I wouldn't call myself a Re:CoM expert, but I know how the game works pretty well.After playing a bunch of Re: Chain again I do have to say I'm really starting to love it.
I don't know why the Card System gets so much flak, as I find myself really indulging in it.
Building decks is so much fun and I dare say that, while I always preferred Birth by Sleeps and Re: Coded's battle system over the so-called "standard" from KH 1 and KH 2, I am right now also quite on the way to prefer Re: CoMs system also over the KH 1 and especially the KH 2-system.
Not counting Days, the battle systems from KH 1 and KH 2 may possibly becomes the worst in the series from my viewpoint of personal taste.
---
On Re: CoM itself,
I've finished the 8th floor (Neverland) right now, with my Sora being at Level 51 with 215 HP and 1050 CP.
Is that enough to tackle Hollow Bastion? Or should I finish Winnie the Pooh beforehand?
I'd also appreciate if a Re: CoM expert could check out my current deck if it's effective enough.
It consists so far of 40 Cards, starting with
three Kingdom Key's (Value 2) to start any battle with an Ars Arcanum,
then a 0 card to break enemy sleights (can be skipped over if necessary),
followed by one Gravity (9), Simba (6) and Fire (3) to unleash Quake and then three Cloud-cards for Omni-Slash.
After that I've stocked three Vita-cards for healing if needed,
followed by Stop (8), two attack cards (each 5) for Lethal Frame and three different Attack cards to activate Sonic Blade.
Next in line is a Hi-Potion (7) to restore Cards (if necessary, otherwise it can be skipped) followed by one Aero (9), Gravity (6) and Genie (3) for a round of Tornado.
Then comes three times Tinkerbell if additional healing is needed, followed by another Lethal Frame setup as well as another Sonic Blade.
The rest is then another Hi-Potion, one Simba and two Value 9-Single attack cards (Shock Impact) and another 0-card for emergencies.
Enemy cards I put are Ooogie Boogie, Genie Jafar and Hook.
First off, it sounds like your deck consists almost entirely of cards used only for sleights. It's a good idea to have a lot of sleights set up in your deck, but you shouldn't underestimate what you can do with regular, 3-hit combos. You might think they're weak and do much less damage than sleights, but it depends on which keyblades you use in which order. If you go into Jiminy's Journal, and then go to card index and pick a card, you will see among it's stats: "strike", "thrust", and "finisher", each followed by a letter ranking. "strike" indicates the first attack in a 3-hit combo, "thrust" indicates the second, and "finish" indicates the third. So if a card has a strike rank of D and a thrust rank of A, it will do much more damage if it is used as the second attack of a combo than if it is used for the first. You might consider removing a few sleights and organizing some regular attack cards in an effective order. Also, it is a good idea to level up your CP more often than your health. At 215, I would say you have a good amount and shouldn't need to level it up anymore, if you're good at dodging attacks and navigating your deck quickly. If you have trouble with that, you may need a bit more health. This video demonstrates the concept of using regular attacks in a combo pretty well, so you can use this for reference:
[video=youtube;WYLd0CzD9z8]http://www.youtube.com/watch?v=WYLd0CzD9z8&feature=share&list=PLhcSrKyqhfh4UMNnONBSCN-Ez3gUBLY97[/video]
And if you need to level grind for a while to power up health or CP or learn sleights, this video is pretty helpful:
[video=youtube;f726U3qgzP8]http://www.youtube.com/watch?v=f726U3qgzP8&feature=share&list=PLhcSrKyqhfh4UMNnONBSCN-Ez3gUBLY97[/video]
Last edited: