Gold Beat

Kingdom Hearts III
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!
Location HP Strength Defense EXP
Toy Box 45 27 13 19
Toy Box
(4 worlds cleared)
53 31 15 30
Toy Box
(6 worlds cleared)
68 38 19 62
Toy Box
(The Final World cleared)
83 46 23 105
Monstropolis 68
6
38 19 62
13
Monstropolis
(6 worlds cleared)
76
7
42 21 82
17
Monstropolis
(The Final World cleared)
91
9
50 25 131
27
Arendelle 72
7
40 20 71
15
Arendelle
(6 worlds cleared)
80
8
44 22 93
19
Arendelle
(The Final World cleared)
95
9
52 26 146
30
The Caribbean 87 48 24 118
The Caribbean
(The Final World cleared)
99 54 27 161
San Fransokyo 95 52 26 146
Keyblade Graveyard
(Battlegate 13)
137 73 37 353
Physical Fire Blizzard Thunder Water
×1.0 ×1.0 ×1.0 ×0 ×0.7
Aero Dark Neutral Rapid-fire
×1.5 ×1.0 ×1.0 ×1.0
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 ×1.1

Rewards
Focus prize (5) ×1, Munny (1) ×4
Lightning Stone (12%), Lightning Gem (6%)
World(s)
Toy Box, Monstropolis, Arendelle, The Caribbean, San Fransokyo, Keyblade Graveyard

The Gold Beat is an Emblem Heartless that appears in Kingdom Hearts III.

DesignEdit

Resembling a Yellow Opera, the Gold Beat has intricate gold markings on its smooth, conical body next to its Heartless emblem and its curled hat is black with gold trim. The top of its body flares outward and forms a jagged "collar" below the Heartless's spherical, pitch black head.

Like other Heartless of its family, this one comes from the color gold and the music rhythm "beat".

StrategyEdit

Because Gold Beats must summon their sigil before they can perform any attacks, they never cause an immediate threat. That, combined with their low HP and defenses, and relative infrequency of attacks, makes them fairly easy to deal with if done quickly.

Their movement can be erratic, making them somewhat difficult to hit while moving without Combo Master. This can be remedied by using Aero magic since it pins them in place, causes extra damage, removes their sigil, and will never miss (unlike fire or blizzard magic). The sigil will also vanish if the Gold Beat is frozen.

Technique Element Power Block? Repel LV
Thunder Shot (サンダーショット
Sandā Shotto
?)
(orbs) Thunder 0.4 (per hit) 1

(electric discharge) Thunder 0.4 (per hit)
Scatters many lightning orbs forward; if one hits the ground or a wall, it discharges electricity and vanishes. The orbs attack has a 100% chance to inflict the Electrify status effect for 10 seconds.
Thunder Whip (サンダーウィップ
Sandā Wippu
?)
Thunder 1.0 x 2 hits 2
Transforms its sigil into two whips and swings them.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.