KH1 icon.png
FM1 icon.png
COM icon.png
REC icon.png
KHC icon.png
KHREC icon.png
KHCHI icon.png
KHUCHI icon.png

Trickmaster

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Revision as of 22:04, 9 December 2021 by Chainoffire (talk | contribs)
Jump to navigationJump to search
Oh no! The water! I'm in big trouble if I don't fetch it!
Fantasia Mickey B 6★ KHUX.png
This article requires cleanup or improvement.

Please help out by editing this page. Please see the Manual of Style and editing help before getting started.

Issues: Strategy for coded. Expand story section.

Trickmaster

Trickmaster

Trickmaster KHFM.png

Trickmaster KHX.png

Japanese トリックマスター
Rōmaji Torikkumasutā

Type Emblem Heartless
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts coded
Kingdom Hearts χ
Variations
Crimson Prankster
Trickmaster Ω
Jack in the Box
Egg Master
Themes Header.png

KH tracks
Battle theme - Shrouding Dark Cloud
KHCOM tracks
Battle theme - Struggle Away
KHREC tracks
Battle theme - Tension Rising
KHχ tracks
Battle theme - Shrouding Dark Cloud[1]
Battle theme - The Deep End[2]
Trickmaster

Kingdom Hearts
Heartless that Sora and company encounter while they searched for Alice. His herky-jerky attacks and juggling act flustered Sora and the others.
Kingdom Hearts Chain of Memories
Sora's Story
The Heartless in Wonderland that stole the Queen of Hearts's memory.

Victims of memory theft don't even remember what it is they forgot.


Reverse/Rebirth
The Heartless that threw Wonderland into chaos. It appeared to Riku as a token of the indelible Darkness in his Heart.
Kingdom Hearts Re:coded
The Heartless responsible for the memory mix-up in Wonderland. Its fiery juggling and uncanny ability to turn space topsy-turvy gave Sora a run for his money. Wait for an opening, than use projectiles to put a frown on this clown.
Kingdom Hearts Union χ
This talented trickster will use its antics to lower your defense and prolong the battle. Make sure you have HP recovery measures handy!
HP STR DEF MP rec EXP
Wonderland 600 9 9 15 150
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.04 x0.3 x0.5 x0.5
Rewards
Ifrit's Horn

When knocked out
(1) HP prize x5

When clubs are extinguished
(2) MP prize x20
World(s)
Wonderland

HP STR DEF MP rec EXP
Wonderland 600 9 9 16 150
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x0.5
Percentage Stop Stun Other
x0.02 x0.2 x0.5 x0.5
Rewards
Ifrit's Horn

When knocked out
(1) HP prize x5

When clubs are extinguished
(2) MP prize x20
World(s)
Wonderland

HP STR DEF MP rec EXP
Wonderland 600 9 9 15 150
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.04 x0.3 x0.5 x0.5
Rewards
Ifrit's Horn

When knocked out
(1) HP prize x5

When clubs are extinguished
(2) MP prize x20
World(s)
Wonderland
Floor Basement HP AP EXP

2 11 548 6 232
3 10 597 8 372
4 9 646 10 511
5 8 695 12 651
6 7 744 14 790
7 6 792 16 930
8 5 841 18 1069
9 4 890 20 1209
Physical Fire Blizzard Thunder Neutral
1.0 0.5 0.5 0.5 0.5
Status
Effects
Gravity Stun Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x0 x0 x0
World(s)
Wonderland
Enemy Card
Trickmaster (card) KHCOM.png
Ability Duration Cost
Value Break 10 breaks 25 CP
Description
When you lose a card break, reduce the value of the enemy's card by the value of your broken card.
Floor Basement HP AP EXP

2 11 578 8 132
3 10 667 11 272
4 9 746 14 311
5 8 795 16 351
6 7 844[SS], 848[R/R] 18[SS], 19[R/R] 490
7 6 922 21 530
8 5 996 23 569
9 4 1070 25 609
Physical Fire Blizzard Thunder Neutral
1.0 0.5 0.5 0.5 0.5
Status
Effects
Gravity Stun Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x0 x0 x0 x0 x0
World(s)
Wonderland
Enemy Card
Trickmaster (card).png
Ability Duration Cost
Value Break 10 breaks 25 CP
Description
When you lose a card break, reduce the value of the enemy's card by the value of your broken card.

World HP Strength Defense
Wonderland
(Phases 1, 2)
630 45 Body: 130
Head: 112
Hands: 150
Legs: 157
Wonderland
(Phase 3)
630 45 Body: 141
Head: 123
Hands: 153
Legs: 168
Fire Blizzard Thunder Aero
x0.20 x1.40 x1.00 x1.00
Ignite Freeze Jolt Air-Toss
X X X X
Slow Stop Confuse Stun Magnet
X X X X X
Worlds
Wonderland

The Trickmaster is an Emblem Heartless boss that is found in Kingdom Hearts, Kingdom Hearts Chain of Memories, Kingdom Hearts coded, and their remakes. It is one of the bosses at Wonderland. It has the ability to change size at will.[citation needed]

Story

Kingdom Hearts

Throughout most of the adventure in Wonderland, the Trickmaster is referred to as the shadows or the darkness (especially by the Cheshire Cat).

After defeating the Queen of Heart's guards, Sora and his party are shocked to find Alice has gone missing. They rush off to find her and after searching all throughout Wonderland, Sora returns to the normal Bizarre Room. The Cheshire Cat appears and directs Sora's attention to the roof of the room, from which the Trickmaster drops and attacks. Once the Heartless has been defeated, Sora discovers Wonderland's Keyhole and seals it.

Kingdom Hearts Chain of Memories

Trickmaster is seen in Castle Oblivion as a figment of Sora's memory in his memories of Wonderland. It steals the Queen's memory, and she accuses Alice of this crime. After escaping from the Queen with Alice, he battles the Trickmaster and defeats it.

The Trickmaster also appears to Riku, as a figment of his memory and a representation of the darkness within him.

Kingdom Hearts coded

The Trickmaster is a source of Bug Blox in the Data-Wonderland. It also steals the memories of all the living beings in its world.

Design

A Trickmaster is a bizarre Heartless with spindly legs resembling scissor jacks, arms that appear and sound like they're made of paper, and a head that is made of several segments balanced on top of each other. Each of these segments sports its own face—though all of the faces have the same glowing yellow eyes and jagged mouths—and they alternate in color from red to black. Its arms are black and it often juggles clubs with zig-zagging, purple and lavender stripes on them. It wears black armor with large, red shoulder pads, a black codpiece, and has a very thin and small red body. The upper halves of its legs are red, while their lower halves are black. Its feet are black, flat, and curl at the tips. Much of its upper body and head sport gold highlights.

In Kingdom Hearts Final Mix, the red sections of the Trickmaster's body becomes magenta, the black sections become lavender, save for its arms, which become a dark shade of steel blue. Its clubs becomes striped with black and white, and its feet and the gold tinges on its body and head both become yellow with a slight green tint. In this version, its coloration is noticeably similar to that of the Crimson Prankster.

The Trickmaster's name and design reflect the confusing, deceptive nature of Wonderland. Its name may also reference the Heartless's skill in juggling and performing other "tricks".

Strategies

Kingdom Hearts

This Heartless can only be fought while Sora's party is small. You cannot damage the legs, so a well timed jump attack, or getting on top of the table via the chair or grappling the edge is required for melee. If you already visited Olympus Coliseum, Thunder magic can also be used. The Trickmaster ignites its juggling batons at the stove at the left side of the fireplace, and the damage from a lit baton is increased significantly. Using the Fire spell on the batons may cause them to light as well. The Trickmaster will regularly return to the left side of the fireplace to ignite their batons after taking steady damage, noting an audible kitchen timer ding noise before they return. After a while, the Trickmaster will regularly push the round table into the ground as well, forcing you to use the chair to gain height for melee combos. You can target the base of the furnace that the Trickmaster returns to and cast Blizzard to ensure they can no longer ignite the two batons, forcing them to resort to lower damage melee for the rest of the fight. If the Trickmaster's batons are on fire, hitting them with a Blizzard spell returns them to normal.

The Trickmaster's weak spot is located high on its chest, and it can only be hit with aerial combos or from an elevated position. Occasionally, it will collapse, which is the perfect opportunity for some quick combos. It will also drop HP prizes that can be useful. Get as many hits in as possible, as it will soon regain its height. If left alone in the beginning stages of the fight, the Trickmaster will perform a dance which will cause the table in the center of the battlefield to spin, causing players to mistime their jump towards the Heartless.

Kingdom Hearts Chain of Memories

The Trickmaster will initially begin by juggling its batons, regaining HP as it does so. It is recommended that Sora uses Magic. The only other attack that Trickmaster has in this stage is slamming its batons onto the ground, creating a small circle that erupts in flames. It will then continue to jaunt around the room.

After depleting the blue bar of its health, the Trickmaster will initiate another attack, which launches a fireball at Sora. This attack can be easily dodged by jumping up. During each card break, the Trickmaster will slump forward, dropping it batons and exposing itself for attacks.

Kingdom Hearts Re:Chain of Memories

One of the best ways to beat the Trickmaster is to have plenty of Fire cards in the deck. It is helpful if they are high numbers, therefore making them successful without a combo. However, it is not imperative to have them so. When the battle begins, Sora will start on the table so make use of it. Jump and attack the Trickmaster either with a high attack card or combination of lower attack cards.

It is likely that the first card in the combo will not hit him, so make sure the last two cards are pretty high, so they will be successful hits. Don't worry about jumping if Sora happens to be on the ground, lock on, and Sora will automatically try to get up there, and as he does that, he swings, skipping the first card. Make sure not to use the combos too often, as Sora will run out of cards. Sleights won't be really helpful since they take place on the ground, so be sure not to use any.

After a while, the table will disappear. This is not a problem as it's actually easier to avoid some of its fire attacks on the ground. The only attack to be wary of is the area-wide ground attack, as the Trickmaster throws its batons in the air and brings them down again. In order to avoid this attack, try jumping. Now, unload the fire cards, stock them in sets of three, to activate Firaga, or two, in which case make the last card a magic refill card. This does major damage, and as long as Sora is locked on, the fire will track it down, dealing massive damage. Activate the Red Nocturne card to boost Fire's power.

Make sure to balance out combos with the Fire cards. Try using individual attack cards as well. Shortcutting the Cure card will always be helpful, but remember to look at the Trickmaster's card to be sure Sora's Cure card is higher than his. Jumping on the table is somewhat hard, but it is a good time to Cure and replenish the deck, especially when it executes the big ground attack. Sora avoids it automatically if he is on the table.

Reverse/Rebirth

If Riku chooses Wonderland for Basement five and above, this battle will be very difficult: no matter how much AP Riku has, he is reduced to seventeen cards—namely the enemy cards and Soul Eater cards numbered one to five. The occasional six to zero cards will only appear in the form of a King Mickey friend card, so he will have a difficult time breaking the Trickmaster's attacks. For this, Riku is recommended to be at level 50 or above. Unlike the first Kingdom Hearts, its batons are automatically lit, and will remain lit throughout the battle, so be on guard.

The best way to get around this is by several Card Duels. Note that most Duel Sleights involve breaking cards numbered three, four and five (particularly Impulse). If Riku successfully transforms into Dark Mode, dodge the Trickmaster as much as possible. If Riku doesn't have enough cards to parry the Trickmaster's attacks, do not stand on the table. If the Halloween Town episode was finished before Wonderland, save the Oogie Boogie card for emergencies only.

Deck statistics

Attacks
Attack Power Element Card value Description Card

style="background-color:#E6E6FA"

Earth Shake (アースシェイク Āsu Sheiku?) x1.5 Neutral 1–8 Trickmaster (card).png

style="background-color:#E6E6FA"

Destroy Table (テーブル破壊 Tēburu Hakai?) x1.2 Physical 8 Trickmaster (card).png

style="background-color:#E6E6FA"

Club Attack (棍棒攻撃 Konbō Kōgeki?) x1.5 Physical 1–8 Trickmaster (card).png

style="background-color:#E6E6FA"

Fire (ファイア Faia?) x1.5 Fire 1–8 Trickmaster (card).png

Kingdom Hearts Re:coded

Attacks

Some of the Trickmaster's moves can be determined by the glow of his batons:

  • Red: The Trickmaster shoots fireballs at Sora, shoots out a line of fire, or sends out spinning balls of flame.
  • Purple: The Trickmaster summon obstacles.
  • Light Purple, with a Red core: The Trickmaster will jump and flip the scenery.
  • The Trickmaster will make himself catch on fire, and throw flaming rocks that home in on Sora. This can be avoided with Dodge Roll.

First battle

In the first battle, Sora only needs to dodge its fire attacks or guard. When it sends out a collection of fireballs, quickly dodge roll to the side or guard. It may send a single fireball once or twice which can be guarded or avoided by Dodge Rolling. Make sure to follow it around the battle area and keep shooting the orbs of energy, or use lock-on to fire five at one time that can't miss. In no time it'll fall.

Second battle

In the second battle, Sora will be fighting it along with the damage blocks it summons. They may include prize blocks as well, make sure to use these. In this part, it'll use a new move: it'll summon balls of fire energy that will bounce and eventually break, Sora can shoot these with the orbs of energy to break much faster. It will also use the moves in the first battle. Its attackes can be predicted by the glow of its batons. If they glow red, it's going to use the fire attacks. If they glow purple, it'll summon obstacles. However, most of this battle is avoiding the obstacles it sends out, so Sora will be able to finish it quickly.

Third battle

In the third and final battle, it will use all of its moves from both the first and second battle. Make sure to avoid its attacks as well, and be on guard for it might change the screen direction. Its attacks can still be predicted by the glow of its batons. If they glow red, it's going to use the fire attacks, either sending out a fireball, shooting out a line of fire, or sending out spinning balls of flame. If they glow purple, it'll summon obstacles and if it glows a lighter shade of purple, with a red core, it means it's going to jump and flip the scenery. The Trickmaster may also make himself catch on fire, and throw flaming rocks that home in on Sora, but he can dodge them with Dodge Roll.

Videos

Trickmaster – Kingdom Hearts
Trickmaster – Kingdom Hearts Chain of Memories Trickmaster – Kingdom Hearts Chain of Memories (R/R)
Trickmaster – Kingdom Hearts Re:Chain of Memories Trickmaster – Kingdom Hearts Re:Chain of Memories (R/R)
Trickmaster – Kingdom Hearts coded Trickmaster – Kingdom Hearts Re:coded
Trickmaster – Kingdom Hearts Union χ

Notes and references

  1. ^ Before 4.3.0 update
  2. ^ After 4.3.0 update