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ohgodwhat

My KH2.5 Challenge Run

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So I've been on this site for a long time, but I never really made an account, and one day I got bored and worked up the courage, and well, here I am. I'd just like your opinions on a challenge run I drafted for both Birth by Sleep, and Kingdom Hearts 2. Please tell me if I should add or subtract anything, or just keep it the same!

 

Challenge run KH2FM:
 
-Critical Mode
-Kingddom Key only
-Unequip any party healing abilities
-No Limits
-No Limit Form (unless grinding toward obtaining dodge roll.)
-No growth abilities (except dodge roll)
-No reflect
-All rules apply until the final boss is killed, anything afterword is
considered to be endgame material, and endgame rules are subject to change.
 
 
Challenge run BBSFM:
 
-Critical Mode
-Original keyblade only, exp. Earthshaker, Rainfell, Wayward Wind.
-Only use abilities that coincide with characters element. Terra = earth, Ventus = air, Aqua = water. Rule subject to change if not plausible.
-Only two Cure spells per character
-No counters
-All rules apply until the final boss is killed, anything afterword is
considered to be endgame material, and endgame rules are subject to change.

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Challenge run BBSFM:

 
-Critical Mode
-Original keyblade only, exp. Earthshaker, Rainfell, Wayward Wind.
-Only use abilities that coincide with characters element. Terra = earth, Ventus = air, Aqua = water. Rule subject to change if not plausible.
-Only two Cure spells per character
-No counters
-All rules apply until the final boss is killed, anything afterword is
considered to be endgame material, and endgame rules are subject to change.

 

two cures seems like a lot of cures

and no counters seems more tedious than anything else

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two cures seems like a lot of cures

and no counters seems more tedious than anything else

 

I found that using counters is extremely overpowered, and in the game it ended up with me using them every two seconds, I found the prospect of using them more tedious than anything else. Though I do agree with you that two cures being two lenient. Changing it to one.

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I found that using counters is extremely overpowered, and in the game it ended up with me using them every two seconds, I found the prospect of using them more tedious than anything else. Though I do agree with you that two cures being two lenient. Changing it to one.

if you want to be hardcore, you could use potions. Makes it so you can't just dodge and wait for cure to recharge, you have to use your limited number of items per battle wisely

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Now I'm torn... I've never used potions in BBS, and I never had the thought to do that. I'm not that great at Kingdom Hearts, so that seems like a stretch. I think I'll stick to one cure spell per deck. It would make the game certainly interesting, but not that weird type of difficult where you have to memorize literally every attack pattern. This run I'm doing isn't about making it as hard as possible, it's about making a balanced play-through.

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