Kingdom Hearts II
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Kingdom Hearts III

Revenge Action

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Note:This information is based on an unofficial translation of Japanese material, and it may be changed by later publications.

ARevenge Action (リベンジ行動, Ribenji Kōdō?) is a special technique used by enemies to break out of a combo. The mechanic was introduced inKingdom Hearts II, but it was not officially acknowledged or named untilKingdom Hearts III. Revenge Actions are typically limited to strong enemies and bosses.

In games with a Revenge mechanic, each attack has aRevenge Value (リベンジ値, Ribenji-chi?). When an enemy is hit multiple times in close succession without performing an action of their own, the Revenge Value of the attacks begins to accumulate. Once the total surpasses the enemy'sRevenge Activation Value (リベンジ発動値, Ribenji Hatsudō-chi?), they will perform a Revenge Action and break out of the combo. This prevents the player from infinitely stunning a boss with a combo.

When an enemy activates a Revenge Action, they will perform a sudden counterattack or warp away from the player. Usually, each enemy only has one Revenge Action; some Revenge Actions however are different depending on if the enemy was grounded or in an airborne state.

Mechanics[edit]

Kingdom Hearts III[edit]

Kingdom Hearts III follows the basic Revenge Action formula: when enemies are attacked, revenge value of attacks accumulates, and when the accumulated value exceeds the Revenge Activation Value, a Revenge Action is immediately performed. Additionally, if even a small amount of Revenge Value is accumulated for 20 seconds, the Revenge Action will be activated regardless of the amount accumulated.

If the accumulated Revenge Value remains unchanged for about 3 seconds (including while being hit by an attack with a Revenge Value of 0), the accumulated Revenge Value will rapidly decrease to 0. When the enemy performs some kind of attack or takes a Revenge Action, the accumulated Revenge Value becomes zero.

Enemies who have access to Revenge Actions includeDusks,Reapers,Sorcerers, and about half of all boss enemies. A few enemies have special attributes that affect the accumulation of Revenge Value. For Dusks, the Revenge Value does not accumulate for attacks with elements other thanPhysical. For Reapers, every time it uses the Revenge Action twice, the Revenge Value does not accumulate for 20 seconds after activation. For theDemon Tower, Revenge Value of an attack is reduced from the accumulated total forBlizzard element damage, and forAnti-Aqua, the Revenge Value is reduced from the accumulated total forFire element damage.

TheLich has several special properties. The Revenge Value does not accumulate fromDark andNon-element damage. Every time it uses the Revenge Action twice, the Revenge Value does not accumulate for 12 seconds after activation. The Revenge Value accumulated is 25% of the normal amount for Blizzard,Thunder, andWater damage inOlympus andMonstropolis; for Blizzard and Water damage inToy Box; for Blizzard and Thunder damage in theKingdom of Corona andThe Caribbean; and for Thunder and Water damage inArendelle.

See also[edit]

Game mechanics
General mechanics
Attack |Magic |Items |Party member |Stats |Gauges |Prizes
Synthesis |Moogle Shop |Report |Glossary |Abilities (KH,KHCOM,KHII,KHD,KHREC,KHBBS,KH3D,KHUχ,KHIII,KHDR)
Special combat and play mechanics
Commands
Command Menu |Command Matrix |Command Deck (KHBBS,KH3D)
Reaction Command |Overlay command |Finish command |Special Command |Situation Command
Alternate action systems
Cards (Battle,Map,World) |Cards (KHχ) |Medal (KHUχ) |Cards (KHDR)
Alternate level systems
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Rewards
Treasure Chest |Bonus Level |Experience |Tech Points |Munny |Moogle Point |Heart Point |VP |Medals |Rhythm Point
Enemy mechanics
Revenge Action |Reaction Endurance |Reality Endurance |Attraction Endurance |Armor Mode
Game elements
Opening Menu |The End |Difficulty Level |Tutorial |Game Over |Save Point |Game Clear Data |Theater Mode |Trophies