Tech Skills/Abilities, Spells, and Summons
Dodge Roll: Dive and roll to evade attack by pressing the square button. (learned from Goofy right before Wonderland)
Combo Plus: Extends ground combo attack by one step. Equip more to extend it further. (learned at lv. 9)
Vortex: Close the distance to nearby enemies with this powerful spinning attack.
Scan: View an enemy's HP gauge during battle.
Sonic Blade: Slash an enemy while rushing past. Select followup attack at right time for a combo. (Mid-range attack.
Cost: 2 MP) (learned from Cloud after the Cerberus battle in the Coliseum).
Blitz: Strike enemies ahead of you with a powerful finishing combo.
Berserk: Boosts attack power when HP is critically low. Combine with a weapon skill for more power.
Counterattack: Strike back after parrying an enemy blow. Successful counterattacks restore MP.
Air Combo Plus: Extends aerial combo attack by one step. Equip more to extend it further.
Aerial Sweep: Leap at an airborne enemy and strike a mighty blow.
Strike Raid: Hurl the Keyblade at an enemy. Select followup attack at right time for a combo. (Long-range attack. Cost: 2 MP)
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Guard: Guard against an enemy attack by pressing the square button.
Ars Arcanum: A formidable attack. After a combo, select followup attack again for a double combo. (Short-range attack. Cost:
3 MP) (learned after defeating Captain Hook).
MP Haste: Boosts MP recovery rate during battle, allowing more spellcasting.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Ragnarok: After a serial combo, select a followup attack at the right time to unleash Ragnarok. (For airborne targets.
Cost: 3 MP) (learned after defeating Riku-Ansem (second Riku fight in Hollow Bastion))
Second Chance: Keep 1HP even after taking a critical hit.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Trinity Limit: Channel the party's remaining MP to crush surrounding foes. Minimum 3 MP. (With companions nearby.
Cost: All MP).
Berserk: Boosts attack power when HP critically low. Combine with a weapon skill for more power. (learned at lv. 10)
MP Haste: Boosts MP recovery rate during battle, allowing more spellcasting.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Second Chance: Keep 1HP even after taking a critical hit.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Second Wind: Recover from KO status quickly with HP fully restored.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Cheer: Increases the summons' MP gauge, giving them more time and attacks per battle. Equip to entire party to boost effect.
Jackpot: Recieve more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Lucky Strike: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
Rocket: Leap at an airborne enemy and attack with shield. (Special attack. Cost: 1 MP)
Jackpot: Recieve more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Charge: Charge and knock out an enemy with shield. (Special attack. Cost: 1 MP) (learned at lv. 16)
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Tornado: Whirl after an enemy, using shield to attack. (Special attack. Cost: 1 MP)
Lucky Strike: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
MP Gift: Give up MP to give 3MP to a friend. (Support skill. Cost: 1MP).
Cheer: Increases the summons' MP gauge, giving them more time and attacks per battle. Equip to entire party to boost effect.
Second Wind: Recover from KO status quickly with HP fully restored.
Second Chance: Keep 1HP even after taking a critical hit.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
MP Haste: Boosts MP recovery rate during battle, allowing more spellcasting.
Berserk: Boosts attack power when HP critically low. Combine with a weapon skill for more power. (learned at lv. 10)
Raging Boar: Thrash surrounding enemies with spear, blowing them out of the way. (Special attack. Cost: 1 MP)
Asp's Bite: Knock out an enemy with a powerful blow. (Special attack. Cost: 1 MP)
Healing Herb: Recharge HP with an energizing herb. (Defense skill. Cost: 1 MP)
Wind Armor: Protect yourself with a cloak of air. (Defence skill. Cost: 2 MP)
Second Wind: Recover from KO status quickly with HP fully restored.
Second Chance: Keep 1 HP even after taking a critical hit.
Berserk: Boosts attack power when HP is critically low. Combine with a weapon skill for more power.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Crescent: Jump straight up to attack enemies overhead. (Special attack. Cost: 1 MP)
Sandstorm: Strike at enemies while charging through them. (Special attack. Cost: 1 MP)
Cheer: Increases the summos' MP gauge, giving them more time and attacks per battle. Equip to entire party to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Lucky Strike: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
Jackpot: Recieve more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Spiral Wave: Charge at a target with a spinning attack. (Special attack. Cost: 1 MP)
Thunder Potion: Use potions packed with Thunder power. (Special attack. Cost: 1 MP)
Cure Potion: Use potions packed with Cure effect. (Defense skill. Cost: 1 MP)
Aero Potion: Use potions packed with Aero power. (Defense skill. Cost: 2 MP)
MP Haste: Boosts MP recovery rate during battle, allowing more spellcasting.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Lucky Strike: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
Second Wind: Recover from KO status quickly with HP fully restored.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Applause!: Upstage foes with this dramatic, long-range sliding attack. (Special attack. Cost: 1 MP)
Blazing Fury: Blast enemies with scorching fire. (Special attack. Cost: Little MP)
Icy Terror: Freeze enemies with a bone-chilling blizzard. (Special attack. Cost: Little MP)
Bolts of Sorrow: Call lightning down to shock enemies. (Special attack. Cost: 1 MP)
Ghostly Scream: Summon dark spheres to crush enemies. (Special attack. Cost: 1 MP)
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Jackpot: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Cheer: Increases the summos' MP gauge, giving them more time and attacks per battle. Equip to entire party to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Hummingbird: Dart in to rain countless blows upon the enemy. (Special attack. Cost: 1 MP)
Time-Out: Freeze time for enemies, halting their movement. (Special attack. Cost: 2 MP)
Storm's Eye: Wrap yourself in a protective whirlwind. (Defense skill. Cost: 2 MP)
Jackpot: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Lucky Strike: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
MP Haste: Boosts MP recovery rate during battle, allowing more spellcasting.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Treasure Magnet: Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Ferocious Lunge: Lunge at an enemy from a distance. (Special attack. Cost: 1 MP)
Furious Bellow: Knock out surrounding enemies with a raging bellow. (Special attack. Cost: 1 MP)
Berserk: Boosts attack power when HP is critically low. Combine with weapon skill for more power.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
MP Rage: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Equip more to boost effect.
Second Chance: Keep 1 HP even after taking a critical hit.
Second Wind: Recover from KO status quickly with HP fully restored.
Critical Plus: Increases odds of dealing critical damage. Equip more to boost effect.
High Jump: Powers up your jump, allowing you to reach higher places. Learned after talking to Gepetto, then opening the chest,
after defeating the Parasite Cage the first time around.
Mermaid Kick: Swim faster and more powerfully. In Atlantica, press the O button repeatedly to accelerate. Learned after defeating
Ursula the first time.
Glide: While in the air, press the O button to ride the air currents. Hold down the O button to remain aloft.
Fire: Learned from Donald right before Wonderland.
Blizzard: Learned from the Cheshire Cat after finding the last piece of evidence.
Thunder: Learned from Phil after the barrel trial.
Cure: Learned after defeating the Stealth Sneak in Deep Jungle
Aero: Learned after defeating the Opposite Armor in Traverse Town
Gravity: Learned after winning the Phil Cup
Blizzara: Upgraded after defeating Jafar (Agrabah)
Fira: Upgraded after defeating Genie Jafar (Agrabah)
Stop: Learned after finally defeating the Parasite Cage in Monstro (i.e., after the second fight)
Stopra: Upgraded after completing the swing game in the 100 Acre Woods
Thundara: Upgraded after defeating Ursula and agreeing to lock the Atlantica Keyhole
Gravira: Upgraded after locking Halloween Town
Cura: Upgraded once on deck of Captain Hook's ship, after fighting AntiSora
Aerora: Upgraded in the secret room onboard Captain Hook's ship (use Yellow Trinity)
Firaga: Upgraded after locking Hollow Bastion, then speaking to the Princesses of Heart in the Castle Chapel.
Curaga: Upgraded after locking Hollow Bastion, then speaking to earisu (Aeris/Aerith) in the Hollow Bastion Library three times.
Aeroga: Upgraded after releasing all 99 puppies, then returning to Pongo and Perdita
Blizzaga: Upgraded after defeating the Behemoth in the Hades Cup
Thundaga: Upgraded after defeating Cerberus in the Hades Cup
Graviga: Upgraded after defeating Hades in the Hades Cup
Stopga: Upgraded after defeating the Phantom in the Clock Tower (Neverland)
Bambi: Prances around, dropping MP balls. The more enemies you defeat while Bambi is present, the higher the blue meter in the
upper-right corner of the screen will charge, and the better the items Bambi will drop. Found: Find Naturespark
in the 100 Acre Wood, talk to the Fairy Godmother. Cost: 1 MP.
Dumbo: Sora jumps onto his head, and they fly around, splashing enemies with water. While they do this, they are invulnerable to
enemy attacks. Found: Find Watergleam in a chest in Monstro's mouth, talk to the Fairy Godmother. Cost: 3 MP.
Genie: Lock onto a target, then choose "Showtime" from the menu. Genie will then attack all the enemies around that locked-on
enemy with several magic attacks. Found After locking Agrabah, Aladdin sets Genie free, who decides to join you. Cost: 2 MP.
Mushu: He sits on Sora's head (Sora: ... 9_9;;;), shooting small flames at enemies. The faster he does this, the faster his MP
gauge empties. Found: Defeat Maleficent's Dragon form in Hollow Bastion to receive Fireglow, talk to the Fairy Godmother.
Cost: 3 MP.
Simba: Choose "Charge Up" from the menu and hold down X. The longer you hold down X, the more Simba's MP gauge fills, and the more
powerful his attack will be. Found: Use the Red Trinity on the Secret Waterway, then talk to Leon several times to get Earthshine,
talk to the Fairy Godmother. Cost: 2 MP.
Tinkerbell: She flies around and constantly heals the party. She also stops Sora from being killed (only once, though), and if this
happens, she leaves the battlefield. Found: Lock Neverland, and she joins you. Cost: 3 MP.