Best Of
Abilities inKingdom Hearts 2.5 Final Mixcomes in all shapes and sizes.
Of course, individual play styles and specific character build will matter toward which abilities are worth prioritizing.
But across the board, these best abilities inKingdom Hearts 2.5 Final Mixcome out on top.
Explosion
Explosion requires three AP points to equip.
The cost pays off, giving you access to a finishing combo ability powerful enough to decimate several enemies.
Precisely, whenever your MP recharges, Berserk Charge powers flurries of combos unleashed on enemies.
Thus, you might use it to regroup while also accessing more attack power.
The best part is that Berserk Charge can remain active for an undefined period of time.
It allows you to continue inflicting damage endlessly.
Experience Boost
At four AP points, you could equip Experience (EXP) Boost.
You simply can never have enough EXP.
So, to have an ability that ensures a constant supply of EXP isnt to be taken lightly.
With increased EXP, your character can level up much quicker.
As a result, you enjoy more upgrades and skills that make your character stronger in battle.
Flash Step
Flash Step may only require two AP points, yet it adds much-appreciated flexibility in battle.
The impact breaks down enemies shields, even when they are distant from you.
Yet, all the while, you still maintain your guard up.
At three AP points, it unlocks the ability to stand back up whenever an enemy knocks you down.
But it doesnt stop there, adding a counterattack move to return the favor.
Second Chance
While still putting on a strong defense, you want to ensure your health is covered.
That one HP can make all the difference, giving you room to survive just a little while longer.
By keeping Second Chance active, you could cash out on the insurance of avoiding any premature game-overs.
Once unleashed, it breaks down enemies shields, opening them up to sustaining more damage.
Its an essential ability, especially when your attacks dont seem to be inflicting much damage.
However, counterattacks alone wont ensure you win the battle, as youll still sustain damage.
It can be automatic, giving you room to focus on offense.
After a successful guard, youll, in rapid succession, perform a counterattack that strikes down the enemy.
Glide
Movement is still key inKingdom Hearts 2.5 Final Mix, just as much as offense and defense.
With Glide, you might ensure that you close distances between points of interest much faster.
It allows you to ride the wind and travel over large distances in the air.
Compared to running, gliding in the wind is faster.
Alternatively, you’re able to infuse Glide in battle, flying over hostile enemies.
It can be a way to avoid confrontation, especially when your priority isnt on gaining EXP.
Guard
Counterguard is more effective than Guard.
It performs similarly, allowing you to block incoming attacks successfully.
After a successful guard, youll immediately strike back using a parry, inflicting damage on unsuspecting opponents.
So, by having the Guard ability equipped, you might ensure that you have a better fighting chance.
It can give you more room to breathe and strategize your next move.
So, whats your take?
Do you agree with our best abilities in Kingdom Hearts 2.5 Final Mix?
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Evans I. Karanja is a freelance writer who loves to write about anything technology.
When not writing, he can be found playing video games or watching F1.