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
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
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.
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.
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.
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:
| Strike | D+ |
| Thrust | D+ |
| Combo Finish | D+ |
| 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
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 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
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.
| Strike | C+ |
| Thrust | D+ |
| Combo Finish | B |
| Break Recovery | B |
| Required CP | A |
Olympus Coliseum: Olympia
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.
| Strike | C+ |
| Thrust | D+ |
| Combo Finish | B |
| Break Recovery | A |
| Required CP | A |
Wonderland: Lady Luck
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.
| Strike | C+ |
| Thrust | C+ |
| Combo Finish | D |
| Break Recovery | B |
| Required CP | A |
Halloween Town: Pumpkinhead
Pumpkinhead is another good Break Recovery card, though its finishing potential is much lower than Olympia’s.
| Strike | C+ |
| Thrust | C+ |
| Combo Finish | D+ |
| Break Recovery | A |
| Required CP | A |
Monstro: Wishing Star
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.
| Strike | C |
| Thrust | C |
| Combo Finish | D+ |
| Break Recovery | A |
| Required CP | A |
