Basic Attack Cards Guide for Kingdom Hearts Re:Chain of Memories
Basic Attack Cards Guide for Kingdom Hearts Re:Chain of Memories

The drastic way in which the gameplay Kingdom Hearts Re:Chain of Memories differs from the mainline series, understanding how the card-based battle system works is essential to making progress through Castle Oblivion. This guide will explain the basics of using Attack cards in combat, as well as obtaining the various Keyblade Attack cards from the first set of worlds you have access to.

Quick Tips for those looking to learn this system:

  • Combos: It’s essential to learn as many Sleights as you can, as well as figuring out the best regular chains of cards.
  • Deck Structure: Different Attack cards have their own properties, and will affect how you want to structure your deck.
  • Moogle Shops: Take advantage any chance you get to visit a Moogle room, stock up on new cards and offload ones you don’t want.

Basics of Attack Cards

Traverse Town’s tutorial | Kingdom Hearts Re:Chain of Memories
Traverse Town’s tutorial

The card collection and battling system unique to Re:Chain of Memories can be daunting even to those familiar with the larger Kingdom Hearts series, mainly for how different it is from the other games, owing to its roots as a Gameboy Advance spinoff. 

While the first world you, as Sora, explore in Castle Oblivion, Traverse Town, largely serves as a tutorial for the game’s mechanics, this guide will give a clear and concise explanation of Attack cards as a whole before diving into notes about the specific pros and cons of specific Attack cards

Attack cards make up the bulk of most decks | Kingdom Hearts Re:Chain of Memories
Attack cards make up the bulk of most decks

In simple terms, Attack cards replace the Keyblade melee mechanics of traditional Kingdom Hearts, with a single card equating to one basic swing attack while stringing cards together allows you to execute more complex and damaging combo moves.

A combo in action, consisting of a Friend card and two Attack cards | Kingdom Hearts Re:Chain of Memories
A combo in action, consisting of a Friend card and two Attack cards

Executing combos, which is always done by loading up three cards into a sequence, will almost always be the most effective way to use cards of any variety. This is due both to the strength that unique combo moves will have, but also revolves around the individual (and combined) Ranks of cards.

A card’s value determines how easy it is to break | Kingdom Hearts Re:Chain of Memories
A card’s value determines how easy it is to break

Trying to play a lower value card against a higher value opposing card will typically result in a Card Break. While this system allows you to disrupt enemy attacks, it also leaves Sora vulnerable to ending up in a severely disadvantaged position in combat, should you lose an excessive amount of cards. 

Note: Cards with a value of 0 hold a special purpose in this game, as they are able to disrupt any active card or combo of cards. Having at least one 0 value card is going to make or break certain boss fights in this game.

An example of an Attack+Attack+Attack Sleight with a total value activation | Kingdom Hearts Re:Chain of Memories
An example of an Attack+Attack+Attack Sleight with a total value activation

Thus, chaining cards together to achieve a high enough rank to prevent (most) Card Break scenarios, regardless of whether or not they form a unique combo move, which are known as Sleights in this game, is the best way to go about combat in Kingdom Hearts Re:Chain of Memories. 

It should be noted, however, that a card’s value does not determine its strength in battle, only its ability to break cards and be broken, and how much of Sora’s CP will be spent on adding said card to a deck. A card’s strength is determined by the stats of the Keyblade itself.

For reference, here are the attributes of Kingdom Key, the starting Attack card:

StrikeD+
ThrustD+
Combo FinishD+
Break Recovery B
Required CP

Note: Star (☆) indicates the highest rank an attribute can have. Kingdom Key’s low CP cost means that even though it is weaker than other cards, using it can be an economic way to fill out your decks.

Getting Attack Cards

A pack of Attack cards from the Moogle Shop, which costs 100 MP | Kingdom Hearts Re:Chain of Memories
A pack of Attack cards from the Moogle Shop, which costs 100 MP

Aside from the basic Kingdom Key Attack cards you start the game with, each world you visit will have its own Attack card to acquire. Similar to Kingdom Key in Traverse Town, these Attack cards can be collected while exploring their respective worlds, or bought by spending Moogle Points at a Moogle Room.

The World cards you’re given after the tutorial | Kingdom Hearts Re:Chain of Memories
The World cards you’re given after the tutorial

The rest of this guide will cover the Attack cards found in the five Worlds you gain the ability to access after completing the Traverse Town section.

Agrabah: Three Wishes

Three Wishes is worth an early pick up for its attributes | Kingdom Hearts Re:Chain of Memories
Three Wishes is worth an early pick up for its attributes

Agrabah, the World of Aladdin, is worth visiting early on to stock up on Three Wishes, which is quite good as a Combo Finisher. For early game decks, Kingdom Key + Kingdom Key + Three Wishes is a combo that will take you far in combat.

StrikeC+
ThrustD+
Combo FinishB
Break Recovery B
Required CPA

Olympus Coliseum: Olympia

Olympia is the one of the best counter cards you’ll have at this point in the game | Kingdom Hearts Re:Chain of Memories
Olympia is the one of the best counter cards you’ll have at this point in the game

Olympia’s best attribute as an attack card is its Break Recovery, meaning it is well suited to being used as a 0 value card, especially for disrupting powerful boss attacks.

StrikeC+
ThrustD+
Combo FinishB
Break Recovery A
Required CPA

Wonderland: Lady Luck

An All-rounder Keyblade | Kingdom Hearts Re:Chain of Memories
An All-rounder Keyblade

Lady Luck is a generally well-rounded Keyblade that can fit well into any deck, replacing a lot of Kingdom Key slots as you level up your CP.

StrikeC+
ThrustC+
Combo FinishD
Break Recovery B
Required CPA

Halloween Town: Pumpkinhead

Pumpkinhead can substitute well for Olympia | Kingdom Hearts Re:Chain of Memories
Pumpkinhead can substitute well for Olympia

Pumpkinhead is another good Break Recovery card, though its finishing potential is much lower than Olympia’s. 

StrikeC+
ThrustC+
Combo FinishD+
Break Recovery A
Required CPA

Monstro: Wishing Star

Wishing Star doesn’t really have any advantage over other Keyblades, but isn’t unusable | Kingdom Hearts Re:Chain of Memories
Wishing Star doesn’t really have any advantage over other Keyblades, but isn’t unusable

While Wishing Star, from Pinnochio’s Monstro, is subpar compared to the rest of the Keyblades in this part of the game, it can fit well into a deck, given you have enough CP to justify utilizing it.

StrikeC
ThrustC
Combo FinishD+
Break Recovery A
Required CPA