FAQ/Walkthrough by super_luigi16

Version 2.11, Last Updated 2013-09-12

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Table of Contents

  1. Introduction
    1. Author Intro
    2. About the Guide
    3. Abbreviations and Slang
  2. Version History
  3. Controls
    1. Combat Controls
    2. Menu Controls
  4. Walkthrough
    1. Introduction (S)
    2. Traverse Town #1 (S)
    3. Traverse Town #1 (R)
    4. Traverse Town #2 (S)
    5. Traverse Town #2 (R)
    6. La Cite des Cloches (S)
    7. La Cite des Cloches (R)
    8. The Grid (S)
    9. The Grid (R)
    10. Prankster's Paradise (S)
    11. Prankster's Paradise (R)
    12. Traverse Town #3 (S)
    13. Traverse Town #3 (R)
    14. Country of the Musketeers (S)
    15. Country of the Musketeers (R)
    16. Symphony of Sorcery (S)
    17. Symphony of Sorcery (R)
    18. The World That Never Was (S)
    19. The World That Never Was (R)
    20. Post-Game
  5. Appendix A: Dream Eaters
    1. An Introduction to Appendix A
    2. Spirt Care 101
    3. Meow Wow
    4. Tama Sheep
    5. Yoggy Ram
    6. Komory Bat
    7. Pricklemane
    8. Hebby Repp
    9. Sir Kyroo
    10. Toximander
    11. Fin Fatale
    12. Tatsu Steed
    13. Necho Cat
    14. Thunderaffe
    15. Kooma Panda
    16. Pegaslick
    17. Iceguin Ace
    18. Peepsta Hoo
    19. Escarglow
    20. KO Kabuto
    21. Wheeflower
    22. Ghostabocky
    23. Zolephant
    24. Juggle Pup
    25. Halbird
    26. Staggerceps
    27. Fishboné
    28. Flowbermeow
    29. Cyber Yog
    30. Chef Kyroo
    31. Tatsu Blaze
    32. Electricorn
    33. Woeflower
    34. Jestabocky
    35. Eaglider
    36. Me Me Bunny
    37. Drill Sye
    38. Tyranto Rex
    39. Majik Lapin
    40. Cera Terror
    41. Skelterwild
    42. Ducky Goose
    43. Aura Lion
    44. Ryu Dragon
    45. Drak Quack
    46. Keeba Tiger
  6. Appendix B: Items
    1. Keyblades
    2. Key Items
    3. Dream Pieces
    4. Training Toys
  7. Appendix C: Commands
    1. Attack Commands
    2. Magic Commands
    3. Item Commands
    4. Movement Commands
    5. Defensive Commands
    6. Reprisal Commands
    7. Flowmotion Commands
  8. Appendix D: Abilities
    1. Stats Abilities
    2. Support Abilities
    3. Spirits Abilities
  9. Appendix E: Mementos
    1. Tutorials
    2. Flashbacks
    3. Game Help
  10. Appendix F: Flick Rush
    1. Flick Rush Combat
    2. The Medal Shop
  11. Appendix G: Experience
  12. Appendix H: Trophies
  13. FAQ
  14. Legal Info
  15. Contributing
    1. Contact Info
  16. Credits

Appendix B: Items (Continued)

Grim Fancy


Description: "A superior material used to bring Spirits to life. It is unyielding and cool to the touch."

Use: Dream Eater Synthesis


Grim Fantasy


Description: "A rare material used to bring Spirits to life. It is unyielding and cool to the touch."

Use: Dream Eater Synthesis


Vibrant Figment


Description: "An everyday material used to bring Spirits to life. Hold its light close, and you'll feel right as rain."

Use: Dream Eater Synthesis


Vibrant Fancy


Description: "A superior material used to bring Spirits to life. Hold its light close, and you'll feel right as rain."

Use: Dream Eater Synthesis


Vibrant Fantasy


Description: "A rare material used to bring Spirits to life. Hold its light close, and you'll feel right as rain."

Use: Dream Eater Synthesis


Troubling Figment


Description: "An everyday material used to bring Spirits to life. It feels heavy, as though something is dragging it down."

Use: Dream Eater Synthesis


Troubling Fancy


Description: "A superior material used to bring Spirits to life. It feels heavy, as though something is dragging it down."

Use: Dream Eater Synthesis


Troubling Fantasy


Description: "A rare material used to bring Spirits to life. It feels heavy, as though something is dragging it down."

Use: Dream Eater Synthesis


Wondrous Figment


Description: "An everyday material used to bring Spirits to life. Who knows what weird power it holds?"

Use: Dream Eater Synthesis


Wondrous Fancy


Description: "A superior material used to bring Spirits to life. Who knows what weird power it holds?"

Use: Dream Eater Synthesis


Wondrous Fantasy


Description: "A rare material used to bring Spirits to life. Who knows what weird power it holds?"

Use: Dream Eater Synthesis

Confetti Candy


Description: "A sweet treat that Spirits like. It sometimes boosts Strength and changes a Spirit's disposition."

Locations Found:

Use: You can slip out to the food menu and feed your spirits Confetti Candies. While they have the chance to increase your Spirit's attack stat, it is unlikely.


Shield Cookie


Description: "A sweet treat that Spirits like. It sometimes boosts Defense and changes a Spirit's disposition."

Locations Found:

Use: Once in the food menu, you can throw out Shield Cookies to your Spirits to potentially boost their defense while increasing the amount of Link Points (among other stats) they have.


Block-it Chocolate


Description: "A sweet treat that Spirits like. It sometimes boosts Magic Resistance and changes a Spirit's disposition."

Locations Found:

Use: In the food menu, you can throw out Block-it Chocolates that have the chance to raise your Dream Eater's magic resistance. It may also boost other stats.


Ice Dream Cone


Description: "A sweet treat that Spirits like. It sometimes boosts Magic and changes a Spirit's disposition."

Locations Found:

Use: Once in the food menu, you can chuck out Ice Dream Cones to potentially increase your Spirit's magic stat. You can also boost other stats like Link Points.


Royal Cake


Description: "The ultimate treat. It can potentially boost any of your Spirit's stats."

Locations Found:

Use: The Royal Cake is the ultimate treat for your Dream Eaters; in the treat menu, it can boost any of your Spirit's stats whilst increasing other stats like Link Points.


Confetti Candy 2


Description: "A yummy treat that Spirits love. It sometimes boosts Strength and changes a Spirit's disposition."

Locations Found:

Use: The Confetti Candy 2 satisfies your Dream Eaters more, but still has an equally low chance of raising your Spirit's stats.


Shield Cookie 2


Description: "A yummy treat that Spirits love. It sometimes boosts Defense and changes a Spirit's disposition."

Locations Found:

Use: Like the Shield Cookie, this treat may raise your Spirit's defense, though its chance to do so is only marginal. Other stats may be risen in the process, though.


Block-it Chocolate 2


Description: "A yummy treat that Spirits love. It sometimes boosts Magic Resistance and changes a Spirit's disposition."

Locations Found:

Use: This chocolate treat is sweeter for your Dream Eaters, though it is no better at raising your Dream Eaters' stats.


Ice Dream Cone 2


Description: "A yummy treat that Spirits love. It sometimes boosts Magic and changes a Spirit's disposition."

Locations Found:

Use: While your Dream Eaters may enjoy this ice cream more than the original, it doesn't have much more of a shot of raising your Dream Eaters' stats than the Ice Dream Cone.


Confetti Candy 3


Description: "A stellar treat that Spirits can't resist. It sometimes boosts Strength and changes a Spirit's disposition."

Locations Found:

Use: The Confetti Candy 3 satisfies your Dream Eaters more, but still has an equally low chance of raising your Spirit's stats.


Shield Cookie 3


Description: "A stellar treat that Spirits can't resist. It sometimes boosts Defense and changes a Spirit's disposition."

Locations Found:

Use: Like the Shield Cookie, this treat may raise your Spirit's defense, though its chance to do so is only marginal. Other stats may be risen in the process, though.


Block-it Chocolate 3


Description: "A stellar treat that Spirits can't resist. It sometimes boosts Magic Resistance and changes a Spirit's disposition."

Locations Found:

Use: This chocolate treat is sweeter for your Dream Eaters, though it is no better at raising your Dream Eaters' stats.


Ice Dream Cone 3


Description: "A stellar treat that Spirits can't resist. It sometimes boosts Magic and changes a Spirit's disposition."

Locations Found:

Use: While your Dream Eaters may enjoy this ice cream more than the original, it doesn't have much more of a shot of raising your Dream Eaters' stats than the Ice Dream Cone 2.


Balloon


For the Command Balloon (C), follow the link.

Description: "A training toy that lets you bat balloons around with your Spirits."

Locations Found:

Use

Upon using the Balloon, you'll be pleasantly drawn into a minigame with your Spirits. This minigame involves you tapping the lower screen to return the colorful balloons back to your playful Spirits. The volley will continue for a while; it'll start out slow, pick up tremendously, then die back down again towards the end. The more balloons you return, the better your high score, and the more experience your Dream Eaters gain.


Treasure Goggles


Description: "A training toy that lets you send Spirits on a treasure hunt."

Locations Found:

Use

With this toy, you get to entertain your Dream Eaters whilst finding new treasures for yourself! Simply press a spot on the map for your Spirits to visit, and use Scan ("A") to reveal treasures. Note that Scan must reload like other commands, and that your Dream Eaters may take a while to find your circle.


Water Barrel


Description: "A training toy that lets you play with Spirits in an underwater prize playground."

Locations Found:

Use

This underwater minigame allows you to both gather treasures and seriously increase your Dream Eaters experience and Link Points. Basically, you're going to nudge your Spirits along underwater to collect flower-looking sprites for points. If you tap your Spirit from different directions, you'll force them to move different directions as a result. Furthermore, there are underwater mines that allow you to propel your Dream Eaters quickly. Finally, items have the tendency to float by in treasure chests; collect them to yield the item inside.


Paint Gun: Red


Description: "A dreamy dye that will turn a Spirit red."

Locations Found:


Paint Gun: Blue


Description: "A dreamy dye that will turn a Spirit blue."

Locations Found:


Paint Gun: Green


Description: "A dreamy dye that will turn a Spirit green."

Locations Found:


Paint Gun: Yellow


Description: "A dreamy dye that will turn a Spirit yellow."

Locations Found:


Paint Gun: White


Description: "A dreamy dye that will turn a Spirit white"

Locations Found:


Paint Gun: Black


Description: "A dreamy dye that will turn a Spirit black."

Locations Found:


Paint Gun: Purple


Description: "A dreamy dye that will turn a Spirit purple."

Locations Found:


Paint Gun: Sky Blue


Description: "A dreamy dye that will turn a Spirit sky blue."

Locations Found:

Appendix C: Commands

This Appendix documents Commands (not items!) most of which can be obtained either from treasure chests, or Spirits: take your pick. While they vary in purpose (Cure and Sparkra, for instance), they predominantly share one goal--to help you win a battle. Some commands are locked-in, and may never be unequipped (Jump) whilst most commands are equippable; however, before I proceed, let me make a quick distinction. There are Deck Commands which must be loaded into your deck to be used, and there are Action Commands which must only be equipped to be open to your use (though certain conditions may be required for individual commands, e.g. Flowmotion).

Deck Commands--which comprise of Attack Commands, Magic Commands, and Item Commands--may only be used from the deck. Your deck has a limited number of slots (though the number of these slots steadily increases throughout the game), so you must choose your deck wisely; it may need to match the situation (e.g. equipping Blizzard in an area where there are many fire-type enemies), or it may need to match your abilities (e.g. more Magic Commands when you have multiple Magic Boost and Magic Haste abilities enabled). Nevertheless, your deck should include healing spells/items (Hi-Potion, Cura, etc.), as well as regular offensive commands, as well. I may consider putting in a Deck Command section later to explain how to build your deck. Be sure to always update it whenever you come across new commands or new areas--neglecting your deck almost ensures failure.

For the Deck Commands, I'll generally rank the command by its usefulness out of ten, and explain why it has been ranked so. This should be your general guide for determining whether you should or shouldn't equip "Command A," for instance, over "Command B."

Action Commands (I believe this is the correct term), encompassing Movement Commands, Defensive Commands, Reprisal Commands, and the all-important Flowmotion Commands, are equipped differently than Deck Commands. You basically get a list of commands that you may equip under families for the middle two, while the first and last ones (Movement and Flowmotion Commands) automatically take up a slew of spots at the top and bottom respectively. These should be updated as you receive them, though, until you really start to rack up a ton of these commands, you shouldn't have any problems with space.

Author's Note: Because of my limited knowledge of Action Commands, that section is relatively skimpy. The Deck Commands are mostly complete, though.

Quick Blitz


Description: "Perform a high, leaping slash"

Usefulness: 2/10

While it is a nice, early command (Sora begins with it equipped), Quick Blitz suffers from the fact that it can only hit one target. This limited range becomes a serious drain on that command slot when you make it to a world like La Cite des Cloches (S) where there are plenty of better commands to be found. Furthermore, while Quick Blitz has a fast execution, attacks like Thunder Dash outclass it because of its ability to be used from a much farther range, inflict elemental damage, and faster recovery. Case in point, Quick Blitz should be switched out to a better command like Fire Windmill once those commands become available.


Blizzard Edge


Description: "Perform a high, leaping slash that causes ice to burst from the ground for additional damage."

Usefulness: 2/10

Blizzard Edge only hits one target, and while it may have considerable power packed into its offense, Blizzard Edge frankly useless when dealing with multiple enemies. The second attack--the blizzard crystals that rise from the ground--are greatly delayed; and, if you manage to defeat your enemy in the leaping slash, the second attack is arbitrary. In summary, Blizzard Edge is a decent single-target command, yet that's all it hits--a single target.


Dark Break


Riku-Only

Description: "Leap above enemies and rocket toward them three times, generating shockwaves on the final impact."

Usefulness: 3/10

Firstly, Dark Break is rather weak. It doesn't deal all that much damage, and it's mostly a waste of time to use Dark Break in vice of another, stronger command. Furthermore, Dark Break locks you into the command which can send you hurtling into an enemy's attack; this is devastating the enemy is something along the lines of a Rare Tyranto Rex or comparable. There are far better dark-elemental commands out there, especially for Riku.


Blitz


Sora-Only

Description: "Preform a triple jump attack."

Usefulness: 4/10

Just like Riku's Dark Break, Sora's Blitz is not that great of a command. Firstly, the triple jump attack locks you into this triple jump--you cannot cancel out of it, leaving you in a position where you can end up attacking right into a dangerous or precarious situation. Furthermore, the attack isn't all that strong. Blitz is basically not worth it, especially for so late in the game where there are so many other worthwhile commands available.


Meteor Crash


Riku-Only

Description: "Muster energy in midair, then slash groundward as meteors rain down. Uses two slots."

Usefulness: 6/10

Meteor Crash is insanely useful if you can use it in the middle of a group of enemies. I've defeated upwards of five or six enemies with the use of this command in a crowded situation. However, Meteor Crash isn't too powerful--it only deals one full bar of health, which is lackluster for a command that takes two slots--so its usefulness is brought down by that. Regardless, Meteor Crash executes relatively quickly and allows you to chain to another command, if necessary. It's a wonderful command!


Spark Dive


Description: "Create an electric shockwave that may stun some surrounding ground-based foes."

Usefulness: 4/10

Spark Dive is slightly more useful than other single target commands as it has the ability to capture surrounding targets in the resulting electric shockwave. Furthermore, Spark Dive is very powerful, very quick, and very annoying if you're the enemy. It can OHKO (one-hit knock-out) weaker enemies, and severely damage stronger enemies (especially the Eaglider with its weakness to thunder). Tl;dr, Spark Dive is a very powerful single-target command; nevertheless, it is only a single-target command.


Poison Dive


Description: "Create a toxic shockwave that may poison some surrounding ground-based foes."

Usefulness: 4/10

Poison Dive is nearly identical to Spark Dive (which you'll likely already have) in that it causes you to leap up high, and rain down on your target with a poison-infused attack. The resulting shockwave will damage other enemies in the immediate area, but it is not large enough to cause severe problems for your enemies. However, the added effect of poisoning is certainly welcome, and makes Poison Dive far greater than Poison itself. Case in point, Poison Dive is an acceptable dive attack, though its limited range suppresses its usefulness.


Drain Dive


Description: "Create a shockwave that will drain HP from surrounding ground-based foes"

Usefulness: 1/10

We all love draining HP, but those of us who have played many RPGs in our gaming careers know that HP-draining attacks often have very low attacks to begin with. Thus, you limit both the damage you deal, and the HP you steal--the very feature that makes this attack unique. Because of this limiting reagent--the damage dealt--Drain Dive loses much of its effectiveness. In summary, use another command because Drain Dive doesn't deal enough damage to warrant it taking a command spot.


Sliding Dash


Description: "Punish faraway enemies with a charging attack"

Usefulness: 3/10

Sliding Dash is Riku's pre-equipped attack command, and, while it certainly deals damage, that is not the reason for which it is effective. Sliding Dash acts as almost like a "Run Away" or "Flee" command in that you'll go flying past whatever enemy you attack, even if your hit lands. This can give you the needed reprieve to use Cure, or a Potion. Nevertheless, Sliding Dash is no silver bullet when it comes to melees; in fact, it can be detrimental if you're trying to just sweep through all of the enemies. Case in point, the range of the "Flee" may be its saving grace.


Thunder Dash


Description: "Shroud yourself in electricity and punish the enemies with a charging attack"

Usefulness: 3/10

While Thunder Dash is a step up from Quick Blitz, it certainly does not do much better in the respect that it rarely can hit multiple enemies. Sure, if you have four enemies all packed like sardines, Thunder Dash is amazingly useful for dealing respectable damage. Yet, regardless of its range, Thunder Dash still offers a viable physical alternative to Thunder dealing elemental damage whilst maintaining proximity to the battle and target. In summary, Thunder Dash is a poor choice for dealing area damage, but a good alternative for electric elemental damage.


Sonic Blade


Sora-Only

Description: "Rush the enemy multiple times. Uses two slots."

Usefulness: 8/10

Sonic Blade is one of the best--if not, the best, single target attacks availabe to Sora. This command targets one enemy and continually hits them for about ten seconds with lightning-quick dash-and-slash attacks. Hence, its use in both boss battles and large melees cannot be overstated: in boss battles, you can deal tons of damage (~2 bars of health). In melees, you can hit multiple enemies with your dashes, granted they are near your intended target. Nevertheless, Sonic Blade should be one of your de-facto commands--its only downfall is that it takes two slots.


Zantetsuken


Riku-Only

Description: "Stop an enemy in its tracks, then dispatch it with one powerful slash."

Usefulness: 2/10

Ugh... this attack is terrible! Not only do you have to wait around for upwards of two to three seconds so that the command can be executed, but it doesn't even deal that much damage! Moreover, during the waiting period, you can be hit right out of the command you're trying execute; hence, Zantetsuken is just not worth it. For two slots, you can get a far better command that doesn't screw you over into (a) losing your mobility and (b) losing health as you sit and wait.


Strike Raid


Description: Throw the Keyblade at the enemy. Stuns some foes.

Usefulness: 2/10

This attack has the chance to stun enemies, though that only occurs about 25% of the time based off of my anecdotal experiences (a more accurate approximation would be appreciated--Contributing). And, while you have the chance to nail multiple enemies with your Keyblade, the likelihood of doing so is rather low. Furthermore, Strike Raid has many drawbacks: it doesn't deal a hefty amount of damage, it forces you to ditch your Keyblade, and you can't continue attacking until you get your Keyblade back. Tl;dr, Strike Raid doesn't make up for its command-killing drawback of forfeiting the Keyblade and ergo your ability to damage foes.


Spark Raid


Description: "Throw the Keyblade at the enemy. If it connects, the Keyblade will split into beams of light that fly in all directions."

Usefulness: 4/10

Spark Raid, despite its stellar description, is rather disappointing. Firstly, if you missed, you're screwed. Secondly, the damage dealt is rather low for a gambit attack like Spark Raid. Thirdly, there are far better thunder-elemental attacks that can even be found earlier in the game--e.g., Thunder Dash. However, if you connect, it can deal a decent amount of damage, especially in boss battles. Nevertheless, this attack is still outclassed by many other gambit attacks like Sacrifice.


Circle Raid


Description: "Orbit your Keyblade around you, causing it to strike and bind surrounding foes."

Usefulness: 3/10

Circle Raid is certainly a good area damage attack, but it has a few detracting qualities that prevent it from being truly good. For instance, once you launch this attack, you're frozen--you can't move. If an enemy launches a ranged attack that can penetrate Circle Raid, you'll be hit. Furthermore, the circle's radius is centered on the enemy that you have locked, and any enemies inside or outside the radius will not be affected. Nevertheless, nailing two-to-three hits on a few enemies is very useful, as is binding them for a short time. In summary, Circle Raid offers a punishing attack--for the enemies that are hit, that is.


Aerial Slam


Description: Knock a foe into the air, then slash it again as you rocket downward and launch even more foes with the resulting shockwave.

Usefulness: 5/10

Aerial Slam is an amazingly useful command for the early game; it allows you to knock one foe up into the air, slam it down with amazing force thereby knocking other enemies upward--area damage. While it does take a while for all this awesomeness to play out, you are practically invincible once you've launched the attack on your victim. Furthermore, the resulting shockwave will give you enough time to follow up with an area spell like Sparkra, if that is even needed. Case in point, Aerial Slam is one of the strongest early game commands as it gives you space and time to launch new attacks whilst dealing a hefty amount of damage in the first place.


Ars Arcanum


Sora-Only

Description: "Unleash a blinding flurry of attacks. Uses two slots."

Usefulness: 5/10

Frankly, Ars Arcanum is badass. Unfortunately, badass-ness does not directly correlate into usefulness. This is because Ars Arcanum, if it misses, is frankly and utterly useless and will lock you into an attack; this is never good and can allow you to get killed. HOWEVER, if there are plenty of targets, Ars Arcanum can be amazingly helpful as Sora will continue to spin his Keyblades in vertical circles, dealing tons of damage. Furthermore, this command is very useful in boss battles, like the one with Xemnas (see The World That Never Was (S)). Just don't miss.


Dark Splicer


Riku-Only

Description: "Stop an enemy in its tracks, then warp around as you pummel it. Uses two slots."

Usefulness: 7/10

Dark Splicer, unlike Ars Arcanum above, does have a direct correlation between how awesome the attack is and how useful it is in battle. This command allows you to continue dealing damage to an enemy (or a clustered group of enemies), and will practically knock out any enemy that isn't a boss or a Skelterwild. Hence, it will just keep on attacking. And attacking. And attacking. However, Dark Splicer does have two rather glaring problems--firstly, it takes up two slots. Secondly, it takes a fair bit of time to execute. If you can overcome those two hindrances, you should be able to use Dark Splicer effectively.


Gravity Strike


Description: "Perform a spin attack that puts some enemies into zero gravity."

Usefulness: 5/10

Considering you can both damage enemies, and induce them into a state of zero gravity with one attack, you're in pretty good shape. Landing this attack will almost ensure the victims' defeat in the coming onslaught. Of course, it's the limited range that prevents this attack from being more useful; it can only hit around three targets reliably, and they better be clumped together. Tl;dr, Gravity Strike is an amazing attack + status inducer, barring its limited range.


Confusing Strike


Description: "Perform a spin attack that confuses some enemies."

Usefulness: 3/10

Confusing Strike has very limited range, and this is what really supresses its usefulness. Nevertheless, Confusing Strike has a confusingly fast execution time in addition to respectable power. This command can be quite useful in a cramped battle where there are many enemies immediately around you; otherwise, Confusing Strike has pretty limited usage. Case in point, Confusing Strike is strong, but is subject to its limited area.


Tornado Strike


Description: "Perform a spin attack and create a vortex that lifts enemies into the air."

Usefulness: 4/10

Tornado Strike is an interesting attack. It's somewhat like a Zero Gravity with attacking power in that you can stun the enemies inflicted temporarily whilst dealing damage. However, Tornado Strike is significantly weak, so this command by itself is not all that great. However, coupled with a command like Sparkga or Zantetsuken--or any other command that requires long execution times--,Tornado Strike can start a lengthy, punishing combo.


Prism Windmill


Description: "Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits."

Usefulness: 3/10

To be frank, Prism Windmill is just a light-elemental windmill. We've seen plenty of them thus far--Fire Windmill being the most notable. Hence, we shouldn't be impressed at the prospect of a light-elemental windmill. It simply takes up space that could be used by something like another Balloonga or Sparkga. The attack isn't altogether weak, but no attack is exactly weak at the point in the game that you get Prism Windmill.


Timestorm


Description: "Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits and inflicting Slow or Stop."

Usefulness: 3/10

Timestorm, while sounding useful, is also limited by its range. The sweeping motion of the Timestorm doesn't affect many enemies, and something like Slow or Stop would be much more apt for inflicting those respective statuses. Furthermore, other attacks that inflict statuses have more range, and thus more effect (e.g. Confusing Strike among others). Nevertheless, Timestorm inflicts punishing statuses. In summary, Timestorm would be powerful if it weren't for its bad range.


Fire Windmill


Description: Spin the Keyblade like a windmill as you rush the enemy, landing multiple hits and possibly igniting targets.

Usefulness: 3/10

The ability to burn your targets is a major plus because you can deal a decent amount of damage and let the burn finish your target off. However, the problem Fire Windmill suffers is its limited range and area; you will likely only hit one target, and any more targets you fell are bonuses. In summary, Fire Windmill is a decent attack for one target but falls short of dealing damage to multiple units.


Icebreaker


Description: "Unleash an icy attack that freezes some enemies, then follow with a fire attack that can potentially ignite them."

Usefulness: 5/10

Icebreaker is respectable attack in DDD; it isn't super useful, but it also isn't worthless. It's somewhat like Ars Arcanum in that you swing your Keyblade in large vertical circles four times--twice with an ice-elemental attack and twice with fire embued. This command is rather powerful, can deal elemental damage, and can inflict statuses, so it is no joke. However, it is outclassed by other single-slot commands, and is severely outdone by Ars Arcanum.


Shadowbreaker


Description: "Assail enemies with two spin attacks in a row: one of darkness, then one of light."

Usefulness: 4/10

Although Shadowbreaker is nearly identical to Icebreaker, it is outclassed by the latter due to its lack of status-infliction. Shadowbreaker cannot inflict any statuses, so an attack like Icebreaker is more useful. Nevertheless, the damage dealt by Shadowbreaker is high, so don't discount it completely! It can be useful in areas where there are ample light and dark weaknesses (e.g., The World That Never Was (S), etc.).


Magnet Spiral


Description: "Use magnetic force to pull in nearby enemies, then send them all flying with a spin attack."

Usefulness: 2/10

This attack wouldn't be completely useless if you didn't sit there with the enemies right next to you for two to three seconds. Seriously. When you implement this attack, enemies are drawn near to your by the magnetic force; however, they stay next to you for quite a while before Riku or Sora finishes off the attack. This leaves your enemies ample time to attack you, breaking the magnetic pull and preventing the damage from being dealt. The only possible way this attack could be useful is if you plan to follow it up with a strong area command and forfeit part of your health to reach that end, but there are far better commands to draw enemies in--Zero Graviza being the main one.


Salvation


Sora-Only

Description: "Create a vortex of light that lifts enemies, restoring some of your HP in the process. Uses two slots."

Usefulness:


Limit Storm


Riku-Only

Description: "Unleash a desperate spin attack that is strongest when you are low on HP."

Usefulness: 3/10

The reason why this attack is not that useful is because of one simple question: how often are you low on HP and on the hyperoffensive? For most of us, that frequency is close to never; as soon as we reach the danger zone, we're healing, not attacking. If there were some revival mechanic, this attack would be very powerful; sadly, one does not exist, so we are left with another largely useless attack.


Collision Magnet


Description: "Use magnetic force to pull in enemies then launch them toward other foes."

Usefulness: 3/10

Collision Magnet is an interesting command; it basically allows you take control of another enemy and use it as a sphere of magnetic energy--it becomes an extension of your Keyblade which you may swing into another enemy to cause massive damage to both enemies. However, Collision Magnet is weird in that it basically loses its effectiveness if there are no other enemies in the vicinity, the enemy is defeated upon being bound by the magnetic energy, or you are hit while you are attempting to fling the bound enemy at another target. Case in point, Collision Magnet is a powerful attack--when it works.


Sacrifice


Riku-Only

Description: "Expend HP to performa single, powerful attack. Uses two slots."

Usefulness: 3/10

Yep. This attack is pretty much the most useless two-slot attack in the entire game. Not only are you forced to give up a significant portion of your HP, but you also are subject to a few seconds of enemies' attacks while Riku prepares to execute Sacrifice. Even then, the attack only hits one enemy, so it has little use in a Melee, and practically forces a Curaga afterwards. In boss battles, you frankly don't have the time to be sitting around, waiting for Sacrifice to be executed. Do not use Sacrifice--it really only helps one-hit knock-out regular enemies which is only useful against enemies like the Electricorn and Skelterwild.

Fire


Description: "Launch a small ball of fire toward enemies"

Usefulness: 2/10

Fire is a spell that you frankly should replace early on. While it can be used from afar, it simply doesn't deal much damage and is weak in comparison to both of its older brothers and to other spells like Zero Gravity. Furthermore, it can only hit one target which severely limits its use. In short, fire should be replaced shortly after getting it simply because it doesn't deal enough damage to its single target.''


Fira


Description: "Launch a large ball of fire toward enemies"

Usefulness: 3/10

Fira is not the best attack for hitting multiple anythings. It only latches onto one target, and it will not hit any more than one target. Furthermore, Fira isn't that powerful. It doesn't inflict swaths of damage, and is outclassed by Firaga. All in all, Fira is just another spell that should be replaced for an area spell if you even use Fira in the first place.


Firaga


Description: "Launch a huge ball of fire toward enemies."

Usefulness: 3/10

Firaga is just as unimpressive as Fira, and is severely outclassed by Firaga Burst and Dark Firaga. It only can really hit one target, and the damage dealt is mediocre when compared to other attacks and magicks. If you really want a fire-elemental command in your deck, either wait for the other two Firagas, or settle with Fire Windmill.


Dark Firaga


Riku-Only

Description: "Launch a ball of dark fire toward enemies that splits apart and ignites some foes."

Usefulness: 6/10

Dark Firaga is much better than Firaga, yet it still falls short in the hitting-multiple-enemies department. While it can spread on impact and hit other enemies, the targets must be very close together. In an environment, practically any attack can do massive damage to all of those enemies. Regardless, Dark Firaga deals significant damage, and is one of the most respectable means through which to deal fire-elemental damage.


Firaga Burst


Description: "Create an orb of fire overhead that shoots a burst of small fireballs toward foes."

Usefulness: 7/10

Firaga Burst is one of the strongest--if not the strongest--fire attacks you will find in the entire game. Firaga Burst allows you to send, in essence, multiple Fire/Fira attacks homing at enemy(ies). If there is one target, you will practically kill it off unless it is a boss, in which case it will deal about a bar-and-a-half's worth of damage. Firaga Burst is extremely potent. Furthermore, it executes quickly. The only drawback is the fact that it locks you into holding the orb of fire; however, if you are hit, it will sever the connection, but the orb will continue sending fireballs hurtling at enemies. Hence, it's basically worth it to set up a Firaga Burst, get hit, heal, and start attacking while the fireballs are being sent out. During boss battles, Firaga Bursts are necessary components of your deck.


Blizzard


Description: "Blast enemies head-on with a small chunk of ice that cuts right through and potentially deals multiple hits"

Usefulness: 2/10

Blizzard, much like Fire, is useless when confronted with multiple targets as it can only hit one target. Furthermore, Blizzard doesn't deal that much damage and its more powerful brethren outclass it in every way. Replace Blizzard with stronger spells like Zero Gravity or status-inducing spells like Confuse. Case in point, replace Blizzard once you get an area spell of any kind.


Blizzara


Description: "Blast enemies head-on with a large chunk of ice that cuts right through and potentially deals multiple hits."

Usefulness: 3/10

Blizzara is basically Blizzard, save for the fact that it can deal more damage. Frankly, it isn't all that useful because it does not deal much damage, and many other spells that are available before Blizzara outclass it. In summary, don't use Blizzara; use something better.


Blizzaga


Description: "Blast enemies head-on with a huge chunk of ice that cuts right through and potentially deals multiple hits."

Usefulness: 4/10

Blizzaga, like Blizzara, is useless in the world of commands. It doesn't deal damage to multiple targets negating its high damage output. There are many better spells; even Thundara does more than Blizzaga ever will.


Deep Freeze


Description: "Perform a spin attack that chills the air around you and freezes enemies you touch. Uses two slots."

Usefulness: 5/10

While Deep Freeze is very powerful and guarantees that you will freeze the enemies around you, it will only hit a very limited range, and it takes quite a while to execute. Deep Freeze will only connect with the enemies directly next to you; that is a major problem in large, spaced-out battles. Furthermore, Deep Freeze does take a long time to start up, leaving you open to attacks that will cease the command during the intermission. Nevertheless, the strong attack and the insta-freezing are great assets.


Ice Barrage


Description: "Knock enemies into the air by creating chunks of ice directly beneath them. Uses two slots."

Usefulness: 7/10

Ice Barrage is the best blizzard elemental attack. Period. It will create a large pocket of jutting ice beneath your target--which may be distant--, stopping their attack and motion and dealing massive damage. There really isn't much more to say: it executes quickly; it stops your enemies' motion; it deals a great deal of blizzard-based damage. It far outclasses any other blizzard spell.


Thunder


Description: "Strike nearby enemies with lightning. The lightning will jump to other nearby foes if it connects."

Usefulness: 3/10

This is one of the most useful introductory spells thus far. Thunder allows you to target multiple enemies for measurable damage (*gasp*) which is a major plus for the early game. However, once you make it to the third or fourth world, Thunder will basically become antiquated, and you should likely move onto another command--possibly even Thundara if you liked Thunder a lot.


Thundara


Description: "Strike a larger radius of enemies with lightning. The lightning will jump to other nearby foes if it connects."

Usefulness: 5/10

Thundara can hit multiple targets, but it's underwhelmingly weak; it simply doesn't have a lot of power behind it. Nevertheless, Thundara will hit every enemy within a respectable radius, and the execution and damage-dealing are pretty immediate. Thundaga is a major step up, though. Case in point, Thundara is a good area spell that could use some more damage output before it becomes truly useful (ergo, Thundaga).


Thundaga


Description: TBD

Usefulness: TBD


Triple Plasma


Description: "Launch three bolts of electricity toward enemies."

Usefulness: 5/10

Triple Plasma, while not the strongest attack out there, is usable. It basically sends three concentrated spheres of lightning hurtling at enemies; each of these spheres deals a good deal of damage, but it should not one-hit knock-out any of them (barring they're Meow Wows or something...). Nevertheless, when compounded, this homing command is quite versatile, powerful, and fast; it may not be the best command out there, but Triple Plasma has quite a few pros going for it.


Cure


Description: "Restore a small amount of HP to yourself and Spirits"

Usefulness: 4/10

Cure is the best healing spell you'll have early on. It allows you to heal all of your Dream Eaters including your protagonist, and can be re-used over and over again unlike Potions. Furthermore, Cure accompanied with Leaf Bracer is amazing as you can heal without the risk of being killed mid-casting. However, Cure is severely outclassed by its older brothers Cura and Curaga. Case in point, Potions < Cure < Cura < Curaga. Move through the spells as you gain them.


Cura


Description: "Restore a large amount of HP to yourself and Spirits"

Usefulness: 6/10

This healing spell allows you to replenish a significant amount of HP to all members of your party; it makes as a replacement for Cure, but is outclassed by Curaga once you receive it. In summary, Cura is the second-best support spell you can have equipped. Add it as soon as you get it!


Curaga


Description: "Restore a huge amount of HP to yourself and Spirits."

Usefulness: 9/10

Curaga practically heals all of your HP instantly. Not only that, but it also fully heals all other party members; hence, it is a necessary component of your deck. You can re-use it over and over again, so long as you give it the necessary time to recharge. Curaga, coupled with Leaf Bracer and Magic Haste, will allow you to heal whenever and wherever you want. Curaga is so useful, you will likely want to have two or three equipped during major boss battles.


Esuna


Description: "Eliminate all negative status effects from yourself and Spirits"

Usefulness: 1/10

Esuna, while sounding useful, is a complete waste of space in your deck. There is no need to cure status ailments as you can simply heal away the damage you incur. Furthermore, Esuna has limited usefulness as you can only get use out of it when you are inflicted with status ailments in the first place; that is not that common. Tl;dr, don't equip Esuna and instead just suffer through the status...it doesn't warrant its on slot on a deck.


Zero Gravity


Description: "Create a small anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them."

Usefulness: 3/10

Zero Gravity is like Magnet from KH1; it allows you to summons enemies to a central point in the air and gives you time to hit them with whatever you've got. Usually following up Zero Gravity with Flowmotion, a Dual Link, or a spell like Sparkra is a good idea because it gives you the time to execute those magics. However, Zero Gravira outclasses Zero Gravity due to its larger radius and pull. On top of that, Gravity Strike has about the same radius but deals damage in accordance with the zero gravity status. In summary, Zero Gravity is a good set-up for a more powerful spell or attack to follow.


Zero Gravira


Description: "Create a large anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them."

Usefulness: 6/10

Zero Gravira allows you to immobilize a large swath of enemies which is insanely useful in the middle of combat. Being able to set up for another, stronger attack can make a huge difference in larger battles. However, this binding doesn't last forever, and will fade off eventually; when this does happen, you'll have to deal with whatever enemies you didn't get around to defeating. However, Zero Gravira is still one of the most useful status-inducing spells you will find.


Zero Graviga


Description: "Create a huge anti-gravity field and send foes into a drift for continual damage. Hit floating enemies to confuse them."

Usefulness: 7/10

An intermediate of Zero Gravira and Zero Graviza that you likely won't get until after you already have the latter. Stick with Graviza.


Zero Graviza


Description: "Create an anti-gravity field and pull drifting foes toward you for continual damage."

Usefulness: 8/10

Yep, this is one of the best non-attacks in the game. It allows you to draw in all foes within a large radius (about 15 feet/5 metres) and deal damage. Furthermore, Zero Graviza will not lock you in; you can chain it to another command to deal a simply massive amount of damage to all of the foes caught in the gravity field. A common setup is Zero Graviza --> Sparkga/Firaga Burst. Those two attacks coupled together will basically eliminate that entire wave of enemies--use it wisely, use it well.


Balloon (C)


For the Training Toy Balloon, follow the link.

Description: "Conjure up a ring of balloons that burst on contact, bouncing enemies into the air and stunning them."

Usefulness: 3/10

While Balloon doesn't seem that useful in quite a few situations, when surrounded by enemies, it can be of great use to knock them up into the air and stun them. Nevertheless, Balloon's range is limited and it isn't exactly good battling strategy to run right up next to your enemies, so it's older brothers with extended ranges--Balloonra and Balloonga--are much better alternatives. Case in point, Balloon is a good stunning spell, but its range is what prevents it from being better.


Balloonra


Description: "Conjure up multiple balloons and knock them toward enemies, stunning foes on impact."

Usefulness: 7/10

Balloonra is one of those spells that everyone wants to have in their decks when they get it; this spell allows you to stun a huge cluster of enemies by knocking mystical balloons at them. While this may seem not-so-amazing, it is amazing when you have the time to set up another damaging area spell without the risk of being killed, or you have the time to start a Flowmotion assault. The only real negative of Balloonra is the fact that you literally have to run out of the battle to use it--it has a lengthy execution sequence. In summary, Balloonra is one of the most useful stunning spells you have.


Balloonga


Description: "Conjure up a huge balloon that bursts on contact, stunning foes and releasing more balloons for additional damage."

Usefulness: 9/10

This is quite possibly one of the most useful spells you could possibly find and use. It will demolish any cluster of enemies, and is extremely powerful. The only detracting factor is its lengthy execution time; you also need to pay attention to where you're casting the balloon. If it's outside the scope of the battle, it will not be conjured (for instance, if you're pointing at a wall). Otherwise, Balloonga is a must-have in your command deck.


Spark


Sora-Only

Description: "Summon a ring of revolving light crystals that deal damage to enemies."

Usefulness: 4/10

Early on, Spark is an amazing help. However, as you proceed, it continually gets outclassed by its older siblings (Sparkra and Sparkga) and other magic commands (Balloonga and Firaga Burst). Nevertheless, Spark basically allows you to deal a decent amount of light-based damage to surrounding foes--you just need to wait for the lengthy execution time.


Sparkra


Sora-Only

Description: "Summon two rings of revolving light crystals that deal damage to enemies."

Usefulness: 6/10

Sparkra is a punishing spell that nearly ensures knock-outs within its range. Basically, it sends shards of light spinning that deal constant damage for about three-five seconds, and that can be punishing for many enemies. However, the main problem with Sparkra is that it takes forever to execute--almost two to three seconds. And, if you are hit mid-execution, you'll be forced to stop your casting and will lose Sparkra on your command wheel. You need a primer spell to stun your enemies, then follow it up with Sparkra for the kill. In summary, Sparkra is amazingly effective if you can execute it, which almost requires another command or some luck.


Sparkga


Sora-Only

Description: "Summon three rings of revolving light crystals that deal damage to enemies. Uses two slots."

Usefulness: 9/10

This attack is worth the two slots. Sparkga will, in all practicality, knock-out anything caught in its range. Seriously. The only drawbacks are that (a) it is heavily light-based, so enemies like the Pegaslick will have high resistance towards it, and (b) it takes a while to execute. Don't worry, it's not significantly longer than Sparkra--actually, it might be a bit faster at approximately 1-2 seconds. Nevertheless, equip it. If you're worried about the execution time, use it farther away from the enemy cluster, or create space with something like Zero Graviza/Sleepga.


Tornado


Sora-Only

Description: "Use 'Circle Pad' to control a whirlwind. Drag foes into the vortex for continual damage. Uses two slots."

Usefulness: 4/10

This attack only gets a 4 instead of a 3 because it's somewhat fun to use; otherwise, it's a complete waste of two command slots as it deals minimal damage and is somewhat hard to control.


Mini


Description: "Temporarily reduce the size of enemies halving their Strength and Defense. Just touching mini-foes will deal damage."

Usefulness: 4/10

Inflicting upon your enemies is rather useful; their attack is greatly reduced, and it should be a cakewalk to defeat them. However, Mini is only as useful as its range allows, and Mini's range is pitifully small; you can only inflict Mini upon enemies very near to your target, and even then it's unlikely you'll hit all of them. Tl;dr, Mini is a decent status-inducing spells that, like many other status-inducers, is limited by its range.