Spellican: Difference between revisions

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The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-up Block]]. Spellican can be affected by [[Magnet]] and [[Zero Gravity]], so, [[Zero Graviga]] and [[Collision Magnet]] are very useful, although neither [[Zero Graviza]] nor [[Magnet Spiral]] affect Spellican. [[Sonic Blade]] should also be equipped in the deck, since it can cause Spellican to flinch and allow Sora to hit it many times with impunity. As always, the [[Balloon]] family of spells is extrardinarily useful. It's also important to equip all [[Combo Plus]] and [[Air Combo Plus]] available, as well as using [[Spirit]]'s with [[Light Screen]] and [[Attack Haste]], allowing for a better defense and a more effective attack.
The battle against the Spellican can take a while, so Sora should go in with either a full Drop Gauge, [[Drop-Me-Not]] commands, or [[Wake-up Block]]. Spellican can be affected by [[Magnet]] and [[Zero Gravity]], so, [[Zero Graviga]] and [[Collision Magnet]] are very useful, although neither [[Zero Graviza]] nor [[Magnet Spiral]] affect Spellican. [[Sonic Blade]] should also be equipped in the deck, since it can cause Spellican to flinch and allow Sora to hit it many times with impunity. As always, the [[Balloon]] family of spells is extraordinarily useful. It's also important to equip all [[Combo Plus]] and [[Air Combo Plus]] available, as well as using [[Spirit]]'s with [[Light Screen]] and [[Attack Haste]], allowing for a better defense and a more effective attack.


The battle begins along a road of light, on which Sora is sliding to chase down the Spellican. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican. Sora just need to pass trough Spellican to make it transport both of them to the main battle arena. But once the Spellican is in range, Sora should use a Flowmotion attack, such as Sliding or Kick Dive, since it will do heavy damage to Spellican.
The battle begins with Sora chasing the Spellican by sliding on a road of light. Sora must dodge or destroy the projectiles the Spellican fires while constantly boosting with {{button|dsy}} in order to catch up to the Spellican. Sora simply needs to pass through Spellican to make it transport both of them to the main battle arena. But once the Spellican is in range, Sora should use a Flowmotion attack, such as Sliding or Kick Dive, to deal heavy damage to Spellican.


The main battle arena is filled with floating rocks that can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against Spellican's attacks.  
The main battle arena is filled with floating rocks that can be used as stepping stones to perform Flowmotion attacks or navigation, or also as barriers against Spellican's attacks.  


The Spellican frequently warps around the area and attacks by firing shooting stars that homing in on Sora, which can be easily avoided with Dodge Roll, or transforming its staff into a lengthy blade of light that it will swing wildly, which can be blocked. Spellican will always try to teleport or ride it's magic broom right after doing an attack, so it's important to use either Collision Magnet or Zero Graviga just after evading his attacks. Those commands, if well timed, can also interrupt Spellican's attacks. Collision Magnet can be used to draw Spellican near Sora, which will then launch him away. After this attack, Spellican will remain on the ground, open for combos and Sonic Blade. It's also possible to use Zero Graviga on him on this state,  and if well timed, right after finishing a combo. Then, he will stay floating on the air, open for more combos.  
The Spellican frequently warps around the area and attacks by firing shooting stars that home in on Sora, which can be easily avoided with Dodge Roll, or transforming its staff into a lengthy blade of light that it will swing wildly, which can be blocked. Spellican will always try to teleport or ride its magic broom right after doing an attack, so it's important to use either Collision Magnet or Zero Graviga just after evading his attacks. Those commands, if well timed, can also interrupt Spellican's attacks. Collision Magnet can be used to draw Spellican near Sora, which will then launch him away. After this attack, Spellican will remain on the ground, open for combos and Sonic Blade. It's also possible to use Zero Graviga on him on this state,  and if well timed, right after finishing a combo. Then, he will stay floating on the air, open for more combos.  


Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky. On occasion, the Spellican will sweep purple dust balls, which turn into purple lightning-slinging magic brooms. Even if Sora doesn't destroy all of them, Spellican will reappear after some time. Zero Graviga is useful not only against the boss but against the brooms, preventing them from attacking while dealing additional damage, if the player plans to defeat them.
Once the Nightmare has lost most of its health, it will begin summoning meteors after darkening the sky. On occasion, the Spellican will sweep purple dust balls, which turn into purple lightning-slinging magic brooms. Even if Sora doesn't destroy all of them, Spellican will reappear after some time. Zero Graviga is useful not only against the boss but against the brooms, preventing them from attacking while dealing additional damage, if the player plans to defeat them.
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