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    Deck Building Guide by 90Kirsdarke

    Version: 1.0 | Updated: 01/11/07 | Search Guide | Bookmark Guide

    Kingdom Hearts Chain of Memories
    Advanced Deck Building Guide
    Written by: 9┬░Kirsdarke!
    Table of Contents
    Part A: In the beginning...
      A.0 Version History
      A.1 About this Guide
    Part B: Advanced Building Basics
      B.0 Leveling Up
      B.1 The Keyblades
      B.2 Magic and Summons
      B.3 Item Cards
      B.4 Enemy Cards
      B.5 Premium Cards
      B.6 Sleights
    Part C: Building your Deck
      C.0 Deck Styles
      C.1 What 0 can do for you
      C.2 Making the right choices
      C.3 The Boss Deck
    Part D: The Conclusion
      D.0 Contact Info
      D.1 Credits
      D.2 Legal Stuff
    Part A: In the beginning...
    Well you know what happened next.
    A.0 Version History
    9/26/06 Version 1.0
    Original Gamefaqs submission.
    A.1 About this Guide
    Welcome to my second guide! This guide goes out to all the tired, frustrated
    and downright murderous people the Chain of Memories tends to create. I am here
    to (hopefully) save the day and save you from yourself.
    Also please this is my first crack at writing a guide to help people play a
    game better. I've worked very hard to ensure that this guide is as good as
    possible. If however you have played this game and disagree with my tactics, I
    would like you to let me know. Preferably in the nicest way possible. I like to
    listen to all opinions concerning my tactics.
    PLEASE note this is NOT a deck list! All of the tactics below are to HELP you
    build the ultimate deck by providing all of the info you need to make good
    card choices, and also some strategies to help you build with what cards you've
    Now that I've said my piece here's where you start the copy/paste.
    Part B: Advanced Building Basics
    Advanced basics? I believe that's an oxymoron...
    B.0 Leveling Up
    Since Chain of Memories revolves around your deck, leveling up does not play as
    huge a role as it normally does in other RPG's. However leveling up should
    neither be neglected nor ignored. The choices you make early in the game will
    have a huge impact on the way you will battle the later bosses. 
    Every time you level up, you are given the choice between one of three options:
    Level up HP, Level up CP, or learn new sleight. As I said the decisions you
    make will affect you greatly in the end.
    Leveling up HP increases your Hit Points by 15. Obviously this is good because
    it means that Sora can take more damage than he could before. Leveling up CP
    increases your Card Points by 25. This allows you to have either more cards
    or better ones. Sleight allows you to learn a new combo that can then be used
    in battle. It's worth noting that even if you know a certain sleight combo, it
    cannot be used in battle until you learn it in the game.
    So now that you know what each option does, what do you do now?
    Well first every time you are given the option of learning a new sleight, do
    it. Sleights are more powerful that basic attacks and thusly increase your
    battle strength immediately. If for some reason you miss a sleight don't panic.
    The game keeps the sleight there for you to learn until you want to. All other
    sleights you could have learned in that time are then stacked up so you can
    learn them all in a row.
    If for some reason you find a sleight you don't want and try to avoid it for
    later and better sleights you can forget that right now. The game does not pick
    and choose the order that you learn new sleights so trying to skip Slide Dash
    until you want to learn Ragnarok simply won't work. Sorry :)
    So how does do I decide between HP and CP?
    Well many people think that the best way to go is a 1:1 HP to CP ratio is best
    because it's the most balanced. Although this technique works fine early on,
    it's inherent weaknesses become very obvious way to late. I very strongly
    recommend at least a 1:3 HP to CP ratio. Well hear me out.
    As I've said, the main theme of the game is cards. CP controls the number and
    power of cards you can have in your deck. If you have more CP then you can have
    more cards. The lack of HP that you have late in the game is easily surpassed
    by the strength of your deck.
    The problem with a 1:1 or 1:2 ratio is that late in the game you'll be acquiring
    some great cards. However your lack of CP severely limits the number of cards
    you can have and even the strength. A deck full of Ultima Weapons costs a
    significant amount of CP more than a deck full of say Olympia. If you've been
    religious about staying 1:1 you are not going to have anywhere near the CP
    required to have a high level, high strength and or a high number of cards.
    You're pretty much going to have to pick between one of those three as to what
    kind of deck you want.
    But wait... I don't have any HP!
    So back to this point. While many see lack of HP as a game killer, a good
    player sees a great advantage in it. It's true: less HP means you can take
    less damage from enemies and requires a much faster response time to
    danger. If you haven't trained up your own game skills you might have a
    very tough time with this. I wouldn't recommend you try this on your first
    playthru of the game. If you're on your second or third you're probably
    Other than quickly responding to dangerous health problems the other skill
    you need is the skill to avoid the damage in the first place. Read up on
    tough boss battles before you fight them to get an idea of the attacks a
    boss uses and how to dodge them. Avoiding damage is the best way to heal it!
    But if you've got the skills then this route should make this game much
    easier. With the lack of HP comes a huge surplus of CP. As I'm about to
    explain later in this guide that CP is going to make you invincible.
    B.1 The Keyblades
    Since Sora does not have a strength stat his actual physical strength is
    instead determined by his cards. Each Keyblade in the game has it's own
    strengths and weaknesses that should be carefully weighed and evaluated
    before you add it to your deck.
    For example: The Ultima Keyblade is the most physically powerful card in
    the game. A deck full of these would cut down any enemy in a matter of
    seconds. However Ultima costs a huge amount of CP so you may be severely
    limited as to the number of cards you have. 
    Conversely the Kingdom Key costs hardly any CP. So you could have deck
    with very little CP that has a lot of cards. However the Kingdom Key is
    the weakest card in the game and makes battles very long and potentially
    Here's a list of all of the Keyblades in the game with all of their stats:
    ------------                        ------------  
    Kingdom Key                         Spellbinder
    ------------                        ------------
    Location: Default Keyblade          Location: Hundred Acre Wood, Owl
    Strike: D+                          Strike: D+
    Thrust: D+                          Thrust: A
    Combo Finish: D+                    Combo Finish: D+
    Swing Speed: B                      Swing Speed: C
    Element: Psychical                  Element: Lightning
    Break Recovery: B                   Break Recovery: A
    CP: S                               Required CP: B
    -------------                       --------------
    Three Wishes                        Metal Chocobo
    ------------                        --------------
    Location: Agrabah                   Location: Olympus Coliseium 
    Strike: C+                          Strike: C+
    Thrust: D+                          Thrust: C+
    Combo Finish: B                     Combo Finish: B+
    Swing Speed: A                      Swing Speed: C
    Element: Physical                   Element: Neutral
    Break Recovery: B                   Break Recovery: B
    Required CP: A                      Required CP: B
    ---------                           --------
    Crabclaw                            Olympia
    ---------                           --------
    Location: Atlantica                 Location: Olympus Colesium
    Strike: C                           Strike: C+
    Thrust: C                           Thrust: D+
    Combo Finish: B+                    Combo Finish: B
    Swing Speed: B                      Swing Speed: C
    Element: Physical                   Element: Physical
    Break Recovery: S                   Break Recovery: A
    Required CP: B                      Required CP: A
    ------------                        ----------
    Pumpkinhead                         Lionheart
    ------------                        ----------
    Location: Halloween Town            Location: Traverse Town
    Strike: C+                          Strike: B
    Thrust: C+                          Thrust: B
    Combo Finish: D+                    Combo Finish: B
    Swing Speed: B                      Swing Speed: D
    Element: Physical                   Element: Fire
    Break Recovery: A                   Break Recovery: A
    Required CP: A                      Required CP: B
    -----------                         ----------
    Fairy Harp                          Lady Luck
    -----------                         ----------
    Location: Neverland                 Location: Wonderland
    Strike: C+                          Strike: C+
    Thrust: C+                          Thrust: C+
    Combo Finish: C                     Combo Finish: D+
    Swing Speed: S                      Swing Speed: A
    Element: Physical                   Element: Physical
    Break Recovery: B                   Break Recovery: B
    Required CP: B                      Required CP: A
    -------------                       ------------
    Wishing Star                        Divine Rose
    -------------                       ------------
    Location: Monstro                   Location: Hollow Bastion
    Strike: C                           Strike: A
    Thrust: C                           Thrust: D+
    Combo Finish: D+                    Combo Finish: C
    Swing Speed: A                      Swing Speed: A
    Element: Physical                   Element: Physical
    Break Recovery: A                   Break Recovery: C
    Required CP: A                      Required CP: B
    -----------                         -----------------
    Oathkeeper                          One-Winged Angel
    -----------                         -----------------
    Location: Destiny Islands Boss      Location: Twilight Town after Sora game
    Strike: B                           Strike: C
    Thrust: S                           Thrust: C
    Combo Finish: B+                    Combo Finish: S
    Swing Speed: B                      Swing Speed: A
    Element: Physical                   Element: Fire
    Break Recovery: B                   Break Recovery: C
    Required CP: C                      Required CP: C
    ---------                           --------------
    Oblivion                            Ultima Weapon     
    ---------                           --------------        
    Location: H between 12th and 13th   Location: Castle Oblivion after Riku game
    Strike: A                           Strike: S
    Thrust: A                           Thrust: S
    Combo Finish: D                     Combo Finish: A
    Swing Speed: C                      Swing Speed: B
    Element: Neutral                    Element: Physical
    Break Recovery: A                   Break Recovery: B
    Required CP: C                      Required CP: D
    Diamond Dust
    Location: Castle Oblivion after Sora game
    Strike: B+
    Thrust: B+
    Combo Finish: B
    Swing Speed: S
    Element: Ice
    Break Recovery: S
    Required CP: C
    Other than CP requirements, There are three other important factors to
    consider when adding a card: Level, Swing Speed and Card Order.
    Many new players get caught up in only having high level cards in your deck.
    The theory being a deck of all level 9s is practically unbeatable because
    there is almost no chance of card breaks. But this is very untrue. A well
    placed low level attack card can reek some serious havoc on an enemy and
    give your deck a great strength boost.
    In the beginning of the game when you are limited to only 2 or 3 Keyblades,
    the best method is to have a deck filled with the highest level cards you
    have. As you get some new attack cards with greater strength add them
    in spaced out in your deck. Eventually you should have all of your weak
    cards completely gone; replaced by high level strong cards.
    Another very important factor to consider in a card is swing speed. Cards
    like Lionheart and Olympia possess strong attack, but both are fairly slow.
    This leaves you wide open for a card break or for the enemy to get away.
    These cards are the exception to the low level/high strength rule because
    of their ease to be broken and you'll be defenseless. Fast cards are strong
    The final important consideration is the card order. Each card has a strength
    for thrust, strike and combo finish. This is convenient because all of Sora's
    combos are three hit combos. So se this knowledge to your advantage! Don't put
    an Oblivion at the end of a combo because it's not going to do anywhere near
    the damage it should. Put it either at the beginning or middle of a combo where
    it's going to do the most good. If in battle your three card combos get thrown
    off just do a one or two hit combo to get your balance back.
    B.2 Magic and Summons
    I'll bottom line this: Magic and Summons are the worst cards in Chain or
    Memories. Sorry if you love them; this guide is about to get alot less fun
    for you.
    Unlike Keyblades, magic power does not change depending on your level, the
    cards level, what day of the week it is, ect. The ONLY thing that makes a
    magic card more powerful is stacking 2 or 3 of them in a sleight. Already
    that puts these cards at a huge disadvantage because you already need 3
    cards to equal the power of 1 attack. This eventually hogs up a lot of your
    CP. Also all of these cards make shuffling through to the magic cards you
    do need a huge pain in the a.. (ahem)
    The other huge factor is that later bosses are all resistant to almost all
    of the magic cards. So having a deck full of Firaga and Blizzagas isn't
    going to do you much good against a boss that is totally resistant to them.
    So do you like any magic cards at all?
    I'm glad I rhetorically asked! As a matter of fact there are a few magics
    I can't get enough of! First is Cure. Obvious. If you're taking the CP
    route you're going to need a lot of these. I say for every 2 worlds you
    visit add at least one Cure card. That way you always have enough Cure's
    to perform Curaga.
    My second favorite magic is Cloud. Cloud is about to become the most
    important card in your deck. I love Cloud for his sleight, Omnislash. In
    this sleight he flies around the ring and deals three massive blows to
    enemies in front of Sora. A few Omnislashes can very quickly cut a full
    health boss down in no time. Put as many in your deck as possible: you'll
    be glad you did!
    The other two optional magics are Tinkerbell and Simba. When you summon
    Tinkerbell she automatically stays with Sora and heals his HP at set
    intervals. This can be a huge help if you're facing a very fast boss and
    you don't normally react in time to heal yourself.
    Simba is the other magic card I'd use. When summoned he stuns/damages all
    enemies in front of Sora. While this isn't much good against bosses it can
    make regular enemy battles far quicker and less annoying.
    B.3 Item Cards
    Like Premium cards, Item cards are one time use only cards. All of the
    item cards have effects designed to quickly get your cards back. Potions
    reload attack cards, Ethers reload magics and Elixirs reload all of your
    These cards can be a huge advantage in your deck because they a) save you
    the trouble of reloading, b) can reload cards marked as un-reloadable and
    c) reset your reload counter. If you have the CP its best to have at least
    one of these in your deck.
    B.4 Enemy Cards
    Enemy cards are cards dropped randomly at the end of regular battles or after
    many boss battles. Each enemy card reflects the strengths of that particular
    Heartless. How long they last generally changes depending on the cards. Some
    last for a certain amount of reloads, others for a certain number of card
    uses. And even others affect sleights.
    I think these cards are the most overlooked cards in the game. Many of these
    cards have amazing effects that can instantly turn the tide of battle in your
    favor. My favorite is Vexen which bestows Auto-Life, which does exactly what
    it's name suggests. Other than Vexen it's best to use cards that reflect your
    own personal strengths/weaknesses. One of my most common uses is Card Soldiers
    which increases the swing speed for your cards. The choice is basically yours.
    B.5 Premium Cards
    Premium Cards are one time use only cards. Basically after you use a Premium
    once in battle it will not come back the next time you reload. The only way
    to recover Premiums is to use an item card that reloads all of your cards.
    So if it's one time use only why bother?
    Hmm good point. Well there are several advantages to using Premium cards.
    First Premium cards cost significantly less CP so obviously they take up
    less room in your deck. The second reason they are so great are for sleights.
    Remember that in a sleight the first card used in that sleight is marked as
    un-reloadable? Well, why not use a Premium card? Premium cards do great as
    sleight starters because they cost less and save your other non-premium cards
    for later. Also if you use a premium card later in a sleight it is NOT marked
    as un-reloadable. So even a sleight with 3 Premiums will only lose one card.
    So how does this apply to my deck?
    The greatest use of Premium cards is in magic sleights. Think; you normally
    use 3 magic cards in combination automatically to make your magics cards
    more powerful. So by using Premium cards you can have a huge number of Cure
    and Cloud cards and hardly use any CP. Doesn't that just make you warm and
    tingly inside :)
    B.6 Sleights
    So as I've said, sleights are more powerful versions of your attacks.
    Since they are more powerful attacks in theory they should be very
    powerful additions to your deck. For the most part this is true. However...
    Sleights can be hard to use. First because most of the powerful sleights
    require very small total values. Ragnarok uses a value of 7-9. So in a
    high level deck this requires 2 0s and 1 high level card. This gets even
    more tricky when you try to do Ars Arcanum, which requires a 1-6.
    Also sleights use up your attack cards. If you use too many sleights in
    one boss battle, you are going to be in a massive amount of trouble. And
    since later bosses all have a large number of 0s and use sleights of their
    own many of your sleights end up being broken and your cards wasted.
    Other than magic sleights, I cannot come up with any good tactics for
    sleights. Consider this one a personal call as to whether you use these or
    B.7 Aquiring Cards
    Now that you know what kinds of cards there are, where/how do you get them?
    Well thats not the real question; the real one is how much time are you ready
    to waste on this game.
    There's 3 basic ways to get cards. 1 is through certain events in the story. 2
    is randomly found in Treasure Spots in each of the worlds. What cards you find
    change depending on which world you're in.
    #3 is a real doozy: Moogle Shops. Depending on what type of person you are, you
    may spend hours and hours on end saving for Moogle Shops. In order to purchase
    cards from a Moogle Shop you need both a Moogle Room card and Moogle Points.
    While the Room cards can only be found at the end of a battle, Moogle Points
    are truly what you are gonna hate.
    Moogle Points appear randomly at Treasure Spots like cards do. The best thing
    I can say about this is that every time you leave and re-enter a room the
    Treasure Spots all reset, making it possible to keep collecting points. The
    best rooms for Points are large rooms: Teeming Darkness, Looming Darkness and
    Almighty Darkness being the best of the best. You get to fight alot of
    Heartless and get alot of Moogle Points.
    So once you've got your points, you gotta spend em. Thats where a Moogle Room
    comes in handy. Every new shop you open up nets you one free pack of cards,
    and gives you the chance to purchase 16 new packs. Red are attack cards, Blue
    magic, Green items and Multi are assorted.
    But you probably knew all this already. So why bother mentioning? Well getting
    Points and spending them are easy; picking what to spend it on can be very
    hard. Do you save up for very long periods of time and splurge at the end or
    buy every chance you get?
    The answer surprisingly is both. Saving up Moogle Points for late in the game
    is essential for later game play. You gotta have the cards to beat the bosses.
    But it is also very difficult to NOT spend any Moogle Points at all. How can
    you possibly beat bosses without any cards?
    Well the trick is WHAT you buy, not how much. Late in the game you will be
    given four possible options for what card packs to buy based on their rarity:
    Low, Medium, High and Supreme. What packs are available changes as you progess
    through the game. At first you will only be able to buy Low rare packs, but
    as you progess you will unlock medium, high and supreme.
    This is where decision making is critical. What to buy depends on
    Part C: Building your Deck
    So now that you've learned the advanced basics now you get to actually build
    a deck! Huzah!
    C.0 Deck Styles
    One of my personal favorite features of Chain of Memories is the ability
    to have more than one deck. This gives you the chance to have one deck
    dedicated to say enemies and another dedicated for boss battles. This
    gives you plenty of flexibility to experimenent with new deck ideas because
    if it fails to erase it and start over.
    Basically there are two deck styles: Enemy and Boss. Enemy decks can be
    whatever you want (for all you magic users) You use your enemy deck to
    battle just regular enemies. Seriously whatever you want.
    Boss decks, however, require much more thought. To save you the trouble I
    have listed below some strategies to follow that will make any boss deck
    a boss killer.
    C.1 What 0 can do for you
    0 cards are the most important cards in your deck. The reason for such a bold
    statement becomes  very apparent late in the game. In the end of the game
    bosses LOVE sleights. Unless you plan on countering every sleights with a
    sleight you are going to need some method of deflecting these attacks.
    Enter 0. 0s can counter anything as long as they're played second. If you see
    a boss about to perform a sleight, just scroll back and play a 0. By the end of
    the game you are looking for at least 4 0s with 6 being preferable.
    The 0 is a lifesaver. It can knock off any and every sleight in the game. And
    as I said bosses LOVE sleights. Riku IV is one of the most frustrating bosses
    in the game due to his Dark Aura sleight. But now if you had a 0, and it just
    happened to be at the front of your deck, you will have a unbelievably easier
    time. At the beginning of any battle merely scroll past all of the 0's until
    you hit your attack cards. When a boss gets ready to use a sleight, scroll
    back one card onto a 0. Viola! Card Break!
    C.2 Making the right choices
    So now that you've read all the strengths and weaknesses of all of the cards,
    you may be wondering where's the list of the ultimate deck? Well sorry to say
    there is no such thing. The reasons are very
    1) Not everybody has the same cards. While I may be lucky and have
    a deck of all level 9 Ultimas, not everybody has those kind of cards.
    2) Everybodys CP is different. Even if you follow my ratio of CP:HP you still
    might end up with far less CP then I have. I usually take my ratio all the
    way to a 6:1 or higher, so I typically have far more CP then I actually
    3) Where you are in the game is very relevant to what kinds of cards you have
    in your deck. You can't possibly have more than a few Cloud cards if you're
    only on Wonderland and haven't even VISITED the Colesium. How could I
    possibly expect everyone to have those cards?
    4) I am a total lunatic. When I game, I get very into it. So while to me a
    few hours of hunting down Moogle Points or a few hours leveling up seems
    like nothing. I don't expect anyone to game even half as much as me, and if
    you do thats great but I need to help everybody; not just the crazy.
    5) Premium cards. I mentioned them, but people still don't understand the
    importance of them in your deck. Premium magic cards will make you totally
    invincable and will drastically cut back on your CP.
    So if there's no ultimate deck list, how do you know what kind of cards to
    put in your deck? Well the answer is one that you have already read! Every
    single section above explains the different cards, their strengths and
    weaknesses, and what kind you should have in your deck.
    Use your brain! I don't know what level you're at or what kind of cards you
    have. You need to make your own choices based on the information I've given.
    I have below a great outline for an amazing boss deck, but again I do not
    expect you to have half the cards you need for such a deck.
    So reader, it really is up to you what to make of your deck. I've given some
    great strategies and information to help you make the best choices. If you
    follow my CP:HP plan then you fill find everything said here to be very
    informative and helpful. Its up to you what you want your deck to be.
    C.3 The Boss Deck
    This is a basic checklist of what you should have in your deck. Again this
    deck does NOT depend on your CP. It's give and take: if you have the CP,
    throw in a few extra Clouds. If you're lacking, take out a 0 or a few
    low level keyblades.
    So here you go; your deck checklist.
    The 0s
    First you start off your deck with the 0 cards. That way all you have to do is
    at the start of the battle scroll past them. Then whenever you need them simply
    scroll back one and horray your 0 is there. Getting 0s fast is essential very
    late in the game.
    The Keyblades
    Next have all of your Keyblade cards. Have all of them arranged to reflect
    their own individual strengths/weaknesses.
    These come next. Put all of your Cloud and non Cure cards in order here. I
    recommend as many of Cloud as you can get in your deck.
    Next are items. Save these for when you really need them.
    The last cards in your deck should be Cures. That way you can scroll all the
    way to the reload counter and there are your Cures.
    Enemy cards
    Last pick an enemy card that most reflects your personal strengths.
    Part D: In Conclusion
    I would like to thank the academy...
    D.0 Contact Info
    If for any reason you would like to contact me please email me at keyblade_
    master_02 (at) yahoo.com or AIM me at skye0052. Unfortunately I don't check
    my email enough so if I take a while to get back at you sorry.
    D.1 Credits
    Other than the academy I would like to thank Square Enix and Disney for having
    the balls to do something nobody ever thought possible. Also a lot of credit
    goes to myself because hey I wrote this thing. I think I've earned it.
    D.2 Legal Info
    This guide is to only be posted on 
    If you wish to put this guide on your site contact and I'll let you know.
    I'd say you've got a good chance though; any publicitity is good for me.
    This guide is not to be reproduced for profit; only personal use. But you
    wouldn't even think of doing something like that, would you. :)
    Copyright Cody Trombley 2006

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