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POLL

Who do you prefer to play as in Kingdom Hearts 3D?

Sora - 100%
Riku - 0%

Total votes: 1, but the poll doesn't work yet

Pins

In order to survive the Reaper's Game, Rindo and his friends must utilize various powers called "Psychs," available to them in the form of Pins. Each pin is custom designed, providing not only unique abilities but also a fresh and trendy addition to their everyday attire. 

[Unbranded]   [Top o' Topo]   [Joli bécot]   [Tigre PUNKS]   [Cony×Cony]   [RyuGu]
[garagara]   [IL CAVALLO DEL RE]   [Shepherd House]   [Jupiter of the Monkey]   [MONOCROW]
[NATURAL PUPPY]   [HOG FANG]   [Gatto Nero]   [croaky panic]   [Noise]   [Trade]

Player Pin

A pin given to Players of the Reapers' Game. Before, Players would only receive them upon arrival in the UG, but now, the pins have been distributed throughout the RG in order to save time and effort.

Rindo's pin is a bit unique compared to those of the other participants. Over the course of the game, it will bear more intricate designs, as if evolving:

             

Point Pin

A pin awarded for completing daily missions. It's worth a certain amount of points and contributes to determining the Game's victors. However, rather than automatically being distributed to whichever team accomplishes the day's mission, it simply drops out upon completion and is therefore up for grabs. It's not uncommon for new Players to overlook it, so participants are advised to keep an eye out and pick up any stray pins they may find.

Elegant Strategy Pin

A piece of merchandise promoting Elegant Strategy. Not usable for the Reapers' Game.

No.278: Shockwave: 
△ Rapid-tap / 48 / None / MAX Lv3

Shockwave: Close in on your target and slice them. Keep attacking to unleash a fierce forward slash that knocks the enemy back.

[Beatdrop] Finisher: Strike again after landing the combo finisher.

No.279: Force Rounds
□ Rapid-tap / 48 / None / MAX Lv3

Force Rounds: Fire rounds at the target. Keep attacking to blast the enemy with a bullet that knocks them back.

[Beatdrop] Finisher: Strike again after landing the combo finisher.

No.280: Firestorm
[L2] Hold / 55 / Fire / MAX Lv3

Firestorm: Stir up a small whirlpool of fire around the target that damages any foes caught inside. Wherever the target goes, this storm swiftly follows. Chance of slightly burning the enemy.

[Beatdrop] Firesurge: Strike again when the enemy is burning.

No.281: Just Keep Swimin'!
△ Rapid-tap / 597 / Water / MAX Lv10

Vortex Saber: Close in on your target and slice them. Keep attacking to leap into the air and bring your weapon down, then unleash a whirling slash that knocks back enemies in a wide area. Engraved with the words, "Did I leave the lights on?"

[Beatdrop] Finisher: Strike again after landing the combo finisher.

[Ability] Take Five: Fills the pin gauge faster when not using psychs for a prolonged period.

No.282: What a Shock!
□ Rapid-tap / 597 / Electric / MAX Lv10

Psychic Storm: Summon bolts of lightning to strike the target and surrounding enemies. Chance of moderately shocking the enemy. Engraved with the words, "Do you hear that music?"

[Beatdrop] Electrowave: Strike again when the enemy is shocked.

No.283: Stop the Music!
[L1] Charge / 597 / Burst / MAX Lv10

Patrol Rounds: Send 3 arching boomerangs hurtling at your target that explode on impact, damaging any in the area. Fully charge it to send the enemy flying. Engraved with the words, "Keep on swimmin'?"

[Beatdrop] Big Bang: Strike again right after the enemy gets caught in the explosion.

No.284: Coochy-Coochy-Coo
[R2] Hold / 1193 / Poison / MAX Lv3

Energy Rounds: Face the target and shoot poison needles in 3 directions. Keep attacking to release a mighty needle that knocks the enemy back. Chance of greatly poisoning the enemy.

[Beatdrop] Finisher: Strike again afer landing the combo finisher.

[Ability] Auto-Combo: Keeps attacking as long as the button remains pressed.

No.285: Let's Have Fungis!
[R2] Hold / 726 / Water / MAX Lv5

Spectral Swords: Disperse bubbles in 3 directions, including at the target, dealing damage to any struck. When a bubble strikes an enemy, it changes course and pursues a new target.

[Beatdrop] Decuplet: Strike again after landing ten successful hits on a single target.

[Ability] Take Five: Fills the pin gauge faster when not using psychs for a prolonged period.

No.286: Handstandin' Panda
[R2] Hold / 1325 / Kinesis / MAX Lv3

Psychokinesis: Draw in building debris, then use the Left Stick to roll it around and deal damage. Enemies will be sent flying on impact.

[Beatdrop] Knockback: Strike again when the launched enemy hits a wall.

No.287: Exercisin' Gator
[R2] Hold / 1265 / Gravity / MAX Lv3

Poltergeist: Seize the target and slam them down multiple times. Enemies will be knocked back on impact.

[Beatdrop] Friendly Fire: Strike again after slamming one enemy into another.

No.288: Aw, That Shucks!
[L2] Hold / 0 / Time / MAX Lv15

Inspiring Aura: Hold the button to slaw the flow of time.

[Beatdrop] Patience: Strike again slightly after unleashing this psych.

No.289: Holy Guacamole!
[L2] Hold / 1326 / Fire / MAX Lv3

Guardian Glaives: Conjure flaming swords to protect the wearer and deal damage to any foe that comes in contact. Chance of greatly burning the enemy.

[Beatdrop] Firesurge: Strike again when the enemy is burning.

No.290: Thanks Very Mochi!
[R2] Hold / 575 / Gravity / MAX Lv3

Snare Trap: Seize all enemies to stop their movement.

[Beatdrop] Wirebound: Strike again after the enemy has been tied up.

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