
With the second set of worlds you unlock after finishing the sixth floor comes a new array of Attack cards themed after various classic Keyblades. The upper floors are more likely to drop the Key to Reward Room card, which is crucial for several rare Attack cards.
Quick Tips for those filling out their card compendium:
- Moogle Shop: Make sure to take advantage of the shop system, as well as the free pack of Attack cards you get every time you synthesize a new Moogle room.
- Gliding: You’ll need to learn to Glide in Neverland before you can get the Attack card in 100 Acre Wood.
- Key to Rewards: This rare card will get you hidden Attack cards on lower floors.
Atlantica: Crabclaw

With solid Combo Finishing potential and peak Recovery attributes, Crabclaw exceeds both as a Counter (0) card and for ending a Sleight or Combo attack.
| Strike | C |
| Thrust | C |
| Combo Finish | B+ |
| Break Recovery | ☆ |
| Required CP | B |
Hollow Bastion: Divine Rose

Divine Rose’s lackluster speed and recovery make it harder to recommend than many other Attack cards, given how much Re:Chain of Memories prioritizes speed and efficiency in combat, but this card can serve you well in the first or second card of a Sleight nonetheless.
| Strike | A |
| Thrust | D+ |
| Combo Finish | C |
| Break Recovery | C |
| Required CP | B |
Neverland: Fairy Harp

With balanced power and fantastic recovery, Fairy Harp does well in any deck it’s used in.
| Strike | C+ |
| Thrust | C+ |
| Combo Finish | C |
| Break Recovery | ☆ |
| Required CP | B |
100 Acre Wood: Spellbinder
Unlike the other Attack Cards thus far, 100 Acre Wood’s Spellbinder does not randomly spawn in the rooms of the world. This is due to the fact that Winnie the Pooh’s charming little storybook land, keeping in tradition with other Kingdom Hearts games, is a small array of minigames as opposed to the usual maze of Heartless-filled arenas.


Within Tigger’s playground, the penultimate room in the linear 100 Acre Woods, you’ll see a raised bit of land, higher than the stumps you can hop on top of, housing a tantalizing treasure chest. Unfortunately, you won’t be able to reach this chest, even with the High Jump ability you’ll have learned from your time in Monstro.

If you’ve completed Neverland, however, you will have gained the ability to Glide, thanks to Peter Pan.


Leaping off of the stump across from the chest, jump as high as you can, then glide over to the chest and claim the Spellbinder as your prize. Congratulations!

Unlike the bulk of Attack cards found before and after this point, Spellbinder is not a card with the Physical element. Rather, it has Lightning properties, affecting enemies weaknesses and resistances similar to the Thunder spell, and is the only Attack Card with this property in the version of Re:Chain of Memories included in Kingdom Hearts HD 1.5 Remix collection.
| Strike | D+ |
| Thrust | A |
| Combo Finish | D+ |
| Break Recovery | A |
| Required CP | B |
Rewards Room and Attack Cards

While you have been making your way through the worlds in Kingdom Hearts Re:Chain of Memories, you have almost certainly encountered a door that leads to the Room of Rewards.
As the name implies, the Room of Rewards is a special chamber in each world that leads to unique and rare Cards. Many of these are Keyblades, with a good portion of them being unlocked after having viewed and read all the content in the Kingdom Hearts 358/2 Days section of the 1.5 Remix collection.
There are, however, a few Attack cards you can unlock from a Rewards Room at this point without having done the 358/2 Days content.
Getting a Key to Rewards
Before you can open up these Room of Rewards, however, you’ll need the gold-rimmed Key to Rewards.
Unlike the other gold cards, which are typically linked to progression through a world’s story, the Key to Rewards can spawn in any world, though it is more likely to spawn in the upper floors (notably, the endgame 12th and 13th floors tend to drop the Key to Rewards most frequently, though floors above 6 still have better yields overall).
Additionally, the Room in which the Key to Rewards is most likely to spawn is the Unknown Room, the first room of any world you enter before you begin to synthesize rooms with Map cards to progress.
Note: Because of its status as a gold card, you will only be able to hold one Key to Rewards card at a time, meaning the card won’t drop if you already have one in your possession.


Once you have a Key to Rewards, you can return to either a previous world or the current world to claim the eponymous rewards.
Traverse Town Rewards: Lionheart

Another non-Physical Attack Card, the Squall Leonhart (or as KH fans know him, Leon) inspired Lionheart is one of several Keyblades to have the Fire element. Combined with its strong stats, Lionheart will pack a punch to any enemies weak to Fire.
| Strike | B |
| Thrust | B |
| Combo Finish | B |
| Break Recovery | A |
| Required CP | B |
Olympus Coliseum Rewards: Metal Chocobo

Note: Olympus Coliseum has another Room of Rewards exclusive Attack card, though it is not unlockable until you complete 358/2 Days. If you wish to cut down on the grinding for Key to Rewards cards, you have the option to wait to get Metal Chocobo until after you’ve completed the 358/2 Days content and acquire them both in one room.
Metal Chocobo, themed after the iconic Cloud Strife, is another unique Keyblade. This Attack card has the Neutral property, meaning it bypasses elemental resistances of enemies entirely. For Bosses whose elemental affinities rule out certain cards, Metal Chocobo is worth slotting into your deck.
| Strike | C+ |
| Thrust | C+ |
| Combo Finish | B+ |
| Break Recovery | B |
| Required CP | B |
