![]() ![]() Because of this alternative sleights like Blizzard Raid are not nearly as useful except to spread out the ice elemental damage across multiple blizzard cards. ![]() The Blizzara and Blizzaga sleights only empower this further, although their damage has been lowered to compensate. Note that bosses and large enemies cannot be hit multiple times by a single spell. It also has a more useful range, which combined with its spread pattern makes it capable of clearing out entire groups at once in the earliest worlds. The Blizzard spell in Re:Chain of Memories is a lot different instead of one small snowflake it sends forth a shotgun-like barrage of them. ![]() Ultimately a sleight like Blizzard Raid is a more effective use of the card being able to both hit multiple enemies multiple times, while doing so from a long distance. The Blizzara and Blizzaga sleights alleviate the issue somewhat by increasing the hitbox, and a sleight like Homing Blizzara can at least guarantee to hit an enemy from afar. It has a very limited range, and is rarely useful in the 2D combat areas on its own. In Chain of Memories using the spell sends forth a small snowflake that stops at the first enemy hit. In the remake he can acquire one in the tutorial in Traverse Town when he has to break a barrel. ![]() Stock two cards for Aerora and three cards for Aeroga.īlizzard is the first offensive magic card available to Sora, although he does not actually start with it in his deck in either game. Magic that blows away nearby enemies and inflicts damage. Stock two cards for Thundara and three cards for Thundaga. Stock two cards for Stopra and three cards for Stopga. Magic that halts enemy movement for a set time period. Stock two cards for Gravira and three cards for Graviga. Magic that deals damage relative to the enemies' remaining HP. Stock two cards for Fira and three cards for Firaga. Stock two cards for Cura and three cards for Curaga. Stock two cards for Blizzara and three cards for Blizzaga. The Bumble-Rumble minigame from Re:Chain of Memories also includes two new magic cards Wind and Honey. The Xigbar card's Shot Charge also empowers projectiles, which also is helpful with the various ranged magic cards. The various minor elemental enemies ( Red Nocturne and etc.) also all drop cards that boost a specific element by 50%. The only enemy card that affects all magic is the Wizard card's Magic Boost, which disables the use of summon cards in exchange for a 30% bonus on damage and duration for magic and magic sleights. The human bosses in Chain of Memories will make use of their personal blue-bordered magic cards, a helpful indicator to off-set their red-bordered physical attacks. Sleights are also where players can call upon the -Ra and -Ga spell variants, the latter of which can remain useful even in the end-game, and prove incredibly overpowered early on due to how easy they are to use. Spells are an important source of damage in the early and mid-game, but falter part of the way through, serving more use as part of sleights. The Stop and Gravity cards are the only exception, as these must be acquired from a bounty room map card. Magic cards are unlocked by progressing through the story, after which they are available everywhere, such as the Moogle Shop, which sells magic card packs. Chain of Memories features a total of seven magic cards available to Sora, all of which are based on the magic spells seen in the original Kingdom Hearts. They are identified by their blue border, which they share with summon cards. Magic cards are part of the set of cards used for casting spells in Chain of Memories and Re:Chain of Memories. ![]()
0 Comments
Leave a Reply. |