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    Battle Card FAQ by The Challenger

    Version: v1.1 | Updated: 11/18/04 | Search Guide | Bookmark Guide

    
                Kingdom Hearts: Chain of Memories
    
                 Battle Cards FAQ -- Version v1.0
    
    		Written By: Jack Gardner
    
               For Game FAQs and IGN Entertainment
    
    ---------------------------------------------------------------
    ~~~{0}~~~TABLE OF CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    
    {1} About This FAQ
    
      -Purpose
      -History
      -Contact
    
    {2} Card Fundamentals
    
      -Intro
      -Card Types
      -Decks
      -Combinations
      -Terms
      -Finding Cards
    
    {3} Weapon Combos
    
      -Sora's Skills
      -Riku's Skills
    
    {4} Magic/Item Combos
    
      -Sora's Stuff
      -Riku's Stuff
    
    {5} Partner/Summon Combos
    
      -Sora's Friends
      -Riku's Friends
    
    {6} Custom Combos
    
    {7} Frequently Asked Questions
    
    {8} Special Thanks/Legal Stuff
    
    ---------------------------------------------------------------
    ~~~{1}~~~About This FAQ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    
    This FAQ is designed to help you with your battles in the game
    Kingdom Hearts: Chain of Memories. Within you will find gameplay
    strategies and lists of combinations (both in-game and player
    customized) to help you succeed and have fun! If you're simply
    in the dark about how cards work at all... don't fret, there is
    information concerning the basics as well.
    
    REMEMBER: Use Ctrl+F to run a search of this document.
    
      >>>---HISTORY---<<<
    
    11/12/04 : v0.4 : created and submitted
    
    11/12/04 : v0.8 : filled in missing pieces and refurbished content
    
    11/13/04 : v0.9 : added more combos, card lists, & FAQ section
    
    11/15/04 : v1.0 : Riku sections complete, comprehensive lists,
                      enemy cards added, additional combos added
    
    11/18/04 : v1.1 : errors fixed, CP info, ascii and FAQ added
    
    Future : v? : magic combo effects/uses, all enemy card CP costs
    
    Distant Future : v? : comprehensive map cards section anyone?
    
      >>>---Contact---<<<
    
    Contact me, Jack Gardner (aka The Challenger) by e-mail:
    
    CaptainMuffin@gmail.com
    
    You may also find me on the Game FAQS forums.
    
    ---------------------------------------------------------------
    ~~~{2}~~~Card Fundamentals~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    
      >>>---INTRO---<<<
    
    The battle system in KH:CoM revolves around a deck of cards.
    Now while the battles are real-time and action based, you'll be
    using cards from your deck to perform your attacks. You can also
    combine three cards together to get special effects. However,
    your enemies are using there own cards... and if the value is
    higher than yours, your cards will "break" and be discarded. The
    reverse is true and one of your best strategies for most big
    battles is to break your opponents cards. It will be to your
    advantage to take the time to strategize and build decks that
    will help you defeat your opponents.
    
    Time for some ascii art!
         
        / \ / \ / \ 
        |  V   V  |           This is your standard KH:COM card.
        | [     ] |            
        | [  1  ] |<-3     1 = The picture, showing what the card does.
        | [     ] |        2 = The cards numbered value.
        | [    ...|        3 = The card type (border color).
        | [___: 2 |
        |_____:___| 
    
    
      >>>---CARD TYPES---<<<
    
    There are several different types of cards, each with their own
    effects and uses. Below each type is a list of each card that
    can be found in that category and what they do.
    
    Type: Attack Cards
    Color: Red
    Effect: Allows you to attack with your weapon.
    
      {SORA}
    Kingdom Key 
    Three Wishes
    Pumpkin King
    Wishing Star
    Crab Claw
    Oblivion
    Olympia
    Metal Chocobo
    Oathkeeper
    Lady Luck
    Fairy Harp
    Divine Rose
    Spellbinder
    Lionheart
    Diamond Dust
    One Winged Angel
    Ultima Weapon
    
      {RIKU}
    Soul Eater
    
    Each variety of Keyblade has different attributes that are
    rated from A (being the best) to F (being the worst).
    Look in your meny to see the ratings. It will appear like so:
    
    (top left)  Attack Power - Attack Speed (top right)
    (bottom left)    Element - Delay        (bottom right)
    
    The Attack Power is how much damage it will inflict.
    Attack speed is the speed at which you can move the weapon.
    Each Keyblade has an element attribute to it (ice, fire, etc).
    The Delay is how long it takes to "recover" and swing again.
    
    ------
    
    Type: Partner Cards
    Color: Green
    Effect: One of your friends leaps into battle and aids you
    temporarilly.
    
      {SORA}
    Donald - Uses magic spells.
    Goofy - Charges with a shield-attack.
    Jack - Uses magic spells.
    Ariel - Swims about and strikes the enemies.
    Peter Pan - Flies and attacks with his dagger.
    Aladdin - Dashes infront of Sora, slashing with sword.
    Beast - Uses a lunge attack on the enemies.
    
      {RIKU}
    Mickey Mouse - Attacks with his Keyblade.
    
    ------
    
    Type: Summon Cards
    Color: Blue
    Effect: Summon a character to attack for you.
    
    Dumbo - Sprays a jet of water at enemies.
    Mushu - Spits fire at enemies.
    Genie - Attacks all enemies with magic blasts.
    Simba - Roars and damages all opponents in front of him.
    Cloud - Slashes with his sword.
    Bambi - Drops random cards.
    Tinkerbell - Heals you at intervals.
    
    ------
    
    Type: Magic/Item Cards
    Color: Blue/Green
    Effect: Cast a spell or use an item.
    
    Mickey Mouse Emblem - Causes special boss-battle effects.
    Fire - Strike an enemy with fire.
    Blizzard - Strike an enemy with ice.
    Thunder - Strike an enemy with lightning.
    Cure - Recover HP.
    Gravity - Strike an enemy with gravity.
    Stop - Freeze enemy in place.
    Aero - Buffers you from attacks.
    
    Potion - Restocks attack-type cards.
    Ether - Restocks magic-type cards.
    Elixer - 
    Last Elixer -
    
    ------
    
    Type: Enemy Cards
    Color: Black
    Effect: Attribute enhancements.
    
    The Enemy Cards will be described by name, what they
    enhance, how many card uses that enhancement will occur 
    until the enemy card wears off, and CP cost.
    
    To use these in battle, press SELECT and choose the
    enemy card you wish and use it like any other card.
    
    === Full credit to Niu for the boss cards and their effects ===
    
    >> Guard Armor <<
    Enhancement: Upgrades the range of your attack cards.
    Duration: 30
    CP: 30
    
    >> Trickster <<
    Enhancement: When a Card Break occurs, opponent's card 
                 values involved decrease.
    Duration: 10
    CP: 25
    
    >> Parasite Cage <<
    Enhancement: Breaks an opponent's enemy card.
    Duration:
    CP: 60
    
    >> Darkside <<
    Enhancement: Imitates your opponent's enemy card.
    Duration: 1
    CP: 99
    
    >> Card Soldier <<
    Enhancement: Upgrades the speed of your attack cards.
    Duration: 30
    CP:
    
    >> Hades <<
    Enhancement: When you have critical HP, your attack power gets
                 a significant boost. Fire damage is also reduced, 
                 but Ice will stun you.
    Duration: 30
    CP: 40
    
    >> Jafar <<
    Enhancement: You cannot be Card Broken.
    Duration: 20
    CP: 65       
    
    >> Oogie Boogie << 
    Enhancement: Regain some HP (faster if it is low).
    Duration: 10
    CP: 40
    
    >> Ursula <<
    Enhancement: Reduce the damage of magic spells.
    Duration: 5
    CP: 50
    
    >> Captain Hook <<
    Enhancement: If your HP is above 2 and it goes to 0, you will
                 be revived to 1 HP. Lightning damage will be
                 reduced, but Fire will stun you.
    Duration: 3
    CP: 35
    
    >> Dragon Maleficent <<
    Enhancement: Your charge speed is slowed down, but your attack
                 power is significantly raised.
    Duration: 30
    CP: 70
    
    >> Riku <<
    Enhancement: You won't lose the first card of a combo when it
                 is broken.
    Duration: 5
    CP: 80
    
    >> Axel <<
    Enhancement: When attacked, you will immediately recover. You
                 will also be immune to Fire, but stunned by Ice.
    Duration: entire battle
    CP: 75
    
    >> Vixen << 
    Enhancement: Get revived completely when HP is reduced to 0.
                 All Ice damage is nulled, but Fire will stun you.
    Duration: 1
    CP: 65
    
    >> Laxene << 
    Enhancement: Move about much more faster. You will be immune to
                 Lightning, but take more damage from special attacks.
    Duration: 15
    CP: 60
    
    >> Lexus <<
    Enhancement: High chance to instant-kill an enemy at the
                 end of a combo. Also reduces Ice damage as well
                 as make you immune to all physical attacks.
                 However, enemies' special attacks will inflict
                 more damage than usual.
    Duration: 50
    (Riku only!)
    
    >> Marlusha <<
    Enhancement: Allows you to activate a combo consecutive times.
                 Your charge time is increased as well as damage
                 from special attacks, but all elemental damage
                 is decreased.
    Duration: 
    CP: 99
    
    >> Ansem <<
    Enhancement: Keeps your combos invisible to your opponent. 
                 Also reduces damage from Fire, Lightning, and Ice.
    Duration: 10
    (Riku only!)
    
    ------
    
    The enemy cards below will usually last 1 shuffle (unless
    otherwise pointed out).
    
    == Full credit goes to Kouil for these Heartless cards ==
    
    >> Shadow <<
    Enhancement: All card values go up by 1.
    CP: 25
    (lasts 2 shuffles)
    
    >> Soldier <<
    Enhancement: All combo values go up by 1.
    CP: 20
    (lasts 3 shuffles)
    
    >> Large Body <<
    Enhancement: Guard against frontal damage.
    CP:
    
    >> Blue Rhapsody <<
    Enhancement: Increase your Ice damage.
    CP:
    
    >> Red Rhapsody <<
    Enhancement: Increase your Fire damage.
    CP:
    
    >> Yellow Opera <<
    Enhancement: Increase your Thunder damage.
    CP:
    
    >> Green Requiem <<
    Enhancement: Increase your Cure effectiveness.
    CP:
    
    >> Power Wild <<
    Enhancement: Value ranks reversed (9 = lowest, 1 = highest). 
    CP:
    
    >> Bouncy Wild <<
    Enhancement: Auto-obtain dropped items.
    CP:
    (lasts 5 shuffles)
    
    >> Air Soldier <<
    Enhancement: Charge a shuffle while moving.
    CP:
    (lasts 3 shuffles)
    
    >> Bandit <<
    Enhancement: Combo finisher's damage is increased.
    CP:
    
    >> Fat Bandit <<
    Enhancement: Greater damage if you hit from behind.
    CP:
    (lasts 2 shuffles)
    
    >> Barrel Spider <<
    Enhancement: Charge speed up.
    CP:
    (lasts 3 shuffles)
    
    >> Search Ghost<<
    Enhancement: Absorb HP as you attack.
    CP: 35
    
    >> Wight Knight <<
    Enhancement: Jump height increased.
    CP:
    (lasts 3 shuffles)
    
    >> Gargoyle <<
    Enhancement: Sora becomes invisible.
    CP: 
    
    >> Sea Neon <<
    Enhancement: Randomize card values.
    CP:
    
    >> Screwdiver <<
    Enhancement: All card values go down by 1.
    CP:
    
    >> Aquatank <<
    Enhancement: Auto-reload after all your cards are used.
    CP: 
    
    >> Pirate <<
    Enhancement: All cards become 0.
    CP: 30
    
    >> Air Pirate <<
    Enhancement: Item-type cards cannot be broken.
    CP: 
    (lasts 3 shuffles)
    
    >> Dark Ball <<
    Enhancement: Numbers on all cards are invisible.
    CP: 
    (lasts 3 shuffles)
    
    >> Defender  <<
    Enhancement: Decrease damage from physical attacks.
    CP: 
    
    >> Wyvern <<
    Enhancement: Charge guage stays at "1".
    CP: 
    (lasts 3 shuffles)
    
    >> Wizard <<
    Enhancement: Lock-down all summons and increase magic effects.
    CP: 30
    
    >> Creep Plant <<
    Enhancement: Healing cards cannot be broken.
    CP:
    
    >> Tornado Step <<
    Enhancement: Charge gauge stays at "2".
    CP: 
    
    >> Loudness <<
    Enhancement: Lock-down all magic, but increase summon effects.
    CP: 
    
    >> Neo Shadow <<
    Enhancement: Enemies slowly lose HP.
    CP: 
    
    >> Whie Mushroom <<
    Enhancement: Cures a little each time you use attacks/summons.
    CP: 
    (lasts 3 shuffles)
    
    >> Black Fungus <<
    Enhancement: Enemies' card effects are randomized.
    CP: 
    
      >>>---THE DECK---<<<
    
    A deck is your equipped cards and requires strategy when
    building one. You should keep the following in mind...
    
    1) Do you have enough weapon-attack cards?
    
    2) Are there healing and attack spells?
    
    3) Will you need restocking cards?
    
    4) Are your Heartless cards useful?
    
    5) Are your cards organized?
    
    6) Are they arranged in a way to accomodate combinations?
    
    Everyones style may differ, but a good default way to arrange
    your deck is to place all your weapon-attack cards first.
    Put any three cards that make a combo next to eachother so
    they are easy to select. After those, place your magic cards
    and then any summon cards you may have. Heartless cards may
    go anywhere because they won't appear in the battle menu.
    
    Your deck can only be as big as your CP (card points). All
    cards cost a certain amount of CP in order to equip them.
    When you level-up, you may choose to increase your CP, so
    that way you may put more and more cards in your deck.
    
      >>>---COMBINATIONS---<<< 
    
    During battle you may set aside three cards to combine together.
    If these cards meet a certain requisite you will perform a
    special skill. If not, the three cards will simply happen one
    after another once deployed. 
    
    These "special" combinations are listed below. There are also
    custom combos contributed by players like you. If you'd like 
    to contribute, please e-mail me at -> CaptainMuffin@gmail.com
    
    Combinations will greatly improve your chances in battle, and
    are a must-have for bosses who will be using their own combos.
    But be frugal, as one card will be lost from the battle from
    every combo used/broken (these can be returned to you by using
    restocking item cards).
    
      >>>---TERMS---<<<
    
    Value:
    The small number on the bottom-right corner of a card is its
    value. It ranges from 0-9 and determines two things...
    
     1) When pit against an opponent's value, the bigger numbered
        card will prevail and be executed while the other will be
        "broken", which is called a Card Break.
    
     2) In combining cards, if the sum value equals the required
        amount, that special skill will be executed. For example...
        you need a combined value of 10-15 to be able to use 
        Slide Dash.
    
    If two opposing cards are of the same value, both will be broken.
    
    Cards with a value of 0 are unique in the fact that while they
    can be broken by any number, they themselves can break anything
    else. This means that if an enemy uses a card with 9, you can
    respond with a 0 and card break them and yourself. Cards with
    a 0 should be used to counter combos that are powerful and
    difficult to dodge.
    
    REMEMBER: 0 < 1 < 2 < 3 < 4 < 5 < 6 < 7 < 8 < 9 < 0
    
    CP:
    Stands for Card Points. Sora has set CP capacity that he
    can increase when he reaches a new level. Every card will cost
    a certain amount of CP and, depending upon your CP level, you
    will only be able to equip so many cards until your max limit
    is reached.
    
    Card Break:
    When a Card Break occurs, the losing card(s) will be discarded
    and won't appear until a shuffle. There is also a moment of
    recovery needed when someone has their cards broken. When
    battling enemies (especially bosses) take advantage of this
    moment to attack with your best moves. 
    
    Keep in mind that when you use a combo, one card out of that
    combo will be gone from that battle (even after a shuffle). 
    
    Shuffle/Charge/Reload:
    If you run out of cards you must "charge" up until the charge
    gauge is filled. When the charge is complete your cards will 
    be shuffled and placed again at your disposal. The more you 
    charge, the higher the charge gauge will get (from "1" to "3").
    
    Premium:
    Premium cards have a shiny coat, and values displayed in gold.
    They are rare and much harder to find, but have lower CP costs.
    You can buy premium cards, or make your regular ones so by
    using a golden "P" power-up that may be found after certain
    battles.
    
      >>>---FINDING CARDS---<<<
    
    Cards can be found a number of ways.
    
    Some cards will be given to you as the story progresses, but
    most of your cards will either be found on the map, received
    after a battle, or bought from the moogles.
    
    To find cards on the map, simply smack anything that stands out
    with your Keyblade (barrels, boxes, etc). You can also use a
    treasure chest card on a normal door. The room within will have
    a chest that contains cards.
    
    To get a moogle to appear, you'll have to find a moogle card
    after winning a battle. Use that card on one of the normal doors
    and a moogle will be inside. Use moogle-points to buy cards.
    
    ---------------------------------------------------------------
    ~~~{3}~~~Weapon Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    These are combat skills that Sora can use with his Keyblade. By
    using these, you can severely damage multiple opponents and
    sometimes stun them to give you an edge when you're outnumbered.
    You'll also want to pack high-end combinations for boss battles
    where the enemy will be using their own combos against you. It
    is sometimes necessary to Card Break your opponent to even
    survive and defeat them.
    
    REMEMBER: You must learn these moves by leveling-up first! They
    appear here in order from first learned, to last.
    
    There are also advanced combos that can be found in special
    treasure chests, so keep an eye out for those.
    ---------------------------------------------------------------
    
       (((EXAMPLE)))
    Skill: the skill's name
    Combo: combination of card types needed
    Value: the range of the final # value of all three cards needed
    Effect: what the skill does
    Use: what is it good for
     (((END EXAMPLE)))
    
      >>>---SORA---<<<
    
    Skill: Slide Dash
    Combo: three identical attack-types
    Value: 10-15
    Effect: Sora propels himself forward with the Keyblade, sliding
    across the ground and damaging all enemies in his path.
    Use: Helpful when you have a lot of Heartless in the middle, and
    Sora is standing on the far side.
    
    ------
    
    Skill: Stun Impact
    Combo: three identical attack-types
    Value: 20-23
    Effect: Sora creates an energy explosion about him, stunning all
    enemies in the vicinity.
    Use: If you find yourself surrounded this is a good way to escape
    and set yourself up for a powerful attack that will hit the
    cluster of stunned Heartless. Not useful against bosses.
    
    ------
    
    Skill: Strike Raid
    Combo: any three attack-types
    Value: 24-26
    Effect: Sora tosses his Keyblade boomerang style across the
    battlefield, damaging and stunning all enemies and then again
    as it returns.
    Use: An all around very good attack that hits twice AND stuns
    your enemies. Try to get as many Heartless it its path as you
    can manage.
    
    {{ advanced Strike Raid combos }}
    
    Skill: "Strike Storm"
    Combo: Cloud + any 2 attack types
    Effect: Your key will bounce around for awhile, hitting everyone.
    Use: Same as, only better than the normal Strike Raid.
    
    Skill: "Ice Raid"
    Combo: Blizzard + any 2 attack-types
    Effect: Adds an aura of ice around your tossed Keyblade.
    Use: Makes Strike Raid do more damage to those weak to blizzard.
    
    Skill: "Flame Raid"
    Combo: Fire + any 2 attack-types
    Effect: Adds an aura of flame around your tossed Keyblade.
    Use: Makes Strike Raid do more damage to those weak to fire.
    
    ------
    Skill: Sonic Rave
    Combo: three different attack-types
    Value: 20-23
    Effect: Sora slides back and forth, thrusting his weapon and
    damaging everyone in his way.
    Use: Same use as the Slide Dash, only it's more powerful and
    hits multiple times if you repeatedly press the action button.
    This is one of the best moves early on, so make abuse it!
    
    ------
    
    Skill: "Zantetsuken"
    Combo: any three attack-types
    Value: 0 or 27
    Effect: Sora makes a huge slash with his Keyblade, slicing
    any Heartless in front of him.
    Use: An okay attack that's very difficult to break.
    
    ------
    
    Skill: Final Break
    Combo: three different attack-types
    Value: 10-15
    Effect: Sora leaps three times, slamm-attacking an enemy.
    Use: Particularly Effective against flying enemies or very 
    large ones. It homes in and hits on its own once activated.
    (thank you 'the pitty pat man' for pointing out what this does)
    
    ------
    
    Skill: Arc Arcanum
    Combo: any three attack-types
    Value: 1-6
    Effect: Sora enters into a frenzy of swings and attacks,
    striking any enemies in his reach for a ton of damage.
    Use: A great attack for hordes of Heartless and bosses
    alike. The only downside is it's low value, making it easy
    to break.
    
    ------
    
    Skill: Ragnarok
    Combo: any three attack-types
    Value: 7-9
    Effect: Sora leaps into the air and charges energy into the
    tip of his Keyblade, releasing a burst of lasers.
    Use: Again, a very useful attack but succeptible to
    being card broken. It will severely damage everything in
    front of you.
    
      >>>---RIKU---<<<
    
    === Full credit for Riku's skills goes to Kouli ===
    
    (effects and useage comming soon)
    
    Skill: Dark Break
    Combo: three Soul Eaters
    Value: 5-15
    Effect: 
    Use: 
    
    ------
    
    Skill: Dark Fire
    Combo: three Soul Eaters
    Value: 16-25
    Effect: 
    Use: 
    
    ------
    
    Skill: Dark Aura
    Combo: three Soul Eaters
    Value: 27
    Effect: 
    Use: 
    
    ---------------------------------------------------------------
    ~~~{4}~~~Magic/Item Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    It's possible to increase the effectiveness of magic and item
    cards by simply combining them together. As you progress farther
    into the game, you'll find that your simple Blizzard or Cure
    spell just won't cut it anymore... but don't worry, you'll find
    more of these cards and be able to combine them together. 
    
    There are also powerful advanced spell combos that can be
    obtained through leveling-up or finding them in a chest.
    ---------------------------------------------------------------
    
    1 Magic/Item Card = basic spell
    
    2 of the same Magic/Item Cards = more powerful version
    
    3 of the same Magic/Item Cards = most powerful version
    
        (((EXAMPLE)))
    Fire = Fire
    
    Fire + Fire = Fira
    
    Fire + Fire + Fire = Firaga
      (((END EXAMPLE)))
    
    === Full credit goes to Kouli for adv. magic combinations ===
    
    (skill effects and useage coming soon)
    
    Skill: Homing Fire
    Combo: Aero + Fire + Magic
    Effect:
    Use:
    
    ------
    
    Skill: Firaga Break
    Combo: Fire + Mushu + any attack-type
    Effect:
    Use: 
    
    ------
    
    Skill: Mega Flare
    Combo: Mushu + Fire + Fire
    Effect:
    Use: 
    
    ------
    
    Skill: Homing Blizzard
    Combo: Aero + Blizzard + any magic-type
    Effect:
    Use: 
    
    ------
    
    Skill: Aqua Splash
    Combo: Blizzard + Fire + Aero
    Effect:
    Use: 
    
    ------
    
    Skill: Shock Impact
    Combo: Simba + any 2 attack-types
    Effect:
    Use: 
    
    ------
    
    Skill: Tornado
    Combo: Aero + Gravity + any summon-type
    Effect:
    Use: 
    
    ------
    
    Skill: Quake
    Combo: Gravity + Simba + any magic-type
    Effect:
    Use: 
    
    ------
    
    Skill: Terra
    Combo: any 2 summon-types + Jack
           Simba + Mushu + any item-type
    Effect:
    Use: 
    
    ------
    
    Skill: "Degenerator"
    Combo: Stop + Gravity + Aero
    Effect:
    Use: 
    
    ------
    
    Skill: "Desion"
    Combo: Stop + Aero + Aero
    Effect:
    Use: 
    
    ------
    
    Skill: Bind
    Combo: Gravity + Stop + any magic-type
    Effect:
    Use: 
    
    ------
    
    Skill: Confusion
    Combo: Genie + Tinkerbell + any magic-type
    Effect:
    Use: 
    
    ------
    
    Skill: "Synchro"
    Combo: Cure + Gravity + Aero
    Effect:
    Use: 
    
    ------
    
    Skill: Miracle Gift
    Combo: any summon-type + any magic-type + Jack
           Bambi + Blizzard + any item-type
    Effect:
    Use: 
    
    ------
    
    Skill: Teleport
    Combo: Stop + Aero + any item-type
           any 2 magic-types + Peter Pan
    Effect: An enemy freezes in place as Sora teleports directly
    to it.
    Use: More of a fancy skill than anything else, but can prove
    useful for enemies difficult to target.
    
    ------
    
    Skill: Holy
    Combo: Mega Ether + Last Elixer + any item-type
    Effect:
    Use: 
    
    ---------------------------------------------------------------
    ~~~{5}~~~Partner/Summon Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    Like magic, summons can be more powerful by combining their
    cards together. The more you have, they better and/or longer 
    they can help you. Summons are a good way to attack the enemy
    without putting Sora in too much danger. 
    
    Summons can also be combined with other card types to get 
    different effects; they are very versatile.
    ---------------------------------------------------------------
    
    1 Summon Card = basic attack
    
    2 of the same Summon Cards = more powerful attack
    
    3 of the same Summon Cards = most powerful attack
    
        (((EXAMPLE)))
    Peter Pan = fly across and hit the enemies
    
    Peter Pan + Peter Pan = fly back and forth a few times
    
    Peter Pan + Peter Pan + Peter Pan = fly around several times
      (((END EXAMPLE)))
    
      >>>---SORA---<<<
    
    Skill: Trinity Limit
    Combo: any attack-type + Goofy Card + Donald Card
    Effect: Sora and crew combine their powers to blast all enemies
    for a ton of damage.
    Use: An overall nice attack if you can get both cards.
    (ina300 contributed: learned after beating Destiny Islands)
    
    ------
    
    === Full credit once again to Kouli for these summon combos ===
    
    Skill: Paradise Stamp
    Combo: Bambi + any 2 attack-types
    Effect: 
    Use:
    
    ------
    
    Skill: Modified Cross Slash
    Combo: Cloud + Stop + Attack
    Effect: 
    Use:
    
    ------
    
    Skill: Fire Donald
    Combo: Fire + Donald + any magic-type
    Effect: 
    Use:
    
    ------
    
    ---------------------------------------------------------------
    ~~~{6}~~~Custom Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    These are combinations with no special side-effects, but simply
    combos submitted by people that they found useful or interesting.
    REMEMBER: If you'd like to contribute--> CaptainMuffin@gmail.com
    ---------------------------------------------------------------
    
    (no combinations contributed yet)
    
    Name: Poor Man's Ominslash
    Creator: MagicianRed
    Combo: Cloud + Keyblade + Cloud
    Description: "What this does is it calls Cloud for 2 hits, then 
    Sora swings his keyblade moving him closer to the enemy so when 
    Cloud is summoned again, he has a little more range and hits 
    enemy again for 2 more hits. The combo HAS to be in that order, 
    if it's not Cloud will only be summoned once for 3 hits."
    
    Name: Stunning Slash
    Creator: LonelyWolf
    Combo: Simba + Simba + Cloud
    Describtion: "While Simba is summoned out, 2 Simbas make the foe
    stunned, then Cloud appears and slashes twice. But it'll have to 
    have a close range with the target foe."
    
    
    ---------------------------------------------------------------
    ~~~{7}~~~Frequently Asked Questions~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    
    Q: How can I keep from running out of cards?
    
    A: Well first, try not to get your combos broken too much. When
       this happens you lose a card for good from that battle. Keep
       your deck stocked with high value cards (and a couple 0's)
       and use combos when you have an opening or you know that yours
       will break your opponent's. Restocking items such as potions
       and ethers can help too so carry a couple of those.
    
    ------
    
    Q: What ways are there to prevent Card Breaks?
    
    A: Sometime, somewhere, a boss is going to intterupt your attack
       with a 0 card... it happens. The best thing you can do are to
       carry all your highest valued cards with a few of your own 0's
       thrown in. When battling a tough opponent, go on the defensive
       rather than comboing and mashing the attack button like crazy.
       Choose your response card well and wait for them to make the
       first move, that will always give you the advantage.
    
    ------
    
    Q: How do I play as Riku?
    
    A: The mode "Reverse Birth" will be available to you once you
       complete the game as Sora. In this mode you'll be able to
       play as Riku. The gameplay and story will vary so it's a
       whole new experience.
    
    ------
    
    Q: Where can I get those sparkly gold premiere cards?
    
    A: These seem to be very rare cards that open a special door in
       each world. In these rooms you'll find rare cards ans skills
       such as the Mushu summon. I've only found them from battles,
       and may appear more often from White/Black Mushroom Heartless.
    
    ------
    
    Q: Is there a ROM for this? Where can I get it?
    
    A: Uhh... don't ask me that. *cough*
    
    ------
    
    Q: How do I beat so-and-so?
    
    A: Well I'm sure a boss FAQ will be along shortly, but I
       can tell you a number of things. First, make sure your
       deck is prepared... if the upcoming boss is weak against
       a certain element, include those along with an array of
       healing cards. Second, remember that every Heartless
       battle has a Mickey Mouse Emblem card that can be found
       by doing something special during the battle. That card
       will always help you defeat a Heartless boss.
    
    ------
    
    Q: What's the trick to the White Mushrooms?
    
    A: These enemies want to be hit by certain spells. They'll tell
       you what spell they want to be used on them by doing a
       certain action. For example... if you see them shiver, that
       means they want to be warmed. So cast Fire on them. Do this
       three times in a row and you'll win!
    
    -------
    
    Q: How do combos work?
    
    A: When you make a combo, you're setting aside 3 cards. These
       will appear on the upper-left corner of your screen and the
       # values of the cards are now added together. Once activated
       three things can happen.
    
       1) They get broken by the enemy. (make sure your opponent
          doesn't have any 0 cards handy)
    
       2) Sora uses those three cards all in a row.
    
       3) If you meet certain requirements by using the correct
          type of cards and the sum value equals a certain amount,
          you will perform a special move.
    
       Example: If I want to do Sonic Rave, I need to combine three
       different attack-type cards thats values will add up be
       between 20 and 23. (7+8+6, 7+7+7, 6+9+5, etc)
    
    ---------------------------------------------------------------
    ~~~{8}~~~Special Thanks/Legal Stuff~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ---------------------------------------------------------------
    
    A special thanks...
    
    To SquarEnix for a great series!
    
    To CjayC for his marvelous website.
    
    And to everyone who has contributed to this FAQ, especially...
    
    > Myself ^_^
    > Kouli
    > ina300
    > Niu
    
    -------
    
    This FAQ was written by Jack Gardner (The Challenger).
    
            E-MAIL   :    CaptainMuffin@gmail.com
    
    It can only be used by gamefaqs.com, ign.com or by permission from me.
    
    Kingdom Hearts and all names therein are property of Square-Enix
    
    Copyright 2004

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