Other than swinging his Keyblade, Sora also has a plethora of spells in his arsenal in “Kingdom Hearts 3.” With one spell for each element, users may scratch their head over which one is the best for the situation, like with most spells in any RPG game. Here’s a quick guide on how to use spells in “Kingdom Hearts 3.”

Elemental Rock-Paper-Scissors Thrown Out The Window

Much to the comfort of its players, the magic spells in “Kingdom Hearts 3” aren’t that focused in elemental weaknesses and resistances. Players can use any spell they want but may want to avoid using an element that their enemies have obviously used. The spell will inevitably hurt hard, but it may trigger some attacks for these enemies quite early. If the enemy doesn’t have any specific element showing out, feel free to blast them with magic until they’re done.

MP Bar Management

"Kingdom Hearts 3’s" spell resource system is an MP Bar that depletes in chunks per spell casted. Players will have to get the feel for each spell's cost to know when rapidly spamming spells is possible and if you still have some left for the Cure spell. Try playing around the MP Bar near a save point to get free refills as you practice. Once mastered, players can consistently deal massive damage with spells while having some to spare for healing.

Fire: Go-To Damage Spell

In “Kingdom Hearts 3,” Fire and its other improved versions are king in dealing damage. Once placed in a player’s shortcuts, Sora can spam this spell in rapid succession so fast that its Grand Magic version, Firaza, quickly comes out. Other than being the fastest spell in Sora’s arsenal, it hits hard and is a reliable tool for retaliating against bosses with long attack animations. Rely on this spell a lot.

Water And Thunder: Area of Effect Spells

While both of these spells work pretty similar to Fire at its first stage, their growth focuses more covering large areas rather than defeating a single foe. Once both spells hit their second level, the area-of-effect becomes more apparent. Lastly, these spells home in on Sora’s targets, which make crowds easy to target with these spells.

Aero and Blizzard: Crowd-Control And Flowmotion Gimmicks

Aero calls in a tornado and Blizzard calls in ice formations to hit your enemy. Since Aero is a functional tornado attack, it actually vacuums and spins enemies caught in the attack. Moreover, Blizzard spells have a chance to freeze enemies in place, which freely allows Sora to approach or set up any attack they wish.

Moreover, both spells also give way for Sora’s “flowmotion” tricks which greatly improve Sora’s next attack or mobility move. When entered, Aero works like a spring that allows Sora to jump higher. Meanwhile, Blizzard may leave a trail of ice which can be grinded on to quickly approach foes.

While these spells are quite useful, they take a little longer to come out and can be interrupted when hit during the spellcast.

Cure: The Sole Healing Spell

More than the other spells, Cure spells in "Kingdom Hearts 3" are crucial as it saves the player from dying in battle. However, the full MP bar is completely drained upon casting Cure, which makes players think twice before casting a heal. Despite its drawback, the Cure spell is actually forgiving as it can be casted as long as the MP bar isn’t recharging. Optimally, it would be best to throw in some damage spells like Fire or Aero first before casting Cure to make the best out of your MP bar. Think of Cure as a “manual reload” for your MP Bar as if using a gun.