- Joined
- Nov 11, 2007
- Messages
- 4,354
- Awards
- 2
I got bored and decided to make this. Terra's bosses will appear first. Followed by Ventus' and then Aqua's. These are not my own strategies. In fact, much of these tactics in this guide are taken from my Bradeygames Strategy Guide--though they are not word for word.
Also note that the bosses in this guide are only those pertaining to the story. I will not be including the secret bosses or the Mirage Arena bosses
Finally, if you would like to point out a better strategy I would be glad to put it in as well.
Terra--
__________
__________
__________
__________
__________
__________
__________
__________
__________
___________________________________________________________________________________
Ventus--
__________
__________
__________
__________
__________
__________
__________
___________________________________________________________________________________
Aqua--
__________
__________
__________
__________
__________
__________
__________
__________
__________
__________
___________________________________________________________________________________
Final Episode
___________________________________________________________________________________
Secret Bosses
__________
___________________________________________________________________________________
Mirage Arena
__________
__________
__________
Also note that the bosses in this guide are only those pertaining to the story. I will not be including the secret bosses or the Mirage Arena bosses
Finally, if you would like to point out a better strategy I would be glad to put it in as well.
Terra--
Spoiler ShowWheel Master:
HP (Body): 400
HP (Arms): 250 per arm
Strength: 7
Defense: 3
Status Resistances (Body): Immune to all but ignite and poison. Arms are immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.5
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The Poison command, Strike Raid, and optional Potions are recommended for this fight.
The Wheel Master tends to telegraph its attacks by leaping up or rearing back, giving you an opportunity to dash out of the way of danger using the [] button. Mastering timing the Wheel Master's vertical leap is essential, you can jump before it lands and avoid the shockwave by attacking it midair. When you find that the Wheel Master is leaping to the other side of the battlefield, Terra's Shotlock deals a good amount of damage and brings you back to the boss's position. Make sure to target the main body instead of its arms; only when the body falls is the battle won.
Reminder: If you find you're low on health and/or out of potions remember to us D-Links (Ven's D-Link deals a good amount of damage, but Aqua's Cura spell can be a lifesaver)
__________
Spoiler ShowSymphony Master:
HP (Body): 450
HP (Instruments): 200 each instrument
Strength: 8
Defense: 3
Status Resistances (Body): Immune to all but ignite and poison
Status Resistances (Instruments): Immune to all but freeze, mini, confuse, stop, zero gravity, and magnet
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0 (Violin: X1.5)
Blizzard: X1.0 (Trumpet: X1.5)
Thunder: X1.0 (Drum: X0.5)
Dark: X1.0
This unversed has three independently attacking instruments.Depending on level and abilities, some may find no problem in rushing in and destroying the Symphony Master without worrying about the instruments. But to those on Critical Mode or who want to take their time, take note that the Symphony Master's instruments are vulnerable to quite a bit of status ailments. Shotock is also an option here. If you find yourself trapped switch to your most powerful D-Link.
__________
Spoiler ShowSpirit of the Magic Mirror:
HP (Master): 300
Strength: 11
Defense: 4
Status Resistances: Immune to all but stun, poison, and sleep
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The Spirit of the Magic Mirror can warp around the battlefields, so if its too far away, use your Shotlock. Rushing over to the Mirror while it's at a distance is futile. When multiple mirrors start spewing fireballs, dashing is an easy way to avoid them. You can always discern the real mirror from the fakes because it have a different facial expression. Feel free to unleash a melee combo when you find that evil smile.
__________
Spoiler ShowTrinity Armor:
HP (each piece): 800
Strength: 14
Defense: 6
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Despite the fact that you have Aqua and Ventus at your side in this battle, they are quite useless. You'll be pulling your weight in this battle.
Trinity Armor has three parts; Arms, Legs, and the Body. And unlike earlier bosses you must defeat each part before you can defeat the body and therefore win the battle.
When the battle starts Shotlock the armor's legs, then move in to finish them off. Throughout the battle you'll have to worry about the battlefield-sweeping energy beams that either the body and arms or the body alone can fire. These beams can be avoided by dashing behind the armor, this is also a great opportunity to unleash a combo on it.
Tip: While the energy beams are being fired it is also possible to dash through them without getting harmed
__________
Spoiler ShowBraig:
HP: 600
Strength: 14
Defense: 6
Status Resistances: Immune to all but ignite, poison, and sleep
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
This battle begins with Braig looking through the crosshairs of his gun. During this he will be firing at you. You can do two things while this is happening; dash and avoid them, or take advantage of the situation and block them right back at him. To reflect them back at this, press [] as soon as you see the white, diamond-shaped bullet appear in the center of the screen.
As soon as Braig joins in on the battle he will still be firing at you, and even still you have the opportunity to reflect them back at him for some damage. However, if you're under heavy fire it's easier to dash under Braing and unload you best commands and combos. The best time to attack Braig is when you hear him shout "Reload!" before he begins to fire again. If he's far away, don't be afraid to Shotlock.
Tips: If you tap the Shotlock button immediately after Braig fires at you his bullets will go through you as you unleash the Shotlock barrage. Also when Braig in on the balcony during the crosshair segments, this is a great opportunity to use a Cure spell.
__________
Spoiler ShowZack:
HP: 600
Strength: 16
Defense: 9
Status Resistances: Immune to all but stun, freeze, ignite, poison, and zero gravity
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X0.5
Before this fight it is a good idea to set up you Command Deck with commands like Freeze Raid and Stun Edge that can immobilize your target. Likewise, powerful commands such as Aerial Slam are good ways to capitalize on Zack's immobilization. It is also recommended to have the Leaf Bracer ability to ensure a safe recovery should you get too badly injured.
This is a two part battle. The first bit is easy enough. Make sure, however, that you have a good amount of HP before the beginning of the second battle. During the second battle, Zack likes to spam Meteor and lengthy combos, which can be deadly. A good strategy is a relentless one, one where you leave Zack no opening to attack (the Rockbreaker command style is a good way to accomplish this). Immobilizing him also works wonders. Avoid Shotlocks as a last resort, and unless you can max it out.
__________
Spoiler ShowExperiment 221:
HP (Experiment 221): 500
HP (Robotic Arms): 150
Strength: 19
Defense: 12
Status Resistances: Immune to all but stun, freeze, ignite, confuse, poison, and stop
Elemental Weaknesses (Experiment 221):
Physical: X1.0
Fire: X1.0
Blizzard: X1.25
Thunder: X0.75
Dark: X1.0
Clearly Experiment 221 is a thunder-type boss, so you can give yourself a bit of protection with the Thunder Screen ability (Shimmering Crystal). Though Thunder Screen is great to have, your primary focus should be a command deck with Blizzard focused commands. This also takes advantage of Experiment 221's susceptibility to the freeze aliment.
When Experiment 221 takes control of the robotic arms in the room you can either wait it out and dodge the projectiles, or you can abuse your Shotlock technique to quickly drain the robotic arm's HP. These arms drop an abundance of HP orbs, so take advantage of this. Experiment 221 is also stunned when the robotic arms are destroyed, giving you a great opening.
__________
Spoiler Show
Peter Pan:
HP: 700
Strength: 23
Defense: 14
Status Resistances: Immune to all but stun, freeze, ignite, poison, stop, and sleep
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
This battle is fairly easy if you stand your ground instead of fleeing from Peter. Using an area-effect command like Aeroga can knock him out of his attack, the timing is tricky, but once you get the hang of it, it makes the battle much easier. Mine Square and Mine Shield also work in this instance.
Note: While Peter does have 700 HP you need only deliver 350 HP for the battle to be over.
__________
Spoiler Show
Master Eraqus:
HP: 750
Strength: 25
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X0.5
Terra is immediately thrown into his Dark Impulse Command Style at the beginning of this fight. Which really sucks considering Eraqus is resistant to Dark damage. However the Command Style's speed more than make up for that disadvantage. Something to note is that there are no D-Links in this battle, so come prepared knowing this.
An aggressive offense is key to winning this fight. Mine Square and Aeroga are good ways to immobilize him, allowing you to follow them up with long combos. An evolved Mine Shield is also effective, especially during the phases when Master Eraqus relentlessly charges at you. When Eraqus starts to charge up either his spinning blade attack, or his light ray attack, this is a good chance to heal or to Shotlock Eraqus.
Tip: You can block virtually anything Eraqus does, so stay close to the [] at all times.
__________
Spoiler ShowVanitas:
HP: 550
Strength: 26
Defense: 15
Status Resistances: Immune to tall but stun, freeze, ignite, poison, sleep, and zero gravity
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The first round of the final battle pits Terra against the dark team of Master Xehanort and Vanitas. This battle ends when one of the two's HP is reduced to 50%, therefore you should pick a target and stick with it. Your best bet is to focus on Vanitas because he's a much more active fighter. Chasing him around makes things harder for Xehanort as well. Not to mention Xehanort likes to warp away when he's under pressure.
Shotlocks or fast attacks in the Edge or Surge series of commands are great especially if they target a certain ailment susceptibility.
Spoiler ShowMaster Xehanort:
HP: 900
Strength: 26
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X0.75
Master Xehanort likes to warp. . . a lot. Especially when under pressure. He either warps behind Terra for a combo or warps as far away from Terra as possible for a long-range attack. His warping gives only one advantage; you can heal easily.
Master Xehanort has two openings that are easy to exploit. When he warps behind you and begins a combo, try to dash way, and then return to attempt a combo of your own. If he hits you with this combo, tap the [] button when you get knocked back; this launches a counterattack, which you can usually chain into a standard Keyblade combo. The other opening is when he warps away from you. If you see he's gone, lock onto this with the L and R shoulder buttons. If he's readying a lengthy long-range attack, feel free to Shotlock him before he warps away.
Spoiler Show
Terra/Xehanort:
HP: 1000
Strength: 26
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X0.75
There are three fundamentals to this battle; blocking, retaliating, and standard combos. Oh and blocking too. Also, there are no D-Links in this battle. Sorry.
At the start of the battle be prepared to block Terranort's Dark Volley attack. Failure to do so can leave you on the brink of death right off the bat. The thing is, you can block any of his attacks, but, so can he. A passive strategy is key to this fight--one that deals with blocking and countering. After a successful block, attempt to follow it with a standard combo; he usually dashes away after a hit or two though. As Terranort flees, this is a good opportunity to heal. Keeping him in your sights is very important as well.
If you feel the need to deal massive damage, Shotlocks are your best bet. If he isn't in the middle of something, Terranort can easily dodge your projectiles, so don't waste your energy unless he's clearly preparing a long-range attack (giant keyblade attack, meteor attack).
This is a long fight, so be patient. Blocking and countering are your best friends here. Chaos Reaper is the recommended Keyblade for this fight.
Tip: Renewal Barrier can save your life in this fight. To make Renewal Barrier you'll need either a level 4 Curaga/Esuna and a Block. Meld these for Renewal Barrier which recovers HP if you are successful in blocking head-on attacks.
___________________________________________________________________________________
Ventus--
Spoiler ShowMad Treant:
HP: 300
Strength: 7
Defense: 3
Status Resistances: Immune to everything but ignite
Elemental Weaknesses:
Physical: X1.0
Fire: X1.5
Blizzard: X1.0
Thunder: X1.5
Dark: X1.0
Equipping some potions before this battle is highly recommended. The Mad Treant likes to drop fruits that form pools of poison around the arena which can be devastating.
Begin the battle by blasting the Mad Treant with your Shotlock until you are out of Focus energy. This should chop down about a third of the unversed HP. Your only choice now is to finish the battle with a fury of close ranged combos. When the Mad Treant jumps up to try and land on Ventus, you ust jump away when the Treant is near the peak of its jump, and then attack when Ventus is at the peak of his own jump. This keeps you in midair much longer, avoiding the shockwave and potentially delivering a few hits to the unverse.
Like always, if you find you're low on health D-Link aren't a bady way to go.
__________
Spoiler ShowLucifer:
HP: 400
Strength: 8
Defense: 3
Status Resistances: Immune to all but stun
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
It's recommended that you either attack Lucifer from behind or at a distance with your Shotlock.
However, the most effective way to beat Lucifer is to hitch a ride on his back. Wait for Lucifer to climba piece of furniture, and then run to a spot where another piece of furniture is between you and him. If you find you're vulnerable, don't for the [] buttton. When Lucifer pounces and misses, he's temporarily stunned. Here's a chance to unleash a combo on his head and then press [] when you're prompted to leap on his back. The game then gives you a random series of buttons to press,; take your time and make sure to hit them accurately, because Lucifer bucks you off whenever you miss. After six successful button presses, you get the opportunity to unleash a special Bronco Strike attack with the X button. This along with a combo can easily knock off a third of Lucifer's health.
__________
Spoiler Show
Maleficent:
HP: 450
Strength: 11
Defense: 4
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X0.5
Dark: X1.0
Maleficent likes to stay on the move. And she stops at very specific locations. These locations give you a general idea of her attacks. So take note--if Maleficent stops on the arena's outer rim, she's going to pelt you with lightning attacks. If she's at her throne, she's going to target you anywhere in arena or farther away. While she's at her throne it's a time to pelt her with your Shotlock.
When Maleficent stops in the dead center of the arena she creates a green energy wave that puts Ventus to sleep for five seconds. During this five seconds she can attack you or summon her henchmen. However, this attack can be countered with the help of the three good fairies. The three good fairies create a safe circle somewhere in the arena when Maleficent creates her energy way. Run to this safe circle and press the [] button to jump in. Then press the on-screen buttons as the red fairy orb lights them up. After eight successful presses, the fairies cast a sleep spell on Maleficent, which is a great opportunity to unleash your best commands on Maleficent.
__________
Spoiler Show
Vanitas:
HP: 550
Strength: 14
Defense: 6
Status Resistances: Immune to everying but stun, freeze, ignite, poison, sleep, zero gravity, and magnet
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
This fight is a two part battle. The first part does not matter much because it ends either two minutes in, or when Ventus or Vanitas are reduced to 50% of their health.
Vanitas is very fast, he can warp out of your combos and reappear on top of you for a quick strike. The main thing to this battle is to learn when you're actually hitting Vanitas or just an echo of his image. Learn to dodge away when you see the Vanitas is not being hit anymore. Despite all this, the easiest way to exploit Vanitas is through his vulnerability to Magnet and/or Zero Gravity. Pound away when Vanitas is caught up in a Magnet spell and his HP will deplete easily.
Mickey is also a good distraction for Vanitas. Shotlocking while Mickey is taking the blunt of the force is also a good strategy.
__________
Spoiler ShowTrinity Armor:
HP (each piece): 800
Strength: 14
Defense: 6
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Despite the fact that you have Aqua and Terra at your side in this battle, they are quite useless. You'll be pulling your weight in this battle.
Trinity Armor has three parts; Arms, Legs, and the Body. And unlike earlier bosses you must defeat each part before you can defeat the body and therefore win the battle.
When the battle starts Shotlock the armor's legs, then move in to finish them off. Throughout the battle you'll have to worry about the battlefield-sweeping energy beams that either the body and arms or the body alone can fire. These beams can be avoided by dashing behind the armor, this is also a great opportunity to unleash a combo on it.
Tip: While the energy beams are being fired it is also possible to dash through them without getting harmed
__________
Spoiler ShowMetamorphosis:
HP: 500
Strength: 19
Defense: 12
Status Resistances: Immune to all but ignite and poison
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
In this battle, you are not only looking out for yourself, but for the life of the ship. When Metamorphosis attaches itself to the white pillar it is damaging the ship. If the ship's damage bar is filled up, it's game over. While it's attached, a good combo or Shotlock are good ways to knock it back. You can also approach Experiment 626 who usually turns into a ball and allows you to attack with the Astro Strike co-op attack. Don't forget, if Metamorphosis is too high, there's a terminal where you can turn off gravity.
__________
Spoiler ShowCaptain Hook:
HP: 700
Strength: 23
Defense: 14
Status Resistances: Immune to mini, death effects, magnet, and warp
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
One thing to know about Captain Hook is that attacking him head-on is not going to work. But the same can be said for you. Captain Hook's moves are very blockable--with the exception of his present bomb attack. Stun Block command can be very effective in this case, as any blocking leaves Captain Hook stunned and vulnerable.
Don't forget that Captain Hook is vulnerable to almost every status condition in the game. This can be taken advantage of. Any immobilization is a good chance for not only a combo, but healing as well.
Another interesting twist to this battle is the crocodile that circles the water. The crocodile cannot be destroyed, and both parties are vulnerable to it should they get too close to the water. Knocking Hook into the water is a great way to deal health.
__________
Spoiler ShowVanitas:
HP: 600
Strength: 26
Defense: 15
Status Resistances: Immune to all but stun
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Vanitas still has his old repertoire of moves from last night, but he also has some new ones. One such move is his ability to ride a wave of Keyblades whilst firing projectiles. You can either dodge this, or you can take advantage of this and deal damage with your Shotlock (this takes timing). Mine spells are also equally effective.
The key to on foot battling is to stay close so that he does start firing his projectiles. Be ready to block his incoming strikes, and retaliate with a combo of your own.
Tip: Time Splicer is a good follow to his erratic movements.
Spoiler ShowVanitas:
HP: 700
Strength: 26
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Vanitas usually begins this battle with a Shotlock-style attack. You should retaliate in the same fashion.
Vanitas has quite a few new moves, many of which are unblockable. It can be difficult to track what's happening amidst this battles visual chaos, so forget block-and-retaliate tactics and focus on dashing and gliding to evade his attacks. Unleash combos of your own (Time Splicer and Mine commands are highly recommended and effective), Shotlocks work also when presented with an opening.
Just when the battle seems over, the battlefield explodes and Vanitas forces himself upon Ventus as a Dimension Link. This means you also have Vanitas type attacks. Whenever you execute certain attack chains on Vanitas, the camera switches to a side view, and you have to follow button or analog stick prompts to push Vanitas off the screen. In order to win you must fill your Command Gauge through various attacks. Your goal is to unleash Vanitas's "Last Word" Finish command.
___________________________________________________________________________________
Aqua--
Spoiler Show
Cursed Coach:
HP: 250
Strength: 7
Defense: 3
Status Resistances: Immune to all but stun
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The main thing to look out for from the Cursed Coach unversed is when it tries to suck Aqua into a vacuum and chomp down on her. This can be blocked, and if the block is successful, this leaves the carriage temporarily stunned. Even better, your block may trigger a brief opportunity to overturn the Cursed Coach wit a tap of the X button. This inflicts damage and leaves the carriage vulnerable to your attacks for a longer duration.
If the Coach spits out Thornbite Unversed, don't ignore these. These unversed can drop HP prizes if defeated.
Also, the Coach has no means of dodging your Shotlock attacks.
__________
Spoiler ShowSpirit of the Magic Mirror:
HP: 300
Strength: 11
Defense: 4
Status Resistances: Immune to tall but stun, poison, and sleep
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The best tip I can give you is this--Aqua's cartwheel is invincible to all attacks. Once again, if you find yourself facing multiple mirrors, seek out the mirror with a different facial expression. Aqua's spells aren't very potent her, but building up to Spellweaver or her Thunderbolt Command Styles makes them very useful. D-Links may also prove to be handy in this fight.
__________
Spoiler ShowDragon:
HP:600
Strength: 11
Defense: 4
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Prince Philip joins you in this fight, and he is vital to your survival.
This battle has two stages. In the first stage Dragon Maleficent is on the ground. Dragon pounds the ground creating shockwaves. You can avoid these by unleashing air combos to the Dragon's head. Make sure to keep an eye on Philip at all times though, because the Dragon's next move isn't so easy to avoid. When the Dragon starts spraying the battle field with green flames you must rush to Philip's side and press the [] button. This allows him to give you a lift into the air so that you can smack the beast's snout and shut off its flames. If Aqua is low on health have her run off to either side of the Dragon just beyond the flames.
Once half of the Dragon's health is gone, the Dragon begins flying around the battlefield. Since she is out of range here, Shotlock is your only option to deal damage. Once the dragon flies in low have Philip perform his special ability and launch you into the air. This grants you access to the Dragon's back. You only have a limited time, so make sure you make good use of it by unleashing your best attacks and combos.
__________
Spoiler ShowTrinity Armor:
HP (each piece): 800
Strength: 14
Defense: 6
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Despite the fact that you have Terra and Ventus at your side in this battle, they are quite useless. You'll be pulling your weight in this battle.
Trinity Armor has three parts; Arms, Legs, and the Body. And unlike earlier bosses you must defeat each part before you can defeat the body and therefore win the battle.
When the battle starts Shotlock the armor's legs, then move in to finish them off. Throughout the battle you'll have to worry about the battlefield-sweeping energy beams that either the body and arms or the body alone can fire. These beams can be avoided by dashing behind the armor, this is also a great opportunity to unleash a combo on it.
Tip: While the energy beams are being fired it is also possible to dash through them without getting harmed
__________
Spoiler ShowVanitas: 550
Strength: 14
Defense: 6
Status Resistances: Immune to everything but stun, freeze, ignite, poison, sleep, zero gravity, and magnet
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
If you've fought Vanitas with Ventus before, then you are probably familiar with Vanitas and his battle style. Just like before, timing your attacks with his warps are vital. Be sure to know when to cartwheel away to avoid a combo from him. Aqua's Barrier can also block almost all of his attacks. Though he's much too fast to allow for a counter.
The best way to bring Vanitas down is through status effects. Spells like Zero Gravity, Sleep, or Magnet are good ways to stun him (though not a guarantee). If you happen to not have any of these in your command deck, Snow White's D-Link can help you there as she has the Sleep spell. Terra D-Link also has some Stun and Zero Gravity attacks.
__________
Spoiler ShowZack:
HP: 600
Strength: 16
Defense: 9
Status Resistances: Immune to all but stun, freeze, ignite, poison, and zero gravity
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Zack is another boss that is vulnerable to many status effects. So setting up your Command Deck to accommodate this is a quick way to win. Freeze Raid and Stun Edge, along with some powerful combos are great ways to stun him and then take advantage of his vulnerability. Aquau's Twisted Hours Finish command is another good way to slow Zack down, but this calls for steering clear of elementally charged magic to avoid triggering a Command Style.
Without Hades' evil influence, Zack is quite the pushover. He's easily blockable and slower.
__________
Spoiler ShowIce Colossus:
HP: 400
Strength: 16
Defense: 9
Status Resistances: Immune to all but ignite
Elemental Weaknesses:
Physical: X1.0
Fire: X1.25
Blizzard: X0.5
Thunder: X0.75
Dark: X0.75
Hades:
HP: 450
Strength: 16
Defense: 9
Status Resistances: Immune to all but freeze
Elemental Weaknesses:
Physical: X1.0
Fire: X0.5
Blizzard: X0.5
Thunder: X0.75
Dark: X0.75
In this fight, you battle both Hades and the Ice Colossus. Hades is a passive fighter so it's best to save him for last.
Use your best fire-type commands to bring down the Ice Colossus easily. Only when Ice Colossus' HP is reduced to about 50% does it get stronger. Stronger, but not unbeatable. Keep with fire-type commands and maybe even the Firestorm Command Style and the Colossus will fall easily. Just make sure to keep your distance from Hades.
After the Ice Colossus you now have to contend with Hades. Generally you want to fight him mid-range. Use your shotlock and other ranged attacks to stay away from his spinning flames. But don't fight from so far away that you can't rush in to exploit an opening when a command like Freeze Raid turns him into a block of ice. Something to note; Hades is not much of a blocker.
__________
Spoiler ShowGantu:
HP: 600
Strength: 19
Defense: 12
Status Resistances: Immune to all but poison
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Gantu opens this battle with a barrage of bullets from this blaster gun. These can easily be deflected. If he continuously keeps shooting, this is a good chance for a combo. Long combo commands (Sonice Blade, Aerial Slam) are extremely effective against him.
When Gantu shoots Experiment 626 into a ball, this is another opening for a long combo. Rush to Experiment 626's side and press the [] button to grab him and the X button to spike him into Gantu's face. The two will struggle; allowing you a perfect opportunity to dish out massive damage. Gantu does have a dangerous rushing attack, but this can be blocked if you're prepared and at a safe distance from him.
__________
Spoiler ShowVanitas:
HP:550
Strength: 23
Defense: 14
Status Resistances: Immune to all but stun, freeze, ignite, poison, sleep, and zero gravity
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The first half of this battle should be like any other Vanitas battle. So no need to go into that. However, things change halfway through his HP when Vanitas shows his true colors.
One of Vanitas' new techniques is his ability to burrow underground and leap up beneath Aqua. One would assume a simple blocking could prevent that. But no. Instead cartwheeling (which makes you invincible) is a smarter idea.
Other than that, he's pretty much the same. He has the same weaknesses, so exploit those like always. Shotlocks are you friends here.
__________
Spoiler ShowBraig:
HP: 750
Strength: 26
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Braig loves to warp around the battlefields, defying gravity whilst doing so. Aqua can block all of his projectiles, but doing so would only make the battle unnecessarily long. Instead, running and cartwheeling are your best bet. If you find Braig upside down, get under him and attack. Or heal if you're in need of that.
Shotlocks are once again the key to your offense here. Sure, Braig can warp, but he doesn't move particularly fast, so your Shotlock bullets rarely have trouble catching up to him. They also provide a moment of invulnerability that can be invaluable when he's returning fire. Time Splicer is particularly good at following a moving target.
__________
Spoiler ShowVentus/Vanitas:
HP: 1000
Strength: 26
Defense: 15
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Another fight with Vanitas. Your goal is to free Ventus from Vanitas. You're doing this with the help of Mickey Mouse. Mickey Mouse doesn't do much, but he's a good distraction. Aerial Slam and Time Splicers are once again very effective and useful for dealing damage.
You can also use Aqua and Mickey's co-op Burst of Faith attacok, which provide temporary invulnerability as well as some hefty damage to Vanitas.
Vanitas's ground-burrowing attack is still his primary threat. However, this can easily be avoided with a steady stream of cartwheels. Since he no longer has a vulnerability to status ailiments, you're stuck with Shotlocks and lengthy combos.
Vanitas has also aquired a move that involves a massive white explosion. This move requires several seconds of charge time. So take advantage of this by getting in a few hits (be careful) and then book it.
___________________________________________________________________________________
Final Episode
Spoiler Show
Terra/Xehanort:
HP (First Form): 1200
HP (Second Form): 1500
Strength: 27
Defense: 16
Status Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X0.75
First Form--
For this fight you take control of Aqua. Now there are a few 'requirements' for this fight if you wish to survives. Those of which include; Once More ability, Second Chance ability, and a very helpful maxed out Dark Screen ability. Your Command Deck should contain all healing spells aside from Time Splicer (Rainbow Falls--Neverland) and Magic Hour(Meld Aeroga/Barrier Surge). Note that offensive attacks are not very effective in this fight.
Your lovely Barrier has never been sexier in this fight (if you have Renewal Barrier, that's even sexier), the major point of this fight is to reflect his Dark Volley projectiles back at him to deplete his health little by little. When Terranort comes in for a combo be sure to block and counter, which lowers his HP a tiny bit more (Yay )
Now if you find that you and Terranort are just circling each other, try to get lucky with Magic Hour or Time Splicer. If it happens to hit you can knock away a ton of damage.
Shotlocks are fairly futile during this first stage, but they do hit occasionally if you're desperate to knock off his remaining HP.
Second Form--
Lucky for us this second form is much easier than the first. Sure, Terranort has a few new moves up his sleeve. But no biggie.
When Terranort fires his twin energy waves at you, go crazy with your Shotlock. Start to lock on when you see the demon's arms turn blue., and release it so you're in the invulnerable Shotlock animation sequence when the energy waves would make contact. This can also be said when Terranort starts to throw dark energy orbs at you.
Do not, however, Shotlock when he is not trying to attack you. It's also very important to keep moving during this fight, so one can see why Magic Hour and Time Splicer come in handy.
Now it's time for Terranort to bring you into an alternate dimension. Here he throws a series of dark orbs at Aqua. Avoid these by cartwheeling diagonally towards Terranort. When you get close--DO NOT ATTACK. Instead press the [] button when the prompt appears. Then the X button when the circle closes around the next button prompt. Doing this deals massive damage.
___________________________________________________________________________________
Secret Bosses
Spoiler ShowVanitas's Lingering Spirit
HP: 200
Strength: 80
Defense: 27
Status Resistances: Immune to Everything
Elemental Weaknesses:
Physical: X0.5
Fire: X0.25
Blizzard: X0.25
Thunder: X0.25
Dark: X0.25
Vanitas's Lingering Spirit has a strength of 80. This right off the bat means that one hit from him will send you right to the grave. Unless you have the Second Chance and Once More abilities. These two abilities are borderline a requirement. To add insult to injury--Vanitas's Lingering Spirit has a very high defense and his elemental weaknesses definitely do not help matters.
WARNING: DO NOT EVER US A CURE RECOVERING SPELL. Doing so allows Vanitas's Lingering Spirit to copy that effect onto himself. Instead fill your Command Deck with Potions. Your HP doesn't really matter in this fight as long as it's above 1, so go ahead and just use Potions. I say this because any hit will land you at 1 HP.
Another thing to keep in mind is the importance of evasion. You may be tempted to use Action Command evasive skills such as Firewheel or Thunder Roll but these leave you quite open for attack. Therefore, stick to the basics of cartwheels/dodge rolls. On a similar note. Don't even bother trying to block Vanitas's attacks. Just don't.
Okay, so you've got yourself a nice defensive strategy here, but now you need an offensive unless you want to be cartwheeling around the arena for hours. I will pick each character and give you a good offense.
Ventus-- Tornado, Tornado, Tornado. Really, it deals a good amount of damage.
Aqua and Terra-- these two sadly cannot obtain the Tornado command so you're stuck with Mine Shield, Mine Square, and Seeker Mines (Seeker Mines are Aqua only) .
When given an opening, set a trap, and then cartwheel/dodge/dash away. Maneuver in a way that puts the mines between you and Vanitas. He's not smart enough to know the difference, so chances are he'll fall for it.
All this can take a bit of practice. You also need to learn when it's safe to use a potion. Generally you can do so after Vanitas swings and misses.
One of Vanitas's more deadly attacks is where he hides away in a black orb and sends duplicates after you. He often does this at the start of the battle. In order to prevent this cartwheel/dodge/dash your way to him and hit with him your keyblade once or twice (don't get greedy). Other than that, have fun placing mines and being patient. Good luck!
__________
Spoiler ShowMysterious Figure:
HP: 999
Strength: ?
Defense: ?
Satus Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Before we begin, I'd like to remind everyone that these strategies may, or may not be, the best out there.
Now, once again we're faced with a boss whose attacks will almost certainly leave you at 1 HP. If you've gotten to the Mysterious Figure without Once More or Second Chance, then I'm shocked and I recommend you get it now.
Now I've got good news, and bad news. Good news--you can use restorative spells again (yay!). Bad news-- good luck finding an opening to use it (aww ). About the only time you may be able to squeeze off a Curaga is immediately after one of your opponent's attacks knocks you upward or backward.
Now Mysterious Figure is fast. Really fast. And much of the best Commands take far too long to trigger to even hope for a hit. Therefore you're best bet is with your swiftest Commands.
The heart of your offense should be your Shotlocks. This can damage your foe and provide you with a crucial second of invulnerability (this takes a huge amount of practice). Once you unleash a Shotlock on him, be sure to lock back onto him. You want your eyes on him at all times. Use your evasive abilities to dodge until you find another opening for a Shotlock. Stick with your Shotlock and rely on Elixirs, Megalixirss, and Mega-Ethers to ensure you never run out of Focus juice.
Now I know there are far more effective ways to defeating the Mysterious Figure, but this is the strategy that was given to me. Please feel free to add to it.
___________________________________________________________________________________
Mirage Arena
Spoiler ShowIron Imprisoner I:
HP: 1200
Strength: 13/40*
Defense: 4/20*
Satus Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Alright the first Iron Imprisoner has five basic attacks. The first is an attack where the Iron Imprisoner shoots laser from his bottom half. If you get too close these lasers will focus on you, so keep your distance. Long ranged attacks are effective here. Especially Shotlocks. However, Fire and Thunder Surges do give you an opportunity to get in a close range attack.
The second attack is a simple one; the Iron Imprisoner spins around and tries to hit you with his whole body. This is easily blocked and countered. So take advantage of that.
The third is where the Iron Imprisoner lights himself on fire and spins towards you. It's best not to be aggressive during this attack, simply dash, roll, cartwheel off to the side and wait for the attack to finish.
The fourth attack is where the Iron Imprisoner sends a cage underground which can enclose upon you should you get too close. If you happen to get caught then mash away with your best moves to break the cage, because the Iron Imprisoner will be attacking you whilst you are trapped in the cage. However, the cage is avoidable, if you have a leveled up High Jump then you can simply jump up and avoid it, or you can do any normal dodging. Or, if you're fast enough, hit the Iron Imprisoner and the attack will be canceled.
The final attack is one where the Iron Imprisoner burrows underground. After a few seconds the screen should shake, this is the time to dodge this attack. This move is always immediately followed by another attack. So be on guard.
The best time to attack the Iron Imprisoner is during attacks 1, 2, and 4. Other than that, it's best just to keep dodging.
*the dashes are seperating the stats depending on which battle you are facing the Iron Imprisoner I. The first numbers represent his stats during your fight with him during Day of Reckoning. While the second numbers represent his stats during the Villains' Vendetta
__________
Spoiler ShowIron Imprisoner II:
HP: 1250
Strength: 21/40*
Defense: 10/20*
Satus Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
The Iron Imprisoner II is pretty much the same as the Iron Imprisoner I except he has his arms free, which results in upgraded stronger attacks. But there are a few new ones.
He still does his laser attack, but melee attacks may seem harder to land with Iron Imprisoner II. If you insist on melee attacks try a high jump + a slide or two to get to him.
This time his melee attack is a three-hit combo with his hammer. Try blocking the first swing and then countering, this stuns him and leaves him open for a nice combo.
His fire spinning attack is arguably faster this time around and much deadlier, so be sure to keep you distance and be ready to dodge (it should be noted to stick to the basic dodging as other offensive dodging takes away the invulnerability, and takes a bit longer to preform). This attack is deadly so here's some tips for when this is preformed. If you have the vanish ability, cast it, it impairs his accuracy and allows for easier dodging. Also, if your Shotlocks can deal enough damage then this may cancel his fire spin attack. Finally, if you get hit, be ready to heal.
If you practice with the Iron Imprisoner II, and figure his pattern out, it can be extremely helpful for Iron Imprisoners III and IV.
*the dashes are seperating the stats depending on which battle you are facing the Iron Imprisoner II. The first numbers represent his stats during your fight with him during Sinister Sentinel. While the second numbers represent his stats during the Villains' Vendetta
__________
Spoiler ShowIron Imprisoner III:
HP: 1300
Strength: 24/36/40*
Defense: 13/19/20*
Satus Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Iron Imprisoner III means business. His melee attack is now four hits long. The first strike is a bit long ranged so it's best to avoid it and then block and counter when the second swing comes along. Once again, this will stun the Iron Imprisoner, which is great for unleashing a good combo on him.
Keeping with tradition, the fire spin is now even faster, it's pretty much impossible to avoid. He also charges at you four times this time around. Always stay back from the Iron Imprisoner III so that you can be prepared for this attack. If you have Once More and Second Chance equipped (which you better), do NOT press square when attacked with the fire spin. The reason for this is that it negates your invincibility. If you have Leaf Bracer you can always mash the triangle button to get in a good cure.
A new move Iron Imprisoner III has is one that is activated once he reaches low health. The Iron Imprisoner will turn black and summon explosions around himself and then charge at you with an explosive combo. As soon as you see him coming towards you; BLOCK. He's pretty fast so you should time it as such. If you block you can counter, which is good. Also, if you get hit, don't press the square button if you have Once More and Second Chance.
Luckily the laser attack is gone though. And in case you were wondering, the best time to Shotlock (because this is probably the best way to deal the most damage) is after his fire spin and after the Iron Imprisoner summons a cage.
*the dashes are seperating the stats depending on which battle you are facing the Iron Imprisoner III. The first numbers represent his stats during your fight with him during Harsh Punishment. While the second numbers represent his stats during the Keeper of the Arena. And finally, Villains' Vendetta
__________
Spoiler ShowIron Imprisoner IV:
HP: 1500
Strength: 36/40*
Defense: 19/20*
Satus Resistances: Immune to everything
Elemental Weaknesses:
Physical: X1.0
Fire: X1.0
Blizzard: X1.0
Thunder: X1.0
Dark: X1.0
Alright, Iron Imprisoner IV is easily one of the hardest bosses in the game. You should be above level 40 for this. You should have the following for this fight: Some Curaga spells, a strong Shotlock, the basic dodging ability equipped, Once More, Second Chance, Leaf Bracer, Renewal Block/Barrier, and Damage Syphon
First things first, if you haven't been using, or are not good with Shotlocks are this point, you should practice. Shotlocks will be doing most, if not all, the damage to Iron Imprisoner IV.
Okay, the fire spin, the cage, and the underground attacks are all pretty much the same from Iron Imprisoner III. So like before, the best time to Shotlock is after the fire spin, and after he summons a cage.
Iron Imprisoner IV also has the explosive attack as Iron Imprisoner III, however, he'll deal this move out at any amount of health. Oh, and blocking and countering will NOT always stun him. So block the first attack, if he's stunned; Shotlock. Otherwise, any command is just about fine here, except ones that involve you moving. So no normal combos (as if you're still into that stuff). And no payback attacks if you're hit.
When the Iron Imprisoner finishes his explosive attack IMMEDIATELY start dodging away as he usually follows this up with his fire spin attack, and staying put leaves you very vulnerable.
A new move has arrived. This time the Iron Imprisoner will teleport, pull you in towards him, and then teleport elsewhere, leaving behind an explosive trail. Mashing the square button to dodge with swift timing can really save you here. It's really not a very dangerous move.
There's also an attack where the screen goes red and parts of the wall will start flying everywhere. Dodge these to avoid obtaining as much damage as possible. Take note that the Iron Imprisoner is not present during this attack, so this is a great time to heal.
As I said earlier, if you're hoping for an opening for a melee attack, you're openings are few and far apart. So seriously, Shotlocks. Shotlock after the fire spin attack and when he summons a cage. With Damage Syphon you shouldn't have any problem with your Focus Gauge.
*the dashes are seperating the stats depending on which battle you are facing the Iron Imprisoner IV. The first numbers represent his stats during your fight with him during Keeper of the Arena. While the second numbers represent his stats during the Villains' Vendetta
Last edited: