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* The Peak in [[Disney/TheLionKing the Pride Lands]] is home to numerous and rapidly respawning Heartless; with some experience boosters, [=Lv99=] is a few hours away at most. ''Final Mix'' removed this, but it's still possible to run back and forth in the Mysterious Tower to the same effect. The latter might be even better, since it only spawns Nobodies, which provide experience to Final Form. Be sure to use a save spot to return to the world map before your form runs out and you can restart any form you desire at full-gauge to continue power leveling.

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* The Peak in [[Disney/TheLionKing [[WesternAnimation/TheLionKing1994 the Pride Lands]] is home to numerous and rapidly respawning Heartless; with some experience boosters, [=Lv99=] is a few hours away at most. ''Final Mix'' removed this, but it's still possible to run back and forth in the Mysterious Tower to the same effect. The latter might be even better, since it only spawns Nobodies, which provide experience to Final Form. Be sure to use a save spot to return to the world map before your form runs out and you can restart any form you desire at full-gauge to continue power leveling.


* Choosing the Dream Shield at the start of the original release turns you into a nightmarish LightningBruiser. You will have [[StoneWall much higher HP and defense]] than with other setups, for starters. Your passive MP regeneration through dealing and taking damage will make healing yourself a triviality; even the FinalBoss will be a joke. If you don't wish to do the healing yourself, then you can usually summon Tinker Bell to handle that for you (details on her below). This setup also allows Sora to learn Lucky Strike earlier than the other two setups, meaning you can start collecting rare materials needed to make better items (including the Ultima weapon) much earlier in the game. If you need even more defense, the over-powered Aero spell boosts said defense to an absurd degree.
* If you want to focus on damage output, pick the Dream Rod in ''Final Mix''. This sacrifices extra item slots earned by the Sword and Shield, but this option gives Sora more MP to start with and a higher MP cap than the other two. Magical power is based purely on max MP, and the extra MP exponentially increase the number of spell uses. This means a high-level Sora can wipe out hordes of endgame enemies with near zero-cost Blizzagas or cast Gravigas that deal 100% of the opponent's maximum health. ''Final Mix'' added a new Ripple Drive finisher, which strikes a wide area with damage that is based on MP but doesn't expend it, meaning Staff-users who give up the Sword don't even feel the pain of low physical damage. Primarily physical-based users have another benefit: starting with the Rod gives the largest amount of starting Ability Points, while having high MP allows you to essentially spam the extremely powerful Sonic Blade, Strike Raid, and Ars Arcanum. EarlyGameHell is a factor, but the Staff's advantages start to show as soon as Wonderland (very early in the game), and by the end of the first ring of worlds [[LinearWarriorsQuadraticWizards it has already left the Sword and Shield far behind.]]
* Bambi constantly drops orbs while he's out, meaning you're free to spam magic to exhaustion then top up your MP in no time flat. He'll also drop items based on how many enemies you kill during his effect, meaning that in certain areas you'll rake in Potions, Ethers and synthesis materials. He's also available once per room--you can see him ''very'' often, if you want.
* Tinker Bell is earned just before the endgame, so you would expect her to be powerful, but she's a little over the top. During her effect, she will constantly heal the party and revive Sora once if he dies. Notice we said "the ''party''"--unlike the other summons, she doesn't replace Sora's partners. She also stays out until that single revive or you ''tell'' her to leave, where other summons will leave automatically once their MP runs out. There are a couple caveats--both of Sora's allies have to be alive to summon her, not to mention her late debut, but if Sora has the right support abilities then he's free to leave the healing to Tink while he spams MP-based attacks.
* Aero magic surrounds Sora with a windy barrier, effectively protecting him from incoming attacks ''and'' dealing damage over time to [[CollisionDamage enemies touching him]]. It was so clearly overpowered that the BonusBoss Ice Titan has mechanics to counter Aero specifically, and whenever Aero is featured in later games it's basically a completely different spell.

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* Choosing the Dream Shield at the start of the original release turns you into a nightmarish LightningBruiser. You will have [[StoneWall much higher HP and defense]] Defense]] than with other setups, for starters. Your passive MP regeneration through dealing and taking damage will make healing yourself a triviality; even the FinalBoss will be a joke. If you don't wish to do the healing yourself, then you can usually simply just summon Tinker Bell to handle that for you (details on her below). This setup also allows Sora to learn Lucky Strike earlier than the other two setups, meaning you can start collecting rare materials needed to make better items (including the [[InfinityPlusOneSword Ultima weapon) Weapon]]) much earlier in the game. If you need even more defense, Defense, the over-powered overpowered Aero spell boosts said defense Defense to an absurd degree.
* If you want to focus on damage output, pick Choosing the Dream Rod Staff during Dive to the Heart in ''Final Mix''. This sacrifices extra item slots earned by the Sword and Shield, but this the Staff option gives Sora more MP to start with and a higher MP cap than the other two. Magical power is based purely on max MP, and the extra MP exponentially points also ''exponentially'' increase the number of spell uses. This means a high-level Sora can wipe out hordes of endgame enemies with near almost zero-cost Blizzagas or cast Gravigas [[PercentDamageAttack Gravigas]] that deal [[OneHitKill 100% of the opponent's maximum health. health]]. ''Final Mix'' added a further favors the Staff with the new Ripple Drive finisher, which strikes a wide area with damage that is based on MP but doesn't expend it, meaning Staff-users Staff route players who give up the Sword don't even feel the pain of low physical damage. Primarily physical-based users have another benefit: starting with the Rod Staff gives the largest amount of starting Ability Points, Points (AP), while having high MP allows you to essentially spam the extremely powerful Sonic Blade, Strike Raid, Ars Arcanum, and Ars Arcanum. possibly even Ragnarok. EarlyGameHell is a factor, but the Staff's advantages start to show as soon as Wonderland (very (which is still fairly early in the game), and by the end of the first ring of worlds [[LinearWarriorsQuadraticWizards it has already left the Sword and Shield far behind.]]
* Bambi constantly drops orbs while he's out, meaning you're ** WesternAnimation/{{Bambi}} is one of the greatest summons in ''Kingdom Hearts'' due to him spreading ''ridiculous'' numbers of MP orbs--your spells are essentially free to spam magic to exhaustion then top up your MP in no time flat. He'll also drop items based on how many use for the duration. Slaying high numbers of enemies you kill during with Bambi out will both increase his effect, meaning that dropped MP orbs and results in certain areas you'll rake in Potions, Ethers him dropping items and synthesis materials. Summon Bambi in a sufficiently infested area and you've got a self-sustaining item farm. He's also available once per room--you room, meaning you can see him ''very'' often, quite often.
** [[WesternAnimation/PeterPan Tinker Bell]] also definitely merits discussion. Unlike the other Summons, Tink does not replace any allies on the battlefield and lacks a depleting MP bar, meaning that she will only leave
if you want.
*
dismissed manually or upon Sora's death (i.e. having his HP reduced to 0). Tinker Bell is earned just before the endgame, so you would expect her to be powerful, but she's a little over the top. During her effect, she will constantly heal the party Sora and his allies while active and will revive Sora once if he dies. Notice we said "the ''party''"--unlike the upon death before she leaves. Combined with Second Chance and other summons, Support Abilities, there's little you'll need to worry about as long as you're sufficiently leveled, and Tink's Regen effect largely counteracts the need to spend MP on healing, meaning Sora is free to use MP using Spells and Abilities, such as Aeroga, Graviga, Strike Raid, Ars Arcanum, etc., instead. Of course, you can't perform any Summons in fights where Sora is down at least one partner and Neverland is the third-to-last world traveled to, but she doesn't replace comes in handy for tough late-game battles like [[WesternAnimation/SleepingBeauty Maleficent]]'s dragon form and Chernabog. It's especially useful for the BonusBoss Kurt Zisa--Tink is the perfect counter to Zisa's deadly attacks and its ability to seal Sora's partners. She also stays out until own magic.
** The Aero spell. It creates a shield of wind around Sora
that single revive or you ''tell'' her to leave, where other summons will leave automatically once their MP runs out. There are a couple caveats--both of Sora's allies have to be alive to summon her, not to mention her late debut, but if Sora has the right support abilities then he's free to leave the healing to Tink while he spams MP-based attacks.
* Aero magic surrounds Sora with a windy barrier, effectively protecting him from
halves incoming attacks ''and'' dealing damage over time to and [[CollisionDamage deals MP-scaled chip damage]] to enemies touching him]]. in contact with Sora. It was so clearly overpowered will also stun-lock many enemies. This can trivialize many big fights, including boss fights--even [[BonusBoss Sephiroth]] becomes notably easier. It's telling that 1: the BonusBoss Ice Titan rest of the ''Kingdom Hearts'' series has mechanics to counter Aero specifically, and whenever Aero is never featured in later games it's basically another damaging barrier like this and turns Aero into a completely different spell.spell, and 2: one of the {{Bonus Boss}}es, [[WesternAnimation/{{Hercules}} the Ice Titan]], specifically tries to counter Aeroga.
** Your party members, Donald and Goofy, about halfway through the game. Early on, at times the only thing that prevents them from being a liability is the fact that they don't get permanently KO'd in battle.[[note]]They ''are'' "cartoon" (specifically Disney) characters after all.[[/note]] Once they start getting good stats, weapons and abilities however, they may just carry you. Goofy gets insane amounts of HP and Defense, meaning he can take hits for a '''''long''''' time, while Donald's massive MP means he can clear swarms of Heartless with only one spell at times. It's telling that the hardest battles of the game are ones where you don't have party members, and even in ''Final Mix'''s Proud Mode the easiest way to defeat the final boss is, once you rescue Donald and Goofy, to simply fly around and avoid attacks far away from him and spam the Triangle (or X, if playing the UsefulNotes/XboxOne version) button--which commands Donald and Goofy to attack your target immediately--while locked on to them. Their HP will drain extremely fast, and the only thing preventing them from doing the job entirely without you contributing at all is the fact that Sora must inflict the final hit.
** It is possible to get the EXP Ring, one of the four ExperienceBooster items, ''before'' battling Oogie Boogie and/or Ursula by completing 100 Acre Wood in the ''Final Mix/1.5'' version. Torn Pages are located in Agrabah, Monstro, Halloween Town, and Atlantica, while one can be obtained by saving 50 Dalmatians, which can be accomplished upon reaching Halloween Town. Combine that with a new accessory slot for Sora at Level 42 (if he picked the Sword during Dive to the Heart) and an extra MP bar from it with an appropriate accessory, LevelGrinding is less frustrating throughout Neverland and Hollow Bastion in the lead-up to [[spoiler:Maleficent and Ansem]].


** Of the Command Boards, the Never Land board is easily the best. This is because of it's Special Panel effect, "Pixie Dust", which allows you to place your opponent on any tile you want to, including ones you've bought, which will still steal some of the opponent's GP when placed on. While the AI isn't smart enough to make decent use of this, you can easily just buy a high GP panel like the ones on the island next to the starting panel, then land on every Special Panel you can and drop your opponent onto that high value panel over and over again to steal any of the GP they get, making winning extremely trivial. It helps that the Never Land map is one of the largest and is mostly just one huge continuous loop with a shortcut through the middle, so moving them around like this can set them back several turns.

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** Of the Command Boards, the Never Land board is easily the best. This is because of it's its Special Panel effect, "Pixie Dust", which allows you to place your opponent on any tile you want to, including ones you've bought, which will still steal some of the opponent's GP when placed on. While the AI isn't smart enough to make decent use of this, you can easily just buy a high GP panel like the ones on the island next to the starting panel, then land on every Special Panel you can and drop your opponent onto that high value panel over and over again to steal any of the GP they get, making winning extremely trivial. It helps that the Never Land map is one of the largest and is mostly just one huge continuous loop with a shortcut through the middle, so moving them around like this can set them back several turns.


** The Tornado Sleight (Aero + Gravity + summon card) is absolutely unfair in both versions of the game: it creates a large funnel cloud that the player can control, which sucks up and immobilizes all Heartless it touches while dealing huge damage.

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** The Tornado Sleight (Aero + Gravity + summon card) is absolutely unfair in both versions of the game: it creates a large funnel cloud twice Sora's size that the player can control, which sucks up and immobilizes all Heartless it touches while dealing huge damage.



** Omnislash (3x Cloud) for Sora and MM Miracle [=Lv3=] (3x The King) for Riku. Omnislash is a powerful summon attack that hits everywhere for several hits and can only be blocked by a 0 card, which the AI can't seem to do as often as it would like. MM Miracle [=Lv3=] in the meanwhile is basically a Holy version of the Phoenix summon from the ''Franchise/FinalFantasy'' games -- it does huge amounts of damage to everything in the area, heals Riku back to full HP, ''and'' fully reloads his cards. And since The King is Riku's only summon card, it's not too hard to get plenty of them, especially if you use the Meeting Ground map cards. As for Sora, people have beaten the game by building decks containing nothing but Cloud cards.

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** Omnislash (3x Cloud) for Sora and MM Miracle [=Lv3=] (3x The King) for Riku. Omnislash is a powerful summon attack that hits everywhere for several hits and can only be blocked by a 0 card, which the AI can't seem to do as often as it would like. MM Miracle [=Lv3=] in the meanwhile is basically a Holy version of the Phoenix summon from the ''Franchise/FinalFantasy'' games -- it does huge amounts of damage to everything in the area, heals Riku back to full HP, ''and'' fully reloads his cards. And since The King is Riku's only summon card, it's not too hard to get plenty of them, especially if you use the Meeting Ground map cards. As for Sora, people have beaten the game by building decks containing nothing but Cloud cards. The former Sleight has apparently been nerfed in the remake though, causing players to rely on it less than before.


*** The Mirage Arena was nerfed for ''Final Mix'' by making the shop items tied to arena level and progress through the game, but that just means Abounding Crystals need to wait until you can go to Radiant Garden, which won't take that long. And on the other hand, the ''2.5'' version of the game removed the 999 {{Cap}} on many medals you can win from an event at a time, making the Mirage Arena even more profitable, and giving you incentive to drag games out so you can accumulate more coins before you win and thus get more medals.


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* The Mirage Arena was {{nerf}}ed for ''Final Mix'' by making the shop items tied to arena level and progress through the game, but that just means Abounding Crystals need to wait until you can go to Radiant Garden, which won't take that long. And on the other hand, the ''2.5'' version of the game removed the 999 {{Cap}} on many medals you can win from an event at a time, making the Mirage Arena even more profitable, and giving you incentive to drag games out so you can accumulate more coins before you win and thus get more medals.


* Certain Sleights can make the game very easy, if you build your deck right.
** Go on, set up a boss deck full of nothing but Sonic Blade + Multiple Hi-Potions. 90% of all boss battles can be won with this in ''under 2 minutes.'' Yes, all the way up to the 12th floor, at least. And there's only 13 floors. Needless, this is exploited like all hell for massive damage!
** The Tornado Sleight (Aero + Gravity + Summon card) is absolutely unfair in both versions of the game: it creates a large funnel cloud that the player can control, which sucks up and immobilizes all Heartless it touches while dealing massive damage.
** Exclusive to ''Re:[=CoM=]'', the Lethal Frame ([[SpellMyNameWithAnS mistranslated as "Lethal Flame"]]) Sleight (Stop + Attack + Attack) stops time and allows Sora to quickly deliver a bunch of hits. When time starts again, the enemy starts taking damage and can't act for a few moments, allowing you to set up another one. As this sleight has standardized damage and isn't dependent on the attack cards you included, it can trivialize bosses even into the late-game.
** Freeze followed by Thundaga is an extremely useful combination. Freeze ices the enemies so that they can't move and also makes it so you can kill all but the most powerful Heartless in one hit, and Thundaga is very wide area attack. It's great for taking out large groups of Heartless that are directly surrounding Sora.
** The Fire and Blizzard Raid sleights are easy to assemble (Fire/Blizzard + any attack + any attack) and tear through trash mobs like tissue paper -- since they can't sleight or use 0s you'll never get card broken, and with good placement, you can hit your target up to ''five times'' with one toss. Fire Raid also goes right through Vexen's GoddamnedBoss shield, while Blizzard Raid deals massive damage to Axel. You could ''almost'' go through the whole game with these sleights alone -- the main snag is against enemies immune to fire ''and'' ice, by which time you'll probably have unlocked Reflect Raid and/or Judgement, which switch out the Fire/Blizzard card for Cloud/Aero and deal [[InfinityPlusOneElement neutral]] damage.
** Mega Flare (Mushu + Fire + Fire) is absolutely insane for taking out Trash Mobs. It doesn't do quite as much damage as Trinity Limit, but since it doesn't rely on friend cards, it can be executed right off the bat and can hit multiple waves of enemies.
** Actually, a Fire-only deck is a game breaker in itself; a Fire-only deck can make every boss but Axel (who is immune to it) a joke. [[https://www.youtube.com/watch?v=HmnSEbK8Mcs Even the final boss in all his forms perish before it.]]
** Omnislash (stack three Cloud cards in a sleight) for Sora and MM Miracle [=Lv3=] (stack three The King cards in a sleight) for Riku. Omnislash is a powerful attack that hits everywhere and can only be blocked by a 0 card, which the AI can't seem to do as often as it would like. MM Miracle [=Lv3=] is basically like a Holy version of the Phoenix summon from the ''Franchise/FinalFantasy'' games - it does huge amounts of damage to everything in the area, heals Riku back to full HP, ''and'' fully reloads his cards. And since The King is Riku's only summon card, it's not too hard to get plenty of them. As for Sora, people have beaten the game by building decks containing nothing but Cloud cards.
** While [[EleventhHourSuperpower it only becomes available late in the game]], Trinity Limit has by far the best power/card ratio in the game. In the first game, it [[AwesomeButImpractical took up all your MP and wasn't that much stronger than Sora's other limits]]. Here, you only need Donald, Goofy, and a single attack card, of any type and any number. It's perfect for LevelGrinding on the final floor because most normal enemies don't have nearly enough card strength to interrupt you, and it hits everything on screen for excellent damage. Combine it with Marluxia's Double Sleight enemy card and you can even do it twice in a row!
** Try building a deck based on Zantetsuken. This may take a long time, but [[https://www.youtube.com/watch?v=qXqEt8N4aWM your opponent will run out of cards]].
* Just the same, using certain Enemy Cards can seriously make certain decks incredibly powerful.
** The Jafar card prevents your attacks from being card broken, including sleights. Normally using sleights against bosses can be risky because the enemy can interrupt you with either a zero or their own, more powerful sleight, especially if your sleight [[OverlyLongFightingAnimation takes more than a few seconds to complete]] like Sonic Blade or Trinity Limit. With Jafar active, you can use whatever sleights you want with impunity. This is especially useful with Ars Arcanum, which normally requires a combination of attack cards whose total CV is between 1 and 6, which is [[AwesomeButImpractical very breakable]] even for {{Mooks}}. With Jafar active, Ars Arcanum can't be interrupted even with its low CV, which turns most bosses into a breeze. It was even more broken in the GBA version, as the counter for the Jafar card would not go down from using sleights, only normal attacks. ''Re:Chain of Memories'' fixing this oversight merely lowered the card from "stupidly broken" to a more manageable level of overpoweredness.

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* Certain Sleights can make the game very easy, easy if you build your deck right.
right, for example...
** Go on, set up a boss deck full of nothing but Sonic Blade Sleights + Multiple Hi-Potions. multiple Hi-Potions or Mega-Potions. 90% of all boss battles can be won with this in ''under 2 minutes.'' minutes''. Yes, all the way up to the 12th floor, at the least. And there's only 13 floors. Needless, Needless to say, this is exploited like all hell for massive big, easy damage!
** The Tornado Sleight (Aero + Gravity + Summon summon card) is absolutely unfair in both versions of the game: it creates a large funnel cloud that the player can control, which sucks up and immobilizes all Heartless it touches while dealing massive huge damage.
** Exclusive to ''Re:[=CoM=]'', the Lethal Frame ([[SpellMyNameWithAnS mistranslated as "Lethal Flame"]]) Sleight (Stop + Attack card + Attack) Attack card) stops time and allows Sora to quickly deliver a bunch of hits. When time starts again, the enemy starts taking damage and can't act for a few moments, allowing you to set up another one. As this sleight has standardized damage and isn't dependent on the attack cards you included, it can trivialize bosses even into the late-game.
** Freeze (Blizzard + Blizzard + Stop) followed by Thundaga is an extremely useful combination. Freeze ices the enemies so that they can't move and also makes it so you can kill hit all but the most powerful Heartless in one hit, for pretty considerable damage, and Thundaga is a very wide area attack. It's great for taking out large groups of Heartless that are directly surrounding Sora.
** The Fire and Blizzard Raid sleights Sleights are easy to assemble (Fire/Blizzard + any attack card + any attack) attack card) and tear through trash mobs like tissue paper -- since they can't sleight Sleight or use 0s 0s, you'll never get card broken, and with good placement, you can even hit your target up to ''five times'' with one toss. toss if you have good placement. Fire Raid also goes right through Vexen's GoddamnedBoss shield, while Blizzard Raid deals massive very nice damage to Axel. You could ''almost'' go through the whole game with these sleights Sleights alone -- the main snag to them is against enemies immune to both fire ''and'' ice, ice elements, by which time you'll probably have unlocked Reflect Raid and/or Judgement, which switch out the Fire/Blizzard card for Cloud/Aero Cloud and Aero respectively, and ''those'' Sleights deal [[InfinityPlusOneElement neutral]] damage.
neutral damage so no risk of elemental immunity/absorption to consider!
** Mega Flare (Mushu + Fire + Fire) is absolutely insane for taking out Trash Mobs.{{Mooks}}. It doesn't do quite as much damage as Trinity Limit, but since it doesn't rely on friend cards, it can be executed right off the bat and can hit multiple waves of enemies.
** Actually, a Fire-only deck is a game breaker Game-Breaker in itself; a Fire-only deck can make every boss fight but Axel (who is immune to it) a joke. [[https://www.youtube.com/watch?v=HmnSEbK8Mcs Even the final boss in all his forms perish before it.]]
it]].
** Omnislash (stack three Cloud cards in a sleight) (3x Cloud) for Sora and MM Miracle [=Lv3=] (stack three (3x The King cards in a sleight) King) for Riku. Omnislash is a powerful summon attack that hits everywhere for several hits and can only be blocked by a 0 card, which the AI can't seem to do as often as it would like. MM Miracle [=Lv3=] in the meanwhile is basically like a Holy version of the Phoenix summon from the ''Franchise/FinalFantasy'' games - -- it does huge amounts of damage to everything in the area, heals Riku back to full HP, ''and'' fully reloads his cards. And since The King is Riku's only summon card, it's not too hard to get plenty of them.them, especially if you use the Meeting Ground map cards. As for Sora, people have beaten the game by building decks containing nothing but Cloud cards.
** While [[EleventhHourSuperpower it only becomes available late in the game]], Trinity Limit has by far the best power/card ratio in the game. In the first game, it [[AwesomeButImpractical took up all your MP and wasn't that much stronger than Sora's other limits]]. Here, you only need Donald, Goofy, and a single attack card, of any type and type, ''and'' is usable at any number. It's perfect for LevelGrinding on the final floor because most normal enemies don't have nearly enough card strength to interrupt you, and it hits everything on screen for excellent damage.ForMassiveDamage. Combine it with Marluxia's Double Sleight enemy card and you can even do it twice in a row!
** Try building a deck based on Zantetsuken. This may take a long time, while but eventually, [[https://www.youtube.com/watch?v=qXqEt8N4aWM your opponent will run out of cards]].
cards]]. Just make sure to watch out for any of their item cards that can restore unreloadable cards.
* Just the same, using certain Enemy Cards like the ones below can seriously make certain decks incredibly powerful.
** The Jafar card prevents your attacks from being card broken, including sleights.Sleights. Normally using sleights against bosses can be risky because the enemy can interrupt you with either a zero or their own, more powerful sleight, especially if your sleight [[OverlyLongFightingAnimation takes more than a few seconds to complete]] like Sonic Blade or Trinity Limit. With Jafar active, you can use whatever sleights you want with impunity. This is especially useful with Ars Arcanum, which normally requires a combination of attack cards whose total CV is between 1 and 6, which is [[AwesomeButImpractical very breakable]] even for {{Mooks}}. With Jafar active, Ars Arcanum can't be interrupted even with its low CV, which turns most bosses into a breeze. It was even more broken in the GBA version, as the counter for the Jafar card would not go down from using sleights, only normal attacks. ''Re:Chain of Memories'' fixing this oversight merely lowered the card from "stupidly broken" to a more manageable level of overpoweredness.

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** The advent of Re:Mind and its [[BonusBoss difficult new bosses]] has led to the discovery of another Game-Breaker: Proximity Magic. Basically, the properties of offensive magic are changed during certain Formchanges; Proximity style basically turns any type into ''KHII's'' Fire. Mashing the command allows you to stagger humanoid bosses for an absurd amount of time before they retaliate, much more than you would with other attacks, and you can easily use Ethers to restore MP and keep the cycle going. Spamming the magic eventually allows you to use its -za form, which deals even ''more'' damage and doesn't add to Revenge Value at all. It's often used during [[SelfImposedChallenge restricted runs]] simply due to its safety and absurd damage potential.


[[folder: Kingdom Hearts Re:coded]]

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[[folder: Kingdom [[folder:Kingdom Hearts Re:coded]]


[[quoteright:267:[[VideoGame/KingdomHeartsII https://static.tvtropes.org/pmwiki/pub/images/limit_form1.png]]]]
[[caption-width-right:267:Every Heartless' nightmare. [[SuperForm And we're not just talking about the Keyblade]].]]

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[[quoteright:267:[[VideoGame/KingdomHeartsII [[quoteright:350:[[VideoGame/KingdomHeartsBirthBySleep https://static.tvtropes.org/pmwiki/pub/images/limit_form1.org/pmwiki/pub/images/800px_command_board_main_menu_khbbs1.png]]]]
[[caption-width-right:267:Every Heartless' nightmare. [[SuperForm And we're not just talking about the Keyblade]].]][[caption-width-right:350:Would you believe [[SidetrackedByTheGoldSaucer this]] is a GameBreaker?]]



** The remake introduces enemy cards based off the Organization members who didn't appear in the original, several of which are just unfair. Luxord guarantees a card break no matter the opponent's card value, Saïx exponentially powers up normal attacks in a combo, Xigbar powers up projectile attacks (which encompasses Aqua Splash, Firaga Burst, and ''Ragnarok'', among others), Demyx powers up ice attacks, and Roxas doubles all attack card damage. And if they don't sound bad enough already, they also give Sora and Riku resistance to all forms of elemental attack. The one snag is acquiring them -- the Japanese release needs a completed save file for ''Kingdom Hearts II: Final Mix+'' on the disc, and the English release needs you to complete the game. But the ''1.5 Remix'' version? Just sit through all of the ''358/2 Days'' content, and you can find these cards on your first playthrough.

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** The remake introduces enemy cards based off the Organization members who didn't appear in the original, several of which are just unfair. Luxord guarantees a card break no matter the opponent's card value, Saïx exponentially powers up normal attacks in a combo, Xigbar powers up projectile attacks (which encompasses Aqua Splash, Firaga Burst, and ''Ragnarok'', among others), Demyx powers up ice attacks, and Roxas doubles all attack card damage. And if they don't sound bad enough already, they also give Sora and Riku resistance to all forms of elemental attack. The one snag is acquiring them -- the Japanese release needs a completed save file for ''Kingdom Hearts II: Final Mix+'' on the disc, and the English release needs you to complete the game. But the ''1.''HD 1.5 Remix'' [=ReMIX=]'' version? Just sit through all of the ''358/2 Days'' content, and you can find these cards on your first playthrough.



* The Command Board minigame is essentially the ''Kingdom Hearts'' version of ''Fortune Street'', available at any save point or at any time on the world map, where the "properties" on the board represent the player's deck commands. At the end of the game, any commands that the player placed on a panel gain experience based on how much investment was put into their panel, and any commands that were found in Bonus Panels, purchased from an opponent, or stolen with Joker cards are the player's to keep. Getting good at this minigame allows the player to learn all sorts of new commands by taking them from their opponents, level up large numbers of commands very quickly, and acquire exclusive commands only available by taking them from the Board.
** Of the boards the Neverland board is easily the best. This is because of it's Special Panel effect "Pixie Dust," which allows you to place your opponent on any tile you want to, including ones you've bought, which will still steal some of the opponent's GP when placed on. While the AI isn't smart enough to make decent use of this, you can easily just buy a high GP panel like the ones on the island next to the starting panel, then land on every special panel you can and drop your opponent onto that high value panel over and over again to steal any of the GP they get, making winning extremely trivial.
* Of the game's hundreds of commands, four are generally considered to stand far above the rest:
** Mega Flare is an absolute nuke that hits the entire map for massive damage, and lasts for several seconds, meaning it's possible to slay multiple waves of spawning enemies with one spell. While useless in boss fights due to its immense recharge time, there's no better command for rapidly gaining experience or leveling up other commands.
** Thunder Surge is the best attacking command for boss fights, especially the absolutely brutal bonus bosses. Thunder Surge deals multiple hits of high Thunder-element damage, which no bosses resist, and makes the user invincible for the duration, protecting the user from the powerful attacks most bonus bosses have. All three characters can use it to access the Thunderbolt and Rhythm Mixer Command Styles, the latter of which has an extraordinarily powerful finisher.
** Mine Square lays a set of explosive traps that enemies do not know how to avoid. Running into just one will kill most common enemies, and running into the full circle of eight will deal immense damage to bosses. No Heart and Monstro in particular are extremely vulnerable to blowing themselves up with Mine Squares. As if that wasn't enough, like Thunder Surge, it ''also'' leads into Rhythm Mixer.
*** Combine with Magnega for hilarious effect: place Mine Square, drag enemies over with Magnega on a nearby enemy. Enemies hit the beam from each mine, the mine explodes, and so many enemies are dragged over.
** Curaga is the healing spell, and the Leaf Bracer ability ensures you're invincible while casting it. [[SchmuckBait Just don't use it against Vanitas Remnant.]]
* While most of the game's high-tier commands are AwesomeYetImpractical, a few escape this fate:
** Terra's Meteor command is a wide area of effect attack that hits for massive damage and makes Terra invincible during casting.
** Ventus and Aqua have Time Splicer, which freezes all enemies in the area and allows the user to warp between enemies while attacking them.
** Ventus has Salvation and Faith, both of which are basically his version of MM Miracle [=Lv3=] from ''Chain of Memories'' -- a massively powerful Holy attack that hits everywhere. Of the two, Faith is superior: it heals you fully, comes out immediately, and heals you at the beginning of the attack, rather than leaving you a sitting duck. The only drawback is that it is perhaps the hardest command to synthesize in the game -- getting more than one is damn near impossible.
** Triple Firaga is no slouch either. It's very easy to make (Firaga + Fira), it can be made as soon as you get access to the command board, has a fast recharge time, does tremendous damage with the fire boost ability, takes up only one slot in the command deck, is homing and can stun some bosses. With the correct deck layout and timing you can even kill the final form of the [[BonusBoss Iron Imprisoner]] before it gets a chance to do anything. The only thing keeping this from being completely broken is it's exclusive to Aqua.
** Zero Graviga is fairly easy to synthesize by playing the first Command Board, where the Zero Gravity spell that's the only component required to make it is available as the Bonus Panel in the top-left. Hitting a wide area for good damage and rendering the enemies hit by it helpless for several seconds, it fares very well as an early substitute for Mega Flare.
* Perhaps the most simple of the Game Breakers in ''Birth By Sleep'' are the shotlock commands. Not only can do they do an utterly ridiculous amount of damage, they make you completely invincible for the duration of the move. With the Focus Guard ability equipped, you can max out your focus gauge in no time at all against tough bosses, and bombard them with shotlocks almost constantly.
* [[LowLevelRun Exp Zero]] is this in a DifficultButAwesome way in the HD versions. In order to keep the game from being UnwinnableByDesign with it on, Exp Zero has [[GuideDangIt some hidden properties]]. Namely, it "scales" your attack damage according to each world's Battle Level. This normally doesn't have much of an impact, but [[SpamAttack attacks that hit multiple times]] have the damage scaling applied to each individual hit rather than the whole attack. This means attacks like Aqua's Spellweaver and the Peter Pan D-Link's Swordbill can shave off multiple health bars in a matter of seconds. If you're good enough to manage being a GlassCannon, Exp Zero Critical Mode is actually [[ViolationOfCommonSense the fastest way to beat the game, even more so than Beginner mode.]]
* One of the biggest game breakers in BBS is... ice cream. By farming enough ingredients off of MetalSlime enemies, you can make ice cream in Disney Town that instantly puts you into a Command Style when used. Using a second ice cream instantly fills the Command Style gauge for that Style's finisher. With how strong some of these finishers are (especially Spellweaver and Rhythm Mixer), making enough ice cream can trivialize a lot of boss fights.
* Raging Storm at first seems to be a rather average command, dealing only several hits of low damage every few seconds... unless you repeatedly move forward with the analog stick. Suddenly, you're dealing absolute ''fucktons of damage'' in just a few seconds enough to kill even the hardest boss fights. And for larger bosses, moving side to side deals even ''more'' damage due to their larger hitbox. Oh, and you can't die while this command is active too.

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* Command Board:
**
The Command Board minigame alone has boatloads of Game-Breakers! This mini-game is essentially the ''Kingdom Hearts'' version of ''Fortune Street'', ''VideoGame/FortuneStreet'', available at any save point or at any time on the world map, where the "properties" on the board represent the player's deck commands. At the end of the this game, any commands that the player placed on a panel gain experience based on how much investment was put into their panel, and any commands that were found in Bonus Panels, purchased from an opponent, or stolen with Joker cards Cards are the player's to keep. Getting good at this minigame mini-game allows the player to learn all sorts of new commands by taking them from their opponents, level up large numbers of commands very quickly, and acquire exclusive commands only available by taking them from the Board.
Board. The best part is if you know what commands to fuse and have the patience to keep playing the board, you can get a lot of high-level commands very early in the game.
*** The Command Board in turn is broken by the Stun command. It only needs one Attack Card to use, and stuns an opponent of your choice for one turn, preventing them from doing anything. The problem is that there's nothing to stop you from continuously stunning one player over and over. Stack your deck with Attack Cards and you can immobilize opponents for turns upon turns in a row while you continue to move about the board freely. Also factor in that playing in the Mirage Arena allows you to set the number of opponents to one, and actual playing of the board becomes a formality -- even if you can't keep your opponent stunned forever, they'll fall so far behind they can't hope to catch up.
*** This becomes even more of a Game Breaker if you go to the Mirage Arena to play, which you can do as soon as you finish your first world. Playing at the Command Board at the Mirage Arena not only nets you all the above advantages, but you'll win hundreds of medals to trade for prizes, including synthesis materials to make fusing commands even better. One such synthesis material is the Abounding Crystal, which attaches abilities like Lucky Lucky and Exp Walker to your commands.
*** The Mirage Arena was nerfed for ''Final Mix'' by making the shop items tied to arena level and progress through the game, but that just means Abounding Crystals need to wait until you can go to Radiant Garden, which won't take that long. And on the other hand, the ''2.5'' version of the game removed the 999 {{Cap}} on many medals you can win from an event at a time, making the Mirage Arena even more profitable, and giving you incentive to drag games out so you can accumulate more coins before you win and thus get more medals.
** Of the boards Command Boards, the Neverland Never Land board is easily the best. This is because of it's Special Panel effect effect, "Pixie Dust," Dust", which allows you to place your opponent on any tile you want to, including ones you've bought, which will still steal some of the opponent's GP when placed on. While the AI isn't smart enough to make decent use of this, you can easily just buy a high GP panel like the ones on the island next to the starting panel, then land on every special panel Special Panel you can and drop your opponent onto that high value panel over and over again to steal any of the GP they get, making winning extremely trivial.
trivial. It helps that the Never Land map is one of the largest and is mostly just one huge continuous loop with a shortcut through the middle, so moving them around like this can set them back several turns.
** Then there's the Secret Command Board, where its special tile lets you move your character anywhere on the board instantly. The path to the goal is a loop with two large colored zones on either side, so you can exploit the special tile's powers to easily rack up a zone sweep in this area, an area your opponent will have no choice but to try and pass if they want to get to the goal and out. Furthermore, the board's central crossroad has two loops around it and three special tiles among them, so you can go around the loops to manipulate your movements and land on the special tiles more often.
* Of Commands:
** Among
the game's hundreds of commands, four are generally considered to stand far above the rest:
** *** Mega Flare is an absolute nuke that hits the entire map for massive damage, and lasts for several seconds, meaning it's possible to slay multiple waves of spawning enemies with one spell. While useless in boss fights due to its immense recharge time, there's no better command for rapidly gaining experience or leveling up other commands.
** *** Thunder Surge is might be the best attacking second biggest Game-Breaker in the franchise's history, only bested by the Balloon spells in ''VideoGame/KingdomHearts3DDreamDropDistance''.. This command for boss fights, especially the absolutely brutal bonus bosses. Thunder Surge deals multiple hits of high Thunder-element damage, which no bosses resist, and makes the user invincible for the duration, protecting the user from the powerful attacks most bonus bosses have. All three characters can use it to access the Thunderbolt and Rhythm Mixer Command Styles, the latter of which can be activated by dealing Thunder-based damage and has an extraordinarily powerful finisher.
**
finisher. In fact, Thunder Surge is often seen as a better alternative to Terra's Slide dodge ability.
***
Mine Square lays a set of explosive traps that enemies do not know how to avoid. Running into just one will kill most common enemies, and running into the full circle of eight will deal immense damage to bosses. No Heart and Monstro in particular are extremely vulnerable to blowing themselves up with Mine Squares. As if that wasn't enough, like Thunder Surge, it ''also'' leads into Rhythm Mixer.
*** Combine
Mixer. You can also combine this with Magnega for hilarious effect: place Mine Square, drag enemies over with Magnega on a nearby enemy. Enemies hit the beam from each mine, the mine explodes, and so many enemies are dragged over.
** *** Curaga is the healing spell, and the Leaf Bracer ability ensures you're invincible while casting it. [[SchmuckBait Just don't use it against Vanitas Remnant.]]
* ** While most of the game's high-tier commands are AwesomeYetImpractical, a few escape this fate:
** *** Terra's Meteor command is a wide area of effect attack that hits for massive damage and makes Terra invincible during casting.
** *** Ventus and Aqua have Time Splicer, which freezes all enemies in the area and allows the user to warp between enemies while attacking them.
** *** Ventus has Salvation and Faith, both of which are basically his version of MM Miracle [=Lv3=] from ''Chain of Memories'' -- a massively powerful Holy attack that hits everywhere. Of the two, Faith is superior: it heals you fully, comes out immediately, and heals you at the beginning of the attack, rather than leaving you a sitting duck. The only drawback is that it is perhaps the hardest command to synthesize in the game -- getting more than one is damn near impossible.
** *** Triple Firaga is no slouch either. It's very easy to make (Firaga + Fira), it can be made as soon as you get access to the command board, has a fast recharge time, does tremendous damage with the fire boost ability, takes up only one slot in the command deck, is homing and can stun some bosses. With the correct deck layout and timing you can even kill the final form of the [[BonusBoss Iron Imprisoner]] before it gets a chance to do anything. The only thing keeping this from being completely broken is it's exclusive to Aqua.
** *** Magnega makes groups of enemies pushovers. It conveniently gathers all enemies in a circle overhead, does continuous damage, and few enemies are immune. The grouping of enemies makes it possible to obliterate the entire flock with a group attack like Thundaga, Fission Firaga, finishers, so on and so forth. And when the next wave spawns, guess what? The Magnega field is ''still'' there to pull them in and set up for another blast. It reaches even ''greater'' breaking levels in ''HD 2.5 [=ReMIX=]'', since unlike the PSP version, it doesn't disappear when you enter a Command Style.
***
Zero Graviga is fairly easy to synthesize by playing the first Command Board, where the Zero Gravity spell that's the only component required to make it is available as the Bonus Panel in the top-left. Hitting a wide area for good damage and rendering the enemies hit by it helpless for several seconds, it fares very well as an early substitute for Mega Flare.
* Perhaps *** Raging Storm at first seems to be a rather average command, dealing only several hits of low damage every few seconds... unless you repeatedly move forward with the most simple analog stick. Suddenly, you're dealing absolute ''fucktons of damage'' in just a few seconds enough to kill even the hardest boss fights. And for larger bosses, moving side to side deals even ''more'' damage due to their larger hitbox. Oh, and you can't die while this command is active too.
** Sliding Dash, not because of it having insane attack power or anything (it's actually one
of the weakest commands in the game), but because of how it allows for SequenceBreaking. A lot of areas in the early worlds are meant to be inaccessible until you get some advanced movement ability like Glide or Doubleflight, but with a couple Sliding Dash commands you can circumvent that need, letting you access a lot of endgame commands much earlier than the game expects you to.
** Sonic Blade works just about the same as most Shotlock commands, but doesn't take as long to recharge. It's entirely possible to go back and forth between spamming Shotlock commands, then using Sonic Blade if you're waiting for the Focus Gauge to fill up, plus a high-level healing command for when your HP gets low.
** For a Game-Breaker combined with DiscOneNuke, level up several Fire commands and fuse them together to get Firaga, then fuse several Aero commands into Aerora. Fuse Aerora and Firaga to get Fission Firaga. Repeat the process with the Fires to get a second Firaga (or if you have the cash, just buy one from a Moogle), and fuse that with Slow to get Crawling Fire. Now fuse Crawling Fire with Fission Firaga. Congratulations, you just got Mega Flare, one of the best abilities in the game, before you even got to Radiant Garden.
* Firewheel. With it equipped to Aqua, you can quite literally [[BoringButPractical cartwheel your enemies to death]] while taking next to no damage yourself. Some of the more difficult Mirage Arena challenges can be beaten this way. And you can get it before ever leaving your first world![[note]]All you need to do is meld 2 fully leveled Fires together to get Fira, max out its level and meld it with another fully leveled Fire to get Firaga, then max out its level. Buy a Cartwheel and level it up then meld the two together.[[/note]] On the other hand, Firewheel lacks the invincibility frames granted by Cartwheel, making it a very bad ability against some bosses (such as [[BonusBoss Vanitas Remnant]]).
* Rhythm Mixer is absurdly powerful and easily the best Command Style in the game. Its normal combos do massive damage, its finisher can single-handedly knock several HP bars off of bosses, and it's activated by using Thunder and Mine commands, which tend to be some of the best commands in the game both for groups and enemies and bosses.
* One of the biggest Game Breakers in ''Birth by Sleep'' is...ice cream. [[NotMakingThisUpDisclaimer Yes, really]]. By farming enough ingredients off of MetalSlime enemies, you can make ice cream in Disney Town that instantly puts you into a Command Style when used. Using a second ice cream instantly fills the Command Style gauge for that Style's finisher. With how strong some of these finishers are (especially Spellweaver and Rhythm Mixer), making enough ice cream can trivialize a lot of boss fights.
* Shotlock commands are perhaps the more simpler of
Game Breakers in ''Birth By Sleep'' are the shotlock commands.Sleep''. Not only can do they do an utterly ridiculous amount of damage, they make you completely invincible for the duration of the move. With the Damage Syphon and Focus Guard ability Block/Barrier abilities equipped, you can max out your focus gauge Focus Gauge in no time at all against tough bosses, the tougher bosses and bombard them with shotlocks Shotlocks almost constantly.
* Ventus' D-Link for Aqua and especially Terra, particularly in the early game. Find the level 1 upgrade and you get Haste, which lets you attack with lightning speed, therefore making many bosses utterly trivial.
* Aqua's D-Link is a literal lifesaver if you're doing an
[[LowLevelRun Exp EXP Zero run]], thanks to her Auto-Life ability and her good selection of early spells, including Cure (which [[EarlyGameHell you probably won't have for yourself for a little while]])!
* Zack's D-Link, for two reasons, both of which go hand-in-hand: Berserk, one of the D-Link's passive abilities, increases the strength of Critical Hits, and the finisher, Hero's Pride, is hands down the best finisher in the entire game. Not only is it very powerful, easily taking multiple bars of health off pretty much any boss other than Unknown, but ''extremely'' difficult for enemies to avoid. Also, using Reprisals when D-Linked with Zack fills the Command Gauge much faster than normal, making it rather easy to spam.
* [[LowLevelRun EXP
Zero]] is runs are this in a DifficultButAwesome way in the HD versions. ''HD 2.5 [=ReMIX=]''. In order to keep the game from being UnwinnableByDesign with it on, Exp EXP Zero has [[GuideDangIt some hidden properties]]. Namely, it "scales" your attack damage according to each world's Battle Level. This normally doesn't have much of an impact, but [[SpamAttack attacks that hit multiple times]] have the damage scaling applied to each individual hit rather than the whole attack. This means attacks like Aqua's Spellweaver and the Peter Pan D-Link's Swordbill can shave off multiple health bars in a matter of seconds. If you're good enough to manage being a GlassCannon, Exp EXP Zero Critical Mode is actually [[ViolationOfCommonSense the fastest way to beat the game, even more so than Beginner mode.]]
* One of the biggest game breakers in BBS is... ice cream. By farming enough ingredients off of MetalSlime enemies, you can make ice cream in Disney Town that instantly puts you into a Command Style when used. Using a second ice cream instantly fills the Command Style gauge for that Style's finisher. With how strong some of these finishers are (especially Spellweaver and Rhythm Mixer), making enough ice cream can trivialize a lot of boss fights.
* Raging Storm at first seems to be a rather average command, dealing only several hits of low damage every few seconds... unless you repeatedly move forward with the analog stick. Suddenly, you're dealing absolute ''fucktons of damage'' in just a few seconds enough to kill even the hardest boss fights. And for larger bosses, moving side to side deals even ''more'' damage due to their larger hitbox. Oh, and you can't die while this command is active too.
]]


Note: All games that have multiple versions (for example, the [[UpdatedRerelease Final Mix]] versions) are considered to be one and the same when listing the various {{Game Breaker}}s, unless otherwise stated.

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Note: All games that have multiple versions (for example, the [[UpdatedRerelease ''[[UpdatedRerelease Final Mix]] Mix]]'' versions) are considered to be one and the same when listing the various {{Game Breaker}}s, unless otherwise stated.


This being a Creator/SquareEnix game, expect a good amount of overpowered tricks to show up in the Franchise/KingdomHearts series.

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This being a Creator/SquareEnix game, expect a good amount of overpowered tricks to show up in the Franchise/KingdomHearts ''Franchise/KingdomHearts'' series.


[[quoteright:267:[[VideoGame/KingdomHeartsII https://static.tvtropes.org/pmwiki/pub/images/limit_form1.png]]]]
[[caption-width-right:267:Every Heartless' nightmare. [[SuperForm And we're not just talking about the Keyblade]].]]
This being a Creator/SquareEnix game, expect a good amount of overpowered tricks to show up in the Franchise/KingdomHearts series.

Note: All games that have multiple versions (for example, the [[UpdatedRerelease Final Mix]] versions) are considered to be one and the same when listing the various {{Game Breaker}}s, unless otherwise stated.
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[[folder:Kingdom Hearts (all versions)]]

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[[folder:Kingdom Hearts (all versions)]]Hearts]]



[[folder:Kingdom Hearts: Chain of Memories (all versions)]]

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[[folder:Kingdom Hearts: Chain of Memories (all versions)]]Memories]]



[[folder:Kingdom Hearts II (all versions)]]

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[[folder:Kingdom Hearts II (all versions)]]II]]



[[folder:Kingdom Hearts: 358/2 Days]]

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[[folder:Kingdom Hearts: 358/2 [=358/2=] Days]]



[[folder:Kingdom Hearts: Birth By Sleep (all versions)]]

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[[folder:Kingdom Hearts: Birth By Sleep (all versions)]]by Sleep]]



[[folder: Kingdom Hearts re: coded]]

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[[folder: Kingdom Hearts re: coded]]Re:coded]]



[[folder:Kingdom Hearts 3D: Dream Drop Distance]]

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[[folder:Kingdom Hearts 3D: [=3D=]: Dream Drop Distance]]






[[/folder]]

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[[/folder]][[/folder]]
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* While the Ultima Weapon may be the InfinityPlusOneSword as always, it's easily the most powerful incarnation of the weapon yet. Not only are its stats unparalleled, enabling it to deal a ridiculous amount of damage with regular attacks and magic, its Shotlock, Infinity Circle, is an ''absurdly'' powerful area-clearing nuke, and -- most importantly -- it has a unique Formchange, the aptly-named Ultimate Form, that is essentially Final Form from ''II'' taken UpToEleven with none of its predecessor's weaknesses. Ultimate Form gives nearly every single part of the basic attack combo massive range, area of effect, and ''active invincibility frames'', to the point where the BonusBoss will lose over half of its total HP in the span of one or two combo strings, even on Proud Mode. If that wasn't enough, the weapon itself has the Situation Boost ability that makes the Situation Command gauge fill faster, making it easier than normal to reach said form! The sword isn't a BraggingRightsReward in ''III'' either, because it can be created before facing the FinalBoss or the aforementioned Bonus Boss. All of this adds up to a weapon that makes the last part of the game a breeze.

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* While the Ultima Weapon may be the InfinityPlusOneSword as always, it's easily the most powerful incarnation of the weapon yet. Not only are its stats unparalleled, enabling it to deal a ridiculous amount of damage with regular attacks and magic, its Shotlock, Infinity Circle, is an ''absurdly'' powerful strong area-clearing nuke, and -- most importantly -- it has a unique Formchange, the aptly-named Ultimate Form, that is essentially Final Form from ''II'' taken UpToEleven with none of its predecessor's weaknesses. Ultimate Form gives nearly every single part of the basic attack combo massive range, area of effect, and ''active invincibility frames'', to the point where the BonusBoss will lose over half of its total HP in the span of one or two combo strings, even on Proud Mode. If that wasn't enough, the weapon itself has the Situation Boost ability that makes the Situation Command gauge fill faster, making it easier than normal to reach said form! The sword isn't a BraggingRightsReward in ''III'' either, because it can be created before facing the FinalBoss or the aforementioned Bonus Boss. All of this adds up to a weapon that makes the last part of the game a breeze.


* While the Ultima Weapon may be the InfinityPlusOneSword as always, it's easily the most powerful incarnation of the weapon yet. This keyblade not only can deal a ridiculous amount of damage with regular attacks and magic, but has a Formchange aptly named Ultimate Form, which is Final Form from ''II'' taken UpToEleven with none of its predecessor's weaknesses. Ultimate Form gives nearly every single part of the basic attack combo massive range, area of effect, and ''active invincibility frames'', to the point where the BonusBoss will lose over half of its total HP in the span of one or two combo strings, even on Proud Mode. The sword isn't a BraggingRightsReward in ''III'' either, because it can be created before facing the FinalBoss or the aforementioned Bonus Boss. All of this adds up to a weapon that makes the last part of the game a breeze.

to:

* While the Ultima Weapon may be the InfinityPlusOneSword as always, it's easily the most powerful incarnation of the weapon yet. This keyblade not Not only can are its stats unparalleled, enabling it to deal a ridiculous amount of damage with regular attacks and magic, but its Shotlock, Infinity Circle, is an ''absurdly'' powerful area-clearing nuke, and -- most importantly -- it has a Formchange aptly named unique Formchange, the aptly-named Ultimate Form, which that is essentially Final Form from ''II'' taken UpToEleven with none of its predecessor's weaknesses. Ultimate Form gives nearly every single part of the basic attack combo massive range, area of effect, and ''active invincibility frames'', to the point where the BonusBoss will lose over half of its total HP in the span of one or two combo strings, even on Proud Mode. If that wasn't enough, the weapon itself has the Situation Boost ability that makes the Situation Command gauge fill faster, making it easier than normal to reach said form! The sword isn't a BraggingRightsReward in ''III'' either, because it can be created before facing the FinalBoss or the aforementioned Bonus Boss. All of this adds up to a weapon that makes the last part of the game a breeze.


** Once you have the Jafar card (prevents your cards from being broken), this makes using Sleights like Sonic Blade even more deadly. A deadly pair to use would be Jafar with Ars Arcanum. Normally this Sleight would require 3 cards from 1-6 in value, which is very breakable. If Jafar is used before, the Sleight becomes unbreakable. This turns most bosses into a breeze. In the GBA version, the counter for the Jafar card will not go down if you use Sleights, only normal attacks. This lets you spam the otherwise [[AwesomeButImpractical impractical]] low-value sleights like Ars Arcanum as much as you want without the risk of having bosses break them, making most fights much easier. ''Re:Chain of Memories'' fixing this oversight merely lowered the card from "stupidly broken" to a more manageable level of overpoweredness.

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** Once you have the The Jafar card (prevents prevents your cards attacks from being broken), this makes card broken, including sleights. Normally using Sleights sleights against bosses can be risky because the enemy can interrupt you with either a zero or their own, more powerful sleight, especially if your sleight [[OverlyLongFightingAnimation takes more than a few seconds to complete]] like Sonic Blade even more deadly. A deadly pair to use would be or Trinity Limit. With Jafar active, you can use whatever sleights you want with impunity. This is especially useful with Ars Arcanum. Normally this Sleight would require 3 Arcanum, which normally requires a combination of attack cards from 1-6 in value, whose total CV is between 1 and 6, which is [[AwesomeButImpractical very breakable. If breakable]] even for {{Mooks}}. With Jafar is used before, the Sleight becomes unbreakable. This active, Ars Arcanum can't be interrupted even with its low CV, which turns most bosses into a breeze. In It was even more broken in the GBA version, as the counter for the Jafar card will would not go down if you use Sleights, from using sleights, only normal attacks. This lets you spam the otherwise [[AwesomeButImpractical impractical]] low-value sleights like Ars Arcanum as much as you want without the risk of having bosses break them, making most fights much easier.attacks. ''Re:Chain of Memories'' fixing this oversight merely lowered the card from "stupidly broken" to a more manageable level of overpoweredness.

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