGDOM OF CORONA
Level 14, 98 HP, 62/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 114 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4)

THE CARIBBEAN
Level 34, 174 HP, 295/236/177 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 198 HP, 403/322/242 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 10)
* Davy Jones' Locker (CB1; optional event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Horseshoe Island (CB1, CB2)

TECHNIQUES
----------
DRILL ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 3
Description: Leaps and spins like a drill.
Status effect: Stun (40%/6 seconds)

SPIN LINER
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate)
Repel level: 2
Description: Buries its head in the ground and moves around while spinning sideways.
Status effect: Stun (25%/6 seconds)

SAND TRAVEL
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Turns into sand, circles around opponents at high speed and/or collides into them, then leaps out and bites at opponents.

CHARACTERISTICS
---------------
* Moves around, keeping some distance from opponents, then attacks.
* Automatically blocks Physical, Dark, and Neutral-type from behind (unless staggered).
* When using Drill Attack or Spin Liner, it automatically blocks all attacks that aren't Fire, Blizzard, or Thunder-type.
* Invincible to Physical-type attacks while using Sand Travel.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

EARTH CORE (TOWER)

If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic!
When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.

BASE STATS
----------
Classification: Heartless
HP modifier: ×10
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Vulnerable
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 15
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Focus prize [5] ×3
* Hungry Shard (12%)
* Hungry Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 300 HP, 27/21/16 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 490 HP, 110/88/66 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 640 HP, 233/186/140 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 800 HP, 408/326/245 EXP, 44 Strength, 22 Defense (OL4)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1, OL2, OL3, OL4; optional event)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)

THE CARIBBEAN
Level 34, 870 HP, 517/413/310 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 990 HP, 705/564/423 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 1370 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Horseshoe Island (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)

TECHNIQUES
----------
ROCK SPIT
-Headbutt-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Rocks-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spits out five rocks from its mouth with lunging headbutts; the rocks fall in a parabolic pattern.

SAND DIVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Dives underground and emerges from sandy soil nearby, launching opponents in its way.

CHARACTERISTICS
---------------
* Uses Rock Spit while spinning on the spot.
* May move elsewhere using Sand Dive if it's in a large area; it is invincible while doing so.
* Goofy Bombardier instantly defeats it.

COLUMN PORTAL: EARTH CORE TRANSFORMS INTO TOWER
-----------------------------------------------
The four Earth Cores that appear alongside the Earth Core (Tower) in Olympus: Mount Olympus / Cliff Ascent (near the Zeus statue) share a special trait: if 20 seconds pass after defeating the Earth Core (Tower), one Earth Core will transform into such.

[Caption 1a: Earth Core dives underground] If the above conditions are met, one Earth Core leaps backward [?] and dives underground; it is invincible while doing so.
[Caption 1b: Earth Core (Tower) emerges from the ground] Immediately afterward, it becomes an Earth Core (Tower) and emerges from below; it will not revert to its previous state.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SOLDIER

As threats go, these aren't all that threatening, but that's no reason to be reckless.
Just be careful not to get surrounded. Focus on taking them down one by one!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×3
* Munny [1] ×2
* Pulsing Shard (8%)
* Lightning Shard (8%)
* Wellspring Shard (4%)

In battles where Boo must be made to laugh:
* MP prize [3] ×3
* Munny [1] ×2
* Pulsing Shard (8%)
* Pulsing Stone (4%)
* Wellspring Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 64 HP, 67/53/40 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 2)
* Thebes / Agora (OL1; event [Rock Troll battle])
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4) / OL1; optional event [rescue])
* Thebes / Gardens (OL1; optional event [rescue])
* Thebes / The Big Olive (OL1; optional event [rescue])
* Thebes / Alleyway (OL1 [post-clear], OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)
* Realm of the Gods / Courtyard (OL1, OL2, OL3, OL4)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Apex (Battlegate 2; spawns infinitely)

MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Door Vault / Upper Level (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)

ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)

SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; event)
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District: Night (SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand.

COMBO LUNGE
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Grabs enemy with right hand and strikes with left hand.

AERIAL WHIRLWIND KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps straight overhead and launches a swooping kick.

DASH KICK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Glows, then jumps and swings legs.

CHARACTERISTICS
---------------
* Attacks after running around carelessly.
* Staggers if Scratch or Combo Lunge are blocked.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HIGH SOLDIER

These are more or less just like vanilla Soldiers, except way angrier.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×3
* Munny [1] ×2
* Wellspring Gem (8%)
* Wellspring Crystal (12%)
* Blazing Crystal (4%)

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; event)
* The City / South District: Night (SF1, SF2)
* The City / Central District (Battlegate 12)
* The City / North District: Night (SF1, SF2)

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with right hand.

COMBO LUNGE
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Grabs enemy with right hand and strikes with left hand.

AERIAL WHIRLWIND KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Jumps straight overhead and launches a swooping kick.

DASH KICK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Glows, then jumps and swings legs.

CHARACTERISTICS
---------------
* Attacks after running around carelessly; it's more aggressive than a Soldier.
* Staggers if Scratch or Combo Lunge are blocked.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AIR SOLDIER

A Soldier in flight is no cause for fright; just watch for that charging attack and you'll be all right.
When they fly out of walloping range, a blast of magic will do the trick.

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×1
 - Keyblade Graveyard: ×0.33
EXP modifier:
 - Normal: ×1
 - Keyblade Graveyard: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Lucid Shard (12%)
* Lucid Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 64 HP, 67/53/40 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4 / OL1; optional event [rescue])
* Thebes / The Big Olive (OL1 [pre-clear] / OL1; optional event [rescue])
* Thebes / Alleyway (OL1; event)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4)
* Mount Olympus / Cliff Ascent (OL1, OL2, OL3, OL4 / OL1; event)
* Mount Olympus / Mountainside (OL1, OL2, OL3, OL4)
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Cloud Ridge (OL1, OL2, OL3, OL4)

KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

TECHNIQUES
----------
KNUCKLE HAMMER
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Crosses arms and swings them downward.

LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Approaches closely and punches right hand upward.

AXE KICK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Somersaults forward and swings leg downward.

SAVATE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings leg sideways and kicks.

(Note: Savate is a French martial art/combat sport commonly called "French kickboxing".)

TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Rams opponents with both arms outstretched.

CHARACTERISTICS
---------------
* Attacks after flying away a short distance from opponents.
* In certain areas of Olympus: Realm of the Gods and in Battlegate 1, it appears clutching a Bizarre Archer in its feet; it continues to fly around until attacked and forced to drop the Bizarre Archer.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LARGE BODY

Don't get bodychecked by these oversized oafs, and watch out for the shock waves when they come down from a jump. Their jelly bellies will bounce any frontal attacks, so circle round to the rear before slashing away. Magic works, too.
Get on their nerves, and they'll turn red and charge at you. A Blizzard spell ought to cool them off.

BASE STATS
----------
Classification: Heartless
HP modifier: ×3.5
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Munny [10] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)

Battle immediately after entering Olympus for the first time and arriving at Mount Olympus:
* HP prize [5] ×2
* Munny [10] ×2
* Potion (100%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 105 HP, 19/15/12 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 171 HP, 79/63/48 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 224 HP, 167/133/100 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 280 HP, 292/233/175 EXP, 44 Strength, 22 Defense (OL4)
* Thebes / Overlook (OL1 [post-clear], OL2, OL3, OL4)
* Mount Olympus / Ravine (OL1, OL2, OL3, OL4 [post-Water Core event])
* Mount Olympus / Cliff Ascent (OL1; event)
* Mount Olympus / Mountainside (OL1 [post-clear], OL2, OL3, OL4)

TWILIGHT TOWN
Level 10, 147 HP, 48/38/29 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 185 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)

TOY BOX
Level 12, 157 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 185 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 290 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)

MONSTROPOLIS
Level 24, 238 HP, 194/155/117 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 266 HP, 257/205/154 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 318 HP, 410/328/246 EXP, 50 Strength, 25 Defense (MON3)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)

THE CARIBBEAN
Level 34, 304 HP, 369/295/222 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 346 HP, 504/403/303 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 479 HP, 999/883/663 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Port Royal Waters (CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)

THE FINAL WORLD
Level 42, 357 HP, 554/443/333 EXP, 55 Strength, 28 Defense (FW2)
* Monstropolis: Monsters, Inc. / Lobby & Offices (FW2; optional event; summoned by Lich)

(If summoned, you MUST defeat the Large Bodies, but it's possible to drain all of the Lich's HP before it can do so.)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Swings both arms left-and-right.

CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes its belly and rams opponents.

JUMPING SHOCK WAVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Jumps and generates a shock wave upon landing.

BODY ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Slides along the ground on its belly, hitting anything in its way; flinches if it hits a wall.

CHARACTERISTICS
---------------
* Attacks after walking around and approaching opponents.
* In some areas, it uses Body Attack as it spawns.
* Its abdomen automatically blocks Physical-type attacks (unless staggered or when using certain attacks).
* When reduced below 40% HP, it becomes enraged (signified by turning red) and uses Charge repeatedly; this can be stopped by freezing it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HELMED BODY

Basically your garden-variety Large Body…if your garden is full of extra-aggressive monsters (which would raise more questions than it answers, really).

BASE STATS
----------
Classification: Heartless
HP modifier: ×3.5
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Munny [10] ×2
* Writhing Gem (8%)
* Wellspring Crystal (4%)
* Pulsing Crystal (4%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 252 HP, 223/178/134 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 280 HP, 292/233/175 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 332 HP, 457/365/274 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1 [post-clear], AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1 [post-clear], AR2, AR3)

SAN FRANSOKYO
Level 60, 479 HP, 999/883/663 EXP, 73 Strength, 37 Defense (Battlegate 11)
* The City / North District (Battlegate 11; transported to The Bridge)

SCALA AD CAELUM [DLC]
Level 50, 413 HP, 773/618/464 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Swings both arms left-and-right.

CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes its belly and rams opponents.

JUMPING SHOCK WAVE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Jumps and generates a shock wave upon landing.

BODY ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Slides along the ground on its belly, hitting anything in its way; flinches if it hits a wall.

CHARACTERISTICS
---------------
* Attacks after walking around and approaching opponents; it's more aggressive than a Large Body.
* In some areas, it uses Body Attack as it appears.
* Its abdomen automatically blocks Physical-type attacks (unless staggered).
* When reduced below 40% HP, it becomes enraged (signified by turning red) and uses Charge repeatedly; this can be stopped by freezing it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VERMILION SAMBA

These fiery fliers come to a midair halt and conjure up a sigil before they launch flaming badness at you. Use that opportunity to strike!
When they do start dishing out the rapid-fire spells, keep a cool head and dodge out of the way.
Nothing rains of their parade quite like a cool sip of Water magic. If you've got the MP to spare, go ahead and make a splash!

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×1
 - Rail slide: ×0.1
EXP modifier:
 - Normal: ×1
 - Rail slide: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1.5
 - Aero: ×0.7
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×1
* Focus prize [3] ×3
* Blazing Stone (12%)
* Blazing Gem (6%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 3 HP, 3/2/2 EXP, 19 Strength, 9 Defense (OL1; rail slide)
Level 14, 4 HP, 7/5/4 EXP, 29 Strength, 14 Defense (OL2; rail slide)
Level 22, 6 HP, 14/11/9 EXP, 36 Strength, 18 Defense (OL3; rail slide)
Level 30, 8 HP, 24/19/15 EXP, 44 Strength, 22 Defense (OL4; rail slide)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4; rail slide)

TWILIGHT TOWN
Level 10, 42 HP, 19/15/12 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)

TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)

MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1; event)

KEYBLADE GRAVEYARD
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; spawns infinitely)

TECHNIQUES
----------
FIRE MAGNUM
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots fire forward in five directions.

FIRE STRIKE
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Rams opponents while its sigil burns.

CHARACTERISTICS
---------------
* Summons a red circular sigil behind itself after flying around and swinging its head left-and-right. When the sigil appears, it launches an attack, after which the sigil vanishes.
* Its sigil vanishes if frozen or struck by Water-type attacks.
* Has special traits on special rail slides (see below).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MARINE RUMBA

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!

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×1
 - Rail slide: ×0.1
EXP modifier:
 - Normal: ×1
 - Rail slide: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×0
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×1
* Focus prize [3] ×3
* Soothing Stone (12%)
* Soothing Gem (6%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
* The Forest / Tower (KC1; event)

MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1, MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)

ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
Level 26, 7 HP, 19/15/12 EXP, 40 Strength, 20 Defense (AR1; rail slide)
Level 30, 8 HP, 24/19/15 EXP, 44 Strength, 22 Defense (AR2; rail slide)
Level 38, 9 HP, 38/30/23 EXP, 52 Strength, 26 Defense (AR3; rail slide)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [pre-clear])
* The North Mountain / Snowfield (AR1 [pre-clear])
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3; rail slide)

THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Ship's End (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)

SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
WATER VULCAN
Type: Water
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots its water spheres forward in three directions.

WATER SNIPE
Type: Water
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Merges its three water spheres and fires the resulting sphere forward.

CHARACTERISTICS
---------------
* After flying around slowly, three water spheres surround it. When the water spheres appear, it launches an attack, after which the spheres vanish.
* Its water spheres vanish if frozen or struck by Thunder-type attacks.
* Has special traits on special rail slides (see below).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GOLD BEAT

These electrical enemies zip through the air and zap you. They have to stop and conjure up a sigil before they can rain lightning down on you, so take that chance to exact brutal prevenge.
Their rapid-fire thunderstorm will electrify you if it connects, so watch for the tell and don't get too close.
Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales!

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×1
 - Rail slide: ×0.1
EXP modifier:
 - Normal: ×1
 - Rail slide: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Water: ×0.7
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Immune
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* Focus prize [5] ×1
* Munny [1] ×4
* Lightning Stone (12%)
* Lightning Gem (6%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Andy's House (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4)

MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 95/76/57 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 114/91/69 EXP, 50 Strength, 25 Defense (MON3)
Level 24, 6 HP, 17/13/10 EXP, 38 Strength, 19 Defense (MON1; rail slide)
Level 28, 7 HP, 22/17/13 EXP, 42 Strength, 21 Defense (MON2; rail slide)
Level 36, 9 HP, 34/27/21 EXP, 50 Strength, 25 Defense (MON3; rail slide)
* The Door Vault / Upper Level (MON1, MON2, MON3 / MON1; event; normal + rail slide)
* The Factory / Ground Floor (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)

ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1 [post-clear], AR2, AR3)
* The North Mountain / Gorge (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Foothills (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1 [pre-clear])

THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Ship's End (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Dockside Path (CB1, CB2)

SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; optional event [Catastrochorus])

KEYBLADE GRAVEYARD
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; spawns infinitely)

TECHNIQUES
----------
THUNDER SHOT
-Orbs-
Type: Thunder
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: 1
-Electric discharge-
Type: Thunder
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Scatters many lightning orbs forward; if one hits the ground or a wall, it discharges electricity and vanishes.
Status effect: Electrify (100%/10 seconds; orbs)

THUNDER WHIP
Type: Thunder
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
Description: Transforms its sigil into two whips and swings them.

CHARACTERISTICS
---------------
* Summons a yellow circular sigil behind itself after flying in a zig-zag motion. While the sigil is active, it can use any of its attacks; the sigil only vanishes after using Thunder Shot.
* Its sigil vanishes if frozen or struck by Aero-type attacks.
* Has special traits on special rail slides (see below).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MALACHITE BOLERO

These blustery baddies dance and whirl on the wind, but can't use magic without stopping to summon their sigil first. That's your cue to blow 'em away.
If you see wind gathering at your feet, move away—fast. Unless you like getting swept up in a tornado, that is.
Nothing freezes them in their tracks quite like Blizzard magic. If you've got the MP to spare, use it to put them on ice!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×0.7
 - Water: ×1
 - Aero: ×0
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* Focus prize [3] ×3
* Focus prize [5] ×1
* Lucid Stone (12%)
* Lucid Gem (6%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (KC1 [post-clear], KC2, KC3, KC4 / KC1; event / KC1; optional event [rabbits])
* The Forest / Hills (Battlegate 7)

THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)
* The High Seas / Sandbar Isle (CB1, CB2)
* Port Royal / Dockside Path (CB1, CB2)

SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
AERO CUTTER
Type: Aero
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires three wind blades in succession; these wind blades move in an arc.

AERO STORM
Type: Aero
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a tornado centred at the target's location; the tornado disappears after chasing the target for a short while.

CHARACTERISTICS
---------------
* After flying around in circles, three crescent-shaped magic circles surround it. When the magic circles appear, it launches an attack, after which the circles vanish.
* Its magic circles vanish if struck by Blizzard-type attacks.

COLUMN PORTAL: BEHAVIOURAL DIFFERENCES WHEN ATTACKING SORA ON SPECIAL RAIL SLIDES
---------------------------------------------------------------------------------
Vermilion Sambas, Marine Rumbas and Gold Beats with the special traits listed below appear whenever Sora travels on certain special rail slides. Prize boxes dropped during special rail slides are automatically drawn to Sora for reliable collection.

SPECIAL RAIL SLIDE DIFFERENCES
* HP modifier: ×0.1
* EXP modifier: ×0.2
* Only drops prize boxes.
* Attraction markers do not appear.
* Vermilion Sambas immediately conjure a sigil and attack with Fire Strike.
* Marine Rumbas immediately conjure water spheres and attack with Water Snipe.
* Gold Beats immediately conjure a sigil, fly around for a short while, then use Thunder Shot.

[Caption: A swarm of Vermilion Sambas attack Sora in Olympus with Fire Strike] Vermilion Sambas and Marine Rumbas (but not Gold Beats) attack immediately after appearing.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

POPCAT

Keep your wits about you when walking past pottery; you never know when it might sprout fuzzy limbs and attack!
Once these scaredy-cats show themselves, they'll start running around like crazy. If you try to create some distance, they'll huck smaller pots your way, but a well-timed block will return those to sender.
Popcats are top-heavy and prone to face-planting. When they stumble, make sure it's the last trip they take.

Vitality: Smash these green Popcats to get at the bounty of HP prizes inside. Refreshing!
Magic: Smash these blue Popcats to get at the bounty of MP prizes inside. Energizing!
Focus: Smash these red Popcats to get at the bounty of Focus prizes inside. Invigorating!
Munny: Smash these gold Popcats to get at the mountain of munnies inside. Score!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
Popcat:
* Hungry Shard (8%)
* Hungry Stone (4%)

Vitality Popcat:
* HP prize [1] ×4
* HP prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)

Magic Popcat:
* MP prize [3] ×4
* MP prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)

Focus Popcat:
* Focus prize [3] ×4
* Focus prize [5] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)

Munny Popcat:
* Munny [1] ×4
* Munny [10] ×2
* Wellspring Stone (8%)
* Hungry Shard (8%)
* Hungry Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 30 HP, 8/6/5 EXP, 19 Strength, 9 Defense (OL1)
* Thebes / Overlook (OL1 [pre-clear]; Popcat)
* Thebes / The Big Olive (OL1 [pre-clear]; Popcat)

TWILIGHT TOWN
Level 10, 42 HP, 23/18/14 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / Underground Conduit (TT1, TT2, TT3; Munny)

TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Video Games (TB1, TB2, TB3, TB4; Vitality, Magic, Focus, Munny)

KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1, KC2, KC3, KC4; Munny)

ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Gorge (AR1, AR2, AR3; all)
* The North Mountain / Snowfield (AR1 [pre-clear]; Munny)
* The Labyrinth of Ice / Lower Tier/Middle Tier transitional zone (AR1, AR2, AR3; Focus, Munny)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3; Popcat, Vitality, Magic [pre-clear], Munny)
* The Labyrinth of Ice / Upper Tier (AR1, AR2, AR3; Vitality, Magic, Focus, Munny)

SCALA AD CAELUM [DLC]
Level 50, 118 HP, 309/247/186 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC; Vitality, Magic, Focus)

TECHNIQUES
----------
POT SHAKE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings closed-lid pot sideways.

GIANT CLAW SCRATCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Leaps and scratches with both hands.

SMALL POT BOMB
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Hurls small pots (which move in a curved arc).
Status effect: Sneeze (50%/15 seconds)

CHARACTERISTICS
---------------
* Trips after running around; may or may not attack when it gets up.
* Disguises itself as a pot and lies in wait in certain areas; if an opponent passes by, it uses Giant Claw Scratch and proceeds to act normally.

COLUMN PORTAL: THE FOUR VARIETIES OF POPCAT
-------------------------------------------
Listed below are the various Popcat subspecies. Their techniques and behaviour are the same as the standard Popcat, but their body colour and dropped prizes differ depending on the type.
* Vitality Popcat
* Magic Popcat
* Focus Popcat
* Munny Popcat

[Caption: A swarm of various Popcat subspecies appear in the Toy Box]

(Relevant info incorporated in the sections above.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BIZARRE ARCHER

Archers that shoot arrows from their bows. Sound obvious? Well, that's honestly all there is to 'em.
They pose little threat to you alone, but in packs, they're a problem. Return fire from afar with magic, or close the distance and introduce them to your Keyblade.
They'll sometimes team up with Air Soldiers. Maybe they're buddies?

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.8
EXP modifier: ×0.75
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×2
* Munny [1] ×2
* Blazing Shard (8%)
* Lightning Shard (8%)
* Wellspring Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 24 HP, 7/5/4 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 39 HP, 24/19/15 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 51 HP, 50/40/30 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 64 HP, 88/70/53 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 109 HP, 332/265/199 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Thebes / The Big Olive (OL1 [pre-clear])
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)
* Realm of the Gods / Cloud Ridge (OL1, OL2, OL3, OL4)

TWILIGHT TOWN
Level 10, 33 HP, 15/12/9 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 42 HP, 29/23/18 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 54 HP, 59/47/36 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3)

KINGDOM OF CORONA
Level 14, 39 HP, 24/19/15 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 45 HP, 35/28/21 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 57 HP, 68/54/41 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 69 HP, 112/89/67 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event / KC1 [post-festival, pre-clear])
* The Forest / Wetlands (KC1, KC2, KC3, KC4)

TECHNIQUES
----------
SHOOT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Fires a single arrow (which moves in a curved arc).

CHARACTERISTICS
---------------
* Uses Shoot after changing direction/orienting itself. If an opponent approaches closely, it may instead run away or wander around idly between attacks.
* If carried by an Air Soldier, it [continuously?] uses Shoot until the Air Soldier is defeated and forced to drop it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROCK TROLL

Think this massive, musclebound monster's a slowpoke? Think again. Think it's no big deal when it stops swinging around that huge axe and wears it as a mask? Think again…AGAIN!
Just keep swinging. You may not be able to damage the big buy while he's masked, but you can break his fancy face.

BASE STATS
----------
Classification: Heartless
HP modifier:
 - Normal: ×24
 - Keyblade Graveyard: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 15
 - Revenge value: —
 - Attraction modifier: ×0.4
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [5] ×4
* Munny [10] ×3
* Wellspring Stone (30%)
* Wellspring Gem (20%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 720 HP, 27/21/16 EXP, 19 Strength, 9 Defense (OL1)
Level 60, 3288 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 2)
* Thebes / Agora (OL1; event)
* Realm of the Gods / Apex (Battlegate 2)

ARENDELLE
Level 26, 1728 HP, 312/249/187 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Gorge (AR1; event)

KEYBLADE GRAVEYARD
Level 42, 816 HP, 775/620/465 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings left arm sideways.

TRAMPLE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Steps firmly on the ground and scatters rocks.

NORMAL MODE

COMBO SWEEP
Type: Physical
Power modifier: ×1 + ×2
Guard:
 - Swing to left: Yes (negate)
 - Swing to right: Yes (negate; Risk Dodge)
Repel level:
 - Swing to left: 2
 - Swing to right: 3
Description: Swings its axe left-and-right.

DOWNWARD SWING
-Axe-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rock-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Slams axe into the ground ahead of it, causing rocks to burst out. If near an opponent, it jumps back before using this attack.

SPINNING ROCK SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins on its grounded axe like a top, scattering small rocks around it from the mouth of its mask.

WEARING MASK

FACE TACKLE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Pushes its face forward and rams opponents.

FRONTAL ROCK SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Shoots six large rocks from the mouth of its mask.

CHARACTERISTICS
---------------
* Every 50 seconds, it can turn its axe into a face-worn mask and vice versa (it does not do this in Olympus or the Keyblade Graveyard); when worn, it enters armoured mode (initial value: 100), the techniques it uses change (see above), and it can move around while using Trample.
* It uses/can use any of Sweep, Combo Sweep or Frontal Rock Shot in tandem with Trample.
* Its reaction value doesn't decrease if anything other than its face is attacked.

[Caption: A masked Rock Troll glows] Wearing a mask.

(Note: By "Olympus", they probably mean the mandatory fight, not the Battlegate.)

COLUMN PORTAL: ROCK TROLL'S MASK BREAKS WHEN DAMAGED
----------------------------------------------------
A Rock Troll's mask (when worn) breaks bit by bit as its armour HP decreases. When its armour HP is reduced to 0, the mask is completely broken and removed, and its actions change as seen below; furthermore, it cannot reactivate armoured mode.

CHANGES AFTER ITS MASK IS COMPLETELY BROKEN
* Does not re-equip mask.
* Attacks occasionally.
* Stops using Spinning Rock Shot and Downward Swing.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

METAL TROLL

Imagine a Rock Troll that's always hangry. Yep, that's this guy.

BASE STATS
----------
Classification: Heartless
HP modifier: ×24
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 15
 - Revenge value: —
 - Attraction modifier: ×0.4
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [5] ×4
* Munny [10] ×3
* Wellspring Stone (30%)
* Wellspring Gem (20%)

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2280 HP, 639/511/384 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 2448 HP, 775/620/465 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 3288 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 11)
* The Bridge (SF1; event)
* The City / South District: Night (SF1 [post-clear], SF2)
* The City / North District: Night (SF1 [post-clear], SF2)
* The City / North District (Battlegate 11; transported to The Bridge)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings left arm sideways.

TRAMPLE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Steps firmly on the ground and scatters rocks.

NORMAL MODE

COMBO SWEEP
Type: Physical
Power modifier: ×1 + ×2
Guard:
 - Swing to left: Yes (negate)
 - Swing to right: Yes (negate; Risk Dodge)
Repel level:
 - Swing to left: 2
 - Swing to right: 3
Description: Swings its axe left-and-right.

DOWNWARD SWING
-Axe-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rock-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Slams axe into the ground ahead of it, causing rocks to burst out. If near an opponent, it jumps back before using this attack.

SPINNING ROCK SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins on its grounded axe like a top, scattering small rocks around it from the mouth of its mask.

WEARING MASK

FACE TACKLE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Pushes its face forward and rams opponents.

FRONTAL ROCK SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Shoots six large rocks from the mouth of its mask.

CHARACTERISTICS
---------------
* Every 50 seconds, it can turn its axe into a face-worn mask and vice versa; changed functions are identical to a Rock Troll's.
* It uses/can use any of Sweep, Combo Sweep or Frontal Rock Shot in tandem with Trample.
* Its reaction value doesn't decrease if anything other than its face is attacked.
* Attacks more aggressively than a Rock Troll.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SATYR

Aside from a mean punch, the biggest threat from these bullies is their stampede attack. They always lower their visor before trying to ram you. If you can break the horns off those helms, you'll get the rest of the fight "free of charge."
In formation, they're tougher to wrangle. Either break their ranks with a Trinity Guard, or keep your distance and pepper them with magic.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 3
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Pulsing Stone (8%)
* Pulsing Gem (4%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 60 HP, 15/12/9 EXP, 19 Strength, 9 Defense (OL1)
Level 14, 98 HP, 63/50/38 EXP, 29 Strength, 14 Defense (OL2)
Level 22, 128 HP, 133/106/80 EXP, 36 Strength, 18 Defense (OL3)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (OL4)
Level 60, 274 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 1)
* Realm of the Gods / Courtyard (OL1; event)
* Realm of the Gods / Courtyard (Battlegate 1)
* Realm of the Gods / Corridors (OL1, OL2, OL3, OL4)

ARENDELLE
Level 26, 144 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 160 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 190 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3 / AR1; event)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The North Mountain / Foothills (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)

SCALA AD CAELUM [DLC]
Level 50, 236 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC)

TECHNIQUES
----------
HOOK
Type: Physical
Power modifier: ×1
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes with right hand.

RAGING UPPER
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Steps forward, then leaps and swings right hand upward.

TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Lowers its visor and rams opponents.

CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 3
Description: Aims visor's horns forward, then runs through and rams opponents.

CHARACTERISTICS
---------------
* If near an opponent, it walks; if far away, it runs; it can use any one of Hook, Raging Upper, or Tackle while doing so.
* Its traits change when in group formation (see below).
* If, when damaged, it's knocked back and falls over, its visor's horns will break; afterward, its base reaction value is set to 0 and it no longer uses Tackle.

COLUMN PORTAL: SATYRS FIRST APPEAR IN GROUP FORMATION
-----------------------------------------------------
When you first visit Olympus: Realm of the Gods, 25 Satyrs attack in formation; enemies in this formation have the traits listed below and all perform the same actions until their armour HP reaches 0. Satyrs that spawn elsewhere do not appear in formation.

TRAITS OF SATYRS IN FORMATION
* Immune to status effects.
* Keeps itself in 5×5 formation as much as possible (altering movement if necessary) and uses Charge.
* If one Satyr flinches, so do the rest.
* Armour HP (initial value: 50) is shared among all.
* When armour HP is reduced to 0, the horns on their visors break and the formation collapses (at which point each Satyr acts individually).

[Caption: Sora defends himself from Satyrs in Olympus] If you block the Charge, all Satyrs in formation flinch simultaneously.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MECHANITAUR

Face it: some Satyrs are haters, and this is what they look like.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 3
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Wellspring Gem (12%)
* Hungry Crystal (8%)
* Writhing Crystal (8%)

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 255 HP, 443/354/266 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The City / South District: Day (SF1; event)
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2)
* The City / Central District (Battlegate 12)
* The City / North District: Night (SF1, SF2)

TECHNIQUES
----------
HOOK
Type: Physical
Power modifier: ×1
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Strikes with right hand.

RAGING UPPER
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Steps forward, then leaps and swings right hand upward.

TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Lowers its visor and rams opponents.

CHARACTERISTICS
---------------
* If near an opponent, it walks; if far away, it runs; it can use any of its attacks while doing so (it's more aggressive than a Satyr).
* Unlike the similar-looking Satyrs, their visors don't break.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TOY TROOPER

Those jet packs and ray guns may be toys, but these "masked intruders" are anything but fun and games when they come barreling your way.
They'll sometimes chuck grenades your way, but that's not necessarily bad news. After letting it fly, they'll hit the deck. Kick 'em while they're down! Or, if you're feeling fancy, a well-timed Keyblade swing will return those grenades to sender.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegates 4 & 5)
* Andy's House (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; optional event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)

TECHNIQUES
----------
TOY SHOT
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots lightly-homing light arrows in three directions.

BOOSTER KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: 後方ヘ浮上したあと突進して蹴る

TOY BOMB
Type: Blizzard
Power modifier: ×2
Guard: Yes (repel)
Repel level: 2
Description: Throws a smoke bomb that explodes on impact.

CHARACTERISTICS
---------------
* Attacks after briefly running straightforward or flying around.
* If opponents are too close or too distant, it adjusts its distance accordingly.
* After using TOY Bomb, it lies flat until the thrown bomb explodes.

(Yes, TOY Bomb is capitalised like that, as is TOY Shot.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

POLE CANNON

Approach these turrets and they'll only warp away, so your best bet is to return fire from a distance with magic.
The extending arm mount allows them a variety of firing positions. Silver lining? You'll look awesome swinging around that pole!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.75
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Focus prize [3] ×2
* Blazing Shard (12%)
* Blazing Stone (6%)
* Wellspring Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 33 HP, 13/10/8 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 39 HP, 19/15/12 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 51 HP, 39/31/24 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 62 HP, 67/53/40 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 102 HP, 222/177/133 EXP, 73 Strength, 37 Defense (Battlegate 4)
* Galaxy Toys / Lower Vents (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1; optional event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)

SAN FRANSOKYO
Level 38, 71 HP, 92/73/55 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 76 HP, 112/89/67 EXP, 55 Strength, 28 Defense (SF2)
* The Bridge (SF1; event)
* The City / South District: Day (SF1; optional event [Catastrochorus])
* The City / South District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer B])
* The City / North District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A])

TECHNIQUES
----------
CANNONBALL SHOT
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: 1
Description: Shoots a light projectile straight ahead.

CHARACTERISTICS
---------------
* Uses Cannonball Shot while changing its orientation.
* If opponents are too close or too distant, it may warp a short distance accordingly.
* Can extend and contract the pole beneath its turret. Sora can use the Flowmotion actions Pole Spin and Pole Swing on an extended pole.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MARIONETTE

This puppet may not seem like such a pain when it rides around on its ring, but just wait until it possesses a nearby toy!
Or, here's a better plan: don't wait until it possesses a nearby toy. Sever this scoundrel's strings on sight.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Lightning Shard (12%)
* Lightning Stone (6%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 45 HP, 24/19/15 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 83 HP, 132/105/79 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Toy Box: Galaxy Toys / Main Floor: 1F (FW2; optional event; summoned by Lich)

TECHNIQUES
----------
DOLL SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings hanging doll sideways [back-and-forth?].

CHARGE ATTACK
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (repel)
Repel level: 2
Description: Places doll atop ring and charges forward.

CHARACTERISTICS
---------------
* Moves around while maintaining some distance from opponents, then attacks.
* If a toy is nearby, it possesses it and becomes one of the enemies listed below (*1). It can't be targeted during the act of possession and is invincible while doing so.
*1: Marionettes can possess and become one of the following types of enemies: Beasts & Bugs, Patchwork Animals, Air Droids, or Bouncy Pets.

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POWERWILD

These impish chimps swing through the trees and scrabble along walls while pelting you with nuts. Rude! Block whatever they throw and send it right back at 'em.
They'll taunt and tease and try to bait you into attacking. The best response? Attack! They're wide open the whole time, silly monkeys.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Pulsing Shard (12%)
* Pulsing Stone (6%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 42 HP, 19/15/12 EXP, 25 Strength, 12 Defense (TT1)
Level 16, 53 HP, 38/30/23 EXP, 31 Strength, 15 Defense (TT2)
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (TT3)
* The Neighborhood / The Woods (TT1, TT2, TT3 / TT1; event)

KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 6)
* The Forest / Hills (KC1, KC2, KC3, KC4)
* The Forest / Marsh/Campsite transitional zone (KC1, KC2, KC3, KC4)
* The Forest / Wetlands (KC1, KC2, KC3, KC4 / KC1; event [Chaos Carriage battle])
* The Forest / Wetlands (Battlegate 6)

THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Port Royal Waters (CB1, CB2 [small island near Isla de los Mástiles])
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Isla Verdemontaña (CB1, CB2)

TECHNIQUES
----------
SCRATCH ATTACK
Type: Physical
Power modifier: ×0.5 × 6 hits
Guard: Yes (repel)
Repel level: 2
Description: Scratches alternately with left and right hands.

AERIAL SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches simultaneously with both hands while jumping.

SLIDING
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Slides around with its feet aimed forward.

NUT THROW
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Produces nuts and throws them in a curved arc.
Status effect: Stun (50%/5 seconds)

WALL JUMP ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps between walls and scratches while doing so.

CHARACTERISTICS
---------------
* Uses Scratch Attack, Sliding and Nut Throw when on the ground.
* Uses Nut Throw when on a tree branch.
* Uses Nut Throw and Wall Jump Attack when clinging to a wall.
* If a Chaos Carriage is nearby, it frequently climbs on top of it and uses Artillery; while so mounted, it is invincible and can use Aerial Scratch.

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POGO SHOVEL

Part shovel, part pogo stick, part drill—and thankfully, all pretty clumsy. Stay calm and sidestep its attacks, especially the pounce; whiffing that one leaves this Heartless flat on its face and wide open.
Most of the time, its shovel will dig up rocks to sling your way, but once in a blue moon it'll hit a mother lode of prizes—all yours for the taking!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×1.5
 - Thunder: ×0.7
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Pulsing Gem (8%)
* Wellspring Stone (8%)
* Wellspring Gem (4%)

Generated by Ground Burrow (if it doesn't hurl rocks?):
* Prize ×3 (95%; random type and value)
* Munny [1] ×25 and Munny [5] ×5 (5%)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* The Factory / Basement (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Vault Passage (MON1, MON2, MON3)

SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
* The City / North District: Night (SF1, SF2)

TECHNIQUES
----------
JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Leaps and swings shovel downward.

SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Shovelの先端を軸にspinしながら進む

GROUND BURROW
-Upward swing-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Rock-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Digs underground with its shovel, digs up rocks, then swings shovel upward and hurls rocks.

CHARACTERISTICS
---------------
* Wanders in and out of range of opponents, then attacks.
* May dig up prizes with Ground Burrow. Usually these are HP prizes, etc. (of random types and sizes); there is a 5% chance that it digs up 25 small [1] and 5 medium [5] munny instead.

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PARASOL BEAUTY

The prettiest roses having the cruelest thorns—or, in the case, laser parasols and spinning skirts of doom. At distance or up close, they're not a threat to be taken lightly.
Watch for the flash after they've opened their parasols; that's a sure sign you're about to eat beam. The good news is that blasting that laser takes these ladies temporarily out of commission. Use that time to make it a permanent retirement!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Munny [5] ×3
* Wellspring Shard (12%)
* Wellspring Stone (8%)
* Hungry Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 122 HP, 63/50/38 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 142 HP, 93/74/56 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 217 HP, 295/236/177 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; optional event [rabbits])
* The Forest / Hills (Battlegate 7)
* The Forest / Marsh (KC1, KC2, KC3, KC4)

ARENDELLE
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 200 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Valley of Ice (AR1, AR2, AR3)
* The North Mountain / Valley of Ice/Frozen Wall transitional zone (AR1, AR2, AR3)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
* The Labyrinth of Ice / Upper Tier (AR1, AR2, AR3)

TECHNIQUES
----------
UMBRELLA GATLING
Type: Neutral
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 1
Description: Shoots eight light projectiles from the tip of its parasol.

UMBRELLA LASER
Type: Neutral
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Gathers light at the tip of its parasol and fires a laser.

SPIN ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Moves around erratically while spinning like a top.

BOMB SHOT
-Explosion-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Light projectile-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Uses the explosion underfoot to propel itself away, then shoots wide-ranging light projectiles from its parasol.

CHARACTERISTICS
---------------
* Can use any of Umbrella Gatling, Umbrella Laser or Spin Attack without moving around too much; does not use Spin Attack if opponents are too far away.
* Uses Bomb Shot when an opponent approaches.

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CHIEF PUFF

These fluffians can fling their spores into the air to create Puffballs. Eventually, their own fluff will grow back, but that's nothing a gust of Aero magic won't fix.
Keep clear of the pollen they send up, or you'll come down with an annoying fit of sneezing.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
-Normal-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
-Tower-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
-Normal-
 - Reaction value: 3
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —
-Tower-
 - Reaction value: 5
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×3
* Munny [10] ×2
* Lucid Stone (12%)
* Lucid Gem (4%)
* Wellspring Stone (8%)

Tower:
* MP prize [3] ×4
* Munny [10] ×3
* Wellspring Stone (16%)
* Lucid Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 49 HP, 32/25/19 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 57 HP, 47/37/28 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1; event)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (Battlegate 7)

TECHNIQUES
----------
NORMAL MODE

SPIN ATTACK
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (repel)
Repel level: 2
Description: Swings leaves while spinning its lower body sideways.

AFRO BANGING
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Generates more fluff and scatters spores around itself.
Status effect: Sneeze (100%/15 seconds)

TOWER MODE

SHOWER NEEDLE
Type: Physical
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: 1
Description: Light rises from beneath it, then it shoots countless needles while moving forward.

CHARACTERISTICS
---------------
* Uses Spin Attack and Afro Banging while switching between fluffy and non-fluffy mode.
* Can summon five Puffballs when fluffy.
* Some Chief Puffs begin acting in tower mode, held up by a stack of five Puffballs; in this mode, it uses Shower Needle.

COLUMN PORTAL: CHIEF PUFF MODE CHANGES
--------------------------------------
A Chief Puff begins battle in either its fluffy or tower mode, changing modes according to the sequence below. Certain modes also trigger its armoured mode; Afro Banging completely restores armour HP, while being struck by an Aero-type attack instantly reduces it to 0.

MODE CHANGE SEQUENCE AND ARMOUR HP
* Fluffy: 24 HP
  - Armour HP is reduced to 0 or it summons five Puffballs (switches to non-fluffy mode)
* Tower: 36 HP (Certain prizes, noted above, are dropped when the tower armour's HP is reduced to 0.)
  - Armour HP reaches 0 (switches to non-fluffy mode)
* Not fluffy: —
  - Uses Afro Banging (switches to fluffy mode)

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PUFFBALL

These wicked weedlings may look cute romping and rolling around, but make no mistake; they will bring the hurt if you let them.
(Don't let them!)

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.6
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×1
* Lucid Shard (8%)
* Lucid Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 29 HP, 17/13/10 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 34 HP, 24/19/15 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 43 HP, 45/36/27 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 52 HP, 74/59/45 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 82 HP, 222/177/133 EXP, 73 Strength, 37 Defense (Battlegate 7)
* The Forest / Tower (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (KC1, KC2, KC3, KC4 / KC1; event)
* The Forest / Hills (Battlegate 7)

TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier: ×0.6
Guard: Yes (repel)
Repel level: 2
Description: Hovers around while spinning sideways.

CHARACTERISTICS
---------------
* Uses Spin Attack after wandering and cartwheeling around.
* When supporting a Chief Puff in tower mode, it becomes invincible and cannot be targeted; reducing Chief Puff's tower mode's HP to 0 causes the composite Puffballs to cease supporting it and act normally.
* Sora行動しはじめる身体が大きいenemyにぶつかられると横に転がる

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CHAOS CARRIAGE

Defensive driving is a foreign concept to these careening carts. Even if you take out the horse pulling them, another one will sprout to take its place.
If any Powerwilds are around, those carts will stack up into a turret where the Powerwilds can rain pain down on you. Swat the simians before they can make with the monkey business!

BASE STATS
----------
Classification: Heartless
HP modifier: ×12
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.8
 - Blizzard: ×0.8
 - Thunder: ×0.8
 - Water: ×0.8
 - Aero: ×0.8
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 10
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [1] ×3
* MP prize [5] ×3
* Wellspring Gem (20%)
* Hungry Stone (12%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 588 HP, 110/88/66 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 684 HP, 163/130/98 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 864 HP, 312/249/187 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 1044 HP, 517/413/310 EXP, 48 Strength, 24 Defense (KC4)
Level 60, 1644 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 6)
* The Forest / Tower/Hills transitional zone (KC1 [post-festival, pre-clear])
* The Forest / Hills (KC1 [post-festival], KC2, KC3, KC4)
* The Forest / Wetlands (KC1; event)
* The Forest / Wetlands (Battlegate 6)

TECHNIQUES
----------
NORMAL MODE

WHEELIE PRESS
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Raises its front legs and tramples down.

TAIL SWING
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings its carriage(s) while moving forward.

CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around at high speed, crashing into opponents in its path.

FORT MODE

ARTILLERY
-Shot-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Blast-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Repeatedly fires cannonballs in four directions while running around; they explode on contact.

CHARACTERISTICS
---------------
* After walking around, it uses either Charge, Wheelie Press, or Tail Swing.
* Some Chaos Carriages appear as three stacked mini-forts (fort mode). In fort mode, it is invincible and can't be targeted, and uses Artillery when a Powerwild is atop it. Once all other enemies are defeated, it reverts to normal mode and behaviour, pulling the other connected forts behind it as carriages.

COLUMN PORTAL: CHAOS CARRIAGES WITH CONNECTED CARRIAGES MUST BE DEFEATED THREE TIMES
------------------------------------------------------------------------------------
A Chaos Carriage that exits fort mode pulls three connected carriages behind it. When defeated in such a state, the amount of carriages is reduced by one and another Chaos Carriage appears in its place (see below).

CONNECTED CARRIAGE TRAITS
* When defeated, the lead carriage vanishes and the Chaos Carriage hiding at the back of the chain appears and begins to act (a hidden Chaos Carriage is invincible and cannot be targeted).
* 荷台の数が3つのときはかならず, ふたつのときは高い頻度で, 攻撃を連続してくり出したり, Tail Swingで荷台を1回多く振りまわしたりする
* After using Charge, it uses Wheelie Press or Charge (again).

[Caption: A Chaos Carriage attacks Sora with Tail Swing] Careful not to let the connected carriages hit you.

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WINTERHORN

A buck that chucks ice as it leaps and bounds.
Fire magic will blast those frosty antlers clean off, making the fight a lot easier. Just don't go slinging Blizzard spells at it, or that rack will come back!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×3
* Frost Shard (16%)
* Frost Stone (8%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 72 HP, 89/71/54 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 80 HP, 117/93/70 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain / Treescape (AR1, AR2, AR3)
* The North Mountain / Gorge (AR1; event [Rock Troll battle])
* The North Mountain / Valley of Ice (AR1 [pre-clear] / AR1; event)
* The North Mountain / Frozen Wall (AR1, AR2, AR3)
* The North Mountain / Snowfield (AR1 [post-clear], AR2, AR3)

THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* Arendelle: The Labyrinth of Ice / Middle Tier (FW2; optional event; summoned by Lich)

TECHNIQUES
----------
SOMERSAULT ATTACK
-With antlers-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Without antlers-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
Description: Swings antlers and forelegs upward while somersaulting.

AIR ASSAULT
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Floats in the air and rains down icicles directly below while moving forward.

CHARACTERISTICS
---------------
* Keeps its distance from opponents, then attacks.
* Its antlers break if struck by a Fire-type attack.
* Runs around and occasionally uses Somersault Attack while bereft of its antlers.
* Its antlers regenerate after 30–40 seconds or if struck by a Blizzard-type attack.

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FROST SERPENT

A skeletal serpent, soaring on wings of snowpack. With a simple spin of its body, it gives rise to icy whirlwinds that gnash and rend all before it.
Sound imposing? Burst those wings and it's just a snake with arms.
That doesn't mean it's entirely toothless on the ground; it can still burrow beneath Sora and his buddies and stab its tail upward. When you see it dive, look alive!

BASE STATS
----------
Classification: Heartless
HP modifier:
* Frost Serpent: ×8
* Wings and tail: ×0.5
EXP modifier:
* Frost Serpent: ×3.5
* Wings and tail: ×0.3
TYPE AFFINITIES
-Frost Serpent-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.7
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Wings and tail-
 - Physical: ×1
 - Fire: ×2
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Frost Serpent-
 - Reaction value: 10
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: 16
-Wings and tail-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
Frost Serpent:
* MP prize [5] ×2
* Munny [10] ×4
* Frost Crystal (30%)

Wings:
* Focus prize [5] ×1
* Focus prize [3] ×3
* Frost Stone (40%)
* Frost Gem (40%)

Tail:
* MP prize [5] ×3
* MP prize [3] ×3
* Hungry Stone (40%)
* Hungry Gem (20%)
* Hungry Crystal (20%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
-Frost Serpent-
Level 26, 576 HP, 312/249/187 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 640 HP, 408/326/245 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 760 HP, 639/511/384 EXP, 52 Strength, 26 Defense (AR3)
-Wings and tail-
Level 26, 36 HP, 28/22/17 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 40 HP, 35/28/21 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 47 HP, 55/44/33 EXP, 52 Strength, 26 Defense (AR3)
* The North Mountain (AR1; event [mountain slide])
* The North Mountain / Frozen Wall (AR1, AR2, AR3)

TECHNIQUES
----------
FLYING MODE

BLIZZARD BREATH
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a ray (either in a straight line or in a wandering motion) that generates icicles on the ground.

SNOW CYCLONE
Type: Aero
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a tornado that follows the target.

GROUND MODE

SNOWPLOW CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances forward while its hands spin like drills.

(Note: "Snowplow" used to translate ラッセル "Russell", after a once-common type of North American snowplow machine.)

BURST-OUT ATTACK
-Tail-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Emergence-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Dives underground, sticks its tail up directly beneath the target once or several times, then leaps out.

CHARACTERISTICS
---------------
* Switches between flying mode (its hands turn into wings) and ground mode (its lower body is buried underground). Techniques used in each mode are listed above.
* In flying mode, its left and right wings and tail have HP and can be targeted (see above for relevant data).
* Almost always flinches when struck by a Fire-type attack.

COLUMN PORTAL: FROST SERPENT'S BEHAVIOUR CHANGES WHEN ITS WINGS ARE DESTROYED
-----------------------------------------------------------------------------
The Frost Serpent is forced out of its flying mode when its wings' and tail's HP reach 0, causing the changes listed below.

CHANGES WHEN THE WINGS OR TAIL ARE DESTROYED
* Drops prizes.
* Uses Snow Cyclone less frequently.
* If both wings are destroyed, it falls and continues to act in its ground mode.

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VAPORFLY

These flying fiends will dart at you with guns blazing, but they can only attack head-on. Turns out, shooting too straight is a weakness!
They may be easy to dodge, but they're not easy to hit. Don't hold back with that magic!

BASE STATS
----------
Classification: Heartless
HP modifier:
* Normal: ×1
* Raging Vulture battle: ×0.2
EXP modifier:
* Normal: ×1
* Raging Vulture battle: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Immune
 - Honey: Vulnerable
OTHER PROPERTIES
-Normal-
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —
-Raging Vulture battle-
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×2
* Lucid Stone (8%)
* Lucid Gem (6%)
* Wellspring Gem (4%)

Raging Vulture battle:
* HP prize [5] ×3
* Lucid Stone (8%)
* Lucid Gem (6%)
* Wellspring Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 87 HP, 148/118/89 EXP, 48 Strength, 24 Defense (CB1)
Level 34, 17 HP, 30/24/18 EXP, 48 Strength, 24 Defense (CB1; Raging Vulture battle)
Level 40, 99 HP, 202/161/121 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Southern Waters (CB1; optional event [Raging Vulture])
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Exile Island (CB1, CB2)

THE FINAL WORLD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (FW2)
* The Caribbean: The High Seas / Northern Waters (FW2; optional event; summoned by Lich)

TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Rams opponents while spinning.

MACHINE-GUN FIRE
Type: Neutral
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 1
Description: Fires a barrage of projectiles straight ahead that continue until they pass overhead.

MAGIC MISSILE
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Lightly follows target and fires a missile.
Note: Used during Raging Vulture battle.

CHARACTERISTICS
---------------
* Uses Charge or Machine-Gun Fire after flying around.
* Can also use Magic Missile during the Raging Vulture battle, emitting coloured smoke when it does so (Sora can rail slide on the smoke).

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SEA SPRITE

If you want to know these fickle fishes' weakness, keep an eye on their color! Just remember this handy rhyme:
If it's blue, Thunder hits true.
If it's red, Blizzard instead.
If it's yellow…something something Fire?
Keep blasting them with their elemental weakness and they'll go belly-up in no time.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.2
EXP modifier: ×1.5
TYPE AFFINITIES
-Blue-
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0
 - Thunder: ×2
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
-Red-
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×2
 - Thunder: ×0.7
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
-Yellow-
 - Physical: ×1
 - Fire: ×2
 - Blizzard: ×0.7
 - Thunder: ×0
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
-Iridescent-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
-Blue-
 - Freeze: Immune
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
-Red and iridescent-
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
-Yellow-
 - Freeze: Vulnerable
 - Electrify: Immune
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
Blue:
* MP prize [3] ×3
* Frost Stone (12%)
* Frost Gem (6%)

Red:
* HP prize [1] ×3
* Blazing Stone (12%)
* Blazing Gem (6%)

Yellow:
* Munny [5] ×3
* Lightning Stone (12%)
* Lightning Gem (6%)

Iridescent:
* Munny [1] ×3
* Soothing Stone (12%)
* Soothing Gem (6%)
* Wellspring Gem (8%)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 104 HP, 222/177/133 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 118 HP, 303/242/182 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Huddled Isles (CB1, CB2; underwater)
* The High Seas / Undersea Cavern (CB1, CB2; underwater)
* The High Seas / Isla de los Mástiles (CB1, CB2; underwater)
* The High Seas / Ship's End (CB1, CB2; underwater)
* The High Seas / Sandbar Isle (CB1, CB2; underwater)
* Port Royal / Docks (CB1, CB2; underwater)
* Port Royal / Seaport (CB1, CB2; underwater)
* Port Royal / Fort (CB1, CB2; underwater)

TECHNIQUES
----------
BITE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Bites while moving forward.

VERTICAL TAIL SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Swings its tail downward while spinning vertically.

IN ANY COLOUR OTHER THAN IRIDESCENT

BLIZZARD
Type: Blizzard
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Breathes a homing lump of ice from its mouth at its target.

FIRE
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Breathes a homing fireball from its mouth at its target.

SHOCK CHARGE
Type: Thunder
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Illuminates its whole body and rams opponents.
Status effect: Electrify (100%/10 seconds)

CHARACTERISTICS
---------------
* Changes colour every 20–30 seconds in the following order: blue → red → yellow → iridescent → blue → etc. (its body colour when it first appears differs depending on location). Techniques used change depending on body colour (see table below): Blizzard when blue, Fire when red, and Shock Charge when yellow.

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SPEAR LIZARD

Walking on land isn't their forte, so don't be surprised if they flounder about in the wrong direction. Those spears they carry find their targets well enough, though.
Be on the lookout for Water magic, and if they start blowing bubbles your way, move! A direct hit will cause a sneezing fit.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.8
EXP modifier: ×0.75
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×0.7
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×3
* Soothing Stone (8%)
* Soothing Gem (4%)
* Soothing Crystal (2%)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 69 HP, 112/89/67 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 79 HP, 152/121/91 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 109 HP, 332/265/199 EXP, 73 Strength, 37 Defense (Battlegate 10)
* The High Seas / Port Royal Waters (CB1, CB2 [small island near Isla de los Mástiles] / CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / Isla de los Mástiles (CB1, CB2)
* The High Seas / Confinement Island (CB1, CB2; optional event [treasure chest])
* Port Royal / Fort (CB1 [during crab hunt])

TECHNIQUES
----------
DOWNWARD SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Steps back and swings spear downward.

JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Leaps forward and swings spear downward.

WATER
Type: Water
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Shoots water in an arc-shaped motion.

FLOAT BUBBLE
Type: Water
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
Description: Generates bubbles directly in front of itself and launches them forward.
Status effect: Sneeze (100%/15 seconds)

CHARACTERISTICS
---------------
* Repeatedkly runs up to and retreats from opponents, then attacks.

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ANCHOR RAIDER

This swashbuckler's anchor can hook onto thin air, turning it into a swinging pendulum of pain. Don't watch the anchor, though; it's that extending chain and sharp saber you need to be ready for.
Instead of trying to keep up with it, try letting your magic do the chasing for you.

BASE STATS
----------
Classification: Heartless
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Vulnerable
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 10
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×2
* Munny [5] ×3
* Wellspring Gem (20%)
* Wellspring Crystal (8%)
* Lucid Crystal (8%)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 696 HP, 517/413/310 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 792 HP, 705/564/423 EXP, 54 Strength, 27 Defense (CB2)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 10)
* Davy Jones' Locker (CB1; event)
* The High Seas / Port Royal Waters (CB1; event)
* The High Seas / Huddled Isles (Battlegate 10)
* The High Seas / The Isle of Luck (CB1, CB2)
* Port Royal / Fort (CB1 [during crab hunt])

TECHNIQUES
----------
SABRE ATTACK
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Slashes at its opponent while swaying like a pendulum.

ANCHOR SHOT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Charges with its sabre pointing forward.

SABRE DROP
-Sabre-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Moves overhead its target, then drops and thrusts its sabre into the ground, generating shock waves.

CHARACTERISTICS
---------------
* Slightly distances itself (in mid-air) from opponents, then attacks 1–3 times.
* Generally doesn't flinch while attacking or extending its anchor to move long distances quickly.

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TIREBLADE

One monster, two modes, all trouble.
In their aerial form, they'll flit about on blade-wings, slashing at you whenever they get the chance.
In their ground form, they'll lob rockets your way. Watch the target on the ground: when it turns red, that's your cue to bail!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [1] ×2
* Lightning Stone (8%)
* Lightning Gem (4%)
* Lightning Crystal (2%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 4)
* Galaxy Toys / Kid Korral (Battlegate 4; transported to King of Toys battlefield)

SAN FRANSOKYO
Level 38, 95 HP, 183/146/110 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (SF2)
Level 60, 137 HP, 442/353/265 EXP, 73 Strength, 37 Defense (Battlegate 12)
* The Bridge (SF1; event)
* The City / South District: Day (SF1 [pre-Catastrochorus] / SF1; optional event [Catastrochorus])
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2 / SF1, SF2; optional event [Flash Tracer A & B])
* The City / Central District (Battlegate 12)

TECHNIQUES
----------
FLYING MODE

HORIZONTAL SPIN SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Slashes with wings while spinning sideways.

VERTICAL SPIN SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: After turning its wings downward, it slashes down while spinning vertically. [check later]

WHEELED MODE

VERTICAL ROCKET SHOT ("Vertical Falling Missile" on p. 601)
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Shoots a rocket into the air, after which a tracking marker appears and follows opponents; when the marker turns red, the rocket strikes that position.

CHARACTERISTICS
---------------
* Can switch between flying mode (with shining wings) and wheeled mode (with tires); techniques used change depending on mode.
* One specific Tireblade in San Fransokyo: The Bridge remains in wheeled mode and continuously uses Vertical Rocket Shot instead of moving around; it begins to act normally when approached by an opponent.

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DUSK

Phantasmagorical frights that morph and stretch as they fight. Stay locked on, and all the fancy footwork in the world won't save them.
As tough as they are to predict, there are moments when they just sort of…stand there. And when they space? Keyblade to the face.

BASE STATS
----------
Classification: Nobody
HP modifier:
* Normal: ×1.5
* Keyblade Graveyard: ×0.5
EXP modifier:
* Normal: ×1.5
* Keyblade Graveyard: ×0.3
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Twilight Shard (12%)
* Twilight Stone (6%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 3)
* The Neighborhood / Tram Common (TT1; event)
* The Neighborhood / The Old Mansion (TT1; event)
* The Neighborhood / The Old Mansion (Battlegate 3)

KINGDOM OF CORONA
Level 14, 73 HP, 48/38/29 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 85 HP, 70/56/42 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 108 HP, 134/107/81 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 130 HP, 222/177/133 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-festival, pre-clear])
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Kingdom / Wharf (KC1; event)

ARENDELLE
Level 26, 108 HP, 134/107/81 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 130 HP, 175/140/105 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 142 HP, 274/219/165 EXP, 52 Strength, 26 Defense (AR3)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (AR1, AR2, AR3)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

KEYBLADE GRAVEYARD
Level 42, 51 HP, 68/54/41 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
HEADBUTT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Approaches the target while moving in a meandering manner, then swings enlarged head downward.

SWEEP KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Performs a side-to-side sweeping kick with both legs at ground level.

CHARACTERISTICS
---------------
* Attacks after walking around in random directions, stretching its body vertically and moving forward or back, or moving in a single fluid motion without stopping.
* Generally doesn't flinch when attacking or when its body is stretched out vertically.
* Its revenge value doesn't increase when attacked by non-Physical-type techniques, nor does it increase at all in the Keyblade Graveyard: Badlands.
* Stretches its body vertically and moves back as a counteraction.

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SNIPER

Gravity's got nothing on these slippery sharpshooters, and as soon as you close the distance they'll warp right outta there. The good news? Blocking will send the arrows they fire straight back at them.
In bigger brawls, you'll want to make them a priority. A little magic goes a long way toward pinning them down until you can land some hits.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Focus prize [5] ×2
* Betwixt Shard (18%)
* Betwixt Stone (12%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 63 HP, 29/23/18 EXP, 25 Strength, 12 Defense (TT1)
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 3)
* The Neighborhood / Tram Common (TT1; event)
* The Neighborhood / The Old Mansion (Battlegate 3)

ARENDELLE
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

SAN FRANSOKYO
Level 38, 142 HP, 270/216/162 EXP, 52 Strength, 26 Defense (SF1)
Level 42, 153 HP, 333/266/200 EXP, 55 Strength, 28 Defense (SF2)
* The City / South District: Night (SF1, SF2)
* The City / Central District: Night (SF1, SF2)
* The City / North District: Night (SF1, SF2)

SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
SHOT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Aims with its laser sight and shoots a light projectile which briefly hangs in mid-air before flying towards its target.

GIANT SHOT
-Large light projectile-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Small light projectile-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (repel)
Repel level: 2
Description: Enlarges weapon, aims with its laser sight for 2 seconds, then fires a large light projectile. This large light immediately stops and hangs in mid-air after firing, after which it splits into five small light projectiles that fly towards a nearby opponent.

STRIKE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Warps near an opponent and strikes them with its weapon.

CHARACTERISTICS
---------------
* Launches its attacks after standing still from a distance or after warping.
* Frequently warps and moves away from opponents after using Giant Shot.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

REAPER

That scythe isn't your only worry; these floral fiends have a punishing petal attack as well. And a trio of Reapers can team up to bloom-bomb a much broader area.
Their flower bud form may be immune to normal attacks, but as a rule, plants don't fare well against magical flames.

BASE STATS
----------
Classification: Nobody
HP modifier:
* Normal: ×3
* Keyblade Graveyard: ×1
EXP modifier:
* Normal: ×2.5
* Keyblade Graveyard: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Focus prize [5] ×2
* Betwixt Shard (18%)
* Betwixt Stone (12%)
* Betwixt Gem (8%)

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA
Level 14, 147 HP, 79/63/48 EXP, 29 Strength, 14 Defense (KC1)
Level 18, 171 HP, 117/93/70 EXP, 33 Strength, 16 Defense (KC2)
Level 26, 216 HP, 223/178/134 EXP, 40 Strength, 20 Defense (KC3)
Level 34, 261 HP, 369/295/222 EXP, 48 Strength, 24 Defense (KC4)
* The Forest / Hills (KC1 [post-festival], KC2, KC3, KC4 / KC1; event)
* The Forest / Marsh (KC1, KC2, KC3, KC4)
* The Kingdom / Wharf (KC1; event)

ARENDELLE
Level 60, 411 HP, 999/883/663 EXP, 73 Strength, 37 Defense
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

KEYBLADE GRAVEYARD
Level 42, 102 HP, 222/177/133 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

SCALA AD CAELUM [DLC]
Level 50, 354 HP, 773/618/464 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
LEAF SLASH
Type: Physical
Power modifier: ×0.8
Guard: Yes (repel)
Repel level: 2
Description: Spins around sideways while advancing in a meandering manner.

THORN WHIP
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Lands and transforms into a flower bud-like form, then advances forward while swinging numerous thorns downward.

FLARE DANCE
Type: Neutral
Power modifier: ×0.6 per hit
Guard: Yes (negate)
Repel level: —
Description: Somersaults and scatters petal-like fragments of light around itself.

CHARACTERISTICS
---------------
* Attacks after frequently warping around in mid-air beforehand.
* Sometimes uses Leaf Slash when another Reaper does so.
* May use Flare Dance in tandem with [up to] two other Reapers.
* Warps and uses either Flare Dance or Leaf Slash as a counteraction.
* Immune to non-Fire-type attacks while warping, using Flare Dance, or immediately before attacking with Thorn Whip.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

NINJA

Lightning-quick martial arts? Razor-sharp kunai? Phantom clones? Oh, yeah. That's a ninja.
Those clones do look mighty convincing, but a fake's a fake. Stay cool, watch closely, and spot the real deal—then give 'em the chop!

BASE STATS
----------
Classification: Nobody
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0.5
 - Water: ×1.5
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Munny [5] ×2
* Betwixt Stone (18%)
* Betwixt Gem (12%)
* Betwixt Crystal (8%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 180 HP, 178/142/107 EXP, 40 Strength, 20 Defense (AR1)
Level 30, 200 HP, 233/186/140 EXP, 44 Strength, 22 Defense (AR2)
Level 38, 237 HP, 365/292/219 EXP, 52 Strength, 26 Defense (AR3)
Level 60, 342 HP, 883/706/530 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The North Mountain / Valley of Ice (AR1 [post-clear], AR2, AR3)
* The North Mountain / Frozen Wall (AR1 [post-clear], AR2, AR3)
* The North Mountain / Snowfield (AR1, AR2, AR3)
* The Labyrinth of Ice / Lower Tier (AR1; event)
* The Labyrinth of Ice / Middle Tier (AR1; event)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

SCALA AD CAELUM [DLC]
Level 50, 295 HP, 618/494/371 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
KUNAI COMBO
Type: Physical (arm shake); Thunder (thrown kunai)
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: 2
Description: Throws seven kunai in succession.

ROLLING GLIDE
-During spin-
Type: Physical
Power modifier: ×0.5 × 2 hits
Guard: Yes (negate)
Repel level: 2
-End of spin-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Floats in the air and approaches opponents, then swings its arms while spinning.

CLONING TECHNIQUE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Surrounds opponents with itself and five clones for 10 seconds. They do nothing until a clone is attacked, at which point the clones disappear and the real Ninja attacks.

REVERSE THUNDER
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Floats in the air in a prawn-like pose and discharges electricity around itself.

(Prawn as in the crustacean.)

CHARACTERISTICS
---------------
* After moving away from its opponents, it uses Kunai Combo, Rolling Glide, or Cloning Technique.
* If there are only one or two Ninja total on the field, it may become invincible and use Reverse Thunder.
* Cloning Technique spawns five extra clones for 10 seconds with the following traits: full HP, no shadow, no attraction marker chance.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GAMBLER

It's all fun and games until somebody gets mauled by a giant playing card. Can you imagine the paper cuts from those things?! When a hand of them start circling you, watch for a flash; that's your cue to dodge.
Not interested in playing dice? Try playing baseball. Batter up!

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.5
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×0.7
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [5] ×2
* Munny [10] ×4
* Twilight Stone (18%)
* Twilight Gem (12%)
* Twilight Crystal (6%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 60, 205 HP, 663/530/398 EXP, 73 Strength, 37 Defense (Battlegate 9)
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

THE CARIBBEAN
Level 34, 130 HP, 222/177/133 EXP, 48 Strength, 24 Defense (CB1)
Level 40, 148 HP, 303/242/182 EXP, 54 Strength, 27 Defense (CB2)
* The High Seas / Port Royal Waters (CB1; event)
* Port Royal / Dockside Path (CB1, CB2)
* Port Royal / Settlement (CB1, CB2)

SCALA AD CAELUM [DLC]
Level 50, 177 HP, 464/371/279 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier: ×0.6 per hit
Guard: Yes (repel)
Repel level: 2
Description: Moves forward while spinning in a handstand pose.

DICE PRESS
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Throws bouncy homing dice.

CARD SHUFFLE
Type: Physical
Power modifier: ×0.3 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Ten cards surround and strike an opponent.

CHARACTERISTICS
---------------
* Attacks after walking about slowly or moving forward in mid-air.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BERSERKER

Is the Nobody swinging the hammer, or the hammer swinging the Nobody? Reading its attacks can be tricky, but each blow hits like a truck, so steer clear of that hammer unless you're interested in air travel.
Oh, and if you see its body shrink and its hammer grow, a combo's coming your way. Think fast!

BASE STATS
----------
Classification: Nobody
HP modifier:
* Battlegate 9: ×16
* Scala ad Caelum: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 25
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: 24

REWARDS
-------
* MP prize [5] ×4
* Munny [10] ×3
* Betwixt Crystal (73%)
* Hungry Crystal (18%)
* Evanescent Crystal (9%)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 60, 2192 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense
* The Labyrinth of Ice / Middle Tier (Battlegate 9; transported to Sköll battlefield)

SCALA AD CAELUM [DLC]
Level 50, 944 HP, 999/865/649 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
HAMMER PULL
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Pulls a nearby hammer towards itself.

SPIN KICK
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Kicks while spinning around its hammer's shaft.

ROUND-TRIP RUSH
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate)
Repel level: —
Description: Rams opponents, then flips around and rams opponents again.

JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Leaps directly overhead its target and drops straight down.

HAMMER DANCE
-Strike-
Type: Physical
Power modifier: ×0.3 × 10 hits
Guard: Yes (negate)
Repel level: 2
-Swing-
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate)
Repel level: 2
-Drop-
Type: Physical
Power modifier: ×2
Guard: Yes (repel; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Slams its enlarged hammer into the ground repeatedly, swings it, then drops down from the air.

CHARACTERISTICS
---------------
* Its hammer spawns a short distance away; it uses Hammer Pull to take and wield it.
* After dragging itself around, it uses attacks other than Hammer Pull once or several times.
* Automatically blocks blockable attacks that strike its hammer.
* Generally doesn't flinch while attacking.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SORCERER

Magic and elemental attacks won't work well against these confounding casters. Know what will? Keyblade to the face.
Watch out when the cubes they've conjured change color; that means pain is incoming. But then, when are ethereal objects glowing red a good sign?

BASE STATS
----------
Classification: Nobody
HP modifier:
* Battlegate 3: ×15
* Scala ad Caelum: ×5
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Water: ×0
 - Aero: ×0
 - Dark: ×0
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 5
 - Attraction modifier: ×1.1
 - Base damage upper limit: 24

REWARDS
-------
* MP prize [5] ×4
* Focus prize [5] ×2
* Twilight Crystal (80%)
* Hungry Crystal (20%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 60, 2055 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense
* The Neighborhood / The Old Mansion (Battlegate 3)

SCALA AD CAELUM [DLC]
Level 50, 590 HP, 999/865/649 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; optional event [Kairi's heart fragment])
* Breezy Quarter (SaC)

TECHNIQUES
----------
CHAOS SHIELD
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Cubes materialise and spin around itself.

CHAOS SHOT
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Deploys three cubes around the target and makes them explode; repeats this three times.

WILD DANCE
Type: Physical
Power modifier: ×0.2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Summons a multitude of cubes near the target and swings them many times.

CHARACTERISTICS
---------------
* Attacks once or several times after warping away from opponents.
* Warps far away as a counteraction.
* Generally doesn't flinch while using Chaos Shield or Wild Dance or before deploying its Chaos Shot cubes.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FLOOD

The Unversed equivalent of a Shadow. Agile, but otherwise unimpressive.

BASE STATS
----------
Classification: Unversed
HP modifier:
* Normal: ×1
* Keyblade Graveyard: ×0.33
EXP modifier:
* Normal: ×1
* Keyblade Graveyard: ×0.2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.8
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×2
* Munny [1] ×2
* Sinister Shard (12%)
* Wellspring Shard (4%)

Keyblade Graveyard:
* HP prize [1] ×2
* Munny [1] ×2
* Sinister Shard (12%)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1, MON2, MON3 / MON1; event)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Vault Passage (MON1, MON2, MON3)

KEYBLADE GRAVEYARD
Level 42, 33 HP, 45/36/27 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

TECHNIQUES
----------
CUT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Scratches with its right hand.

LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Lunges with its left hand.

DIVE LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
Description: Leaps lightly, then swoops and lunges with its right hand.

CHARACTERISTICS
---------------
* Attacks after prowling around or temporarily retreating from opponents.
* May melt into the ground and move around within (does not do this in the Keyblade Graveyard's Badlands). In this state, it is invincible against all non-Water-type attacks and emerges if struck with Water-type attacks.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FLOWERSNAKE

These pests cling to poles and pipes, where they pump out poison that sticks around for a while. Watch your step!
One blast of the supersonic scream they emit while crawling along the floor and you'll be stunned. Bring the hurt before it can bring the noise.

BASE STATS
----------
Classification: Unversed
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.8
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* MP prize [3] ×3
* Munny [5] ×2
* Sinister Stone (8%)
* Sinister Gem (4%)
* Wellspring Stone (8%)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 68 HP, 78/62/47 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 76 HP, 103/82/62 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 91 HP, 164/131/99 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1 [post-clear], MON2, MON3; atop Spiked Turtletoad)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3; atop Spiked Turtletoad)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Vault Passage (MON1, MON2, MON3)

TECHNIQUES
----------
SNAKE MODE

HEAD BAT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings its head downward with a slamming motion.

BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Leaps and bites.

SOUND WAVE ATTACK
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Emits sound waves from its mouth while swinging its neck/head left-and-right.
Status effect: Stun (100%/6 seconds)

FLOWER MODE

POISON SPIT
Type: Dark
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Shoots venom at the target; venom that hits the ground forms a pond that remains for 3 seconds.

POISON SCATTER
Type: Dark
Power modifier: ×1 × 3 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Scatters venom three times/three bundles of venom; venom that hits the ground forms a pond that remains for 3 seconds.

CHARACTERISTICS
---------------
* Appears in either snake mode (grounded, slithering around like a snake) or flower mode (affixed to a wall or pillar, takes the form of a flower); techniques used change depending on its mode.
* When in snake mode, it may jump toward a wall or pillar and switch to flower mode.
* A Flowersnake in flower mode switches to snake mode when struck by an attack.
* A pair of Flowersnakes may use Sound Wave Attack and Bite in tandem on the same target.

COLUMN PORTAL: FLOWERSNAKES MAY MERGE WITH SPIKED TURTLETOADS
-------------------------------------------------------------
Certain Flowersnakes spawn merged with a Spiked Turtletoad; Flowersnakes swallowed by a Spiked Turtletoad also merge with it. Flowersnakes have the following traits when merged; when their respective Spiked Turtletoad is defeated, so are they.

MERGED SPIKED TURTLETOAD AND FLOWERSNAKE TRAITS
* Completely invincible and can't be targeted.
* Does nothing when merged (during Shell Spin, it scatters poison nearby without aiming at a partcular opponent).

[Caption: The party faces a Spiked Turtletoad; a red circle surrounds the Flowersnake on top] When merged with a Spiked Turtletoad, it appears upon its back in flower mode.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SPIKED TURTLETOAD

When it gets puffed up, you get roughed up. Watch out for that flying press once its belly fills with air! The shell on its back is Keyblade-proof, so you'll have to find softer places to smack.
It can swallow nearby Flowersnakes, then sprout them as toxic turrets. And if it swallows you… Don't let it swallow you.

BASE STATS
----------
Classification: Unversed
HP modifier:
* Normal: ×8
* Keyblade Graveyard: ×2.66
EXP modifier:
* Normal: ×3.5
* Keyblade Graveyard: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×1
 - Dark: ×0.8
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: —

REWARDS
-------
* HP prize [5] ×3
* Munny [10] ×4
* Sinister Crystal (20%)
* Wellspring Gem (10%)
* Pulsing Gem (8%)

Keyblade Graveyard:
* HP prize [5] ×3
* Munny [10] ×3
* Sinister Crystal (30%)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 544 HP, 272/217/163 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 608 HP, 359/287/216 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 728 HP, 574/459/345 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3)
* The Factory / Second Floor (MON1; event)
* The Power Plant / Accessway (MON1; event)
* The Power Plant / Tank Yard (MON1 [post-clear], MON2, MON3 / MON1; event)

KEYBLADE GRAVEYARD
Level 42, 271 HP, 443/354/266 EXP, 55 Strength, 28 Defense (KG1)
* The Badlands (KG1; event; spawns infinitely)

TECHNIQUES
----------
HIGH BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Slams its whiskers downward.

WHISKER SLAP
Type: Physical
Power modifier: ×0.75 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances while swinging its whiskers downward in an alternating left-and-right pattern.

CRUSH
Type: Physical
Power modifier: ×2.5 × 3 hits
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Inflates its belly and bounces three times.

SHELL SPIN
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Rushes around in a circular orbit while spinning.

EAT
-Swallow-
Type: Physical
Power modifier: ×0
Guard: No
Repel level: —
-Bite-
Type: Physical
Power modifier: ×3 × 3 hits
Guard: No
Repel level: —
Description: 息を吸って正面の相手をひるませたあと吸いこみ, 3回かんでから吐き出す

CHARACTERISTICS
---------------
* Advances slowly, then attacks once or several times.
* May swallow Flowersnakes in front of it and merge with them.
* When merged with Flowersnakes, Shell Spin's properties change as follows: Releases purple fumes while spinning and rams its opponents several times.
* Automatically blocks blockable attacks that strike its shell.
* Generally doesn't flinch while attacking.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TURTLETOAD

Unlike their larger cousins, these little guys have soft shells that are very much not Keyblade-proof.
They can't swallow you up, either, which is always a plus. Just don't think that makes them harmless; these rotten ribbiters still pack a punch!

BASE STATS
----------
Classification: Unversed
HP modifier: ×4
EXP modifier: ×3
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×1
 - Dark: ×0.8
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Vulnerable
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
 - Reaction value: 3
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* Focus prize [5] ×2
* Munny [5] ×4
* Sinister Gem (16%)
* Wellspring Stone (8%)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 24, 272 HP, 233/186/140 EXP, 38 Strength, 19 Defense (MON1)
Level 28, 304 HP, 308/246/185 EXP, 42 Strength, 21 Defense (MON2)
Level 36, 364 HP, 492/393/295 EXP, 50 Strength, 25 Defense (MON3)
* Monsters, Inc. / Lobby & Offices (MON1, MON2, MON3)
* Monsters, Inc. / Laugh Floor (MON1; event)
* The Door Vault / Service Area (MON1 [post-clear], MON2, MON3)
* The Factory / Ground Floor (MON1, MON2, MON3)
* The Factory / Second Floor (MON1 [post-clear], MON2, MON3 / MON1; event)
* The Power Plant / Accessway (MON1, MON2, MON3)
* The Power Plant / Vault Passage (MON1, MON2, MON3)

TECHNIQUES
----------
HIGH BITE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Slams its whiskers downward.

WHISKER SLAP
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Advances while swinging its whiskers downward in alternating left-and-right pattern.

CRUSH
Type: Physical
Power modifier: ×2 × 2 hits
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Inflates its belly and bounces twice.

SHELL SPIN
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Rushes around in a circular orbit while spinning.

CHARACTERISTICS
---------------
* Advances slowly, then attacks once or several times.
* If struck by an attack, it may use Shell Spin immediately afterward.
* Generally doesn't flinch when using Crush or Shell Spin.

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GIGAS: POWER CLASS

One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a taste for terror.
This model boasts a sturdy hull and brutal close-quarter attacks. Keep your distance, and avoid that shoulder tackle at all costs!

BASE STATS
----------
Classification: Other
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×0.5
 - Fire: ×0.75
 - Blizzard: ×0.75
 - Thunder: ×0.75
 - Water: ×0.75
 - Aero: ×0.75
 - Dark: ×0.75
 - Neutral: ×0.75
 - Rapid-fire: ×0.65
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 15
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 360 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 424 HP, 132/105/79 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 544 HP, 272/217/163 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 664 HP, 460/368/276 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots two light projectiles from its right-hand muzzle.

PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.

TACKLE
Type: Physical
Power modifier: ×3
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Turns glowing right shoulder forward and rams opponents.

CHARACTERISTICS
---------------
* Primarily uses Punch after running towards an opponent.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GIGAS: SPEED CLASS

One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a penchant for peril.
This model's speed and agility are its greatest weapons.
Well, that and the mega-cluster of explosives it fires from its shoulder cannons.

BASE STATS
----------
Classification: Other
HP modifier: ×5
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×0.5
 - Fire: ×0.75
 - Blizzard: ×0.75
 - Thunder: ×0.75
 - Water: ×0.75
 - Aero: ×0.75
 - Dark: ×0.75
 - Neutral: ×0.75
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 10
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 225 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 265 HP, 132/105/79 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 340 HP, 272/217/163 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 415 HP, 460/368/276 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 685 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 2F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots three light projectiles from its right-hand muzzle.

PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.

BOMB
-Orb-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Blast-
Type: Neutral
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires three light orbs each from its left shoulder and right shoulder cannons in sequence; they explode when they hit something.

CHARACTERISTICS
---------------
* Primarily uses Shot after leaping away from an opponent.
* May only shoot a single projectile if using Shot while leaping.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GIGAS: GUNNER CLASS

One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper that's keen on chaos.
This long-range model's a bit of a glass cannon, so get up in its face and smash it to bits!
The energy rounds it fires from its shoulder cannons are blazingly fast, so get out of the way as soon as it starts to takes aim.

BASE STATS
----------
Classification: Other
HP modifier: ×4
EXP modifier: ×3
TYPE AFFINITIES
 - Physical: ×0.5
 - Fire: ×0.75
 - Blizzard: ×0.75
 - Thunder: ×0.75
 - Water: ×0.75
 - Aero: ×0.75
 - Dark: ×0.75
 - Neutral: ×0.75
 - Rapid-fire: ×0.35
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: 24

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Soothing Shard (12%)
* Wellspring Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 180 HP, 72/57/43 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 212 HP, 113/90/68 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 272 HP, 233/186/140 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 332 HP, 394/315/237 EXP, 46 Strength, 23 Defense (TB4)
Level 60, 548 HP, 999/999/795[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (TB1 [post-clear], TB2, TB3, TB4 / TB1; event)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Main Floor: 3F (TB1, TB2, TB3, TB4)
* Galaxy Toys / Action Figures (TB1, TB2, TB3, TB4)
* Galaxy Toys / Babies & Toddlers: Outdoors (TB1, TB2, TB3, TB4 / TB1; event [UFO])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Shoots four light projectiles from its right-hand muzzle.

PUNCH
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with left hand.

BOMB
-Ball-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Blast-
Type: Neutral
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 左肩のキャノン砲から, 大きな光弾を同時に放つ. 光弾は何かに当たると爆発する

CHARACTERISTICS
---------------
* Primarily uses Shot after leaping away from an opponent.
* If greatly staggered or knocked back, it may immediately retaliate with Shot (one projectile only).
* When defeated, it remains in place for 60 seconds, then vanishes; Sora can board and control a defeated Gigas.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BEASTS & BUGS

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
Expect these quick critters to zip out of range and let their cannons fly. That's about the only thing they can do, actually.

BASE STATS
----------
Classification: Other
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (16%)
* Wellspring Stone (8%)
* Hungry Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 90 HP, 48/38/29 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 106 HP, 75/60/45 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 166 HP, 263/210/158 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
GUNSHOT
Type: Neutral
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Lightly fires a single homing light projectile.

CHARACTERISTICS
---------------
* Uses Gunshot after retreating from an opponent.
* Generally doesn't flinch just before shooting a light projectile with Gunshot.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

PATCHWORK ANIMALS

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
These simple-minded plushies only know one trick: chaaarge! Use magic to trip them up, then give them some new stitches.

BASE STATS
----------
Classification: Other
HP modifier: ×3
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 135 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 159 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 204 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 249 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])

TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Floats up and rams opponents.

CHARACTERISTICS
---------------
* There are two variants appearance-wise (both act identically).
* Slowly approaches an opponent, then uses Charge.
* Generally doesn't flinch just before it attacks with Charge.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AIR DROIDS

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
When these nuisances aren't blasting you with their arm cannons, they're blasting you with gale-force winds. The good news? They can't do both at the same time. When they switch on that fan, use magic to blow them away!

BASE STATS
----------
Classification: Other
HP modifier: ×2
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 90 HP, 48/38/29 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 106 HP, 75/60/45 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 136 HP, 155/124/93 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 166 HP, 263/210/158 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
GUNSHOT
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires a barrage of light projectiles while turning to-and-fro.

CHARACTERISTICS
---------------
* Can appear in three colours (all act identically).
* Uses Gunshot after retreating from opponents.
* If an opponent is nearby, it may unleash a gust of wind from the fan on its chest and force them back.
* Generally doesn't flinch just before using Gunshot or generating a gust of wind.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BOUNCY PETS

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
These bouncy baddies rarely sit still for long. Use those brief pauses to take the spring out of their step!

BASE STATS
----------
Classification: Other
HP modifier: ×3
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.8
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: ×1.1
 - Base damage upper limit: —

REWARDS
-------
* HP prize [1] ×3
* Munny [5] ×2
* Wellspring Shard (12%)
* Wellspring Stone (4%)
* Hungry Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 135 HP, 60/48/36 EXP, 27 Strength, 13 Defense (TB1)
Level 16, 159 HP, 94/75/57 EXP, 31 Strength, 15 Defense (TB2)
Level 24, 204 HP, 194/155/117 EXP, 38 Strength, 19 Defense (TB3)
Level 32, 249 HP, 329/263/198 EXP, 46 Strength, 23 Defense (TB4)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1, TB2, TB3, TB4 / TB1; optional event [Angelic Amber])
* Galaxy Toys / Kid Korral (TB1, TB2, TB3, TB4 / TB1; event)

TECHNIQUES
----------
CRUSH
-Drop-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Leaps directly overhead its target and drops straight down, generating a shock wave.

CHARACTERISTICS
---------------
* There are six variants appearance-wise (all act identically).
* After retreating from an opponent, it uses Crush once or several times.
* Generally doesn't flinch just before initiating Crush.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SUPREME SMASHER

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
This massive menace gave Sora and his friends a run for their money, but in the end no deadly claws or terrible tower turrets were a match for the mighty Rex.
Yes, that Rex.

BASE STATS
----------
Classification: Other
HP modifier: ×8
EXP modifier: ×3.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 3
 - Revenge value: —
 - Attraction modifier: ×0.8
 - Base damage upper limit: —

REWARDS
-------
* HP prize (5) ×3
* Munny (10) ×4
* Wellspring Shard (16%)
* Wellspring Stone (8%)
* Hungry Shard (8%)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 360 HP, 84/67/51 EXP, 27 Strength, 13 Defense (TB1)
Level 60, 1096 HP, 999/999/927[?] EXP, 73 Strength, 37 Defense (Battlegate 5)
* Galaxy Toys / Main Floor: 1F (Battlegate 5)
* Galaxy Toys / Action Figures (TB1; event)

TECHNIQUES
----------
DOUBLE CLAW
Type: Physical
Power modifier: ×2 × 2 hits
Guard: Yes (negate)
Repel level: 2
Description: Scratches with left hand, then scratches with right hand while turning its upper body.

DASH CLAW
Type: Physical
Power modifier: ×3
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Charges straight forward and spins its right hand while turning its upper body.

HEAT BREATH
Type: Fire
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Raises its head and releases a light beam from its mouth.

PLASMA
Type: Thunder
Power modifier: ×1 × 5 hits
Guard: Yes (negate)
Repel level: —
Description: Unleashes five lightning bolts above its head as it chases its opponents forward.

CHARACTERISTICS
---------------
* Walks slowly, then attacks. Frequently uses Dash Claw if no other Supreme Smashers are around.
* Sora以外を狙うときは, いずれかの攻撃後につづけてHeat BreathかPlasmaを使うことが多い
* Frequently uses Heat Breath if Sora is aboard a Gigas.
* 相手が自分よりも高いところにいるときは, あまり攻撃を行なわない

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HEARTLESS SHIP

BASE STATS
----------
Classification: Other
HP: See below
EXP modifier: See below
OTHER PROPERTIES
 - Damage modifier: ×10
 - Base damage upper limit: —

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, var HP, var EXP, 10 Strength, 0 Defense (CB1)
Level 40, var HP, var EXP, 10 Strength, 0 Defense (CB2)
* The High Seas (various; see below)
* Over the Edge (CB1; event)
* The High Seas / Northern Waters (CB1; event)

(Note: "Main" locations don't necessarily mean "exclusive", but I haven't yet checked for other specifics.)

CHARACTERISTICS
---------------
* There are eight types of small ships and four types of large ships; up to five ships/types of ships can appear in a single fleet. Different types of ships appear depending on the area.
* The hull, mast and core each have their own HP values; some ships have different maximum HP values and power modifiers depending on their location (see below). Note that Scan only reveals the hull's HP.
* The High Seas / Northern WatersでHeartlessの船団と戦う場面(→p. 322)に現れる大型船を含む艦隊は, 陣形を組んで行動することがある(そのときに使うArtilleryは威力倍率が低い)
* When a fleet is destroyed, you obtain rewards as detailed below. (*1)
* 幽霊船以外の大型船は, 沈む前にしばらく停止する(*2). 停止中の船にSoraの船が近寄ってTriangleボタンで[乗り込む]を行なうと, 甲板でHeartlessとのbattleになり, Heartlessが全滅したら, Soraは右ページの[甲板battle勝利時の戦利品]を得る
*1: 停止中の大型船が残っている場合は, それが沈むまで得られない
*2: 艦隊が全滅してから約30秒が過ぎるか, 停止中に合計3000のdamageを受けると沈む

TRAITS OF EACH SHIP PART
------------------------
MAST
* Damageを受けると帆が破けていき(幽霊船をのぞく), 受けたdamageの約0.1–0.5倍(船の種類ごとに異なる)だけ船体のHPも減る
* マストのHPがzeroになった船は, マストが折れてゆっくりとしか進めなくなる(幽霊船をのぞく). また, マストに攻撃が当たるとそのdamageぶん船体のHPが減るようになる

HULL
* The hull breaks when damaged.
* A ship sinks when its hull is reduced to 0 HP.

CORE
* The cores come in three colours: red, blue, and green. Smaller ships have 1–2 cores of a single colour, whereas larger ships may have up to 6. The core's colour determines what type of Leviathan Force is used by Sora's ship (→p. 672).
  - Red: Raging Cannons; Blue: Tidal Wave; Green: Wind Chasers
* HPがzeroになったcoreは消えて, すベてのcoreが消えた船は沈む

SHIP DATA
---------
* Power modifiers listed are per hit.
* Ships do not drop HP, MP, or Focus prizes.
* 世界の果てに現れる通常船(小)と, The High Seas / Northern WatersでHeartlessの船団と戦う場面(→p. 322)に現れる大型船は, 経験値倍率が[0]

NORMAL SHIP (SMALL / RED STRIPES)
HP: 4000–10000 (hull); 2000–3400 (mast); 100–500 (green core); 100–850 (blue core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Northern Waters
* Huddled Isles
Actions: 
* Approach
* Artillery (Power modifier: ×1–3)
* Homing missiles (Power modifier: ×3–5)
* Ram (Power modifier: ×15–40)

NORMAL SHIP (SMALL / BLUE STRIPES)
HP: 4000–10000 (hull); 2000–3400 (mast); 300–500 (green core); 600–850 (blue core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Northern Waters
* Huddled Isles
Actions: 
* Retreat
* Artillery (Power modifier: ×1–4)
* Homing missiles (Power modifier: ×4–8)
* Waterspout (Power modifier: ×15–20)

NORMAL SHIP (SMALL / RED)
HP: 7000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Any
Actions: 
* Approach
* Artillery (Power modifier: ×4)
* Homing missiles (Power modifier: ×15)
* Ram (Power modifier: ×24)

NORMAL SHIP (SMALL / BLUE)
HP: 7000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Any
Actions: 
* Retreat
* Artillery (Power modifier: ×3.5)
* Homing missiles (Power modifier: ×20)

NORMAL SHIP (SMALL / PURPLE)
HP: 10000 (hull); 3400 (mast); 500 (green core); 1100 (blue core); 1500 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
Actions: 
* Retreat
* Homing missiles (Power modifier: ×15)
* Waterspout (Power modifier: ×15)
* Stops moving when using its own attacks

CRAB SHIP
HP: 4000 (hull); 2400 (mast); 240 (green core)
EXP modifier: ×1.5
EXP:
* 222/177/133 (CB1)
* 303/242/182 (CB2)
Main locations:
* Any
Actions: 
* Retreat
* Homing missiles (Power modifier: ×15)

BLACK SHIP (SMALL)
HP: 18000 (hull); 3400 (mast); 1600 (blue core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
* Isla Verdemontaña
Actions: 
* Accompanies Black Ship (Large)
* Homing missiles (Power modifier: ×25)
* Transforms into Black Ship (Large) with Waterspout (Power modifier: ×50) if accompanying Black Ship (Large) is defeated

GHOST SHIP (SMALL)
HP: 20000 (hull); 2100 (red core)
EXP modifier: ×2
EXP:
* 295/236/177 (CB1)
* 403/322/242 (CB2)
Main locations:
* Southern Waters (east)
Actions: 
* Accompanies Ghost Ship (Large)
* Warp
* Artillery (Power modifier: ×5)
* Homing missiles (Power modifier: ×7)
* Self-destruction (Power modifier: ×150)
* Sinks with Ghost Ship (Large)

NORMAL SHIP (LARGE)
HP: 24000–38000 (hull); 7500–12000 (mast); 500 (green core); 1100 (blue core); 1500–1800 (red core)
EXP modifier: ×3
EXP:
* 443/354/266 (CB1)
* 604/483/363 (CB2)
Main locations:
* Most areas
Actions: 
* Artillery (Power modifier: ×3–6)
* Homing missiles (Power modifier: ×30)
* Waterspout (Power modifier: ×20)
* Purple-glowing missiles (Power modifier: ×80)

TREASURE SHIP
HP: 32000 (hull); 15000 (mast); 1800 (red core)
EXP modifier: ×3.5
EXP:
* 517/413/310 (CB1)
* 705/564/423 (CB2)
Main locations:
* Southern Waters
* Isle of Luck
Actions: 
* Always appears alone
* Retreat
* Artillery (Power modifier: ×7)
* Homing missiles (Power modifier: ×40)
* Waterspout (Power modifier: ×60)
* Purple-glowing missiles (Power modifier: ×150)

BLACK SHIP (LARGE)
HP: 32000 (hull); 12000 (mast); 2000 (red core)
EXP modifier: ×3.5
EXP:
* 517/413/310 (CB1)
* 705/564/423 (CB2)
Main locations:
* Southern Waters (east)
* Isla Verdemontaña
Actions: 
* Artillery (Power modifier: ×5.5–6)
* Homing missiles (Power modifier: ×40)
* Ram (Power modifier: ×80)
* Purple-glowing missiles (Power modifier: ×100)
* Self-destruction (Power modifier: ×180)

GHOST SHIP (LARGE)
HP: 42000 (hull); 2400 (red core)
EXP modifier: ×4
EXP:
* 590/472/354 (CB1)
* 805/644/483 (CB2)
Main locations:
* Southern Waters (east)
Actions:
* Warp
* Artillery (Power modifier: ×7)
* Homing missiles (Power modifier: ×7)

ADDITIONAL NOTES ABOUT ACTIONS
------------------------------
* すべてのSmall ShipとTreasure Shipは, Artilleryの弾を横方向にしか撃てない
* Homing Missilesの弾は, Soraの船による攻撃か別のHoming Missilesの爆発に巻きこまれると, 爆発して消える
* Self-Destructを使った船は, 直後に沈む
* Ghost Ship (Large)は, warp時にGhost Ship (Small)を出現させることがある

REWARDS
-------
FLEETS
* Quantity of munny and crabs obtained from fleets vary.

Containing only Small Ships:
* 0–30 munny
* Potion (20%)
* Hi-Potion (30%)
* White Crab ×10 (50%)
Note: Cannot acquire all three [non-munny] rewards at once.

Including Large Ships:
* 15–60 munny
* Hi-Potion (20%)

Containing only Crab Ships:
* White Crab ×15–60

Ghost Ships:
* 500 munny
* Hi-Ether (100%)
* Acrisius+ (50%)
* Master's Necklace (30%)
* Cosmic Belt (20%)

DECK BATTLES

Fleets including Normal Ships (Large):
* Rewards vary depending on the fleet.

* 50 munny
* Hi-Potion (100%)
* Shield Belt (30%)
* Ability Ring+ (30%)
* Technician's Ring+ (30%)

* 50 munny
* Refocuser (100%)
* Bronze Amulet (30%)
* Power Ring (30%)
* Buster Ring (30%)

* 50 munny
* Hi-Potion (100%)
* Silver Amulet (30%)
* Magic Ring (30%)
* Rune Ring (30%)

* 50 munny
* Tent ×3 (100%)
* Gold Amulet (30%)
* Shadow Anklet (30%)
* Dark Anklet (30%)

* 100 munny
* Hi-Potion (100%)
* Blizzard Choker (30%)
* Buster Band (30%)
* Blizzara Choker (30%)

* 100 munny
* Hi-Potion (100%)
* Fire Bangle (30%)
* Guardian's Belt (30%)
* Thundara Trinket (30%)

* 100 munny
* Hi-Potion (100%)
* Thunder Trinket (30%)
* Power Band (30%)
* Fira Bangle (30%)

* 200 munny
* Ether (100%)
* Elven Bandanna (30%)
* Divine Bandanna (30%)
* Valor Ring (30%)

* 200 Munny
* Ether (100%)
* Wind Fan (30%)
* Storm Fan (30%)
* Force Ring (30%)

Treasure Ship:
* 1000 Munny
* Hi-Potion ×3 (100%)
* Mega Potion (50%)
* Mega-Ether (50%)
* Bronze Necklace (50%)

Black Ship fleet:
* 300 Munny
* Hi-Ether (100%)
* Skill Ring+ (30%)
* Silver Necklace (30%)
* Cosmic Arts (20%)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARKSIDE

A colossal Heartless that arose before Sora in a land of endless sea and sky.
It looks different from other Darksides Sora has battled with, but the cause remains a mystery.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: 24

REWARDS
-------
* Fire (Sora)
* Water (Sora)

LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level 1, 400 HP, 0 EXP, 16 Strength, 8 Defense (FW1)
* Station of Awakening (FW1; boss; Sora fights alone)

SCALA AD CAELUM [DLC]
Level 50, 2400 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* Breezy Quarter (SaC; boss; Sora fights alone)

TECHNIQUES
----------
DARK PUNCH
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Punches the ground with a glowing right hand.

DARK HOMING
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (repel)
Repel level: 2
Description: Repeatedly shoots groups of 2–3 homing light projectiles from the hole in its abdomen.

SHOCK WAVE
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Generates a shock wave by punching its left hand into the ground. Used immediately after Dark Sphere.
Status effect: Stun (50%/5 seconds)

DARK SPHERE
-Dark sphere-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Falling sphere-
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Produces a dark sphere from the ground and lets it loose in midair; this large sphere rains smaller spheres around itself and its opponent.

CHARACTERISTICS
---------------
* Attacks after turning to face its opponent; after attacking, it does nothing for 10 seconds (it only uses Dark Sphere immediately following Shock Wave).
* Four Shadows appear when it uses Dark Punch.
* 同じ技を2回つづけて使うことや, Dark Sphereの直後にShock Waveを使うことが多い

STRATEGIC ADVICE
----------------
DODGE ITS ATTACKS OR GUARD BEFORE IT DOES SO

You can only attack the parts of the Darkside that can be locked onto: head, left hand, and right hand. 敵の攻撃をかわすかBlockで防いだあと, 直後の何もしてこないときを狙って, 左右どちらかの手に向かってAttackを当てていこう. Prioritise defeating the four Shadows when they appear.

HOW TO DEAL WITH DARK SPHERE

You can easily avoid Dark Sphere's numerous spheres by distancing yourself from the Darkside. さらに, かわす合間に[近寄って敵の手をAttackで3–4回攻撃→走って離れる]と行動して, damageを与えてもいい.

[Caption 1: Sora attacks the Darkside's left hand] Darksideが攻撃をくり出したあとのスキに, こちらから攻める.
[Caption 2: Sora rolls away from the Darkside's Dark Punch] このbattle中に現れるShadowは, HP prize [1]を2個落とす. 受けたdamageは, これで回復しよう.
[Caption 3: Sora attacks Shadows summoned by the Darkside] Darksideの攻撃をかわすには, 離れつつ, 当たりそうなときはDodge Rollをするといい.
[Caption 4: Sora blocks the Darkside's Dark Homing] Dark Homingの飛んでくる弾をBlockで防ぐと, 跳ね返ってDarksideに当たる.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROCK TITAN

Hercules (1997)
A gargantuan being made of solid stone.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Feet-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: 16
-Head-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: ×0.1
 - Base damage upper limit: 16

REWARDS
-------
* Maximum MP increase (Sora)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 450 HP (head), 300 HP (feet), 0 EXP, 19 Strength, 9 Defense (OL1)
* Mount Olympus / Mountainside (OL1; boss)

TECHNIQUES
----------
ROCK DROP
-Small-
Type: Physical
Power modifier: ×0.5
Guard: No
Repel level: —
-Medium-
Type: Physical
Power modifier: ×1
Guard: No
Repel level: —
-Large-
Type: Physical
Power modifier: ×2
Guard: No
Repel level: —
Description: Drops rocks; larger rocks deal more damage.

TRAMPLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Stomps on the ground with one foot; rocks protrude from the immediate ground area as it does so.

LEFT-AND-RIGHT TRAMPLE
Type: Physical
Power modifier: ×1 × 6 hits
Guard: Yes (negate)
Repel level: 2
Description: Tramples the ground with both feet in an alternating pattern; rocks protrude from the immediate ground area with each stomp.

PINCUSHION ATTACK
Type: Physical
Power modifier: ×0.5 × 2 hits
Guard: Yes (negate)
Repel level: —
Description: 地面に青い光のlineを2回浮かび上がらせる. Line上には, とがった岩が突き出す

SIDE-TO-SIDE HEAD SWING
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Shakes head(s) side-to-side.

CHARACTERISTICS
---------------
* Moves to the clifftop and launches attacks according to the situation.
* Its left foot, right foot and heads each have their own HP bars (though the two heads share HP).

STRATEGIC ADVICE
----------------
ASCEND THE CLIFF AND ATTACK ITS FEET AND HEADS IN TURN

The Rock Titan fights according to the sequence shown below; to win, its heads must be reduced to 0 HP. It is possible to attack parts other than those that can be locked onto, but it won't lose HP in such cases. Mountain Coaster can reduce the heads' HP regardless of where its attacks are aimed.

ROCK TITAN BATTLE SEQUENCE
--------------------------
1. CLIMB THE CLIFF AND APPROACH THE ENEMY
* Rock Titan's actions: Repeatedly uses Rock Drop.
* Strategy: Run diagonally to avoid the falling rocks and climb to the clifftop.

1 → 2: Sora reaches the clifftop.

2. ATTACK THE ENEMY'S FEET
* Rock Titan's actions: Uses Trample, Left-and-Right Trample, and Pincushion Attack.
* Strategy: It's recommended to reduce the HP of each foot in an alternating pattern while dodging and blocking the Rock Titan's attacks, so both can be zeroed out near-simultaneously; this way, you can avoid consecutive attacks from each foot.

2 → 1: Sora falls off the cliff.
2 → 3a: Both of the Rock Titan's feet are reduced to 0 HP.

3. ATTACK AND DEFEAT THE ENEMY'S HEADS
* Rock Titan's actions: Falls back against the mountainside and uses Side-to-Side Head Swing when the party approaches it.
* Strategy: Run up the sparkling footholds (it's recommended to run up the right [side of the screen facing the mountainside]), and attack its heads with Attack and Fire.

3 → 2: If 3 minutes pass after the Rock Titan falls back against the mountainside or any HP remains after using Mountain Coaster, both of its feet recover to 50% HP, and Sora drops down beside them.

[Caption: Sora attacks one of the Rock Titan's heads] The fight becomes considerably easier if you can get between its heads.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ICE TITAN

Hercules (1997)
A gargantuan being made of frigid ice.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 50
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 600 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss)

TECHNIQUES
----------
ICE BREATH
Type: Blizzard
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Raises its head and breathes ice from its mouth.
Status effect: Freeze (100%/0.5 seconds)

ICE FROST
Type: Blizzard
Power modifier: ×0.5 per hit
Guard: No
Repel level: —
Description: Grabs the lava mound and breathes ice.
Status effect: Freeze (100%/1.5 seconds)

ICE CLAW
-Hand-
Type: Blizzard
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Strikes the ground with its right palm and summons ice pillars that repeatedly protrude from directly underneath the opponent.

STOMP
-Foot-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: 左右の足で交互に地面を踏んで, 相手がいる方向ヘ氷柱をつぎつぎと突き出させる

CHARACTERISTICS
---------------
* Uses Ice Breath, Ice Claw, and Stomp when the party is on the ground.
* If a party member is on the lava mound, it may use Ice Breath, Ice Frost, or Ice Claw, or do nothing for 10 seconds before attacking.
* Uses Ice Breath when the Tornado Titan launches gusts of wind.
* Lava Titan(右ページを参照)のMagma Breathが頭部に当腰から下は無敵

STRATEGIC ADVICE
----------------
CLIMB THE LAVA MOUND AND ATTACK ITS HEAD

The Ice, Lava and Tornado Titans appear together; in this phase, the Tornado Titan only launches gusts of wind at certain points (see table below). Your opponents in this phase, Ice Titan and Lava Titan, attack less frequently while you're on the lava mound; they also bring their faces near the mound between attacks. 溶岩の山の上からIce Titanの頭部を狙っていき, 敵が攻撃の動作をはじめたらいったん下に降りてかわせば, 安全に戦いやすい.

TIMES WHEN THE TORNADO TITAN LAUNCHES WIND GUSTS
------------------------------------------------
* Start of battle
* (One of) Ice Titan or Lava Titan's HP is reduced below 50%
* (One of) Ice Titan or Lava Titan is defeated

[Caption 1: Ice Titan attacks Sora with Ice Claw] Defeat the Ice Titan first, as its Ice Claw is very powerful.
[Caption 2: Ice, Lava and Tornado Titans attack Sora in unison] Wind gusts will only blow you away, but watch out for other attacks.
[Caption 3: Sora attacks the Ice Titan] Attack with combos or Fire from atop the mound.
[Caption 4: Sora and Hercules attack the Ice Titan with their Heroic Swing team attack] Team attacks and attractions will move you atop the lava mound regardless of your current position.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LAVA TITAN

Hercules (1997)
A gargantuan being made of molten lava.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0.7
 - Water: ×1
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 50
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 600 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss)

TECHNIQUES
----------
MAGMA BREATH
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Raises its head and breathes magma from its mouth.
Status effect: Burn (100%/1 second)

MAGMA SHOT
-Arm-
Type: Fire
Power modifier: ×1.5 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Magma-
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Swings both its arms in succession and spreads magma over a wide area.

HEADBUTT
-Headbutt-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Headbutts the lava mound and generates a shock wave.

CHARACTERISTICS
---------------
* Uses Magma Breath and Magma Shot when the party is on the ground.
* If a party member is on the lava mound, it may use Magma Breath or Magma Shot, or do nothing for 10 seconds before attacking.
* Uses Magma Breath when the Tornado Titan launches gusts of wind.
* If the Ice Titan's Ice Breath hits its head, it freezes temporarily and cannot move (this deals no damage).
* Magma body below its shoulders is invincible.
* Completely invincible while using Magma Breath and Magma Shot.

STRATEGIC ADVICE
----------------
CLIMB THE LAVA MOUND FOR A CHANCE TO ATTACK

Both the Lava Titan and Ice Titan remain in position while attacking. Focus on the Ice Titan first, as it has various potent techniques. The basics of the fight are the same for both; climb the lava mound and target each enemy's face as their faces approach. When the Lava Titan attacks, descend the lava mound on the Ice Titan's side and hide at its base. The Lava Titan is invincible when using attacks other than Headbutt, and it can easily cause you to waste time if unaware of such properties.

[Caption 1: Lava Titan glares at Sora] Enemies don't do anything of note between attacks while you're ascending (or atop) the lava mound.
[Caption 2: Sora casts Fire at the Lava Titan] Fire deals no damage to the Lava Titan; use Attack combos instead.
[Caption 3: Lava Titan attacks Sora with Magma Breath] The Lava Titan is completely covered in magma and invincible when using attacks other than Headbutt.
[Caption 4: Sora hides from the Lava Titan's Magma Shot behind the lava mound] When it breathes magma or discharges it from its arms, hide behind the lava mound so it can't hit you.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TORNADO TITAN

Hercules (1997)
A gargantuan being made of violent winds.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×1
 - Water: ×0.7
 - Aero: ×0
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 50
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

REWARDS
-------
* Maximum HP increase (Sora)
* Hero's Origin

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS
Level 4, 1000 HP, 0 EXP, 19 Strength, 9 Defense (OL1)
* Realm of the Gods / Apex (OL1; boss; transported to Tornado Titan battlefield)

TECHNIQUES
----------
BLOW AWAY
Type: Aero
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Inflates its thin body instantly.

DEBRIS ATTACK
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 2
Description: Launches lots of debris from the holes in its head and arms.

BIG TORNADO
-Magma-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Debris-
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Attacks a falling opponent with countless magma, ice, and miscellaneous debris.

MAGMA STORM
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Clings on to the defeated Lava Titan, absorbs its heat, and rains down fire forward of itself.

ICE STORM
Type: Blizzard
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Clings on to the defeated Ice Titan, absorbs its cold, and fires blocks of ice forward.

CHARACTERISTICS
---------------
* Its actions change depending on the situation (see below).
* It can blow away nearby opponents when it changes shape (no damage).
* When using Magma Storm or Ice Storm, it moves beneath the clouds and becomes invincible while moving.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
RELY ON YOURSELF FOR HP RECOVERY

The battle against the Tornado Titan has three phases (listed below). You can approach and attack the Titan in each phase; in the second and third phases, you fight alone and can't rely on party members for recovery. If you lose, equip Potions and try again.

TORNADO TITAN BATTLE SEQUENCE
-----------------------------
1. FIGHT ON THE GROUND
* Tornado Titan's actions: After using Blow Away and Debris Attack 2–4 times, it sucks up the party.
* Strategy: Block and Dodge Roll away from flying debris, then attack. At close range, it uses Blow Away, but you can avoid this by Dodge Rolling away when it thins its body.

1 → 2: Sora is sucked up by the Tornado Titan.

2. GET BLOWN SKYWARD AND DIVE
* Tornado Titan's actions: Blows Sora skyward and uses Big Tornado.
* Strategy: 真下ヘ進み, 右の写真のあたりで待つのが比較的安全. When "ATTACK!" appears on-screen, press the X button to unleash a Dive Attack.
Caption: Sora dives towards the attacking Tornado Titan.

2 → 3: Sora descends to a certain altitude or uses Dive.

3. FIGHT WHILE FLOATING IN THE AIR
* Tornado Titan's actions: Normally uses Blow Away and Debris Attack; if it moves toward the Lava Titan, it uses Magma Storm; if it moves toward the Ice Titan, it uses Ice Storm.
* Strategy: Some debris won't damage you on contact, それらのうち一部の小さいdebrisには, attractionで飛び移れる. Dodge enemy attacks with Aerial Dodge or by moving between pieces of debris, then close in and attack.
[Caption: Sora scopes out a piece of floating debris] If a small piece of debris floats nearby, jump toward and hover in front of it.

3 → 1: 2 minutes pass during the situation listed in phase 3, and the Tornado Titan has at least 33% HP left.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DEMON TOWER

A dark swarm of Shadows, stacked into a looming spire.
The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Yellow eyes-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.4
-Red eyes-
 - Physical: ×0.2
 - Fire: ×0.2
 - Blizzard: ×1
 - Thunder: ×0.2
 - Water: ×0.2
 - Aero: ×0.2
 - Dark: ×0.2
 - Neutral: ×0.2
 - Rapid-fire: ×0.2
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: 8
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
Dark World:
* N/A

Battlegate 8:
* Illusory Crystal (10%)
* Illusory Crystal (guaranteed; once only)
* Secret Report 8 (guaranteed; once only)

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS
Level 60, 1200 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 8)
* The Power Plant / Tank Yard (Battlegate 8)

DARK WORLD
Level 50, 1200 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (RoD; boss; fought twice, both as Riku)

TECHNIQUES
----------
DEMON DIVE
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and springs up, then lunges at its opponent.

DEMON RISE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Scatters itself, then gathers at its opponent's position and attacks, returning to its previous form while doing so.

DEMON HOOK
Type: Physical
Power modifier: ×1.5 × 3 hits
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and strikes three times with its tip from the side.

DEMON UPPER
Type: Physical
Power modifier: ×1.5 × 3 hits
Guard: Yes (negate)
Repel level: 2
Description: Twists its body and thrusts its tip upward twice.

DARK WORLD SECOND BATTLE

PHANTOM DANCE
-Ice crystals-
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Magic orbs-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Weapon attack-
Type: Physical
Power modifier: ×0.5 or ×0.8 per hit
Guard: Yes (negate)
Repel level: 2
Description: While the Demon Tower hides underground, a phantom Anti-Aqua warps around and attacks in the following sequence: four ice crystals appear → fires magic orbs → attacks thrice with weapon → waits for a short while and then fires another magic orb → fires the four ice crystals that appeared at the start.

CHARACTERISTICS
---------------
* After moving around, its eyes change colour from yellow to red and it clads itself in a black aura and launches attacks (its eyes revert to yellow when it stops attacking).
* Immediately after using Demon Dive, it follows up with Demon Rise; this sequence generates five Shadows.
* During its second battle in the Dark World, it uses several attacks in a row, uses Phantom Dance after Demon Rise, and cannot be reduced to 0 HP solely through attacking (it will always have at least 1 HP left).

STRATEGIC ADVICE
----------------
ATTACK WHEN ITS EYES ARE YELLOW

When the Demon Tower attacks, its eyes turn red. Attack it when its eyes are yellow, avoid it when its eyes are red, and dodge and block its attacks with the Square button. Shadows that appear during the battle are easily defeated with ranged attacks like Thundaga.

NOTES ABOUT THE DARK WORLD FIGHTS

The Demon Tower appears twice in the Dark World; in the first, Riku and Mickey fight together; in the second, Riku fights alone. PlayerはRikuを操作するが, shortcutのcommandの並びなどがRiku操作時のものになっているので, 入力をまちがえないように注意. In its second appearance, the Demon Tower can't be completely drained of HP; the battle ends when the situation command "Sora" (which appears when it's at 1 HP) is used.

[Caption 1: Demon Tower attacks Sora with Demon Dive] Do not attack the Demon Tower when its eyes are red.
[Caption 2: Riku blocks the Demon Tower's Demon Rise] When it gathers itself, block to prevent the upcoming attack.
[Caption 3: Riku blocks the Demon Tower's Phantom Dance] You can defend yourself from Phantom Dance by repeatedly Sonic Dodging or by following this sequence: いったん消えた幻影が現れたらSquare button連打でguard→4回目の攻撃をguardした直後にCircle/X buttonを押す→すぐにSquare button連打

SITUATION COMMAND: SORA
-----------------------
Display: Dark World second battle; Demon Tower is reduced to 1 HP.
Effect: Ends the battle.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DEMON TIDE

A dark swarm of Shadows, gathered into a massive, seething cloud.
The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Glowing core-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.4
-Non-glowing core and parts other than the core in flying mode-
 - Physical: ×0.5
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral:
   - Twilight Town: ×0.2
   - Keyblade Graveyard: ×0.5
 - Rapid-fire: ×0.4
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
Twilight Town:
* Cure (Sora)
* MP Safety (Sora)

Keyblade Graveyard:
* Curaga (Sora)
* Starlight

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 10, 4000 HP, 0 EXP, 25 Strength, 12 Defense (TT1)
* The Neighborhood / Tram Common (TT1; boss)

KEYBLADE GRAVEYARD
Level 46, 4000 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (KG2; boss)

TECHNIQUES
----------
FLYING MODE

DEMON SCREW
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Flies around at high speed while its core spins; it does this 2–3 times, crashing into opponents in its path.

DEMON FALL
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Circles in the air, then dives underground and resurfaces several times, forming an arc and attacking as it does so.

DEMON AVALANCHE
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: 2
Description: Fires many Shadows forward like projectiles; they vanish after travelling a certain distance or hitting an opponent.

TORNADO MODE

DEMON TORNADO
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Moves around while spinning at high speed, crashing into opponents in its path 2–3 times.

DEMON BARRAGE
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Rapidly fires many Shadows like projectiles.

DEMON METEOR
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Coreを地中にもぐらせて, [巨大な弾をつぎつぎと山なりに飛ばす→相手を上空へ浮き上がらせながら巨大な弾をつぎつぎと打ち上げる]という攻撃を仕掛ける

CHARACTERISTICS
---------------
* When in flying mode (signified by the core being at the "head" of the Tide), its eyes change colour from yellow to red (after flying through obstacles) and launches attacks (its eyes revert to yellow when it ceases attacking). The core sometimes glows in this mode.
* When reduced to 50% HP, it takes the form of a tornado with the core floating in the centre (tornado mode). In tornado mode, the core constantly glows; when the tornado glows red, it unleashes an attack (the tornado returns to its original colour afterward). After using Demon Meteor, the tornado covering the core temporarily disappears and it does nothing for 25 seconds.
* In Twilight Town, it doesn't use Demon Avalanche and flees when reduced to 85% HP.

STRATEGIC ADVICE
----------------
FOCUS ON GUARDING AND EVADING WHEN ITS EYES OR THE TORNADO TURNS RED

The Demon Tide has a core; attack the core while it glows for maximum damage. Lock onto the core and use Attack combos and the like; when the Tide's eyes or tornado turns red, retreat and prepare to block and dodge its attacks (as seen in the table below). While the Tide is in flying mode, your attacks can hit other parts of its body; after it shifts to tornado mode, only the core remains vulnerable.

HOW TO CONTROL KEYBLADE-RIDING SORA

Once you defeat the Demon Tide at the Keyblade Graveyard, you'll enter a special sequence wherein Sora rides upon a mass of Keyblades and flies toward it. Enemies will fly at you repeatedly (dealing 3 or 5 damage per hit); eliminate them by pressing Triangle repeatedly to call upon the aid of the ancient Keyblade wielders. You can't destroy large projectiles, so move aside to dodge them. Once all this is done, use the situation command Union χ to completely destroy it.

[Caption: Sora glides away from the Demon Tide's Demon Avalanche] If it charges at you, block it; move away from all other attacks.

TABLE: HOW TO DEAL WITH ITS ATTACKS
-----------------------------------
ATTACK                           HOW TO DEAL WITH IT
Demon Screw, Demon Tornado       Lock onto the core, wait, and block its charges
Demon Fall, Demon Meteor         Use the left stick to Dodge Roll away in a desired direction
Demon Avalanche, Demon Barrage   敵に対して横方向ヘGlideで飛びつづけてかわす

SITUATION COMMAND: UNION χ
--------------------------
Display: Keyblade-riding Sora uses all attacks granted to him with the power and aid of the ancient Keyblade wielders.
Effect: Ends the battle.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ANGELIC AMBER

An unlucky denizen of Galaxy Toys that was possessed by a Marionette.
Unpredictable and erratic, her moves made her a maddening foe to face. After Sora and his team freed her from the Marionette's ill influence, she bore a melancholy expression.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

REWARDS
-------
* High Jump (Sora)
* Maximum MP increase (Sora)

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 1200 HP, 0 EXP, 27 Strength, 13 Defense (TB1)
* Galaxy Toys / Babies & Toddlers: Dolls (TB1; boss)

TECHNIQUES
----------
SPIN
-Pre-strength boost-
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Post-strength boost-
Type: Dark
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins and emits light in the immediate area. Post-strength boost: both attack range and power modifier increase.

TRAMPLE
-Pre-strength boost-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
-Post-strength boost-
Type: Physical
Power modifier: ×2; shock wave ×2.5
Guard: Yes (negate; the trample itself can be blocked from behind)
Repel level: —
Description: Drops directly overhead opponent and slams into the ground feet-first, generating a shock wave on the ground. Post-strength boost: shock wave's power modifier increases.

RAM
-Pre-strength boost-
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Post-strength boost-
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: After somersaulting, she flies toward an opponent while spinning like a drill. Post-strength boost: she flies around for a longer period of time.

CHARACTERISTICS
---------------
* Moves in a circular motion around an opponent, then attacks; she usually moves away quickly or closes in before doing so.
* When reduced to 65% HP, she goes limp for about 4 seconds, then launches nearby opponents (this deals no damage); afterward, her attacks become more powerful, 移動中の動きが変わり, and she can attack twice in a row.

STRATEGIC ADVICE
----------------
DEFEAT OTHER NEARBY ENEMIES BEFORE ATTACKING HER

Marionettes and other enemies appear throughout the room during this battle. Prioritise defeating them while avoiding Angelic Amber's attacks. Battle開始時の向きから見て, 左ヘ行くとほかの敵が追加で現れるので, 右の棚付近で戦いたい. Block or dodge Angelic Amber's attacks, then strike back with 1–2 combo-sets. Be careful; she becomes more aggressive after reaching a certain HP threshold and temporarily going limp.

[Caption 1: Angelic Amber's Trample shock wave hits Sora] Fighting Angelic Amber is more difficult when other enemies remain on the battlefield.
[Caption 2: Sora attacks the possessed toys with Double Arrowguns' light projectiles] You can attack enemies more easily while avoiding them with Shooting Star's Double Arrowguns formchange.
[Caption 3: Sora faces the Angelic Amber from afar] 遠くヘ離れたAngelic Amberは, 直後に攻撃してくる.
[Caption 4: Sora runs to a safe area (surrounded by a red square) above the drawers] 四角で囲んだ棚のくぼみの奥は比較的安全. 落ち着いて回復したいときに逃げこむといい.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

KING OF TOYS

A colossal Heartless that Young Xehanort summoned to stall Sora and his pals in Toy Box.
This thing comes with everything. Annoying force field? Check. Hailstorm of missiles? Check. Ridiculously huge tornado that flings around all nearby toys in the area? Yup, that's a check.
As toys go? Not much fun.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×1
 - Thunder: ×0.5
 - Water: ×0.7
 - Aero: ×0.5
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.7
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 12

REWARDS
-------
* Maximum HP increase (Sora)
* Falling Slash (Sora)
* Favorite Deputy

LOCATIONS & DETAILED STATS
--------------------------
TOY BOX
Level 12, 1600 HP, 0 EXP, 27 Strength, 13 Defense (TB1)
* Galaxy Toys / Kid Korral (TB1; boss; transported to King of Toys battlefield)

TECHNIQUES
----------
CHARGE
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: 2
Description: Charges at opponents while spinning like a drill, then turns back around.

MISSILE
Type: Fire
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Spins around (advancing forward as it does so) and fires several homing missiles in succession (fires without spinning if opponents are nearby).

LESS THAN 90% HP REMAINING

ELECTROMAGNETIC GUN/CANNON
Type: Thunder
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Gathers energy for just under 3 seconds, then fires an electric projectile that generates a forward-moving shockwave when it hits the ground.

SHOCK BARRIER
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Electrifies its head antenna, then discharges electricity around itself immediately afterward.

LESS THAN 50% HP REMAINING

ELECTROMAGNETIC TORNADO
Type: Thunder
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Moves around at high speed while within an electrified tornado (charging into opponents up to four times in the process), then moves like a whirlpool toward the centre of the room.

CHARACTERISTICS
---------------
* After launching 1–3 attacks, it flies around slowly at a low altitude for 10–20 seconds; the number of attacks used and its idle flight time change when reduced below its major HP thresholds of 90% and 50% (generally, it lauches more attacks and stays low for shorter periods of time).
* If a party member is atop the King of Toys when its idle flight ends, it frequently turns on its side after attacking once to shake them off.
* When reduced to 50% HP, it enacts the following sequence: remains in the air and uses three attacks while blocks float around it → uses Electromagnetic Tornado → blocks appear on the ground (it repeats this sequence roughly every 2 minutes afterward).
* HPが残り50%まで減ったあとは, 静止してMissileを使った直後にChargeを使うことがある
* Only its head can be damaged (however, Blaster Blaze can damage it regardless of where its attacks are aimed).

STRATEGIC ADVICE
----------------
BOARD ITS TOP-SIDE WHILE IT FLIES LOW AND ATTACK

After using several attacks, the King of Toys flies low and doesn't do anything else for a short while. Dodge its attacks, wait for the enemy to descend, then board it and and attack.

HOW TO DEAL WITH IT WHEN IT'S HIGH IN THE AIR

When the King of Toys is reduced to 50% HP, it remains high in the air and attacks three times, then uses Electromagnetic Tornado. Free run and jump across floating blocks to reach it while dodging its attacks, then strike it with your own; after three sets of attacks, jump off, move to the edge of the field, and block its charges.

[Caption 1: Sora jumps onto the King of Toys] Approach it as it descends by jumping across various objects, or by bouncing on stuffed toys.
[Caption 2: Sora rolls away from a missile] You can easily avoid enemy missiles and projectiles by Dodge Rolling forward.
[Caption 3: Sora attacks the King of Toys with Diving Barrage] Use Shooting Star's shotlock Diving Barrage (→p. 76) to warp into the air and descend directly onto the enemy.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GRIM GUARDIANESS

Mother Gothel's fall to darkness gave rise to this gargantuan Heartless, and it's even crueler than she was—which is saying something.
Wrapping its enormous body around the tower, it used branches and brambles to try and rob Sora, Donald, and Goofy of their freedom. Sounds like Mother Gothel, all right…

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Grim Guardianess-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Flower Stump-
 - Physical: ×0.2
 - Fire: ×2
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×2
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Grim Guardianess-
 - Reaction value: 25
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16
-Flower Stump-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* Maximum HP increase (Sora)
* Accessory slot +1 (Goofy)
* Ever After

Flower Stump:
* MP prize [1] ×2

LOCATIONS & DETAILED STATS
--------------------------
KINGDOM OF CORONA (KC1)
Level 14, 2400 HP (Grim Guardianess), 50 HP (Flower Stump), 0 EXP, 29 Strength, 14 Defense
* The Forest / Tower (KC1; boss)

TECHNIQUES
----------
GRIM GUARDIANESS

WANDERING AROUND THE TOWER'S VICINITY

SCRATCH
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Scratches with its left and right hands simultaneously.

POLLEN
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Slams its head into the ground and scatters pollen.
Status effect: Sneeze (100%/15 seconds)

CHARGE
Type: Physical
Power modifier: ×2.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins like a drill and charges at opponents 1–3 times.

DARK BIRD
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
Description: 黒い鳥形の弾を口から大尾に吐き出す. 弾はGrim Guardianessのそばを飛びまわったあと, 祖手を追うように飛んでいく

AT THE TOP OF THE TOWER

CALL BOMB
Type: Fire
Power modifier: ×2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Repeatedly rains down berry-shaped bombs.

FLOWER STUMP

IVY BIND
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Extends an ivy vine straight ahead and ensnares opponent (*1); it holds on to its victim for 10 seconds, then uses Pull Attack.
*1: Ensnared victims can only move around near the ensnaring Flower Stump. You can free yourself by defeating it or using a formchange or Link.

PULL ATTACK
Type: Physical
Power modifier: ×5
Guard: No
Repel level: —
Description: Ivyでつかまえている相手を地中に引きこんでから吹き飛ばす(Soraを引きこんだ場合は, Grim Guardianessが補らえて攻撃する)
Status effect: Sneeze (100%/15 seconds; only if Sora is pulled in)

CHARACTERISTICS
---------------
* After fighting for a certain amount of time near the tower's base, it warps atop the tower (and sends the party far away). While atop the tower, it uses Call Bomb repeatedly and traps the party in a cage of branches; characters that take 120 or more HP damage while on the tower fall to its base.
* After it drops down from the tower, [up to] six Flower Stumps appear; they disappear when a character is struck by Pull Attack or the Grim Guardianess warps atop the tower.
* Generally doesn't flinch while attacking. 

STRATEGIC ADVICE
----------------
ESCAPE THE CAGE OF BRANCHES THROUGH ITS OPENING

It's recommended to equip a Mask Rosette beforehand to nullify the risk of getting sneeze status. The Grim Guardianess's behaviour changes depending on its location; regardless, you can avoid its attacks with Dodge Roll and deal damage to it with Attack. If a summoned Flower Stump pulls you in, you can escape by defeating it or using a Keyblade transformation, team attack, or Link.

HOW TO APPROACH THE GRIM GUARDIANESS WHEN IT'S ATOP THE TOWER

When the Grim Guardianess warps atop the tower, it locks the party in a cage of branches and rains down bombs from above; dodge the bombs with Dodge Roll and other abilities, and pass through the opening in the cage. そばに壁があるときは, [壁に向かってjump→Wall Kick後にSuperjumpで高く跳ぶ→Superslideでcageの上を通り抜ける手もある. After passing through the third cage, they stop spawning for 7 seconds; use this time to get to the tower.

[Caption: Sora attacks the Grim Guardianess with Double Arrowguns' light projectiles] It's a good idea to use long-range attacks on the Grim Guardianess from afar.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUMP OF HORROR

A hideous, gloopy giant that mucked about in Monsters, Incorporated. The fact that it listened to Randall is enough to tell you it wasn't very nice.
It shape-shifted and sprouted a dark army of arms from the ground, but in the end Sora and the gang reduced it to a lifeless pile of machinery.

BASE STATS
----------
Classification: Unversed
TYPE AFFINITIES
-Normal-
 - Physical: ×0.2
 - Fire: ×0.2
 - Blizzard: ×0.7
 - Thunder: ×0.2
 - Water: ×0.2
 - Aero: ×0.2
 - Dark: ×0.2
 - Neutral: ×0.2
 - Rapid-fire: ×0.5
-Bird-like mode-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Tar Hand-
 - Physical: ×0.5
 - Fire: ×1
 - Blizzard: ×2
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Lump of Horror-
 - Reaction value: 25
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16
-Tar Hand-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* Cura (Sora)
* Maximum HP increase (Sora)
* Happy Gear

Tar Hand:
* MP prize [1] ×2

LOCATIONS & DETAILED STATS
--------------------------
MONSTROPOLIS (MON1)
Level 24, 1800 HP (Lump of Horror), 24 HP (Tar Hand), 0 EXP, 38 Strength, 19 Defense
* The Door Vault / Service Area (MON1; boss)

TECHNIQUES
----------
NORMAL MODE

CHARGE
-Charge-
Type: Dark
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Charges at opponents 3–4 times, then spits a large fireball from its mouth.

FIREBALL
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 相手をって飛ぶ3–5発の火球を, 口から合計3回吐き出す

GROUPED FIREBALL
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 直進する7発の火球を, 口から合計3回吐き出す

DARK CLOUD
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Sends numerous rain clouds forward.
Status effect: Cloud (100%/20 seconds)

SUMMON TAR HANDS
Type: —
Power modifier: —
Guard: —
Repel level: —
Description: Summons 5–6 Tar Hands that remain on-field for 20 seconds; repeats this four times (ends immediately if all Tar Hands are defeated).

BIRD-LIKE MODE

WING SLAM
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
Description: Flaps its wings and blows away all opponents around it.

TAR HAND

SCRATCH
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings hand(s) to the side and scratches.

STRIKE
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings hand(s) downward in front of itself.

FIRE THROW
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Throws a fireball at opponents.

CHARACTERISTICS
---------------
* Shifts between normal mode (dome-shaped) and bird-like mode (wherein it stretches its body and sprouts wings); it briefly dives underground when changing modes.
* In its normal mode, it moves a short distance and then attacks 2–3 times.
* In its bird-like mode, it doesn't move around, but can use Wing Flap up to 4–5 times consecutively.
* Reverts to normal mode if struck by Goofy Bombardier while in its bird-like mode.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
ATTACK ITS BIRD-LIKE MODE RELENTLESSLY

Lump of Horror's behaviour changes greatly after changing forms; change your tactics to match.

HOW TO DEAL WITH ITS NORMAL MODE

This form is extremely defensive and becomes invincible when Tar Hands appear. Focus on protecting yourself, and use only Attack when able. Defeat the Tar Hands quickly with a ranged attack like Thunder.

HOW TO DEAL WITH ITS BIRD-LIKE MODE

This form is significantly more vulnerable to damage. Ignore the Tar Hands and use shotlocks on it from afar, or attack it up close when it's not using Wing Slam. Goofy Bombardier forces it back into its normal mode; as such, you should avoid using it.

Ignore the Tar Hands and use shotlocks on it from afar, or attack it up close when it's not using Wing Slam.

[Caption: Sora aims Spectral Rays at the Lump of Horror] Shotlocks must be aimed at the Lump of Horror's head; otherwise, they can't lock on to it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MARSHMALLOW

Frozen (2013)
A fearsome sentinel that protects Elsa. He was created by her magic.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0.5
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 15
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

REWARDS
-------
* Blizzara (Sora)

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE
Level 26, 2400 HP, 0 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Mountain Ridge (AR1; boss)

TECHNIQUES
----------
2-HAND STRIKE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Strikes with each hand in a grabbing motion.

COMBO STRIKE
-Left hand-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Right hand-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings and strikes with his left and right hands alternately while moving forward.

JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Jumps high and generates a shock wave upon landing.

COLD BREATH
Type: Blizzard
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes ice from his mouth.
Status effect: Freeze (100%/2 seconds)

ARMOURED MODE

RAMPAGE
Type: Physical
Power modifier: ×1.2 × 6 hits + ×2
Guard: Yes (negate)
Repel level: —
Description: 前進しつつ左右の手で交互にたたくことを3回くり返したあと, 左手で力強くたたく. ただし, 攻撃を途中で止めることも多い

CHARACTERISTICS
---------------
* After slowly walking around or stopping to observe the party, he launches 1–3 attacks.
* 相手が近くにいるときは, Jump Attackを使いつつ相手から離れることがある
* When reduced to 50%, he grows ice spikes all over his body, enters armoured mode (50 HP), then Rampages repeatedly. He leaves armoured mode after 1 minute and 40 seconds or when his armour reaches 0 HP, but frequently reactivates it.
* Using the special team attack Tree Whip destroys his armour and stuns him for 5 seconds.
* Burned for 4 seconds when struck by a Fire-type attack.
* Doesn't flinch while attacking or when in armoured mode; additionally, Fire-type attacks don't burn him. [Check later: burn specifics.]

STRATEGIC ADVICE
----------------
TAKE ADVANTAGE OF THE SPECIAL TEAM ATTACK UNIQUE TO THIS BATTLE

Marshmallow can attack up to three times in a row. Keep your distance from him; only when he's burned by Fire or Fira or standing idly should you approach him and attack with combos. You can use the special team attack Tree Whip with Goofy if near a bendable tree; its effects (see below) are quite potent, so use it as much as possible.

HOW TO DEAL WITH HIS ARMOURED MODE

When in armoured mode, Marshmallow attacks relentlessly and can't be burned, leaving you with no reasonable chance to attack up close. Use the special team attack Tree Whip to instantly destroy his armour, or use shotlocks and other projectile-heavy attacks to quickly lower his armour HP to 0; if neither option is available, block his attacks and counter with Counter Impact or similar techniques.

TREE WHIP DETAILS
-----------------
* Goofy may call for this team attack if [at least?] one of the three bendable trees on the field is available.
* When used, press X within 2 seconds of the ATTACK! prompt appearing to attack Marshmallow and stun him (1); otherwise, he strikes the tree and the attack fails.
* Using this attack reduces the amount of bendable trees by one.

TREE WHIP (1)
Type: Physical
Power modifier: ×4

[Caption 1: Sora runs from Marshmallow's Cold Breath] Keep your distance from Marshmallow when he attacks.
[Caption 2: Sora attacks Marshmallow with Mirage Staff's Avatar Barrage] Use projectiles and other similar techniques to attack Marshmallow from afar.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SKÖLL

A lupine Heartless that rose from the darkness consuming Hans's heart.
Wolves hunt in packs, and this monstrosity was no exception: it summoned a horde of phantom packmates, and transformed into a darkness so vast it blotted out the entire sky.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Sköll-
 - Physical: ×1
 - Fire: ×0.8
 - Blizzard: ×0.5
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Wolf Head-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
-Sköll-
 - Freeze: Immune
* Electrify Immune
 - Stun: Immune
 - Honey: Immune
-Wolf Head-
 - Freeze: Immune
 - Electrify: Vulnerable
 - Stun: Vulnerable
 - Honey: Vulnerable
OTHER PROPERTIES
-Sköll-
 - Reaction value: 25
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16
-Wolf Head-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* Superslide (Sora)
* Maximum MP increase (Sora)
* Crystal Snow

Wolf Head:
* Focus prize [3] ×3

LOCATIONS & DETAILED STATS
--------------------------
ARENDELLE (AR1)
Level 26, 3200 HP (Sköll), 14 HP (Wolf Head), 0 EXP, 40 Strength, 20 Defense (AR1)
* The North Mountain / Foothills (AR1; boss; transported to Sköll battlefield)

TECHNIQUES
----------
SKÖLL

2-HAND SCRATCH
Type: Physical
Power modifier: ×2.5 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: After jumping, it moves forward and scratches with both forepaws.

DOUBLE SCRATCH
Type: Physical
Power modifier: ×1.3 × 2 hits
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Scratches with each forepaw in succession.

CHARGE
Type: Physical
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around; it does this 1–3 times, crashing into opponents as it does so.

DARK BREATH
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Breathes homing flames three times from mouth.

LESS THAN 80% HP REMAINING

MIRAGE WOLF
-Howl-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Tail-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Raises its head and howls, then swings tail.
Status effect: Stun (100%/1.8 seconds; tail)

LESS THAN 60% HP REMAINING

DARK SUN
-Howl-
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: —
-Dark rain-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
-Descent-
Type: Dark
Power modifier: ×6
Guard: No
Repel level: —
Description: Howls, then leaps into the air and turns into a giant dark sphere; in this form, it rains down darkness for 40 seconds before descending and crashing into the ground.
Status effect: Stun (100%/1.5 seconds; dark rain), Stun (100%/2 seconds; descent)

FLAME SPINNER
-Tail-
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Fire ring-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: After swinging its tail, it leaps into the air and drops down while surrounded by a ring of fire (bouncing once as it does so).
Status effect: Stun (100%/1.8 seconds; tail)

WOLF HEAD

HEAD ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Lunges at opponents.

CHARACTERISTICS
---------------
* Remains idle or runs around in mid-air for a while, then launches 1–4 attacks; tends to jump right before acting.
* Often uses 2-Hand Scratch immediately after Double Scratch.
* Uses specific techniques after reaching certain HP thresholds (Mirage Wolf at 80% and 40%; Dark Sun at 60%; Dark Sun and Mirage Wolf at 20%).
* Mirage Wolf generates nine Wolf Heads.
* Dark Sun generates ten Wolf Heads; they respawn when defeated, and all disappear when the Sköll concludes its attack.

STRATEGIC ADVICE
----------------
WOLF HEADS ARE EASILY DEFEATED WITH SHOTLOCKS

After using several attacks, the Sköll idles about for a while; avoid its attacks and use your own against it during its idle period. The Wolf Heads can be defeated with shotlocks (Ever After is recommended here); use Thunder against those you miss or if you lack Focus.

HOW TO DEAL WITH DARK SUN

When the Sköll transforms into a dark sphere (signifying the use of Dark Sun), it descends 40 seconds later; damage can be prevented with Marshmallow's special team attack Subzero Impact (the prompt for it appears after defeating many Wolf Heads).

SUBZERO IMPACT DETAILS
----------------------
* The command appears when 15 Wolf Heads are defeated.
* When used, it prevents Dark Sun's descent from harming the party and deals damage to Sköll (1).

SUBZERO IMPACT (1)
Type: Physical
Power modifier: ×6

[Caption: Sora rolls away from the Sköll's Flame Spinner] Roll away from Flame Spinner as it descends while surrounded by flames.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

RAGING VULTURE

Freshly escaped from Davy Jones' Locker, Sora, Jack, and the others were all set to celebrate…until this oversized wet blanket on wings flapped in to ruin the moment.
I suppose an epic air skirmish high above the Black Pearl was one way to mark the occasion.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: 16

REWARDS
-------
* Air Slide (Sora)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 3000 HP, 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Southern Waters (CB1; boss)

TECHNIQUES
----------
SHOTGUN FIRE
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Spits numerous fiery homing projectiles from its mouth.

SPINNING BOMB
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Spins like a drill and accelerates, scattering large bombs in its wake that immediately explode.

GLIDING MAGIC PROJECTILES
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Rapidly fires a series of homing light beams from the cannons on both wings.

FIRE BREATH
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes fire from its mouth.

CHARACTERISTICS
---------------
* Flies around, targeting the Black Pearl with Shotgun Fire; if Sora is close enough, it targets him for a while instead and attacks with Shotgun Fire and Gliding Magic Projectiles (if Sora is behind it, it uses Spinning Bomb afterward).
* When reduced to 70% HP and 40% HP, it floats in the air, stunned, for 11 seconds.
* When Sora leaps next to its head with the situation command Ride, it roars, uses Fire Breath every 10 seconds, and throws him off after 33 seconds pass.

STRATEGIC ADVICE
----------------
FIGHT AT CLOSE RANGE

In this battle, Sora can ride and fight while mounted on a Vaporfly (see the table below for available commands); use Burst Shot and Torpedoes to attack enemies, and Aerial Dodge to avoid theirs.

The Raging Vulture will also attack the Black Pearl; its gauge increases when damaged, and it's a game over if it completely fills. To prevent this, approach the Raging Vulture to draw its attention toward you instead.

HOW TO FIGHT WHEN ATOP THE RAGING VULTURE

Once the Raging Vulture takes enough damage to be stunned, you can jump onto its back with Ride. Use Somersault three times to reach its head, then use the standard Attack 15 times → Barrier → repeat until it throws you off.

HOW TO ACT WHEN NOT RIDING A VAPORFLY

Sora's commands revert to normal when not atop a Vaporfly or the Raging Vulture; you don't want to be in such a state in this fight, so mount a Vaporfly as quickly as possible (see below).

RIDING THE VAPORFLIES
---------------------
* Use Airstep to jump on one.
* Approach it by using the coloured smoke as a rail slide (接近時に表示されるRideを実行しなくても自動的に飛び移る).

TABLE: COMMANDS AVAILABLE ATOP A VAPORFLY
-----------------------------------------
BUTTONS    COMMAND        DETAILS
X and R2   Burst Shot     Rapidly fire projectiles when a button is pressed (1)
Circle     Torpedoes      Fire 2 homing missiles (2)
Square     Aerial Dodge   Quickly move forward (tilt the left stick left or right to move in that direction); 正面以外へ移動するときの動作開始から0.55秒間は無敵
L1         Get Off        Jump off the Vaporfly

(Check later if up and down are inverted.)

BURST SHOT (1)
Type: Neutral (Rapid-fire)
Power modifier: ×0.2

TORPEDOES (2)
Type: Fire (Rapid-fire)
Power modifier: ×3

SITUATION COMMAND: RIDE
-----------------------
Display: Approach a Vaporfly atop a rail slide or a stunned Raging Vulture.
Effect: Sora jumps onto the enemy's back (you can move around freely atop a Vaporfly).

[Caption: Sora attacks the Raging Vulture with Burst Shot] Protect the Black Pearl by fighting the enemy at close range. If low on HP, jump off the Vaporfly, use Cura, then re-mount.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LIGHTNING ANGLER

A piscine horror lurking beneath the crystal waves of The Caribbean.
A glutton for the greedy, it lures prey in by posing as a treasure chest. An unusual adaptation, but it sure worked on Sora…

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0.5
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: 16

REWARDS
-------
* Thundaga (Sora)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 1600 HP, 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Undersea Cavern (CB1; boss; underwater)

TECHNIQUES
----------
SWING RUSH
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: After retreating, it lunges from below and strikes with its head.

BITE
Type: Physical
Power modifier: ×3
Guard: Yes (negate)
Repel level: —
Description: Opens its mouth and bites, then spits out any caught opponents far away.

BITE RUSH
-Bite-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Chewing-
Type: Physical
Power modifier: ×0.5 × 5 hits
Guard: No
Repel level: —
Description: Swims forward and bites, chews on caught opponents five times, then spits them out.

THUNDAGA
Type: Thunder
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Light gathers at an opponent's position and electricity strikes it; repeated 2–4 times.

CHARACTERISTICS
---------------
* Swims around for 10–20 seconds, then launches 2–5 attacks.
* Uses either Swing Rush or Bite Rush immediately after Thundaga.
* Bite Rush's chewing cannot reduce a party member to 0 HP.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
USE THE CIRCLE BUTTON TO SWIM QUICKLY AND AVOID ATTACKS

Lightning Angler is fought underwater. Its lunges and bites have a wide hitbox due to its large size; avoid these by holding Circle to swim quickly. When the battle begins, lock onto the enemy and quickly swim to either side to avoid its initial attack. The best time to attack the Lightning Angler is when it isn't looking at Sora; you can repeatedly damage as it swims about idly.

[Caption 1: Sora shoots water balls at the Lightning Angler] Links, shotlocks, etc. are disabled underwater; some other techniques will only work underwater.
[Caption 2: Lightning Angler attacks Sora with Bite/Bite Rush] You'll lose a lot of HP if struck by a biting attack.
[Caption 3: Sora swims away from the Lightning Angler's Thundaga] The enemy is likely to attack you when it turns around; quickly swim to the side to avoid it.
[Caption 4: Sora casts Sea-Fire at the Lightning Angler] Attack the Lightning Angler from behind with combos and Sea-Fire.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUXORD'S SHIP

BASE STATS
----------
Classification: Other
OTHER PROPERTIES
 - Damage modifier:
   - First phase: ×1
   - Second phase:
     - Mast: ×1
     - Hull: ×0.8
     - Against Leviathan Force Tidal Wave (except its ramming attack): ×0.9
  - Reaction value: —
  - Revenge value: —
  - Attraction modifier: —
  - Base damage upper limit: —

REWARDS
-------
* Magic Flash (Sora)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 42000 HP (hull), 100 HP (mast; first half), 3200 HP (mast; second half), 300 HP (core), 0 EXP, 10 Strength, 0 Defense (CB1)
* The High Seas / Port Royal Waters (CB1; boss; ship fight [except very last portion]) 

(Sub-location shifts arbitrarily for some reason.)

TECHNIQUES
----------
ARTILLERY
Type: Physical
Power modifier: ×2 or ×4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires numerous cannonballs; this attack is more intense when firing directly forward.

HOMING MISSILES
Type: Physical
Power modifier: ×4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires six black homing projectiles; a projectile explodes and disperses if struck by another explosion of its kind or one of Sora's attacks.

WATERSPOUT
Type: Physical
Power modifier: ×15 per hit
Guard: Yes (negate)
Repel level: —
Description: Waterspouts spring forth from the sea.

DARK BLAST
Type: Physical
Power modifier: ×70
Guard: Yes (negate)
Repel level: —
Description: Gathers dark power that bursts forth in a wide range around itself; this is similar to a Heartless Ship's Self-Destruct, but it doesn't sink after use. 

CHARACTERISTICS
---------------
FIRST PHASE (PORT ROYAL RACE)
* Uses Waterspout and Artillery when racing toward Port Royal.
* Whenever Luxord's Ship advances without attacking, Heartless Ships (Small / Red Stripes) (→p. 624) may appear in front of Sora's ship (doing so continuously when close to Port Royal); they ram you, then disappear.
* Its hull and mast can only be reduced to 1 HP.
* It has six cores; destroying one forces it to stop temporarily, but it won't sink even if all six are destroyed.

SECOND PHASE (SEA BATTLE)
* Flanked by four Heartless Ships (Small / Red Stripes & Blue Stripes); these ships eventually reappear after sinking.
* Uses Artillery and Homing Missiles when moving around behind Sora's ship. また, Soraの船に近寄られると, Soraの船の斜め後方ヘwarpしてArtilleryを使う 
* Lacks cores.
* If its mast reaches 0 HP, it enacts the following sequence: 移動を止めたまま周囲に多数の竜巻を出現させる→約20秒後に闇の力をためはじめる→その約10秒後にDark Blastを使う→Soraの船の斜め後方にwarpしてマストのHPを全回復させる→Artilleryを使う
* When its hull reaches 0 HP, you can use the situation command Board to begin the on-deck battle.

STRATEGIC ADVICE
----------------
DESTROYING THE CORES AND USING LEVIATHAN FORCE ABILITIES ARE YOUR KEYS TO VICTORY

This battle has two phases; the Port Royal race and the sea battle. You'll want to practice and become familiar with your ship's controls beforehand.

FIRST PHASE STRATEGY

If Luxord's Ship is leading, destroy a core to freeze it in place, then quickly sail past it. If you're leading, avoid the waterspouts and speed toward the goal, destroy the cores of enemy ships to charge your Leviathan gauge, and use the Leviathan Force Wind Chasers to move forward quickly. Luxord's Ship cannot sink in this phase, so you don't need to bother attacking anything but the core; however, you can get an Elixir if you reduce its hull to 1 HP.

SECOND PHASE STRATEGY

Attack other ships' cores and masts (*3) to charge your Leviathan gauge and use your Leviathan Force abilities on Luxord's Ship; if Luxord's Ship stops moving and waterspouts appear, block the upcoming Dark Blast with Square while pressing your attack. Reduce Luxord's Ship's hull to 0 HP, then board it and defeat all the enemies on board to win the battle.

*3: In this battle, reducing a mast's HP to 0 charges your Leviathan gauge.

SITUATION COMMAND: BOARD
------------------------
Display: Second phase; Luxord's Ship's hull is reduced to 0 HP.
Effect: The party boards Luxord's Ship and proceed to fight on deck.

[Caption 1: The party race Luxord to Port Royal; screenshot displays distance-to-goal gauge and compass] During the race, each ship's progress is tracked by the gauge in the upper-left corner and the mini-map in the upper-right corner.
[Caption 2: Sora attacks Luxord's Ship with Wind Chasers] In the second phase, attack from afar to minimise its chances of warping away.
[Caption 3: On-board the ship, the party battle Heartless and Nobodies] Many enemies appear on deck; fight them as normal.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TENTACLES

(Yes, this is what it's called in the relevant Ultimania section.)

BASE STATS
----------
Classification: Other
OTHER PROPERTIES
-Tentacles-
 - Damage modifier: 
   - Normal: ×0.5
   - Against Leviathan Force Raging Cannons: ×1.2
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —
-Flying Dutchman-
 - Damage modifier: ×1
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* Aero Boost (Donald)
* Maximum HP increase (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 42000 HP (Tentacles), 2100 HP (Flying Dutchman; hull), 300 HP (Flying Dutchman; core), 0 EXP, 10 Strength, 0 Defense (CB1)
* The High Seas / Shipwreck Cove (CB1; boss; ship fight)

TECHNIQUES
----------
TENTACLES

Doesn't attack, but deals damage to the Black Pearl at such a pace that its damage gauge completely fills in approximately 8 minutes and 20 seconds.

FLYING DUTCHMAN

ARTILLERY
Type: Physical
Power modifier: ×9 per hit
Guard: Yes (negate)
Repel level: —
Description: 側面ヘ砲弾を連射する

TRIPLE CANNON FIRE
Type: Physical
Power modifier: ×20 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a barrage of cannonballs from the cannon on its prow.

CHARACTERISTICS
---------------
TENTACLES
* 多数の触手で壁を作ることがある. この壁はHPが15000あるが, Leviathan Forceによる攻撃を受けると沈む

FLYING DUTCHMAN
* A single core is located somewhere on its hull (determined randomly); Sora's ship is not always ideally aligned to face it.
* 自分の位置に応じて, Flying DutchmanかSoraの船のどちらかを攻撃し, 1–2回攻撃をくり出すか, 自分の船体のHPが残り1まで減るか, coreを壊されると, 5.5–7.5秒間潜水したあとに別の位置から浮上する(浮上する位置の候補は右下の図を参照). 浮上するときには, 船体とマストのHPが完全に回復し(船体のHPが回復するのは, 船体のHPが残り1になるかcoreを壊されて潜水した場合のみ), coreが再出現する
* The hull and mast can only be reduced to 1 HP, and the ship will never permanently sink.

STRATEGIC ADVICE
----------------
DEAL WITH THE FLYING DUTCHMAN AND TENTACLES IN THAT ORDER

In this battle, the Tentacles damage the Black Pearl and the Flying Dutchman attacks both the Black Pearl and Sora's ship. The gauge in the top-left corner indicates damage dealt to the Black Pearl; it's game over if it's completely filled. Only the Tentacles need to be defeated, but you should prioritise attacking the Flying Dutchman when it starts attacking. Note that Sora's ship travels a fixed route that cannot be changed.

Destroy the Flying Dutchman's core with your cannons and force it to submerge, then attack the Tentacles. The Flying Dutchman resurfaces after 5.5–7.5 seconds in a position as shown in the diagram below; rinse and repeat this strategy as needed. R1 buttonを押して視点を引くと, どこに浮上されても見つけやすい.

[Caption: Sora fires cannons at the Flying Dutchman] 右上の図のAの位置に浮上したFlying Dutchman号のcoreを壊すときは, coreの少し前方を狙って撃つか, いったん船を減速させて近寄るといい.

FLYING DUTCHMAN SURFACING LOCATIONS
-----------------------------------
A, B, C, D: Potential surfacing locations
* Tentacles (TTT): Centre of battlefield
* Sora's ship (SSS): In front of the Tentacles
* A: Upper-left of the Tentacles
* B: Slightly left of Sora's ship
* C: Right of the Tentacles
* D: Between Sora's ship and the Tentacles

*-----------------*
|                 |
|                 |
|                 |
|    A            |
|                 |
|       TTT       |
|            C    |
|    B   D        |
|                 |
|       SSS       |
|                 |
*-----------------*

(Positions are relative to Sora's ship in the diagram. In practice, the ships are constantly circling around the battlefield.)

TABLE: SURFACING POSSIBILITIES AND ACTIONS TAKEN
------------------------------------------------
POSITION   CHANCES OF SURFACING   ACTIONS
A          Somewhat high          Targets Sora's ship with Artillery
B          Somewhat high          Targets Sora's ship with Triple Cannon Fire
C          Low (*4)               Flying Dutchman号を狙ってArtilleryを使う
D          Low                    Targets Sora's ship with Artillery
*3: Battle開始直後はこの位置にいて, 潜水するまではFlying Dutchman号を狙ってArtilleryを使う
*4: ほかの位置に2回浮上したあとはつぎにかならず浮上する. この位置に浮上すると, ほかの位置に浮上した回数がzeroから数え直しになる

Positions A, B, C and D correspond to the above diagram.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DAVY JONES

Pirates: Dead Man's Chest (2006)
Captain of the Flying Dutchman. When Jack violated their agreement, Jones sent the Kraken after him.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
-Davy Jones-
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Tentacles-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1.5
 - Water: ×0.5
 - Aero: ×1
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Davy Jones-
 - Reaction value: 0
 - Revenge value: 8
 - Attraction modifier: ×0.5
 - Base damage upper limit: —
-Tentacles-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: —

REWARDS
-------
* Payback Strike (Sora)
* Maximum HP increase (Sora)
* Wheel of Fate

Tentacles:
* MP prize [1] ×2

LOCATIONS & DETAILED STATS
--------------------------
THE CARIBBEAN
Level 34, 3200 HP (Davy Jones), 320 HP (tentacles), 0 EXP, 48 Strength, 24 Defense (CB1)
* The High Seas / Shipwreck Cove (CB1; boss)

TECHNIQUES
----------
DAVY JONES

COMBO SLASH
-Hits 1–3-
Type: Physical
Power modifier: ×0.8 × 3 hits
Guard: Yes (repel)
Repel level: 2
-Hit 4-
Type: Physical
Power modifier: ×0.8
Guard: Yes (repel; Risk Dodge)
Repel level: 3
Description: Steps forward and swings sabre four times.

ROUNDHOUSE KICK
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Performs a swinging kick with his right leg.

GUARD COUNTER
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Repel level: 2
Description: Jones's body glows and he assumes a defensive stance, countering all Physical-type attacks with his sabre (he can't block non-Physical-type attacks).

TENTACLE GRIP THROW
-Upward thrust-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
-Throw-
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: A blue light appears beneath and follows an opponent for 2.5 seconds, after which a tentacle emerges from the light and throws them.

TENTACLES

STRIKE
-Downward swing-
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Aero
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings its tip downward, generating a shock wave on impact.

BINDING ATTACK
-Horizontal swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
-Squeeze-
Type: Physical
Power modifier: ×1.5 × 2 hits
Guard: No
Repel level: —
Description: Swings its tip sideways; if it strikes Donald or Goofy, it grabs them and squeezes twice before dropping them.

CHARACTERISTICS
---------------
* Walks slowly or warps, then attacks. May use Roundhouse Kick while warping if an opponent is nearby.
* When reduced to 66% HP, he warps atop the crow's nest, summons six tentacles to the deck, and attacks with Tentacle Grip Throw. Once three tentacles are defeated, they retreat and Jones warps back to the deck.
* When reduced to 66% HP, he warps atop the crow's nest, summons six tentacles to the deck, then warps back to the deck.
* Invincible while warping and atop the crow's nest; cannot be locked onto while atop the crow's nest.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
反撃されない程度に連続で攻撃を当てていく

If you attack Davy Jones while he rests, you can stagger him with one strike. Use an Attack combo after dodging his attacks or an ally staggers him. If you attack too much, he'll counter with Roundhouse Kick; move away after about eight attacks.

HOW TO DEAL WITH THE TENTACLES

When Davy Jones reaches certain HP thresholds, he stands in the crow's nest and summons six tentacles; these are easily dispatched with Thundaga. The first time the tentacles are summoned, you must defeat three of them to get the others to retreat.

[Caption 1: Sora attacks Davy Jones] Keep pressing your attacks on Davy Jones when he flinches.
[Caption 2: Sora casts Thundaga on the tentacles] Thunder-type attacks are super-effective on the tentacles; hit them with a Thundaga combo.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CATASTROCHORUS

What's worse than a Heartless? Try three of them, fused into one weird body.
Stomping feet and gnashing teeth, an active volcano spewing fire, plus a thundercloud tail raining lightning bolts left and right added up to one bad day in San Fransokyo.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Head-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Volcano on back-
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1.5
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Tail-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Water: ×0.7
 - Aero: ×1.5
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Normal-
 - Reaction value: 40
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: —
-Armoured-
 - Reaction value: —
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: —

REWARDS
-------
San Fransokyo:
* Firaga (Sora)

Battlegate 13:
* Celestriad (once only)
* Secret Report 13 (once only)

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2280 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; boss)

KEYBLADE GRAVEYARD
Level 60, 3288 HP, 0 EXP, 73 Strength, 37 Defense (Battlegate 13)
* The Badlands (Battlegate 13; boss)

TECHNIQUES
----------
CHARGING BITE
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs forward while biting continuously.

CHARGING HORN ATTACK
-Charge-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Lowers its head and charges with its horn facing forward, then swings its horn upward.

FIRE BREATH
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Breathes fire from its mouth.
Status effect: Burn (100%/5 seconds)

RAMPAGE
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Runs around indiscriminately, crashing into anything in its way.

ROAR
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Roars, generating a shock wave around itself.

RADIATION
Type: Fire
Power modifier: Variable
Guard: Yes (negate)
Repel level: —
Description: The volcano heats up and damages opponents on it.
Status effect: Burn (100%/2 seconds)

ERUPTION
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: The volcano on its back repeatedly erupts, scattering many burning rocks around (the rocks fly in a curved arc).

MAGMA ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Volcanoが真上に跳ねて, もとの位置に落ちたときにmagmaをまき散らす

THUNDERBOLT
Type: Thunder
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Repeatedly rains down lightning directly overhead an opponent.
Status effect: Electrify (100%/10 seconds)

TAIL STRIKE
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Strikes the ground with its tail, discharging electricity around the impact point.

TAIL SWING
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings its tail and strikes whatever is in its way.

CHARACTERISTICS
---------------
* Begins in normal mode; as its HP decreases, it switches to (respectively) armoured mode, volcano attack mode, and tail attack mode. Each mode has different behavioural patterns and lock-on targets (see table below).
* If its armour is reduced to 0 HP while in armoured mode, it switches to normal mode and does nothing for about 5 seconds.
* When reduced to 30% HP, it warps to the roof of a certain building and switches to tail attack mode; it remains in this mode for the rest of the battle (San Fransokyo only).
* Only parts that can be locked onto can be damaged.
* Generally doesn't flinch when attacking and when in armoured mode.

STRATEGIC ADVICE
----------------
攻撃されているあいだは無理に攻めない

Only certain parts of the Catastrochorus can be attacked: its head, the volcano on its back, and the targetable part of its tail. Lock-on areas change with each mode, as seen below. Be careful when using magic; Fire-type attacks don't affect the volcano, and likewise Thunder-type magic on its tail.

To prevent excessive damage to yourself, keep rolling away from its attacks and strike only when it ceases doing so. When Catastrochorus is in armoured mode, you can either flee until it exits the mode on its own, or you can attack with projectile barrages from afar to reduce it to 0 HP quickly.

CATASTROCHORUS MODE TRAITS
--------------------------
NORMAL MODE
* Mode change trigger: Initial
* Lock-on areas: Head
* Actions: Uses Charging Bite or Charging Horn Attack 1–3 times, then runs away and stands still for 8 seconds (sometimes it doesn't stand still and attacks again).
* Notes: Often attacks three times in a row when reduced to 80% HP.

ARMOURED MODE
* Mode change trigger: Below 80% HP
* Lock-on areas: Head, volcano on back, tail
* Actions: Its body glows and and it enacts the following sequence: uses Fire Breath and Thunderbolt simultaneously → uses Rampage, Eruption and Tail Strike simultaneously once or twice → uses Roar.
* Notes: Returns to normal mode when its armour HP (initial value: 100) is reduced to 0 or after repeating the above sequence twice. While armoured, it can also attack opponents on the volcano with Radiation.

VOLCANO ATTACK MODE
* Mode change trigger: Below 60% (San Fransokyo); below 50% HP (Battlegate 13)
* Lock-on areas: Volcano on back
* Actions: Stands still, occasionally using Eruption and Magma Attack.
* Notes: Its feet and head sparkle and can be used for free running. It can also attack opponents on the volcano with Radiation.

TAIL ATTACK MODE
* Mode change trigger: Below 30% (San Fransokyo); below 25% HP (Battlegate 13)
* Lock-on areas: Tail
* Actions: Stands still, occasionally using Thunderbolt and Tail Swing.
* Notes: Its feet and head sparkle and can be used for free running.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARKUBES

A shape-shifting swarm of nasty bots that terrorized the streets of San Fransokyo.
If Hiro hadn't pinpointed the location of the core unit controlling the rest, these baleful boxes might have spelled the end for Sora and Big Hero 6.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.2
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: —
 - Attraction modifier: ×0.5
 - Base damage upper limit: 16

REWARDS
-------
* Armour slot +1 (Sora)
* Withstand Combo (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 1600 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / Night (SF1; boss)

TECHNIQUES
----------
PUNCH
-Charge-
Type: Dark
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
-Scatter-
Type: Dark
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Shapes itself into a hand and lunges at opponents; the cubes scatter on impact.

COMBO LUNGE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Shapes itself into ten tentacles that stretch across the field; when the red light reaches a tentacle's tip, it lunges out with red cubes (it repeats this several times).

SPIN ATTACK
-Drop-
Type: Dark
Power modifier: ×2
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Charge-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air, projects a red light onto the ground directly below, and chases opponents for 5 seconds before dropping down. After that, it flattens itself, spinning sideways, then flies around, crashing into opponents in its path up to five times.

CHARACTERISTICS
---------------
* Floats in the air, changing its form; when preparing to attack, it turns red and takes on a specific form (only a certain area turns red when it uses Combo Lunge).
* First battle: It is completely invincible and flees after about 40 seconds.
* Second battle: Its vulnerable core appears at certain points.

STRATEGIC ADVICE
----------------
ATTACK THE CORE WITH ALL YOUR MIGHT

You should equip Dark-resistant armour beforehand, as all of the Darkubes' attacks are Dark-type. Only Physical and Neutral-type attacks deal full damage to the boss. Refrain from formchanges if using a Keyblade like Crystal Snow (ie. those whose formchange attacks are typically not Physical or Neutral-type).

This boss is fought twice. In the first battle, it's completely invincible, so just block and dodge its attacks until it ends in time. In the second battle, its core will appear occasionally, at which point you can damage it; block and dodge its attacks, and attack the core with all your might. When the Darkubes prepare an attack, its body (in whole or in part) glows red; use these tells to time your blocks and evasive actions.

[Caption 1: Sora attacks the exposed core] A special target marker indicates the Core's location.
[Caption 2: Darkubes attack with Combo Lunge] When the red light reaches the tip of a tentacle, it attacks with Combo Lunge.
[Caption 3a: A red spotlight chases Sora] It activates Spin Attack by floating into the air and projecting a red light directly below; avoid it by moving away from the light.
[Caption 3b: Sora rolls away from the Darkubes' Spin Attack] After that, time your blocking or evasive actions to negate its charges.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARK BAYMAX

Big Hero 6 (2014)
The original Baymax. He was retrieved from another dimension in a mantle of Darkubes, his program chip loaded with data from the hearts of the people the Darkubes attacked.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: 5
 - Attraction modifier: —
 - Base damage upper limit: 16

REWARDS
-------
* Aerora (Sora)
* Maximum HP increase (Sora)
* Nano Gear

LOCATIONS & DETAILED STATS
--------------------------
SAN FRANSOKYO
Level 38, 2200 HP, 0 EXP, 52 Strength, 26 Defense (SF1)
* The City / South District: Day (SF1; boss; Sora fights alone, atop Baymax [permanent Interceptor Wing])
- Remaining HP at the start of the second phase is the same as the end of the first phase (if retried during the second phase, HP is 1760).

TECHNIQUES
----------
D-CUBE SHOT
Type: Dark
Power modifier: ×0.8 per hit
Guard: Yes (repel)
Repel level: 2
Description: Fires black cubes that fly toward opponents; they can be deflected with Strike and by previously-deflected cubes.

D-CUBE MINES
-Cubes-
Type: Dark
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
-Lasers-
Type: Dark
Power modifier: ×0.2 per hit
Guard: ?
Repel level: ?
Description: Scatters small red cubes in the air that slowly move forward; they break after a while or when an opponent touches them. In the first phase, lasers may appear between cubes.

FIRST PHASE

GIANT DRILL
Type: Dark
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires four red light beams at an opponent, then launches a large drill along the beams' path.

SECOND PHASE

DRILL
Type: Dark
Power modifier: ×0.3 + ×0.5
Guard: Yes (negate)
Repel level: —
Description: Fires a large flying homing drill.

TRIPLE ATTACK
Type: Dark
Power modifier: ×1 + ×1 + ×1.5
Guard: Yes (negate)
Repel level: —
Description: Uses right hand to attack with a series of scratches, backhand blows and thrusts while moving forward.

D-CUBE NEEDLES
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Throws a large batch of needle-shaped cubes upward that rain down in succession on opponents.

BOOST ATTACK
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Thrusts its right arm forward and flies toward opponents at high speed.

DARK WINGS
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Enlargens its back wings and releases a shock wave around itself.

CHARACTERISTICS
---------------
FIRST PHASE
* Flies on a set path, using D-Cube Shot, D-Cube Mines, and Giant Drill at certain points.
* When reduced to 50% HP or after 2 minutes and 10 seconds (whichever comes first), it moves on to its second phase.

SECOND PHASE
* It may close in and use Triple Attack, or distance itself and use D-Cube Shot or Drill (adding D-Cube Needle and Boost Attack to its arsenal as time passes). After attacking once or twice, it floats idly for 5 seconds.
* 向いている方向へまっすぐ飛ぶときと, 相手の周囲を飛びまわるときは, 飛行中にD-Cube Minesを使う
* When reduced to 30% HP (and every 30 seconds thereafter), it attacks in the following sequence: Dark Wings → D-Cube Mine → Boost Attack ×3 → D-Cube Shot and D-Cube Needles ×3 each in an alternating pattern.

STRATEGIC ADVICE
----------------
SHOOT IT FROM AFAR

This battle has two phases: in the first, you chase Dark Baymax while it flies away; in the second, you fight it properly in the air. Sora rides atop Baymax while using a special variant of Interceptor Wing (*1) and can use the commands listed in the table below. You can heal yourself with Care Spray, but be careful, as it's unavailable for 30 seconds after use.

FIRST PHASE

Keep Shooting projectiles to attack Dark Baymax and destroy the red cubes in your way, and either avoid the black cubes or deflect them with Strike. When it shoots four red light beams at you, move out of the way to avoid the incoming drill.

SECOND PHASE

Use Aerial Dodge to avoid attacks and Shoot it from afar; approach it and keep Shooting as it idles about.

TABLE: COMMANDS AVAILABLE ATOP BAYMAX
-------------------------------------
BUTTON     COMMAND        DETAILS
X          Strike         First phase; launch a backhand chop that can deflect black cubes
R2         Shoot          Press the R2 button to shoot light projectiles
Square     Aerial Dodge   Quickly move in the direction the left stick is tilted (*2); provides 0.27 seconds of invincibility from the start of the dodge
Circle     Care Spray     Heals Sora for 200 HP; unavailable for 30 seconds afterward
Triangle   Sky Strike     Second phase; charges three times, then descends and attacks; must be charged fully before use (indicated by the gauge above the command menu) by hitting the enemy or deflecting black cubes

*1: This version of the team attack Interceptor Wing (→p. 112) has several special traits; it is permanent, Care Spray can be used, Finish is replaced with Sky Strike, and some usage requirements are different (see table below).
*2: Left stickを入れていない場合は, first phaseでは[画面中央を通って反対側ヘ抜ける方向]ヘ移動し, second phaseでは正面ヘ移動する

[Caption: Sora and Baymax attack Dark Baymax] During the second phase, use Sky Strike (Triangle button) whenever possible.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ANTI-AQUA

One of three Keyblade wielders who trained under Master Eraqus. Following the battle over the χ-blade more than a decade ago, she braved the realm of darkness to save a friend, and was trapped inside alone.
After losing her Keyblade, she was unable to fight back the forces of the dark and was cast into the abyss below.

Aqua, after she fell to darkness. Years and years of wandering through the realm of darkness ended with her being cast into the watery depths beyond its margin.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.4
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 8
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Blizzaga (Sora)

DLC
* Maximum MP increase (Sora)

LOCATIONS & DETAILED STATS
--------------------------
DARK WORLD
Level 50, 1400 HP, 0 EXP, 63 Strength, 32 Defense (RoD)
* The Realm of Darkness (RoD; boss; Sora fights alone)

TECHNIQUES
----------
STYLE CHANGE
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Sheds light and surrounds herself in a dark aura.

UPWARD PINWHEEL
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: Charges straight ahead while spinning her Keyblade upward.

PINWHEEL SHAKE
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: 直進しつつ, 回転するKeybladeを右ヘ振りまわす

PINWHEEL RUSH
Type: Physical
Power modifier: ×0.5 per hit
Guard:
* Used by original: Yes (repel; Risk Dodge)
* Used by clones: Yes (negate)
Repel level: 3
Description: Charges straight ahead while spinning her Keyblade directly forward.

CHARGING LUNGE
Type: Physical
Power modifier: ×1
Guard: No
Repel level: —
Description: Charges straight ahead with her Keyblade positioned directly forward.

MAGIC SHOT
Type: Neutral
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires magic orbs from her Keyblade.

ENCIRCLING MAGIC SHOT
Type: Physical
Power modifier: ×0.4 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Splits herself into seven, then all seven figures surround Sora and simultaneously fire magic orbs at him. [Check later: seven + original OR seven including original.]

MIRAGE BLIZZAGA
Type: Blizzard
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Generates six ice crystals; each crystal rushes at Sora one-by-one.

MIRAGEWEAVER
-Spin attack-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Projectile-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Crystal-
Type: Neutral
Power modifier: ×2 per hit
Guard: Yes (negate)
Repel level: —
Description: Splits herself into three; all three figures surround Sora, shooting projectiles from the crystals above their heads, then approach Sora and detonate their respective crystals.

(This is obviously a variant of Spellweaver [JP: Magic Wish], so I changed the name to match.)

CHARACTERISTICS
---------------
* Begins the battle with Style Change.
* Warps around and uses various attacks in a specific order. Occasionally attacks alongside two other clones.
* Sometimes walks around for a short while, then warps three times. She may do this alongside a large number of clones; if the real one isn't attacked before the clones disappear, she uses Encircling Magic Shot.
* Warps and uses Charging Lunge as a counter.
* Fire-type attacks reduce her revenge value by the value indicated for that technique.

STRATEGIC ADVICE
----------------
WAIT FOR AN OPPORTUNITY TO ATTACK WHILE AVOIDING HER OWN

Anti-Aqua's signature feature is to warp repeatedly and attack unexpectedly; quickly roll out of the way of incoming attacks when you hear her warp. She and two other clones can surround and attack Sora with Mirageweaver as seen in the image below.

The best opportunities to attack Anti-Aqua are listed below. When she's mixed in with the clones, attacking one destroys it (easing your search for the real one). ちなみに, HPが満タンなのは分身で, こちらが当てた攻撃に応じてHPが減っているのが本体だ.

BEST CHANCES TO ATTACK ANTI-AQUA
--------------------------------
* Right after attacking alongside two other clones.
* As she walks around for a short while (either alone or with many clones) and warps around repeatedly.

[Caption 1: Sora rolls away from Anti-Aqua's Pinwheel Shake] She's vulnerable after attacking alongside two clones.
[Caption 2a: Anti-Aqua attacks Sora with Mirageweaver] If several figures spin around and surround you, wait until they slow down.
[Caption 2b: Sora rolls away from Mirageweaver's finisher] The figures approach right after; roll away to escape entrapment.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VANITAS (FIRST)

A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: 1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value:
   - Normal: 0
   - When using Combo Slash and weapon is overhead: 5
 - Revenge value: 6
 - Attraction modifier: —
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
LAND OF DEPARTURE
Level 50, 2600 HP, 0 EXP, 63 Strength, 32 Defense (LoD)
* [Throne Room] (LoD; boss; Aqua fights alone)

TECHNIQUES
----------
COMBO SLASH
-Weapon-
Type: Physical
Power modifier: ×0.8 + ×0.4
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward while somersaulting, firing a shock wave directly forward.

WARP DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×0.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps directly over opponent and swings weapon downward as an icicle protrudes from below.

DARK FIRAGA
-Before split-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-After split-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches a homing fireball; it advances slowly, then splits into five fireballs that move at high speed.

SHADOW DIVE
-Weapon-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×0.4 per hit
Guard: Yes (negate)
Repel level: —
Description: Dives underground, then leaps out while swinging his weapon and scatters fireballs around himself.

CHARACTERISTICS
---------------
* If Aqua is far away, he typically enacts any of the following actions: uses Dark Firaga and Shadow Dive; uses Shadow Dive four times (the fourth action may change into a Warp Downward Swing); runs up to her; runs to a certain extent, then uses either Warp Downward Swing or Shadow Dive.
* If Aqua is nearby, he typically cartwheels around her and uses either Combo Slash or Warp Downward Swing.
* As a counter, he either backflips or uses Warp Downward Swing (leaving afterimages behind).
* Generally doesn't flinch while attacking (exceptions may occur), cartwheeling, or backflipping.
* Invincible while underground during Shadow Dive.

STRATEGIC ADVICE
----------------
DEAL WITH HIS ACTIONS FROM AFAR

You control Aqua when fighting Vanitas at the Land of Departure. If you approach Vanitas too closely, you'll be at the mercy of his many actions; keep your distance and deal with him as seen in the table below. Attack him with combos until he backflips or warps, then cartwheel away from him immediately afterward. Entering a formchange increases the effectiveness of your Attack combos and finisher.

TABLE: HOW TO DEAL WITH VANITAS'S ACTIONS FROM AFAR
---------------------------------------------------
ACTION                             HOW TO DEAL WITH IT
Dark Firaga                        Block with Barrier
Shadow Dive, Warp Downward Swing   Block the attack with Barrier, then counter with Counter Blast and follow up with a combo
Runs toward Aqua                   Use Attack combos as he approaches; if he uses Shadow Dive or Warp Downward Swing while running, switch to the above method
*2: If Vanitas leaps from underground during Shadow Dive and immediately returns there, he'll use that attack three more times; use Barrier and Counter Blast during all of these attacks.

[Caption 1: Aqua attacks Vanitas] He generally doesn't flinch while attacking or cartwheeling.
[Caption 2: Aqua and Vanitas attack each other] Attack with combos if he approaches you closely.
[Caption 3: Aqua launches Vanitas with a Counter Blast] He's sure to flinch if you counter the end of his Shadow Dive(s).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LICH

This haunting horror held the hearts of Sora's friends hostage. Time and again, Sora fought it back, but with each hard-won victory, it would simply slough its form and depart to another world.
Its broad arsenal of magic made it a formidable foe to face along, but in the end no Heartless could match the strength of Sora's resolve.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Olympus and Monstropolis-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
-The Caribbean-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×0.5
-Arendelle-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×1
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
-Toy Box-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×1
 - Thunder: ×0.5
 - Water: ×1
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
-Kingdom of Corona-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×1
 - Thunder: ×1
 - Water: 0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
-San Fransokyo-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 4
 - Attraction modifier: ×0.8
 - Base damage upper limit: 24

REWARDS
-------
* Aeroga (Sora)
* Maximum MP increase (Sora)

LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level 42, 600 HP, 0 EXP, 55 Strength, 28 Defense (FW2; boss; Sora fights alone; can save between sections; Olympus is always first and San Fransokyo is always last)
* Olympus: Realm of the Gods / Apex
* Toy Box: Galaxy Toys / Main Floor: 1F
* Kingdom of Corona: The Forest / Marsh
* Monstropolis: Monsters, Inc. / Lobby & Offices
* Arendelle: The Labyrinth of Ice / Middle Tier
* The Caribbean: The High Seas / Northern Waters
* San Fransokyo: The City (Night) / Central District

TECHNIQUES
----------
AFTERIMAGE SLIDE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Moves around at high speed, leaving several afterimages in its wake; each afterimage explodes and vanishes after 1.5 seconds.

6-PART FIRE
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Shoots six homing fireballs in succession at an opponent.
Status effect: Burn (100%/1 second)

AERORA
Type: Aero
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Spins sideways and generates winds at an opponent's location.

THUNDER DISC
Type: Thunder
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Shoots six discs of lightning that fly around and spin sideways.
Status effect: Electrify (100%/10 seconds)

CLOUD MAGIC
Type: —
Power modifier: —
Guard: No
Repel level: —
Description: Shoots three rain clouds forward.
Status effect: Cloud (100%/20 seconds)

FIRE TURN
Type: Fire
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Generates six fireballs overhead and fires them at an opponent.
Status effect: Burn (100%/1 second)

BLIZZAGA
Type: Blizzard
Power modifier: ×2
Guard: Yes (negate)
Repel level: —
Description: Waves its staff and releases cold air around itself.
Status effect: Freeze (100%/2.5 seconds)

AFTERIMAGE WATER
-Water ball-
Type: Water
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
-Explosion-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Moves around at high speed, leaving an afterimage in its wake; the afterimage explodes and vanishes after throwing a water ball.

CHARACTERISTICS
---------------
* Damage modifiers, behavioural patterns, techniques used, enemies summoned, etc. are dependent on the battlefield location (see below for details); however, its base tactics (moving away with Afterimage Slide and following up with Six-Part Fire or Aerora, and summoning enemies at some point) remains the same regardless.
* When reduced to 0 HP, it flees elsewhere and fully restores itself (in San Fransokyo, it is outright defeated).
* Uses Afterimage Slide (or Blizzaga in Arendelle) as a counter.
* After continuously using Afterimage Slide for a short time, it refrains from using it outside of counteractions for a while.
* Invincible while moving during Afterimage Slide and Afterimage Water.

STRATEGIC ADVICE
----------------
MAKE FULL USE OF SHOTLOCKS

The Lich battle occurs across seven worlds (→p. 346). Specific attacks and actions it utilises change depending on the current location, but it always retains the ability to flee and use magic. It's recommended to attack with shotlocks from afar as it idles about; you can defeat it while taking little damage in return by equipping Ever After and Nano Gear, attacking with their max-lock techniques 2–3 times, and healing with Refocusers when needed. Dispatch summoned enemies with Thundaga.

LICH LOCATIONS AND CHANGES
--------------------------
OLYMPUS: REALM OF THE GODS / APEX
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora
* Summoned enemies and when they appear: None
* Notes: —

TOY BOX: GALAXY TOYS / MAIN FLOOR: 1F
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Thunder Disc
* Summoned enemies and when they appear: Marionette (Start of battle)
* Notes: —

KINGDOM OF CORONA: THE FOREST / MARSH
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Cloud Magic
* Summoned enemies and when they appear: Fluttering (Start of battle)
* Notes: Flutterings may also appear at random.

MONSTROPOLIS: MONSTERS, INC. / LOBBY & OFFICES
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Fire Turn
* Summoned enemies and when they appear: Large Body (Lich reduced to 50% HP)
* Notes: The Lich temporarily vanishes after summoning Large Bodies.

ARENDELLE: THE LABYRINTH OF ICE / MIDDLE TIER
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Blizzaga
* Summoned enemies and when they appear: Winterhorn (Start of battle, Lich reduced to 50% HP)
* Notes: Pillars may protrude from the ground (→p. 293).

THE CARIBBEAN: THE HIGH SEAS / NORTHERN WATERS
* Techniques used: Afterimage Slide, 6-Part Fire, Aerora, Afterimage Water
* Summoned enemies and when they appear: Vaporfly (Lich reduced to 80% HP)
* Notes: —

SAN FRANSOKYO: THE CITY (NIGHT) / CENTRAL DISTRICT
* Techniques used: All
* Summoned enemies and when they appear: Neoshadow (Lich reduced to 90% HP and 70% HP)
* Notes: The Lich may occasionally use up to six attacks in succession.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARK RIKU

A member of the real Organization XIII.
He looks exactly like Riku, except a year younger, and he wears the Organization's black coat.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.2
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Xigbar)

DLC
* Maximum MP increase (Sora; shared with Xigbar)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Xigbar [and Ansem for the first 30 seconds]; Sora fights alongside Riku)

KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Xigbar [and Ansem for the first 30 seconds]; can control either Sora or Riku, with the other fighting alongside as a party member)

TECHNIQUES
----------
COMBO ATTACK
-Weapon-
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: —
-Shock wave-
Type: Dark
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: —
Description: After a horizontal swing → lunge (or vice versa), he swings his weapon downward and lets loose shock waves that travel diagonally forward left and right.

DASH SWING
-Light disc-
Type: Dark
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: After hurling a light disc directly frontward, he advances forward quickly and swings his weapon to the right.

DARK BITE
Type: Dark
Power modifier: ×1.5
Guard: No
Repel level: —
Description: Fires a shadow into the ground; this shadow follows the opponent for 5 seconds, after which fangs emerge and attack.

DARK MINES
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 2–5 dark crystals surround himself; a dark crystal explodes when an opponent approaches it, when struck by an attack, or after 10 seconds pass.

DARK AURA HELM SPLIT
-Swoop-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Lightning-
Type: Dark
Power modifier: ×1 per hit
Guard: No
Repel level: —
Description: 相手の頭上にwarpして急降下攻撃を仕掛けつつ地面に放つことを5回くり返し, 最後に相手の周辺につぎつぎと雷を落とす

CHARACTERISTICS
---------------
* Runs around and warps, then attacks; he tends to walk around idly after several attacks.
* Dark Bite always targets Sora.
* Uses Dark Aura Helm Split when reduced to 50% HP or when Xigbar is defeated (he may use it occasionally afterward).
* Warps far away and uses Dark Mines as a counteraction (he occasionally uses Dark Bite instead if Xigbar is still on-field).
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
Dark Riku appears alongside Xigbar and Ansem (→p. 659); Ansem leaves the battle after 20 seconds. It's recommended to focus on dodging enemy attacks while Ansem is around; after that, defeat the long-range attacker Xigbar, and finally Dark Riku. You fight alongside Riku in this battle. Glide away from Dark Riku's attacks, airstep to him when he's open, then attack with combos.

[Caption 1: Sora rolls away from Ansem's Barrier Laser] Focus on avoiding enemy attacks before Ansem leaves.
[Caption 2: Sora and Riku attack Dark Riku simultaneously] Attack enemies that are idling about or staggered by Riku.

COLUMN PORTAL: BATTLES IN THE SKEIN OF SEVERANCE STOP AND RESTART MIDWAY THROUGH
--------------------------------------------------------------------------------
In the Skein of Severance, there are five battles where Sora fights alongside various allies against boss parties. During these battles, a cutscene plays when a boss is defeated; the battle restarts afterward. Damage sustained by both sides carry over (incapacitated allies recover 25% max HP); if you retry a lost battle, all enemies and allies have their HP and MP restored to full instead.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XIGBAR

A member of the real Organization XIII.
Despite his defeat at Sora's hands, Xigbar has returned, and continues his attempts to manipulate and mislead Sora.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 7
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Dark Riku)

DLC
* Maximum MP increase (Sora; shared with Dark Riku)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Dark Riku [and Ansem for the first 30 seconds]; Sora fights alongside Riku)

KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; paired with Dark Riku [and Ansem for the first 30 seconds]; can control either Sora or Riku, with the other fighting alongside as a party member)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 1
Description: Fires homing projectiles.

CLUSTER SHOT
-Projectiles-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 1
-Explosion-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Gathers light in his gun, then fires a large projectile that splits within a narrow scope. The projectiles remain where they land and explode when an opponent makes contact, when struck by an attack, or after 10 seconds pass.

ARROW RAIN
-Shock wave-
Type: —
Power modifier: —
Guard: No
Repel level: —
-Light arrows-
Type: Neutral
Power modifier: ×2
Guard: No
Repel level: —
-Arrow rain-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Warps to the centre of the field, transforms his guns into a bow, and shoots a large arrow directly overhead while emitting a wide-ranging shock wave; the arrow glows in the air, and then many arrows rain down from above (they rain directly down initially and gradually spread out).

CHARACTERISTICS
---------------
* Warps around and attacks while either standing on the ground or floating upside-down in the air. After attacking, he often walks around idly for a while.
* Shotを使うときは, 相手のほうを向かずに弾を撃ったり, 銃を持つ腕を相手の近くにwarpさせて弾を撃ったりすることがある
* ShotとCluster Shotを何度か使うと(合計3回の場合が多い), 遠くに離れて銃に弾を動作を行なう
* Uses Arrow Rain when reduced to 50% HP or when Dark Riku is defeated (he may use it occasionally afterward).
* Warps far away as a counteraction, sometimes following up with a Cluster Shot.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
TAKE FULL ADVANTAGE OF AIRSTEPPING AND ATTACK

Xigbar fights alongside and backs up Dark Riku and Ansem with his long-range projectile attacks; defeat him first after Ansem leaves. Airstep to him and attack with combos; stay locked onto Xigbar when attacking so you can find him quickly even if he warps away.

HOW TO DEAL WITH ARROW RAIN

Xigbar warps to the centre of the field and uses Arrow Rain to rain down arrows on Sora and Riku. You can block or roll through the rain of arrows, but note that enemies will continue to act as the technique proceeds. If an enemy is on the other side of the rain of arrows, use Airstep to dodge the arrows and approach them.

[Caption 1: Sora deflects Xigbar's projectiles] After using Arrow Rain, Xigbar will not flinch when a Shot is deflected back at him.
[Caption 2a: Sora targets Xigbar with the shotlock marker] Press and hold R1 while targeting Xigbar from afar, then press Square when the shotlock marker activates to Airstep to him.
[Caption 2b: Sora airsteps to and attacks Xigbar] Start attacking when you approach him; you cannot be struck by his projectiles while fighting at close range.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUXORD

A member of the real Organization XIII.
He is a lover of games, and sometimes even prioritizes them over his Organization duties. Despite his destruction at Sora's hands, Luxord has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
-Normal-
 - Physical: ×0.05
 - Fire: ×0.05
 - Blizzard: ×0.05
 - Thunder: ×0.05
 - Water: ×0.05
 - Aero: ×0.05
 - Dark: ×0.05
 - Neutral: ×0.05
 - Rapid-fire: ?5
-Staggered-
 - Physical: ×1.5
 - Fire: ×1.5
 - Blizzard: ×1.5
 - Thunder: ×1.5
 - Water: ×1.5
 - Aero: ×1.5
 - Dark: ×1.5
 - Neutral: ×1.5
 - Rapid-fire: ×1
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Normal-
 - Reaction value: 0
 - Revenge value: 7
 - Attraction modifier: —
 - Base damage upper limit: 24
-Staggered-
 - Reaction value: 0
 - Revenge value: —
 - Attraction modifier: —
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Larxene and Marluxia; Sora fights alongside Mickey for the first 30 seconds and alone thereafter)

TECHNIQUES
----------
SCARE CARD
Type: Physical
Power modifier: ×0.25 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Four cards surround and strike an opponent.

BOMB CARD
Type: Physical
Power modifier: ×0.1
Guard: Yes (negate)
Repel level: —
Description: A blank card explodes.

CHARACTERISTICS
---------------
* Warps or walks around slowly, then uses Scare Card; after 30 seconds, he begins a game wherein he hides in a card and forces Sora to find him (see below for details and actions taken).

STRATEGIC ADVICE
----------------
FIND THE CARD LUXORD HIDES IN

Luxord interrupts this battle midway through with his own challenge. Any damage previously dealt to him is restored when he issues his challenge, so attack other enemies beforehand.

Keep finding and attacking the card Luxord hides in to draw him out (see below); reduce his HP to 0 to defeat him. Larxene and Marluxia are invincible during this sequence, but hitting either of them causes that character to vanish for 8 seconds, allowing you to focus on the game.

LUXORD, LARXENE AND MARLUXIA BATTLE SEQUENCE
--------------------------------------------
1. Fight Luxord, Larxene and Marluxia alongside Mickey.

AFTER 30 SECONDS PASS

2. Sora challenges Luxord by himself.

AFTER LUXORD IS DEFEATED

3. Fight Larxene and Marluxia alongside Mickey.

"CAPTURE LUXORD" GAME SEQUENCE
------------------------------
1. ATTACK THE RIGHT CARD
* Luxord's actions: Hides in 1 of 15 cards arranged in a circle.
* Strategy: 14 out of 15 cards are blank, and disappear or explode when struck (cards moving up and down [do not? check later] explode). Luxordが隠れている[当たり]は, 表側の絵柄が右の写真のようにblankとちがううえ, グラグラ揺れているので, それを目印に見つけて攻撃しよう. You can attack multiple cards with a wide-ranging attack like Thundaga.

1 → 2: Sora attacks the right card.
1 → 3: 13 seconds pass without attacking the right card.

[Caption: Card with Nobody sigil] Blank card
[Caption: Card with Luxord] Right card

2. ATTACK LUXORD AS HE EMERGES
* Luxord's actions: Staggers and does nothing.
* Strategy: Luxord emerges and Larxene and Marluxia temporarily disappear. Attack Luxord.

2 → 3: Luxord loses 30% of his maximum HP or 15 seconds pass.

3. ATTACK LUXORD UNTIL HE HIDES AGAIN
* Luxord's actions: 並ベたcardを回転させはじめる(cardに隠れていた場合は, 姿を現して実行する); he sometimes uses Scare Card beforehand.
* Strategy: Dodge enemy attacks and keep attacking Luxord for minimal damage.

3 → 1

(Invincible during the first part of the fight; always defeated first.)

DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).

(I translated 当たり "hit, strike" as "right" [ie. "right card to attack"] so it sounds less awkward in practice. The "blank" cards aren't ACTUALLY blank [they have Nobody sigils on them], but again, translated as such for practicality.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LARXENE

A member of the real Organization XIII.
Despite her destruction at Sora's hands, Larxene has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Marluxia)

DLC
* Maximum MP increase (Sora; shared with Marluxia)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Luxord and Marluxia; Sora fights alongside Mickey [except during Luxord interlude])

TECHNIQUES
----------
THUNDER
-Arms-
Type: Physical
Power modifier: ×0.5
Guard: No
Repel level: 2
-Lightning-
Type: Thunder
Power modifier: ×0.8 per hit
Guard: No
Repel level: —
Description: Jumps and falls forward while swinging her arms downward and unleashes lightning around herself.

(Written in kanji.)

THUNDERCLAP
-Weapon swing-
Type: Physical
Power modifier: ×0.2 × 4 hits
Guard: Yes (negate)
Repel level: 2
-Weapon throw-
Type: Physical
Power modifier: ×0.1 per hit
Guard: Yes (negate)
Repel level: 2
-During electric discharge-
Type: Thunder
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: —
-End of electric discharge-
Type: Thunder
Power modifier: ×0.8
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings knives four times while advancing forward, then jumps back. If her fourth attack hits or is blocked, she throws eight knives that discharge electricity when they hit the ground.

THUNDER LION
-Lightning balls-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Weapon swing-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Lightning-
Type: Thunder
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
Description: Electrifies her body, then repeats the following sequence 4–5 times: turns into a lightning ball and rushes around in a zig-zagging manner → returns to normal and swings knives twice; after that, she performs one final zig-zagging rush and scatters lightning everywhere.

(Not a typo. Why "lion"?)

CHARACTERISTICS
---------------
* After spinning around and warping, she runs to an opponent and uses Thunder (after Luxord is defeated, she may use Thunderclap instead); she usually rolls away afterward.
* When Luxord is defeated, she uses various actions for a few seconds, then uses Thunder Lion in tandem with Marluxia's Phantom Blitz (they may do this occasionally afterward).
* When Marluxia is defeated, she uses various actions for a few seconds, then uses Thunder Lion (she may use it occasionally afterward). She may attack up to three times successively.
* Warps far away and attacks as a counteraction.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
THUNDERなどの終わりぎわのスキを突く

Larxene frequently uses the unblockable Thunder; be sure not to block carelessly. It's recommended to defeat Larxene before Marluxia (after Luxord is defeated) for this reason. You should attack Larxene immediately after dodging one of her attacks and continue doing so until she warps away.

HOW TO DEAL WITH THUNDER LION

She flies around at high speed when using Thunder Lion; use Doubleflight and glide around the field to avoid all the lightning strikes and make it through unscathed. This method also works when Marluxia uses Phantom Blitz in tandem.

[Caption 1: Sora glides away from Larxene and Marluxia's combined Thunder Lion and Phantom Blitz] Thunder Lionで最後に落ちる雷は, Glideでただ飛びつづけているだけでは当たってしまう恐れがある. 雷が落ちる場所に映る光をよく見て回避しよう.
[Caption 2a: Sora rolls away from Larxene's Thunderclap] If Larxene approaches you, use Dodge Roll to get away.
[Caption 2b: Sora attacks Larxene] As she finishes her attack and backflips, quickly roll back toward her and attack with combos.

(Invincible during the Luxord section.)

DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MARLUXIA

A member of the real Organization XIII.
Despite his destruction at Sora's hands, Marluxia has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Larxene)

DLC
* Maximum MP increase (Sora; shared with Larxene)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Luxord and Larxene; Sora fights alongside Mickey [except during Luxord interlude])

TECHNIQUES
----------
WARP SLASH
Type: Physical
Power modifier: ×0.7 per hit
Guard: Yes (negate)
Repel level: 2
Description: Warps near opponent and swings scythe 1–5 times.

TORANDO SLASH
-Weapon spin-
Type: Physical
Power modifier: ×0.1 per hit
Guard: Yes (negate)
Repel level: 2
-Swing-
Type: Physical
Power modifier: ×0.3 per hit
Guard: Guard: Yes (negate)
Repel level: 2
-Final hit-
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Spreads darkness out into the ground around him, spins his scythe overhead to pull in opponents, then swings his scythe while spinning his body (he adjusts his posture slightly before the final hit of his swinging scythe attack).

PHANTOM BLITZ
-Weapon-
Type: Physical
Power modifier: ×0.8 per hit
Guard: Yes (negate)
Repel level: 2
-Fissure-
Type: Physical
Power modifier: ×3
Guard: No
Repel level: —
Description: Throws his scythe, which flies around and attacks opponents five times, then opens fissures in the ground from which light bursts out. 大鎌が飛んでいるあいだは姿を消すが, 途中で一瞬現れて大鎌を投げ直すこともある

CHARACTERISTICS
---------------
* Warps or walks around slowly, then attacks with Warp Slash (after Luxord is defeated, he may use Tornado Slash instead).
* When Luxord is defeated, he uses various actions for a few seconds, then uses Phantom Blitz in tandem with Larxene's Thunder Lion (they may do this occasionally afterward).
* When Larxene is defeated, he immediately uses Phantom Blitz (he may use it occasionally afterward); furthermore, he can attack up to three times in a row.
* He may warp far away if approached by an opponent.
* Warps far away as a counter.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
JUMP HIGH AND PROVOKE HIM INTO USING WARP SLASH

It can be difficult to hit the warp-happy Marluxia; you should defeat Luxord and Larxene first before focusing on him. Fly overhead and observe Marluxia's behaviour, then attack as recommended in the table below. If he warps away while you observe, prepare to block his incoming Warp Slash; if timed correctly, you can counter with Payback Strike. His other attacks can't hit you if you're high enough above the field.

[Caption 1: Marluxia warps away from Sora] Jump as high as you can and wait for him to warp and slash at you.
[Caption 2: Sora blocks Marluxia's Warp Slash] Block his Warp Slash and counter with Counter Kick.
[Caption 3: Sora glides above Marluxia's Phantom Blitz] Phantom Blitz's final fissures spread across the field, but won't harm you if you're at a sufficient height.

TABLE: BEST CHANCES TO ATTACK MARLUXIA
--------------------------------------
WHEN																							                             NOTES
Mickey attacks Marluxia and causes him to flinch												                             You must keep an eye on both characters' actions
Marluxia slowly walks about before attacking                                                                                 Sometimes warps away
Warp Slash is blocked and countered with Counter Kick, etc.; if this causes him to flinch, attack with combos and the like   If his Warp Slash has already ended, your counters will miss

(Note: Invincible during the Luxord section.)

DLC NOTES
---------
* Can use the team attack Faith Volley (Sora + Mickey).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VANITAS (SECOND)

A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: 1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value:
   - Normal: 0
   - When using Combo Slash and weapon is overhead: 5
 - Revenge value: 6
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Terra-Xehanort)

DLC
* Maximum MP increase (Sora; shared with Terra-Xehanort)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Terra-Xehanort; Sora fights alongside Aqua and Ventus)

KEYBLADE GRAVEYARD [DLC]
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; player controls Aqua in the first phase and can control either Sora or Aqua in the second phase, the other fighting alongside as a party member; Ventus is always a party member)

TECHNIQUES
----------
COMBO SLASH
-Weapon-
Type: Physical
Power modifier: ×0.8 + ×0.4
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward while somersaulting, firing a shock wave directly forward.

WARP DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Icicle-
Type: Blizzard
Power modifier: ×0.5
Guard: Yes (negate; Risk Dodge; can be blocked from behind)
Repel level: 3
Description: Warps directly over opponent and swings weapon downward as an icicle protrudes from below.

DARK FIRAGA
-Before split-
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-After split-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Launches a homing fireball; it advances slowly, then splits into five fireballs that move at high speed.

SHADOW DIVE
-Weapon-
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Repel level: 2
-Fireball-
Type: Fire
Power modifier: ×0.3 per hit
Guard: Yes (negate)
Repel level: —
Description: Dives underground, then leaps out while swinging his weapon and scatters fireballs around himself.

KEYBLADE RIDE
-Ice projectiles-
Type: Blizzard
Power modifier: ×0.3 per hit
Guard: Yes (repel)
Repel level: 2
-Charge-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Launched bundles-
Type: Physical
Power modifier: ×1.2 per hit
Guard: Yes (negate)
Repel level: 2
Description: Rides upon a mass of Keyblades and attacks in the following sequence: fires a barrage of homing ice projectiles → charges opponents three times → causes the Keyblade mass to swirl around himself and launches 10 masses of them at opponents.

CHARACTERISTICS
---------------
* Acts almost exactly the same as in his first battle (→p. 648), but does not use Shadow Dive consecutively.
* Uses Keyblade Ride when reduced to 20% HP or after Terra-Xehanort is defeated (he may use it occasionally afterward); he immediately follows it up with Warp Downward Swing.
* Typically targets Ventus and Aqua (especially Ventus) if Terra-Xehanort (→p. 656) is targeting Sora. Even then, if Sora is attacking Terra-Xehanort, Vanitas may intervene and attack Sora with Warp Downward Swing and Continuous Slash.

STRATEGIC ADVICE
----------------
ATTACK VANITAS IN THE AIR

When either Vanitas or Terra-Xehanort is attacked by Sora, the other may intervene; the techniques Terra-Xehanort uses in such cases have a low aerial reach. Therefore, the core strategy involves launching Vanitas upward, attacking him in the air, and defeating him first. He behaves almost exactly the same as in his first battle (→p. 648), so you can attack him when he runs up to you or emerges during a Shadow Dive. 一緒に戦ってくれるVentusやAquaがVanitasをひるませたときも, 近寄ってAttackなどを当てられる.

HOW TO DEAL WITH KEYBLADE RIDE

Midway through the battle, Vanitas uses Keyblade Ride (riding atop a mass of Keyblades and using them to attack). Block the ice projectiles and roll away from the rest of the attack.

[Caption 1: Sora attacks Vanitas] Press Circle when attacking Vanitas with a ground combo to launch him upward with Rising Spiral and continue attacking in the air.
[Caption 2: Sora blocks Vanitas's Warp Downward Swing; screenshot displays a Risk Dodge prompt] In this battle, Warp Downward Swing can be Risk Dodged.
[Caption 3: Sora targets Vanitas with a shotlock] Use shotlocks as he flies around with Keyblade Ride.

DLC NOTES
---------
* Can use the team attack Icy Slider (Aqua + Ventus).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TERRA-XEHANORT

A member of the real Organization XIII.
This is the Master Xehanort that took control of Terra's body.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×1
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value:
   - Normal: 0
   - During Ars Solum: 5
 - Revenge value: 6.5
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora; shared with Vanitas)

DLC
* Maximum MP increase (Sora) [The Badlands]
* Maximum MP increase (Sora; shared with Vanitas) [Twist of Isolation]

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; Sora fights alongside Aqua and Ventus)

KEYBLADE GRAVEYARD [DLC]
Level 46, 2600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (KG2; boss; Sora fights alone)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Vanitas; player controls Aqua in the first phase and can control either Sora or Aqua in the second phase, the other fighting alongside as a party member)

TECHNIQUES
----------
ARS SOLUM
Type: Physical
Power modifier: ×1 + ×0.2 + ×0.2 + ×0.4 + ×0.2 + ×0.4 + ×0.6
Guard:
 - All hits except 6th: Yes (negate)
 - 6th hit: Yes (negate; Risk Dodge)
Repel level:
 - All hits except 6th: 2
 - 6th hit: 3
Description: Unleashes seven consecutive attacks; ends early if the fourth one misses.

SONIC IMPACT
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: Tackles once or twice at high speed.

DARK VOLLEY
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (repel; if using a frontal block, some projectiles may strike from behind)
Repel level: 2
Description: Fires a barrage of dark homing projectiles; he may shoot directly forward, or spin sideways and scatter them.

AERIAL COMBO
Type: Physical
Power modifier: ×0.4 + ×0.4 + ×1.1
Guard: Yes (negate)
Repel level: 2
Description: The Dark Figure appears near an opponent and lashes out, then raises its hands, (swings them downward?), warps away, and emerges from beneath the ground (sometimes, if its strike misses, it skips its upward swing and goes straight to its "emerge from below" attack).

SLEDGEHAMMER
-Fist-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: 2
-Dark crystal-
Type: Physical
Power modifier: ×1.6
Guard: Yes (negate)
Repel level: —
Description: The Dark Figure appears behind him, takes a second to ready itself, then slams the ground with its fists, causing dark crystals to emerge where struck.

DARK RUSH
-Dark bolts-
Type: Dark
Power modifier: ×0.4 per hit
Guard: No
Repel level: —
-Strike-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Dark pillars-
Type: Dark
Power modifier: ×2.5
Guard: No
Repel level: —
Description: 怪物を出現させて自分は姿を消し, 相手を引き寄せながら, [周囲に闇の雷をつぎつぎと発生させ, 怪物に合計7回なぐらせたあと闇の柱を立てさせる]という攻撃をくり出す

CHARACTERISTICS
---------------
* Stands still for a short while, then attacks; he may warp or run at you beforehand.
* Begins using Aerial Combo and Sledgehammer and warps more frquently when reduced to 50% HP.
* Uses Dark Rush when reduced to 20% HP or after Vanitas is defeated (he may use it occasionally afterward).
* As a counter, he either warps far away or uses Ars Solum.
* Targets Ventus and Aqua if Vanitas is targeting Sora. Even then, if Sora is attacking Vanitas, Terra-Xehanort may intervene and attack Sora with Ars Solum.
* Generally doesn't flinch while using attacks other than Ars Solum.

STRATEGIC ADVICE
----------------
ATTACK HIM WHEN HE'S STAGGERED BY YOUR ALLIES' ATTACKS

Terra-Xehanort attacks relentlessly and can quickly prove troublesome; as such, it's better to defeat Vanitas first. Your best chance to attack is whenever Ventus and Aqua stagger him; at such points, quickly Airstep to him and attack with combos. You can also block Ars Solum, counter with Counter Kick, and (if he staggers) follow up with a combo.

[Caption 1: Sora rolls away from Terra-Xehanort's Sonic Impact] Glide and roll away from enemy attacks.
[Caption 2: Sora blocks Terra-Xehanort's Ars Solum] Counterattack immediately after blocking Ars Solum.
[Caption 3: Sora rolls away from Terra-Xehanort's Dark Rush] During Dark Rush, avoid the Dark Figure's attacks by rolling beneath it twice as he says things like "Break him!" Roll away from the dark pillars at the end (of his speech).

DLC NOTES
---------
* Can use the team attack Icy Slider (Aqua + Ventus) [Twist of Isolation].

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XION

The former Organization XIII's mysterious fourteenth member. She was an experimental replica used to siphon Sora's memories out of Roxas, and this allowed her to become a Keyblade wielder. Xion grew to question the meaning of her own existence, and ultimately elected to return her memories to Sora and disappear.
Master Xehanort was using Xion to fill a spot in his new Organization XIII, but when she was confronted by her best friends Axel and Roxas, her memories came back to her and she chose to become a guardian of light.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Saïx; Sora fights alongside Axel and Kairi)

TECHNIQUES
----------
USING SAÏX'S WEAPON

BERSERK DOWNWARD SWING
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Repel level: 2
Description: Leaps forward and swings weapon downward, releasing shock waves around herself.

BERSERK SWEEP
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
Description: 武器を振りまわしてshock waveを起こしながら, 相手の周囲をまわるように進む

BERSERK CHARGE ATTACK
-Weapon-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 武器を構えて突進しつつ左右にshock waveを放つ

USING THE KEYBLADE

COMBO
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: 2
Description: Attacks with the Keyblade in the following sequence: lunge → vertical swing → charging horizontal swing.

BERSERK COMBO
Type: Physical
Power modifier: ×1 + ×0.2 × 7 hits + ×0.5 + ×2.5
Guard: Yes (negate)
Repel level: —
Description: Moves forward and swings the Keyblade eight times, then swings it upward (whereupon it warps away and is replaced with Saïx's weapon) and swings it back down.

KEYBLADE THROW
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: —
Description: Throws the Keyblade forward.

CHARACTERISTICS
---------------
* Uses the same weapon as Saïx at the start of the battle, then switches to the Keyblade midway through; techniques used change depending on the weapon wielded.
* If Sora is nearby immediately after switching to the Keyblade, she uses Berserk Combo.
* Generally doesn't flinch while attacking.
* Uses Berserk Combo as a counter.
* Once the blue berserk gauge fills, she ceases attacking (signalled by her sudden fatigue) and becomes invincible.

STRATEGIC ADVICE
----------------
ENDURE HER ATTACKS FOR ONE MINUTE

Xion initially fights alongside Saïx as an enemy, but becomes an ally after the blue berserk gauge in the upper-left corner fills completely. Don't bother attacking her; just block and dodge her attacks for one minute until the gauge fills. You can pass the time by gliding in the air, but watch out for Saïx's occasional thrown weapons.

[Caption 1: Xion attacks Sora with Berserk Sweep] While wielding Saïx's weapon, she surrounds herself in an aura and rampages about; by contrast, when wielding the Keyblade, she's relatively docile.
[Caption 2: Xion attacks Kairi with a combo] She tends to attack either Sora or Kairi (whoever's closer).
[Caption 3: Xion goes limp] After a minute passes, she goes limp, stops moving, and becomes invincible.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SAÏX

A member of the real Organization XIII.
He and Axel were good friends in the old days, before they first became Nobodies. Despite his destruction at Sora's hands, Saïx has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.7
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 5
 - Revenge value: 6.5
 - Attraction modifier: ×0.35
 - Base damage upper limit: 24

REWARDS
-------
BASE
* Maximum HP increase (Sora)

DLC
* Maximum MP increase (Sora)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 3400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Xion for the first minute; Sora fights alongside Axel and Kairi for the first minute and Roxas and Xion thereafter)

KEYBLADE GRAVEYARD [DLC]
Level 46, 3400 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Xion for the first minute, with Xemnas in the second phase, and fights alone in the third phase; Sora fights alongside Axel and Kairi for the first minute; player controls Roxas in the second phase with Axel and Xion fighting alongside as party members; can control Sora or Roxas in the third phase, with the other fighting alongside as a party member)

TECHNIQUES
----------
NORMAL MODE

BERSERK
Type: —
Power modifier: —
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air and releases shock waves around himself.

BERSERK MODE AND BLUE BERSERK MODE

COMBO ATTACK
Type: Physical
Power modifier: ×0.5 + ×0.5 + ×1
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon twice, swings it upward, then swings it downward.

CHARGE ATTACK
-Charge-
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: 2
-Weapon-
Type: Physical
Power modifier: ×2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings weapon side-to-side while charging straight ahead.

BERSERK DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Swings weapon downward and generates three shock waves.

BERSERK SWEEP
-Weapon swing-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
-Weapon throw-
Type: Neutral
Power modifier: ×2 
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon (leaving shock waves in his wake), then jumps and throws weapon.

BERSERK WEAPON THROW
-Weapon-
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Explosion-
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: —
Description: Jumps and throws homing weapon which explodes on contact with its target.

BERSERK BLUE BURST
Type: —
Power modifier: — 
Guard: Yes (negate)
Repel level: 2
Description: Floats in the air and releases widespread shock waves around himself.

BLUE BERSERK MODE

BLUE MOON DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×2 
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Jumps and swings weapon downwards, generating a shock wave around himself.

BLUE MOON SWEEP
Type: Neutral
Power modifier: ×1.5 per hit 
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon, leaving shock waves in his wake.

BLUE MOON CHARGE ATTACK
-Weapon-
Type: Physical
Power modifier: ×2 
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit 
Guard: Yes (negate)
Repel level: —
Description: 武器を構えて突進しつつ左右にshock waveを放つ

BLUE BERSERK DOWNWARD SWING
-Weapon-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×3 per hit 
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: 自分の周囲に浮かベている武器を地面に飛ばしたあと, 手に持つ武器を振り下ろして, すべての武器からshock waveを起こす

BLUE BERSERK VERTICAL SWING
Type: Neutral
Power modifier: ×1.5 per hit 
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon twice (generating shock waves with each attack), then thrusts it into the ground (generating more shock waves around it).

BLUE BERSERK SWEEP
-Weapon swing-
Type: Physical
Power modifier: ×1.5 per hit 
Guard: Yes (negate)
Repel level: 2
-Shock wave-
Type: Neutral
Power modifier: ×1 per hit 
Guard: Yes (negate)
Repel level: —
Description: Swings weapon and generates a forward-moving shock wave.

CHARACTERISTICS
---------------
* Uses Berserk at the start to enter berserk mode. Thereafter, he switches between normal, berserk and and blue berserk modes depending on the status of the berserk gauge (see below).
* If he's hit or flinches during his blue berserk mode, the berserk gauge reduces proportionally to the amount of damage taken.
* Generally doesn't flinch while attacking.
* Invincible while using Berserk (full yellow gauge) or Berserk Blue Burst (full blue gauge).

STRATEGIC ADVICE
----------------
AVOID SAÏX DURING HIS RAMPAGE

At the start of the battle, Saïx goes berserk and attacks continuously; either block them or avoid him from afar. When Roxas and Xion join the party, let them attack up close and use attacks like Firaga and various shotlocks from a distance. Once the berserk gauge empties and Saïx is incapacitated, attack him with combos to swiftly deal great damage.

TABLE: THE BERSERK GAUGE AND SAÏX'S ACTIONS IN EACH MODE
--------------------------------------------------------
BERSERK GAUGE                            ACTIONS
Empty                                    Returns to normal and is incapacitated
Part-full yellow gauge                   Remains incapacitated and does nothing
Full yellow gauge                        Enters berserk mode
Part-full blue gauge                     Uses berserk mode techniques
Full blue gauge                          Enters blue berserk mode
Emptying gauge (blue → yellow → empty)   Uses blue berserk techniques
* The yellow gauge fills completely at the start of the battle.

DLC NOTES
---------
* Can use the team attack Thinking of You (Roxas + Axel + Xion) when controlling Roxas (second phase); the finisher completely empties Saïx's berserk gauge.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ANSEM

A member of the real Organization XIII.
This is Xehanort's Heartless. He was able to regain his original appearance by possessing Riku. In the past, Ansem attempted to open the door to Kingdom Hearts, but was destroyed by Sora and friends before he could succeed.
Despite this, Ansem has returned.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.1
 - Neutral: ×0.5
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 7
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Xemnas and Young Xehanort)

DLC
* Maximum MP increase (Sora; shared with Xemnas and Young Xehanort)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Dark Riku and Xigbar; leaves after 30 seconds; cannot be defeated; Sora fights alongside Riku)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Xemnas and Young Xehanort; Sora fights alongside Riku and Mickey)

KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Trail of Valediction (KG2; boss; grouped with Dark Riku and Xigbar; leaves after 30 seconds; cannot be defeated; can control either Sora or Riku, with the other fighting alongside as a party member)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Xemnas and Young Xehanort; Sora fights alongside Riku and Mickey)

TECHNIQUES
----------
DARK LASER
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Places 3–15 light orbs above an opponent's head; each light orb fires a laser immediately after glowing.

BARRIER LASER
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Surrounds himself in lasers and moves forward.

TRUE DARK BITE
Type: Dark
Power modifier: ×1.5
Guard: No
Repel level: —
Description: Fires a shadow deep into the ground; this shadow follows the opponent for 2.5 seconds, after which fangs emerge and attack.

TRUE DARK MINE
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
Description: 3–12 dark crystals surround himself and his opponents; a dark crystal explodes when an opponent approaches it, when struck by an attack, or after 5 seconds pass.

DARKNESS RULER
-Dark power-
Type: Physical
Power modifier: ×0.05 per hit
Guard: No
Repel level: —
-Explosion-
Type: Dark
Power modifier: ×3.5
Guard: No
Repel level: —
Description: Envelops himself in darkness, draws opponents in, then unleashes dark power.

TECHNIQUES USED BY ALL ENEMIES

ANNIHILATION
-Bundles-
Type: Physical
Power modifier: ×1.5 per hit
Guard: Yes (negate; Keyblade bundles can be blocked from behind)
Repel level: 2
-Enemy attacks-
(See individual techniques for details.)
Description: Temporarily removes Riku and Mickey and makes masses of Keyblades fly around Sora one-by-one (the last four bundles directly target him). Afterward, remaining enemies attack in succession; techniques used depend on those remaining.

LEADER CO-OPERATION
(See individual techniques for details.)
Description: One enemy is designated as the leader. The non-leaders attack first, then the leader after them; the order depends on those remaining.

CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Frequently warps before attacking.
* Leaves the battle where he's grouped with Dark Riku and Xigbar after 30 seconds.
* Uses Darkness Ruler during an "all enemies" technique (see above) or after Xemnas and Young Xehanort are defeated.
* 移動中にSoraに近寄られると, 遠くヘwarpすることが多いcounteractionで遠くへwarpしてTrue Dark Mineなどを使う
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
FIGHT WHILE DEALING WITH EACH ENEMY'S ACTIONS

You technically fight Ansem twice; in the first, he leaves quickly; the second battle in which he fights alongside Xemnas and Young Xehanort is the important one. While it's likely you'll want to defeat Ansem (who uses unblockable attacks) first, it's recommended to instead focus on whoever happens to be the leader at any given moment. If at close range, block Ansem's Barrier Laser and counterattack; you can also attack with combos when Riku and Mickey stagger him. Darkness Ruler draws you in before its explosion; glide away to escape.

HOW TO DEAL WITH "ALL ENEMIES" TECHNIQUES

At various points during the battle, all remaining enemies disappear and initiate the special attacks Annihilation and Leader Co-operation in succession. Roll away from Annihilation's Keyblade bundles, block incoming projectiles and enemies, and glide away from other attacks. 

ABOUT THE LEADER

When Leader Co-operation is used, one enemy is designated the "leader"; the leader is surrounded by an aura and targets Sora until the next use of Leader Co-operation. The initial leader is the one with the lowest maximum HP in terms of percentage, and they rotate between each other. When only one enemy remains, they automatically become the leader and use of Leader Co-operation is discontinued.

[Caption: Sora blocks Ansem's Barrier Laser] After blocking Barrier Laser, counterattack with combos as the lasers around him vanish.

DLC NOTES
---------
* Can use the team attack True End (Sora + Riku + Mickey) [Tower of Endings].
* "All enemies" techniques are not used in the Trail of Valediction.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS

A member of the real Organization XIII.
This is Xehanort's Nobody. In the past, he tried to create an artificial Kingdom Hearts from the hearts of people, but Sora and Riku put an end to his plans and Xemnas himself.
Despite this, Xemnas has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.8
 - Blizzard: ×0.8
 - Thunder: ×0
 - Water: ×0.8
 - Aero: ×0.8
 - Dark: ×0.8
 - Neutral: ×0.5
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 7
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Ansem and Young Xehanort)

DLC
* Maximum MP increase (Sora; shared with Ansem and Young Xehanort)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Young Xehanort; Sora fights alongside Riku and Mickey)

KEYBLADE GRAVEYARD [DLC]
Level 46, 1800 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Twist of Isolation (KG2; boss; paired with Saïx [second phase]; leaves after most of his HP is depleted; Roxas fights alongside Axel and Xion)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Young Xehanort; Sora fights alongside Riku and Mickey)

TECHNIQUES
----------
AERIAL COMBO
-Combo-
Type: Physical
Power modifier: ×0.3 (thrust ×0.4) + ×0.5
Guard: Yes (negate)
Repel level: 2
-Cross-swing-
Type: Physical
Power modifier: ×1.2
Guard: Yes (negate; Risk Dodge)
Repel level: 3
-Rising spin-
Type: Physical
Power modifier: ×0.2 per hit
Guard: Yes (negate)
Repel level: 2
-Kick-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: [right swing → left swing][thrust → sweep][roundhouse kick → foot sweep]のcomboを1–3種類くり出したあと, [dual-blade cross swing]か[kick after a rising spin]をくり出す(通常は前者だが, [Leader Co-operation]の最中か自分のHPが残り50%まで減ったあとは後者になる)

SHOT ["Laser Shot" on p. 601]
Type: Thunder (normal); Physical (during Annihilation)
Power modifier: ×0.1 per hit (normal); ×0.05 per hit (during Annihilation)
Guard: Yes (negate; can be blocked from behind [except during Annihilation?])
Repel level: —
Description: Flies around and arranges light projectiles in a circle; once Xemnas finishes this and warps away, each projectile fires one-by-one.

SPARK BOMB
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires four light spheres that explode.

DEAD END
-Charge-
Type: Physical
Power modifier: ×0.7
Guard: Yes (negate)
Repel level: 2
-X-swing-
Type: Aero
Power modifier: ×2.5
Guard: Yes (negate)
Repel level: —
Description: Spins vertically and charges. 突進がSoraに当たると, 地面に[X]の字を刻みつつbladeを振り上げる

CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Frequently warps before attacking.
* Uses Dead End during an "all enemies" technique (see above) or after Ansem and Young Xehanort are defeated.
* 移動中にSoraに近寄られると, 遠くへwarpすることが多い
* Uses Aerial Combo or Spark Bomb as a counter.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
FOCUS ON BLOCKING HIS ATTACKS

XemnasもAnsemと同様に, ふだんは離れた位置にいるうえ, かなりの頻度でwarpする. Focus on blocking his attacks; when he sends out four light spheres with Spark Bomb, airstep to him and strike. 連続攻撃を放つAerial Comboをguardしたさいは, 下の写真の方法で最後の一撃に反撃するのがbest.

[Caption 1a: Sora blocks Xemnas's Aerial Combo] Aerial Comboをguardしたら, guardをくり返しながら最後の一撃の動作を確認.
[Caption 1b: Sora blocks Xemnas's Aerial Combo; screenshot displays a Risk Dodge prompt] If the final attack is a cross-swing, use a Risk Dodge counter immediately after blocking it.
[Caption 1c: Sora attacks Xemnas] If the final attack is a kick after a rising spin, follow him upward and attack.
[Caption 2: Xemnas fires lasers and Spark Bombs] Shot's arranged light projectiles can be negated by blocking right as Xemnas disappears.

DLC NOTES
---------
* Can use the team attack Thinking of You (Roxas + Axel + Xion) [Twist of Isolation].
* Can use the team attack True End (Sora + Riku + Mickey) [Tower of Endings].
* "All enemies" techniques are not used in the Twist of Isolation.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

YOUNG XEHANORT

A member of the real Organization XIII.
This is Master Xehanort's younger self. He has traveled forward through time more than once in order to guide Sora.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.8
 - Blizzard: ×0.8
 - Thunder: ×0.8
 - Water: ×0.8
 - Aero: ×0.8
 - Dark: ×0.8
 - Neutral: ×0.8
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 7
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora; shared with Ansem and Xemnas)

DLC
* Maximum MP increase (Sora; shared with Ansem and Xemnas)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 1600 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Skein of Severance / Tower of Endings (KG2; boss; grouped with Ansem and Xemnas; Sora fights alongside Riku and Mickey)

TECHNIQUES
----------
WHIP COMBO
-Combo attack-
Type: Physical
Power modifier: ×0.3–0.6 × 2–3 hits
Guard: Yes (negate)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×0.3
Guard: Yes (negate; Risk Dodge; if using a frontal guard, may be struck from behind)
Repel level: 3
-Downward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; Risk Dodge)
Repel level: 3
Description: Swings his Keyblade like a whip 2–3 times, swings it upward (drawing opponents in), then swings it back down. The combo attack's execution and power modifiers depend on the relative positions between attacker and opponent.

BIND WHIP
-Thrust-
Type: Physical
Power modifier: ×0.1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Explosion-
Type: Physical
Power modifier: ×0.2
Guard: No
Repel level: —
Description: 地面の光から突きを放つ. この攻撃はSoraにのみ当たり, 当たったら約秒5間つかまえたあと(*3), 爆発に巻きこむ
*3: つかまっているときのSoraは地面の光の近くでしか行動できない. ただし, formchangeやteam attackなどを行なうと, つかまっている状態を解除できる

MALICE WHIP
-Whip-
Type: Physical
Power modifier: ×0.1
Guard: No
Repel level: 2
-Combo attack-
Type: Physical
Power modifier: ×0.2 × 7 hits
Guard: No
Repel level: —
-Knockback-
Type: Physical
Power modifier: ×1.4
Guard: No
Repel level: 2
Description: Forms a magic circle on the ground, then turns the Keyblade into a whip and swings it forward, launching struck opponents (if Sora is hit, Young Xehanort stops time and unleashes a combo attack before throwing him back).

FREEZE SHOT
Type: Blizzard
Power modifier: ×0.2 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires homing ice projectiles shaped in a fan formation.
Status effect: Freeze (100%/1 second)

CHARACTERISTICS
---------------
* Moves away from opponents, then attacks. Rarely warps before attacking.
* Uses Malice Whip during an "all enemies" technique (see above) or after Ansem and Xemnas are defeated.
* 移動中にSoraに近寄られると, 遠くへwarpすることが多い
* Warps far away and uses Whip Combo as a counter.
* Generally doesn't flinch while attacking.

STRATEGIC ADVICE
----------------
GUARD HIS WHIP COMBO AND COUNTERATTACK

Unlike Ansem and Xemnas, Young Xehanort tends to approach closely. When he runs at you, he'll almost always use Whip Combo; you can either block the first two whip swings and counter with Counter Kick, or continue blocking until the third swing is complete and use a Risk Dodge counter. You can also ambush him while he's busy fighting Riku and Mickey. Note that Young Xehanort frequently uses the unblockable Malice Whip during Annihilation and Leader Co-operation.

[Caption 1a: Sora attacks Young Xehanort with Counter Kick] When Young Xehanort's Whip Combo begins its third whipping motion, press the X button.
[Caption 1b: Sora attacks Young Xehanort] If successful, Young Xehanort should flinch and you can continue attacking.
[Caption 2: Sora glides away from Young Xehanort's Freeze Shot] Freeze Shot's ice projectiles move fairly slowly. Block them as they draw near, or glide around them.

DLC NOTES
---------
* Can use the team attack True End (Sora + Riku + Mickey).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

REPLICA XEHANORTS

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0.2
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 8
 - Attraction modifier: ×0.5
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 2000 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* The Stairway to the Sky (SaC; boss)

TECHNIQUES
----------
COMBO ATTACK
-Hits 1–2-
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (repel)
Repel level: 2
-Hit 3-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Swings weapon three times while moving forward.

UPWARD SWING
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Moves forward and swings weapon upward.

VERTICAL SPIN RUSH
-Rush-
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Repel level: 2
Description: Spins vertically and charges at an opponent, then swings weapon.

HORIZONTAL SPIN RUSH
Type: Physical
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: 2
Description: Spins sideways and charges at an opponent; it U-turns and stops after hitting something.

SURGING LIGHTNING STRIKE
-Thunderbolt-
Type: Thunder
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Charge-
Type: Thunder
Power modifier: ×0.5 or ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Weapon swing-
Type: Thunder
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: 空を暗くしてあちに雷を落としながら, 闇の雷をまとったレプリカたちが[3休で突進→3体で突進→6体で突進→12体で突進→1体が武器を振る→11体が相手の周囲から同時に突進]という流れで

IF ONE OF THEM IS ARMED WITH A GUN

SHOT
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (repel; can be blocked from behind)
Repel level: 1
Description: Fires short-lasting homing projectiles.

CLUSTER SHOT
Type: Neutral
Power modifier: ×0.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: 1
Description: Gathers light in gun, then fires large projectiles that scatter.

CHARACTERISTICS
---------------
* There are twelve in total; all share the same HP bar.
* They appear when Sora approaches certain places (the amount that appear tends to rise as the battle goes on) and disappear after a while.
* 相手から離れたまま飛びまわったり, 遠くヘwarpしたりしたあと, 攻撃をくり出す. ただし, 出現直後だけは場所ごとに決まった行動をする場合が多い
* One replica wields a gun and uses different techniques.
* May use Combo Attack or Vertical Spin immediately after warping.
* If one replica launches Sora upward with Upward Swing, the others will follow with Vertical Spin Rush, etc.
* When reduced to 75% HP, they may use Surging Lightning Strike when six or more appear.
* If they take damage and stagger, they warp far away after regaining composure (they warp immediately as a counteraction).

STRATEGIC ADVICE
----------------
AIRSTEP TO THEM AND ATTACK

This battle is the first of a series of three that lead into the ending; equip appropriate armour, accessories and items (most likely Elixirs) beforehand. You'll want to equip long Keyblades such as Wheel of Fate to compensate for your combos' limited range.

The Replica Xehanorts are usually in a "vanished" state, and several reappear when passing through certain parts of the room. There are various ways to deal with these airborne enemies; among them are Airstepping to them and attacking with combos, targeting the gun-wielding one that doesn't use Combo Attack, etc., or using wide-ranging attacks such as Aeroga to damage several at once.

HOW TO DEAL WITH SURGING LIGHTNING STRIKE

The sky darkens when they use Surging Lightning Strike. Dodge the thunderbolts and block their other attacks 2 seconds after they appear (or instantly if all 12 charge at once).

TABLE: USEFUL ARMOUR AND ACCESSORIES FOR THE NEXT THREE BATTLES
---------------------------------------------------------------
CATEGORY      UTILITY
Armour        Dark-resistant and greatly defense-enhancing armour (Chaos Anklet, Ribbon, etc.)
Accessories   Greatly strength and magic-enhancing accessories, and accessories with abilities useful for long battles such as MP Haste and Damage Syphon (Phantom Ring, Star Charm, etc.)

[Caption 1: Sora charges at a group of replicas] In certain areas, they attack together in formation.
[Caption 2: Sora blocks the replicas' Surging Lightning Strike charges] The charging attacks they use while Surging Lightning Strike is active are difficult to avoid, so focus on blocking them.

DLC NOTES
---------
* DLC fight uses nonstandard mechanics and may be covered separately.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ARMOURED XEHANORT

The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Water: ×1
 - Aero: ×1
 - Dark: ×0.7
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: 0
 - Revenge value: 10
 - Attraction modifier: ×0.3
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3600 HP, 0 EXP, 63 Strength, 32 Defense (SaC; boss; Sora fights alone in the third phase)
* The Stairway to the Sky / Deformed (first phase)
* The Stairway to the Sky / Underwater (second phase)
* The Stairway to the Sky / Destroyed (third phase)

TECHNIQUES
----------
COMBO ATTACK
-Vertical swing-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal swing-
Type: Physical
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal spin swing-
Type: Physical
Power modifier: ×0.5 per hit (final spin ×1)
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Charging lunge-
Type: Physical
Power modifier: ×0.5 or ×1
Guard: Yes (repel [if repeated three times]; block [otherwise]; can be blocked from behind)
Repel level: 2
-Rising lunge-
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Launches any of several specific sequences of attacks (see table below).

KNOCK DOWN
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps next to opponent and swings weapon down onto them, knocking them down.

FACE CLAW
-Grip-
Type: —
Power modifier: —
Guard: No
Repel level: —
-Crash-
Type: Physical
Power modifier: ×2 (cannot reduce opponent's HP below 1)
Guard: No
Repel level: —
Description: Warps to and grabs opponent, then throws them crashing into the ground.

FLARE
Type: Neutral
Power modifier: ×1
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Flames gather at an opponent's position and explode after drawing them in.

ENCLOSING FLARE
Type: Neutral
Power modifier:
* On Sora: —
* On others: ×1
Guard: No
Repel level: —
Description: Eight green fireballs surround Sora and revolve around him, then gather and explode (warping Sora next to Armoured Xehanort if he's struck).

FLARE SHOT
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
Description: Fires a scattered set of fireballs forward.

FLARE PILLAR
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Generates a thin pillar of light, then raises a pillar of fire around it.

FLARE TORNADO
-Fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
-Tornado-
Type: Neutral
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
Description: Attacks in the following sequence:
1: Raises four fire pillars that revolve around opponents.
2: Makes two successive attacks (*3) with weapon.
3: Merges fire pillars into a flame tornado.
4: Arranges fireballs in a line and fires them (he repeats this three times).

HEAVENLY PILLAR
-Large fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
-Fire pillar-
Type: Neutral
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Neutral
Power modifier: ×0.35 per hit
Guard: Yes (negate)
Repel level: —
-Blaze-
Type: Neutral
Power modifier: ×0.1 per hit
Guard: No
Repel level: —
-Large explosion-
Type: Neutral
Power modifier: ×2
Guard: No
Repel level: —
-Debris-
Type: Neutral
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
Description: Attacks in the following sequence:
1: Raises a giant fire pillar in the central area.
2: Raises fire pillars in scattered locations [around the battlefield].
3: Fires a scattered set of fireballs forward or otherwise launches a combo attack (*3) with his weapon.
4: Extinguishes the giant fire pillar, envelops his body in flames, and draws opponents to the centre of the field (*4).
5: Causes a giant explosion (also launches flying debris in the third phase).

*3: Actions, power modifiers, etc. are the same as with Combo Attack.
*4: At this point, he also uses Enclosing Flare on distant opponents.

CHARACTERISTICS
---------------
THROUGHOUT THE BATTLE
* Launches 1–3 attacks, then moves around idly for a short while. Frequently warps before and after attacking.
* Generally doesn't flinch while attacking.
* Either warps far away or uses Flare Pillar as a counteraction.

FIRST PHASE
* Uses Heavenly Pillar when reduced to 75% HP.
* When reduced below 50% HP, the battlefield shifts underwater and the second phase begins (his HP recovers to exactly 50% in the process).

SECOND PHASE (UNDERWATER)
* Most common action sequence is Flare → Flare → Combo Attack.
* Uses Flare Tornado when reduced to 40% HP.
* When reduced below 25% HP, the battlefield shifts to midair and the third phase begins (his HP recovers to exactly 25% in the process, as well as when the battle is retried in that phase).

THIRD PHASE (AIRBORNE)
* His second action is Heavenly Pillar (he may use it occasionally afterward).

STRATEGIC ADVICE
----------------
ATTACK HIM AS HE MOVES AROUND IDLY

This battle is divided into three phases: the first is fought in the distorted city square, the second underwater, and the third above the ruined city. Techniques used by the party differ in the second phase (→p. 154). Sora fights alone in the third phase.

Xehanort's behaviour changes between phases, but his core tactic remains the same in each phase: use 1–2 attacks, then move around idly for a short while. Block and avoid his attacks, then go on the offensive when he's idle. Enclosing Flare (the encircling and explosive green fireballs) and Face Claw (which can follow a Combo Attack in the third phase) are unblockable; dodge Enclosing Flare's green fireballs as they merge, and avoid Face Claw by moving away when he warps after his last attack.

HOW TO DEAL WITH HEAVENLY PILLAR

After raising a giant fire pillar during Heavenly Pillar, he'll immediately attack in various ways. Respond to these actions as detailed below, and dodge Enclosing Flare by moving away about a second after the green fireballs appear.

[Caption 1: Sora blocks Armoured Xehanort's Combo Attack] Combo Attack comes in several different sequences, which change with each phase. See below for more information; remember these sequences so you can more easily block and dodge them.
[Caption 2: Sora blocks Armoured Xehanort's Combo Attack while surrounded by orbs] You'll want to block Combo Attack's lunges, as doing so can stagger him.
[Caption 3a: Sora jumps away from Armoured Xehanort's Heavenly Pillar] When Heavenly Pillar's large fire pillar is raised, move away from it and block or dodge upcoming attacks.
[Caption 3b: Sora glides away from Heavenly Pillar's giant sphere] After extinguishing the fire pillar, he'll draw the party to him; glide as far away as you can in the opposite direction.

COMBO ATTACK VARIATION SEQUENCES IN EACH PHASE
----------------------------------------------
FIRST PHASE
* Vertical swing → horizontal swing → vertical swing → rising lunge (*5)
* Charging lunge × 1–3 hits → vertical swing → horizontal swing → horizontal spin swing
* Horizontal spin swing × 2 hits

SECOND PHASE
* Vertical swing → horizontal swing → horizontal spin swing
* Charging lunge → vertical swing → horizontal swing

THIRD PHASE
* Vertical swing → horizontal swing → vertical swing → rising lunge (*6)
* Vertical swing → horizontal swing → horizontal spin swing → rising lunge
* Charging lunge × 3 hits → vertical swing → horizontal swing → horizontal spin swing
* Charging lunge × 3 hits
* Charging lunge × 6 hits

*5: Almost always followed up with Knock Down.
*6: Almost always followed up with Face Claw.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MASTER XEHANORT

The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0.5
 - Neutral: ×1
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value:
   - Normal: 0
   - During Ascension: 10
 - Revenge value: 6
 - Attraction modifier: —
 - Base damage upper limit: 24

LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3000 HP, 0 EXP, 63 Strength, 32 Defense (SaC; boss)
* [Citadel] (first phase)
* [Magic circle] (second phase)

TECHNIQUES
----------
COMBO ATTACK
-Vertical swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Horizontal swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Diagonal swing-
Type: Physical
Power modifier: ×0.5 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Upward swing-
Type: Physical
Power modifier: ×0.5 or ×1 (*8)
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
-Light disc-
Type: Dark
Power modifier: ×0.5
Guard: Yes (negate)
Repel level: —
Description: Launches any of several specific sequences of attacks (see table below); these attacks are sometimes accompanied by a light disc.

KNOCK DOWN
Type: Physical
Power modifier: ×1 or ×1.5
Guard: Yes (negate; can be blocked from behind)
Repel level: 2
Description: Warps next to opponent and swings weapon down onto them while somersaulting, knocking them down.

CALL CALAMITY
-Weapon-
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Repel level: 2
-Cold blast-
Type: Blizzard
Power modifier: ×0.5 per hit
Guard: No
Repel level: —
-Fireball-
Type: Fire
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Thunderbolt-
Type: Thunder
Power modifier: ×1 per hit
Guard: No
Repel level: —
Description: Throws weapon (which releases a cold blast), smashes three fireballs together, then calls down three thunderbolts.
Status effect: Freeze (100%/3 seconds; cold blast)

DARK SHOOTING
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate; can be blocked from behind)
Repel level: —
Description: Fires multiple homing dark projectiles in succession.

ASCENSION
-Light pillar-
Type: Dark
Power modifier: ×1 per hit
Guard: Yes (negate)
Repel level: —
-Light circles-
Type: Dark
Power modifier: ×1.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 光の柱を周囲や前方に走らせたり, 攻撃武器による連続攻撃(*9)を仕掛けたりする. さらに, 広場の中央の光に相手が近寄ったら, 光の周囲に円形の光を放つ

XIII MULTI-ATTACK
-Clones-
Type: Physical
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: 2
-Beam-
Type: Dark
Power modifier: ×1.5 per hit
Guard: No
Repel level: —
-Thick beam-
Type: Dark
Power modifier: ×3 per hit
Guard: No
Repel level: —
Description: Attacks repeatedly with clones and beams, then fires a multitude of thin and thick beams.

*8: ×1.5 when a light disc is thrown.
*9: Actions, power modifiers, etc. are the same as with Combo Attack.

CHARACTERISTICS
---------------
THROUGHOUT THE BATTLE
* Launches 1–2 attacks, then moves around idly for a short while. Frequently warps before and after attacking.
* Combo Attackで武器を振る前に相手から攻撃されると, warpしてかわすことがある
* Generally doesn't flinch while attacking.
* Somersaults back and warps as a counteraction.

FIRST PHASE
* When reduced below 50% HP, the battlefield changes and the second phase begins (his HP recovers to exactly 50% in the process, as well as when the battle is retried in that phase).

SECOND PHASE
* When reduced below 25% HP, he uses Ascension and forces Sora into a special variant of Rage Form (he may do this occasionally afterward). During Ascension, he attacks 3–5 times and his HP cannot be lowered, but he can be staggered while attacking.
* When Ascension is interrupted, he uses XIII Multi-Attack.
* HP cannot be reduced below 1.

STRATEGIC ADVICE
----------------
THE MOST CRUCIAL MOMENT OF THE FIGHT BEGINS AFTER THE NEW FIELD EMERGES

Master Xehanort's behaviour is similar to Armoured Xehanort's (→p. 663), and he tends to fly around when vulnerable after attacking. Block and avoid his attacks, and go on the offensive immediately after he stops.

Midway through the battle, a new field emerges and Xehanort uses Dark Shooting and Ascension; he remains stationary in the air during Dark Shooting, so use this time to attack with a shotlock. Once he's reduced to 1 HP, press Triangle to activate Last Ray → Trinity and win the battle.

HOW TO DEAL WITH ASCENSION → XIII MULTI-ATTACK

During Ascension, Sora is locked into a special variant of Rage Form (see below) in which he cannot damage Xehanort and is constantly attacked by pillars of light; to escape this state, collect the orbs of light he drops when attacked to accumulate form value, then use Return to the Light to interrupt Ascension. Ascensionの中断後に分身や光線で攻撃してくるXIII Multi-Attackは, 分身の攻撃をBlockで防ぎ, 光線をCounter KickやDodge Rollなどの無敵になる動作でかわすのが比較的安全.

[Caption 1: Sora locks onto Xehanort] Xehanort warps a lot, but you can keep track of him fairly easily by constantly locking on.
[Caption 2: Rage Form Sora attacks Xehanort] When Ascension is in progress, avoid the pillars of light that travel along the ground and attack Xehanort.
[Caption 3: Sora rolls away from Xehanort's XIII Multi-Attack's beams] XIII Multi-Attack's beams cannot be blocked and should be rolled away from.

RAGE FORM'S TRAITS DURING ASCENSION
-----------------------------------
* Can't use Riskcharge or Finish.
* Lasts indefinitely.
* Form value is accumulated by collecting the orbs of light (see below) Xehanort drops.
* When enough form value is accumulated (ie. =100), you can exit the form using Return to the Light (1).

RETURN TO THE LIGHT (1)
Type: Neutral
Power modifier: ×1 × 6 hits + ×6

MECHANICS OF ASCENSION'S ORBS OF LIGHT
--------------------------------------
* When Xehanort is struck, he drops one orb (two if staggered). The orbs come in two sizes (small and large), and whichever size drops depends on the attack that hit him.
* Only Sora can collect light orbs.
* Small orbs recover 3 HP and add 1 to form value; large orbs recover 5 HP and add 5 to form value.

COMBO ATTACK VARIATION SEQUENCES IN EACH PHASE
----------------------------------------------
BOTH PHASES
* Vertical swing → horizontal swing → diagonal swing → upward swing (*10)
* Diagonal swing → upward swing → diagonal swing → upward swing
* Vertical swing → horizontal swing → diagonal swing
* Upward swing → Knock Down

SECOND PHASE
* Horizontal swing or vertical swing × 7 hits (*11)

DURING ASCENSION
* Vertical swing → horizontal swing → vertical swing → horizontal swing → diagonal swing
* Upward swing × 3 hits
- During this sequence, he also fires light discs from his weapon.

*10: Almost always followed up with Knock Down.
*11: The third and fifth attacks generally target Donald and Goofy.

SITUATION COMMAND: LAST RAY → TRINITY
-------------------------------------
Display: Master Xehanort is reduced to 1 HP.
Effect: Ends the battle (after Last Ray, press or use a button or stick while on the dark screen to trigger the sound of a heartbeat—this must be done five times—then use Trinity).

(It's possible to skip the forced Rage Form and the following sequence of Ascension → XIII Multi-Attack by dealing huge amounts of damage [enough to get him to 1 HP] quickly. Google "Xehanort DM skip" for more details and videos; airstep → Stitch is the method I see most often in speedruns.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARK INFERNO

These dastardly dual-wielders are like blenders on roller skates, except worse. You can try to keep your distance, but they'll soon close in on you, or else just huck a fireball your way.
Be careful attacking when their blades are crossed; that means they're ready to counter. Stay cool, bide your time, then strike when they drop their guard.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
-Before red aura-
 - Physical: ×1
 - Fire: ×0.7
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
-Red aura-
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0.7
 - Thunder: ×0.7
 - Water: ×0.7
 - Aero: ×0.7
 - Dark: ×0
 - Neutral: ×0.7
 - Rapid-fire: ×0.5
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
-Before red aura-
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: —
 - Base damage upper limit: 24
-Red aura-
 - Reaction value: 0
 - Revenge value: 6.5
 - Attraction modifier: —
 - Base damage upper limit: 16

REWARDS
-------
* Crystal Regalia (once only)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 70, 4000 HP, 0 EXP, 82 Strength, 42 Defense (Battlegate 14)
* The Badlands (Battlegate 14; boss; Sora fights alone)

TECHNIQUES
----------
7-PART WILD DANCE
-Alternating swings-
Type: Physical
Power modifier: ×1 × 5 hits + ×1.2
Guard: Yes (negate)
Repel level: 2
-Charge-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: Swings weapons in both hands three times each in an alternating pattern while moving forward, then lunges while spinning like a drill.

FLAME FANG
-Left-and-right swing-
Type: Physical
Power modifier: ×1.2 + ×1.5
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: カーブを描いて一気に近寄り, 一方の武器を振り下ろしてもう一方の武器を振り上げたあと, 両方の武器を交差させるように振り下ろす

TRIPLE BREAK
-Cross-swing-
Type: Physical
Power modifier: ×1 × 2 hits
Guard: Yes (negate)
Repel level: 2
-Downward swing-
Type: Fire
Power modifier: ×2
Guard: No
Repel level: 2
Description: 十字を描くように武器を振ったあと, 両方の武器を交差させるように振り下ろす

SPIN SWEEP
Type: Fire
Power modifier: ×3
Guard: No
Repel level: —
Description: 力をためたあと横回転しつつ武器を振りまわして, 武器の形をした光で広範囲をなぎ払う
Status effect: Stun (100%/5 seconds)

POLE FIRE
-Kick-
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Repel level: —
-Fireball-
Type: Dark
Power modifier: ×0.5 per hit
Guard: Yes (negate)
Repel level: —
Description: 地面に刺した武器を軸にして横回転しつつ蹴ったあと, 7–13発の闇の火球を放ってしばらく地中に隠れる. 放たれた火球は, 地面スレスレの高さで円を描くようにまわりながら相手を追ったあと回転速度を上げて, 3–5発ずつ順番に相手めがけて飛んでいく

CHARACTERISTICS
---------------
* Slides around on the ground, jumps back (or to the left or right), then attacks.
* When reduced to 70% HP, it surrounds itself with a purple aura and chains its attacks (see column below).
* When reduced to 40% HP, it surrounds itself with a red aura and changes its chained-attacks pattern.
* As a counteraction, it temporarily stops moving and crosses its weapons in front of itself; if attacked during this time, it takes no damage and counters wth Triple Break (if attacked from afar, it doesn't counterattack, but instead jumps out of the way).
* Generally doesn't flinch while attacking or jumping (except at the end of an action and after Flame Fang's first two swings).

STRATEGIC ADVICE
----------------
CHANGE YOUR TACTICS ACCORDING TO THE COLOUR OF ITS AURA

Sora fights the Dark Inferno alone; prepare yourself as listed below and be ready for anything. The base strategy consists of blocking and avoiding the Dark Inferno's attacks, then attacking with combos at the end of any of its actions; if it uses Flame Fang, Spin Sweep or Pole Fire, deal with them as explained below. You can minimise the possibility of counteractions by stopping a combo attack after 8–10 hits. The last blows of most of its attacks are unblockable, so roll away from them. 

HOW TO DEAL WITH ITS PURPLE AURA PHASE

The purple aura-clad Dark Inferno chains its attacks more aggressively, leaving you little time to attack when it's open; however, the tactics shown in the images below remain viable. After you avoid 7-Part Wild Dance's final charge, it'll almost certainly use Spin Sweep after jumping away; use the small opening in between to attack it.

HOW TO DEAL WITH ITS RED AURA PHASE

The Dark Inferno chains its attacks even more aggressively, and can become very difficult to deal with. Prioritise blocking and evading, and when possible, attack it as seen below. If it moves around and initiates Pole Fire, quickly approach it; this provokes it into using Spin Sweep, and you can glide away from Pole Fire's fireballs while it does so (if you aren't close enough, it uses Flame Fang instead, making it more difficult to deal with both attacks at once).

[Caption 1: Dark Inferno attacks with Spin Sweep] If it uses Spin Sweep, prepare a shotlock (but do not use it) from afar, and airstep to it as soon as you see a cross-shaped light.
[Caption 2: Sora glides away from the Dark Inferno's Pole Fire] Dodge Pole Fire's fireballs by jumping high with Doubleflight and gliding around in a circular motion. When it sinks underground, approach the spot where it did so, wait, and attack when it emerges.
[Caption 3: Sora attacks the Dark Inferno] If you counter Flame Fang's second blow with Counter Slash, you can launch it (unless it's in its red aura phase and uses Triple Break during a chained-attack sequence). Attack it with combos as soon as it's launched.

TABLE: USEFUL ARMOUR AND ACCESSORIES FOR DARK INFERNO
----------------------------------------------------
CATEGORY      UTILITY
Armour        Fire-resistant and greatly defense-enhancing armour (Cosmic Belt+, Firaza Bangle, etc.)
Accessories   Greatly strength and magic-enhancing accessories, and accessories with abilities that reduce MP Charge time such as MP Haste (Master's Necklace, Mickey Clasp, etc.)

DARK INFERNO BATTLE PREPARATIONS
--------------------------------
* Raise Sora's level (preferably above 70) and equip the armour and accessories listed above. You can use whatever weapons you wish, but ones with high Strength are recommended.
* Since your allies and attractions are unavailable, unequip the relevant abilities and allocate their AP to something else.
* Equip Counter Slash as your reprisal attack.

PREFERRED WAYS TO ATTACK RED AURA-CLAD DARK INFERNO
---------------------------------------------------
* Attack it with Thundaga and shotlocks while it moves about; when it flinches, airstep to it and attack with combos, etc.
* 敵が移動後に仕掛けてきた7-Part Wild Danceをguardすると, つづけて[Triple Break→7-Part Wild Dance→跳びのいたあとSpin Sweep]と行動してくるので, 2回目の7-Part Wild Danceの途中までguardし, 最後の突進をかわしたあと, Spin Sweepに下の写真の方法で攻撃する

COLUMN PORTAL: DARK INFERNO'S ACTION SEQUENCES DEPEND ON THE SITUATION
----------------------------------------------------------------------
The aura-clad Dark Inferno acts continuously and chains its attacks rapidly; these attack sequences aren't fixed and change in response to various actions (eg. whether the final blow of an attack hit Sora or not). Below is an example of such behavioural changes.

AN EXAMPLE OF DARK INFERNO'S CHAINED-ATTACKS PATTERN

In this example, it uses Flame Fang while moving around clad in a purple aura.

1. FLAME FANG
* It moves onto its next attack immediately after swinging its weapons twice.
1 → 2a: Sora is on the ground.
1 → 2b: Sora is in the air.

2a. TRIPLE BREAK
* It moves onto its next attack immediately after its downward swing.
2a → 3a: Triple Break's final blow doesn't land a hit.
2a → 2b: Triple Break's final blow lands a hit.

2b. FLAME FANG
* It jumps back immediately after charging and moves onto its next attack.

3a. SPIN SWEEP (*1)
3b. POLE FIRE (*2)
*1: If less than 15 seconds pass after using Spin Sweep, it jumps back without attacking.
*2: If less than 30 seconds pass after using Pole Fire, 時間が過ぎるまで移動したあとに使うか使用をあきらめる

[Caption: A purple aura-clad Dark Inferno attacks] It emits sound and light when acting continuously.

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DARK INFERNO χ [DLC]

The darkness that erupted out of Ventus's heart and turned into an aggressive Heartless.
But the voice that was heard at the time intimated that it was "darkness" itself. What did it mean…

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ?
 - Blizzard: ?
 - Thunder: ?
 - Water: ?
 - Aero: ?
 - Dark: ?
 - Neutral: ?
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 6.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Item slot (Sora)

LOCATIONS & DETAILED STATS
--------------------------
KEYBLADE GRAVEYARD
Level 46, 2000 HP, 0 EXP, 59 Strength, 30 Defense (KG2)
* The Badlands (boss; Sora fights alone)

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ARMOURED XEHANORT [DLC]

The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ?
 - Blizzard: ?
 - Thunder: ?
 - Water: ?
 - Aero: ?
 - Dark: ?
 - Neutral: ?
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 10
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Item slot (Sora)

LOCATIONS & DETAILED STATS
--------------------------
SCALA AD CAELUM
Level 50, 3600 HP, 0 EXP, 63 Strength, 32 Defense (SaC)
* ? (SaC; boss; can control either Sora or Kairi, with the other character fighting alongside as a party member)

NOTES
-----
* Can use the team attack One Heart (Sora + Kairi) as either character.
* This version has completely different attacks.

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MASTER XEHANORT (DATA) [DLC]

The most powerful Keyblade Master of them all.
Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him.
Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.6
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 8.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Master Belt (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; unlocked after defeating all other data bosses except Xion; Sora fights alone)

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ANSEM (DATA) [DLC]

A member of the real Organization XIII.
This is Xehanort's Heartless. He was able to regain his original appearance by possessing Riku. In the past, Ansem attempted to open the door to Kingdom Hearts, but was destroyed by Sora and friends before he could succeed.
Despite this, Ansem has returned.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.4
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 7.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Defense Boost (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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XEMNAS (DATA) [DLC]

A member of the real Organization XIII.
This is Xehanort's Nobody. In the past, he tried to create an artificial Kingdom Hearts from the hearts of people, but Sora and Riku put an end to his plans and Xemnas himself.
Despite this, Xemnas has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.4
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 7
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Power Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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XIGBAR (DATA) [DLC]

A member of the real Organization XIII.
Despite his defeat at Sora's hands, Xigbar has returned, and continues his attempts to manipulate and mislead Sora.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.4
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 7
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* AP Boost (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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LUXORD (DATA) [DLC]

A member of the real Organization XIII.
He is a lover of games, and sometimes even prioritizes them over his Organization duties. Despite his destruction at Sora's hands, Luxord has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - N/A
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 10.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Magic Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, — HP, 0 EXP, ? Strength, ? Defense
* Garden of Assemblage (RG; boss; Sora fights alone)

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LARXENE (DATA) [DLC]

A member of the real Organization XIII.
Despite her destruction at Sora's hands, Larxene has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 6.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Magic Boost (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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MARLUXIA (DATA) [DLC]

A member of the real Organization XIII.
Despite his destruction at Sora's hands, Marluxia has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value:
   - Normal: 6.5
   - Armoured: 4
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Magic Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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SAÏX (DATA) [DLC]

A member of the real Organization XIII.
He and Axel were good friends in the old days, before they first became Nobodies. Despite his destruction at Sora's hands, Saïx has returned.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.6
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 6.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Power Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3400 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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TERRA-XEHANORT (DATA) [DLC]

A member of the real Organization XIII.
This is the Master Xehanort that took control of Terra's body.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 7
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Strength Boost (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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DARK RIKU (DATA) [DLC]

A member of the real Organization XIII.
He looks exactly like Riku, except a year younger, and he wears the Organization's black coat.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 6.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Power Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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VANITAS (DATA) [DLC]

A member of the real Organization XIII.
This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist.
Now that he is back, he continues to seek his "brother," Ventus.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 6.5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* AP Boost (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 3000 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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YOUNG XEHANORT (DATA) [DLC]

A member of the real Organization XIII.
This is Master Xehanort's younger self. He has traveled forward through time more than once in order to guide Sora.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.85
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 7
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Magic Weight (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 2600 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; Sora fights alone)

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XION (DATA) [DLC]

The former Organization XIII's mysterious fourteenth member. She was an experimental replica used to siphon Sora's memories out of Roxas, and this allowed her to become a Keyblade wielder. Xion grew to question the meaning of her own existence, and ultimately elected to return her memories to Sora and disappear.
Master Xehanort was using Xion to fill a spot in his new Organization XIII, but when she was confronted by her best friends Axel and Roxas, her memories came back to her and she chose to become a guardian of light.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Water: ×0.5
 - Aero: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.4
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value:
   - Normal: 7
   - armoured: 5
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Breakthrough (once only)

LOCATIONS & DETAILED STATS
--------------------------
RADIANT GARDEN
Level ?, 2800 HP, 0 EXP, ? Strength, ? Defense (RG)
* Garden of Assemblage (RG; boss; unlocked after defeating all other data bosses except Master Xehanort; Sora fights alone)

NOTES
-----
* Accumulated revenge value drops to 0 if her armour HP is reduced to 0.

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YOZORA [DLC]

A young man who was destined to meet Sora. His true identity is shrouded in mystery.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ?
 - Fire: ?
 - Blizzard: ?
 - Thunder: ?
 - Water: ?
 - Aero: ?
 - Dark: ?
 - Neutral: ?
 - Rapid-fire: ?
STATUS EFFECTS
 - Freeze: Immune
 - Electrify: Immune
 - Stun: Immune
 - Honey: Immune
OTHER PROPERTIES
 - Reaction value: ?
 - Revenge value: 8
 - Attraction modifier: ?
 - Base damage upper limit: ?

REWARDS
-------
* Crystal Regalia+ (once only)

LOCATIONS & DETAILED STATS
--------------------------
THE FINAL WORLD
Level ?, 4000 HP, 0 EXP, ? Strength, ? Defense (FW3)
* [Quadratum] (FW3; boss; Sora fights alone)

Status effectsEdit

STATUS EFFECTS

FREEZE (party members & enemies)
* Cannot take action.
* Loses safeguards (eg. an attack that strikes a frozen Large Body from the front won't be deflected).
* Ends when attacked.

ELECTRIFY (party members & enemies)
* Party members: discharges electricity when making contact with a teammate. Enemies: discharges electricity when making contact with another enemy, and everyone involved loses 20% maximum HP (rounded up to the next whole number; party members cannot go below 1 HP, but enemies' HP can be reduced to 0).
* Those who are invincible or immune to electrification take no damage from the discharge.
* Enemies (except Water Cores) stop attacking.
* Ends when electricity is discharged.

STUN (party members & enemies)
* Cannot take action.
* If Sora is stunned, pressing a button or stick reduces the duration by 0.3 seconds per input.
* Ends when attacked.

BURN (party members only)
* Sets rump on fire, causing you to jump and lose free mobility (Sora can only change direction with the left stick while jumping).
* Continues jumping for as long as the status lasts. Takes 5% maximum HP damage per jump from the second jump onward (rounded up to the next whole number; cannot go below 1 HP).

CLOUD (party members only)
* A cloud appear overhead in any of three states (heavy rain, no rain, light rain), changing state in the following sequential loop: heavy rain (3 seconds) → no rain (3 seconds) → light rain (4 seconds).
* In Sora's case, during heavy or light rain, each command changes to Thunder in sequential order, top to bottom; selecting Thunder causes lightning to rain down and make you flinch (does not deal damage). In heavy rain, there are two Thunder commands and they change position quickly; in light rain, there is one Thunder command and it changes position slowly. Nothing special happens when there is no rain.
* Sora can dispel the status by casting Aero-line magic.
* In the case of party members, during heavy or light rain, lightning rains down every 0.5 seconds, causing them to flinch.

SNEEZE (party members only)
* In Sora's case, Attack and Magic commands (including Magic registered in a shortcut) change to Sneeze when a combo finisher is reached, disabling the combo finisher and causing you to sneeze if the Sneeze command is selected.
* Party members sneeze continuously and can't take any other action.

HONEY (enemies only)
* Slows down all actions taken (rate of slowed speed depends on the technique that caused it).
* These rates can be stacked, thus causing even more slowdown (eg. being slowed down by 10% twice causes a slowdown rate of 20%); slowdown limit is 90%.