Kingdom hearts II Final mix Tips (2023)

Best magics

  • Reflect
  • Magnet
  • Thunder
  • Cure
  • Fire
  • Blizzard

A Tier

(Excellent abilities all around. There’s literally no reason why you’d have these unequiped as they can literally only help you in every situation).

  • Guard
  • Horizontal Slash
  • Finishing Leap
  • Sliding Dash
  • Flash Step
  • Counterguard
  • Explosion
  • Aerial Dive
  • Trinity Limit
  • Dodge Roll
  • Aerial Dodge
  • Glide
  • Scan
  • Jackpot
  • Lucky Lucky
  • Fire Boost
  • Blizzard Boost
  • Thunder Boost
  • Once More
  • Aerial Recovery
  • Combo Master
  • Combo Boost
  • Air Combo Boost
  • Reaction Boost
  • Finishing Plus
  • Damage Drive
  • Drive Boost
  • Summon Boost
  • Combination Boost
  • Experience Boost
  • Leaf Bracer
  • Draw
  • Item Boost
  • MP Rage
  • MP Hastes
  • Defender
  • Second Chance
Kingdom hearts II Final mix Tips (1)

B Tier

(Very good or even great abilities, but they can be a hindrance in specific situations when trying to do certain strategies or certain mechanics of fights. You still generally want these equipped however).

  • Slapshot
  • Vicinity Break
  • Guard Break
  • Aerial Spiral
  • High Jump
  • Quick Run
  • Form Boost
  • Damage Control

C Tier

(Abilities that can be very powerful in the right hands but are pretty situational. A lot of these I consider “noob traps” since they are mostly the abilities that look awesome but are laggy and slow which can be problematic when accounting for revenge value. Otherwise some of these abilities are good at first but lose use after a while. Again, they’re not terrible abilities though so it’s really up to you when the situation calls for them.)

D Tier

(Abilities that may have a few good uses but are more of a hindrance than anything else. These abilities are mostly used for minigames, grinding, or extremely specific boss strategies. Lest it be said, these are better off turned off in normal gameplay).

  • Retaliating Slash
  • Auto Drive Form (specifically Auto Limit Form)
  • Auto Limit (For Donald’s Comet or Duck Flare)
  • Negative Combo
  • Berserk Charge
Kingdom hearts II Final mix Tips (2)

E Tier

(Just…don’t. These abilities provide no discernible advantage and are either outclassed or just bad).

  • Dodge Slash
  • Aerial Sweep
  • Auto Summon
  • Magic Lock-on

Upgrading your drive forms

For starters whenever using forms you must stay near a save point so you can travel to world map before your drive gauge depletes, Once you return to the world your gauge will be refilled (Found this out from the KH II BradyGame guide).

Best place for Valor, Wisdom, and Master Form will be Beast Castle after you unlock the Dungeon Save Point. At First your gauge will only allow to clear the first room, but as time and exp is gaioned you will be able to move from one save point to another just make sure if your two rooms away from a save point to rush back when on last Drive gauge.

Same plan can be used for Final Form but instead of Beast Castle, use World That Never Was, the second save point is where you should start and work your way up to the third save since the area between them will store 7 nobodies which will be good since they will be a tough bunch till you get your Forms and Stats up.

World That Never Was will also be a good area fot Valor and Wisdom form if you start from first save point. If you work on maxing out your Drive Forms you can achieve about 30 Level increases

Wisdom form

Wisdom can be done in Timeless River, in the portal windows. Be sure to take the door to Disney Castle before your drive empties, so it’s full.

Master form

Best place to grind Master form is in the mansion in Twilight town. The room on the ground floor just off from the foyer has those gambler nobodies.

If you have drive converter abilities, just beat their games and then you get a tonne of drive orbs. When your drive gauge is low, lose a game and turn into a card or dice. When you turn back to human form you’ll have a full drive gauge.

Kingdom hearts II Final mix Tips (3)

Level up guide

Equip the Gull Wing Keyblade to Sora (if you don’t have this Keyblade already, return to the Postern in Radiant Garden after the events of the Battle of the 1000 Heartless and the Gullwing trio will give it to you after a cutscene).

This Keyblade’s ability will double Sora’s experience intake when his health is at half or lower. Next equip the Experience Boost ability for 4AP, which has the same effect. Finally, de-equip Donald’s healing ability completely.

Head to Twilight’s View save point at The World That Never Was, and proceed into the next room, allowing the Nobodies to attack you until your health is at half or less. Once it is, start fighting the enemies as normal.

You’ll notice that each enemy defeated will give out almost 2,000 EXP or more. Proceed to the next room, and continue fighting every Nobody you come across until you reach the Proof of Existence save point.

Enter the two portals here which originally led to two boss fights in the story, and defeat the extra Nobodies here. Once all that is finished, leave the world via the save point and re-enter the Twilight’s View save point, repeating the whole process again.

If you find your health is reaching dangerous levels at any point, use Curega, and allow the enemies to bring your HP to half health again. De-equipping Donald’s healing move isn’t a necessity, but considering he heals Sora fairly regularly, it’d be a constant distraction from the fighting, so de-equip to avoid some headache.

Using this method, it is possible to earn 70,000+ EXP per 5-10 minute run, assuming you try to defeat each Nobody before Donald and Goofy do, or at least provide the finishing blow. Level 99 isn’t such a tiresome grind using this method, and should only take a few hours at most.

Kingdom hearts II Final mix Tips (4)

Armor setup

  • Keyblade: Decisive Pumpkin
  • Valor: Fenrir/ Oathkeeper
  • Master: Hero’s Crest
  • Final: Bond of Flame/ Ultima Weapon

Armor

Accessories

  • Ribbon
  • Ribbon
  • Ribbon
  • Grand Ribbon
  • Full bloom+
  • Full bloom+
  • Full bloom+
  • Full bloom+

The absent silhouette fights

Can be won at any level (I’ve beaten them all multiple times at lvl 1). The fights come more down to skill and strategy than level. That being said, I wouldn’t fight any of the absent silhouettes until immediately before/after the last Xemnas fight (the one with all the different stages). I’d suggest level 50-60. Maybe even 70-80 if they’re really troubling you. Additionally, before fighting them, I would:

-Obtain and level up all drives and summons (Great Guide Here)

-Complete Puzzle Mode to obtain the Grand Ribbon (Again, lots of guides)

-Synth 2 – 3 Ribbons (Petite Ribbon + Serenity item)

-Obtain/synth good accessories (The Cosmic Arts can be found and is amazing. The Moon Amulet/Fencer’s Earing/Mythril Ring are also good).

-Obtain the Decisive Pumpkin and Bond of Flame Keyblades (both are obtained by the time you get to The World That Never Was)

-Level up until you obtain Once More, Second Chance, Finishing Plus and Leaf Bracer.

For Keyblades, you’re going to want to use the Decisive Pumpkin. It’s going to deal the most damage in most circumstances.

For Armor, equip the Grand Ribbon and as many Ribbons as you can. They not only offer resistance to all elements, but also resistance to basic attribute damage (it’s an unmentioned effect). The only fight where you don’t want to do this is Larxene. For her, you just want to stack Thunder Resistance. Other than her though, go with all Ribbons.

For Accessories, use the Cosmic Arts and Moon Amulet/Fencer’s Earing/Gold Ring. Whatever you have/can make. Be sure to stack strength and magic. AP doesn’t matter much.

For Items, I used basic ethers and Hi-Potions. They can be bought pretty easily after some money grinding. You’ll have plenty of money to buy them after leveling Master Form.

Kingdom hearts II Final mix Tips (5)

I’d personally rank the difficulty of the AS fights as such:

  • Marluxia < Lexaeus < Vexen < Zexion < Larxene

The Rewards of each AS fight might also influence the order in which you tackle them.

  • Lexaeus: +1 Accessory Slot
  • Zexion: +1 Item Slot
  • Vexen: +1 Armor Slot
  • Marluxia: +1 Drive Gauge
  • Larxene: +10 MP

Personally, I beat them in this order:

  • Lexaeus-> Zexion -> Vexen -> Marluxia -> Larxene

As to how you’re going to beat them?: Final Form Firaga and Stitch.

It’s really that easy. Use Stitch for Lexaeus and Larxene, Final Form Firaga for Vexen and Zexion, and Marluxia you have to deal with on your own.

Specific Strats:

Larxene: Reflect her first charge and summon stitch. Use him to reflect all of her attacks. This fight can get pretty annoying, but stick it out.

Lexaeus: Same thing here. Summon Stitch while he’s charging up and use reflect on all of his attacks. When you stun him go in for full combos.

Vexen: Break his shield by starting the fight with a slide dash into a reflect and then a guard break. Go Final Form, spam the first two hits of Final Form Fire (Just the first two hits, NO FINISHERS) and watch his HP Bar Melt. Make sure to equip Bond of Flame as either your main or Final Form Keyblade.

Zexion: Same thing. Use Firaga to break Donald/Goofy out of the book, go Final Form, murder Zexion with Final Form Firaga. I actually laughed when I first did this fight because of how fast he died.

Marluxia: There’s no way to cheese this fight. That being said, he can easily be looped. Look up videos online about how to do it. It may look hard, but you can do it with practice. Always go for Aerial Strike over Restore Count when prompted to perform an RC. Equip at least 2 Combo Plus abilities for extra reflects during his DM (the one where he looms over you and columns shoot out of the ground).

I’d suggest watching Level 1 Battles against the Absent Silhouettes as those strategies translate extremely well to higher levels.

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