Kingdom Hearts SOS Wiki
Kingdom Hearts SOS Wiki

Similar to the command styles in BBS and spirit links in KH3D, Auras are unique elemental battle systems that empower you with new abilities and commands.Auras come in three levels, with the third being exclusive to only one player. The enhanced physical and magical skills made available by Auras create more effective methods and strategies of combat.

ONLY ONE AURA CAN BE EQUIPPED PER BATTLE

Gaining and Upgrading[]

Once a player becomes a Keyblade Master, they are able to use up to three different Auras.  These three auras represent the keyblade wielders path that they follow. Their tertiary Aura is unable to pass level one, their secondary Aura being able to access level two, but only their primary aura can access the third and final level. Player are able to activate the Aura before their turn by shouting the Aura's name. If an Aura has an elemental resistance and weakness associated with it, they also gain those associated with the aura they're in. (e.g. If they're in the fire aura, they become resistant to ice but weak to water)

  • Level 1 Auras require 100% CG to activate. They often offer a small elemental buff and combo finisher
  • Level 2 Auras require 200% CG to activate. They add on a unique ability as well as one drawback.
  • Level 3 Auras require 300% CG to activate. They offer an ultimate ability and skill command.

List of Auras[]

POWER[]

Power is more than just strength, it's harnessing everything you are and will be into your physical form. While this element offers incredible strength, it does cause physical exhaustion later on.

  • LEVEL 1 - Critical Impact
  • LEVEL 2 - Fatal Mode
  • LEVEL 3 - ?????
Ability Access Description
Power Boost Critical Impact Increase the power of Physical commands by 100%.
Power Boost 2 Fatal Mode Increase the power of Physical commands by 100%.
Combat Experience Fatal Mode Every 5th cycle, the user gains a 7 point strength boost.
Home Run Critical Impact Ground Combo Finisher. To finish the combo, the user pulls back their keyblade and using powerful momentum, strikes the target and pushes them far back, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Sacrifice 40 CG 7 Turns 750% Darkness Accessed at Level 2. The user summons a large amount of energy, dealing a spinning strike that deals massive damage to a single target. This causes the user to lose 60% HP.

SPEED[]

The ability to endure and evade is one some take lightly. This element creates a formidable ability that creates a mastery over the art of evasion and acceleration. Moving at higher and higher speeds, eventually there will be a cost if the speed is too abused...

  • LEVEL 1 - Fever Pitch
  • LEVEL 2 - Speed Rave (Accessed by Steel)
  • LEVEL 3 - ?????
Ability Access Description
Head Start Fever Pitch 50% chance of gaining an extra turn at the start of the cycle.
Assault Boost Speed Rave Gain an extra turn at the start of the cycle.
Rapid Spin Fever Pitch Aerial or Ground Combo Finisher. To finish the combo, the user charges in a screwdriver-like spiraling motion, dealing +100% damage. (Combo finisher adds 1 hit)
Stop Barrier Speed Rave Decrease any Stop magic on the user by 7 turns.
Skill CG Cooldown Power Element Description
Bullet Burst 40% 8 Turns 800%

STR

Time Accessed at Level 2. Unleashes a massive charge at breakneck speed that damages the enemy. Never Misses, but reduces the user's speed by 10.

MAGIC[]

Being able to cast a variety of powerful spells is a useful concept. Better still, dedication to the arts of sorcery will also provide an excellent balance to a team in need of some extra elemental help. If too much MP is used, eventually your health bar may be at risk.

  • LEVEL 1 - Spellweaver
  • LEVEL 2 - Magic Wish
  • LEVEL 3 - ?????
Ability Access Description
Magic Boost Spellweaver Increase the power of Magical commands by 100%.
Magic Boost 2 Magic Wish Increase the power of Magical commands by 100%.
Wisdom from Practice Magic Wish Every 5th cycle, the user gains a 10 point magic boost.
Chaser Spellweaver Aerial or Ground Combo Finisher. To finish the combo, the user fires an energy shot that hunts down and explodes on the target, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Elemental Salvo 50 CG 10 Turns 500% All Accessed at Level 2. The user unleashed a salvo of elemental damage from all ten elements! The user gains 10 more damage from elements after each use.

FIRE[]

Destruction and passion collide in this burning element. Increasing power for all fire attacks, later abilities allow the user to manipulate scalding tendrils and explosions galore for a powerful offense.

  • LEVEL 1 - Firestorm
  • LEVEL 2 - Blazing Sun (Accessed by Ignis)
  • LEVEL 3 - Phoenix Reaper
Ability Access Description
Flame On Firestorm Combos now deal Fire damage! The user is now weak to water damage.
Fire Boost Firestorm Increase the power of Fire commands by 100%.
Fire Boost 2 Blazing Sun Increase the power of Fire commands by 150%.
Fire Boost 3 Phoenix Reaper Increase the power of Fire commands by 250%.
Third Degree Blazing Sun Burns do an extra 0.1% Damage to enemies.
Pheonix Mode Phoenix Reaper Upon the player's first knockout, the player is reborn with double their Strength.
Rocket Power Phoenix Reaper The player gains a burst of explosive momentum. Aerial combos increase by 100%
Fire Surge Firestorm Aerial and Ground Combo Finisher. A burst of fire surges from the user's body, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Melting Point 50 CG 8 Turns 700% Fire Accessed at Level 2. It allows the user to unleash a blistering hot slash at which the enemy is burned, while taking heavy damage. The user becomes fatigued, losing 20 HP and 10 speed after each use.

ICE[]

Being cool, calm and collected in battle is deserving for this element. Increasing basic power for all ice attacks, later abilities allow the user to create ice based defensive armor and change the battlefield for a more cold advantage.

  • LEVEL 1 - Diamond Dust
  • LEVEL 2 - Avalanche
  • LEVEL 3 - ?????
Ability Access Description
Stay Frosty Diamond Dust Combos now deal Ice damage! The user is now weak to fire damage.
Ice Boost Diamond Dust Increase the power of Ice commands by 100%.
Ice Boost 2 Avalanche Increase the power of Ice commands by 150%.
Hail Storm Avalanche Magic commands from the enemy are decreased by 10%
Glacial Spin Diamond Dust Aerial and Ground Combo Finisher. Three ice chunks spin around the user's body, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Deep Freeze 40 CG 6 Turns 700% Ice Accessed at Level 2. The user performs a powerful spinning attack that freezes surrounding enemies. The drawback is that the user cannot be targeted by supportive magic/abilities for 2 cycles.

THUNDER[]

Electric and energetic, thunder is a versatile element to have in your arsenal. Being able to attack multiple targets with a static current. Increasing basic power for all thunder attacks, later abilities give the user increased speed and chain reactions.

  • LEVEL 1 - Thunderbolt
  • LEVEL 2 - Lightning Strike
  • LEVEL 3 - ?????
Ability Access Description
Static Electricity Thunderbolt Combos now deal Thunder damage! The user is now weak to earth damage.
Thunder Boost Thunderbolt Increase the power of Thunder commands by 100%.
Thunder Boost 2 Lightning Strike Increase the power of Thunder commands by 150%.
Super Shocker Lightning Strike Paralyzed enemies take 0.5% Damage if they attempt to move.
Thunder Thrust Thunderbolt Aerial and Ground Combo Finisher. The user performs a powerful static lunge, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Twin Lightning 25 CG (x2) 7 Turns 350% (x2) Thunder Accessed at Level 2. Lightning strikes twice! The user summons a powerful lightning strike on the enemy. A second strike is made, but it has a 75% chance of hitting the user.

EARTH[]

Sensible and Sturdy, Earth is for those with a logical and strategic game plan. Increasing basic power for all earth attacks, later abilities allow the user to craft walls and pillars from the ground for excellent offensive and defensive properties.

  • LEVEL 1 - Claymaker
  • LEVEL 2 - ?????
  • LEVEL 3 - ?????
Ability Access Description
Down to Earth Claymaker Combos now deal Earth damage! The user is now weak to wind water damage.
Earth Boost Claymaker Increase the power of Earth commands by 100%.
Earth Boost 2 Rock Breaker Increase the power of Earth commands by 150%.
Pillar Smash Claymaker Ground Combo Finisher. The user slams the ground, summoning a rock pillar to punish their foes, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Geo Impact 40 CG 7 Turns 700% Earth Accessed at Level 2. The user slams down on the ground, causing large boulders to come out of the ground and deal additional physical damage to all enemies. Decreases strength by 10 after each use. (6 hits)

WIND[]

The skies the limit with the ideals and creativity that come with the weightless properties of wind. Slice, push and surround yourself with the forces of the air itself. Increasing basic power for all wind attacks, later abilities allow for protective gusts of wind as well as enemy deterring attacks.

  • LEVEL 1 - Whirlwind
  • LEVEL 2 - Cyclone
  • LEVEL 3 - ?????
Ability Access Description
High Winds Whirlwind Combos now deal Wind damage! The user is now weak to ice damage.
Wind Boost Whirlwind Increase the power of Wind commands by 100%.
Wind Boost 2 Cyclone Increase the power of Wind commands by 150%
Reverse Aero Cyclone Requires the Aero spell. Costs 4 MP. The user is able to cast Aero on an enemy, with a twist. The spell makes the enemy more vulnerable to attacks, causing them to take Critical damage for 1 cycle.
Final Gale Whirlwind Aerial and Ground Combo Finisher. The user performs a flurry of attacks, ending in a single burst of wind from the user, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Vortex 35 CG 7 Turns 600% Wind Accessed at Level 2. The user traps the enemy in a torrent of wind. The enemy's attack is delayed for 3 turns. The user will however have their Defense and Resistance drop by 15 after each use.

WATER[]

Going with the flow, the user of water knows how to be driven and when to unleash the torrent. Increasing basic power for all water attacks, later abilities allow for powerful waves of healing and damage.

  • LEVEL 1 - Splash Dash
  • LEVEL 2 - Wave Surfer
  • LEVEL 3 - ?????
Ability Access Description
High Tide Splash Dash Combos now deal Water damage! The user is now weak to thunder damage.
Water Boost Splash Dash Increase the power of Water commands by 100%.
Water Boost 2 Wave Surfer Increase the power of Water commands by 150%.
Water Shield Wave Surfer Requires Guard. The user is able to fully negate fire or water attacks.
Choice Wave Splash Dash Aerial and Ground Combo Finisher. The user ends the combo with a powerful uppercut, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Wipeout 30 CG 7 Turns 400-800% MAG Water Accessed at Level 2. The user surfs on a wave of water, crashing into all enemies. The skill becomes more powerful the longer the battle that goes on. The user loses 2 Max MP after each use.

SPACE[]

With eyes everyone on the battle, the playing field is three dimensional to the controller of gravity. Increasing the basic power for all gravity attacks, later abilities are able to weaken enemy defenses and form spacial rifts.

  • LEVEL 1 - Breaking Point
  • LEVEL 2 - Zero Force
  • LEVEL 3 - ?????
Ability Access Description
Drift Breaking Point Combos now deal gravity damage! The user is now weak to time damage.
Zero Gravity Zero Force Gravity spells can now cause grounded enemies to become aerial.
Gravity Boost Breaking Point Increase the power of Space commands by 100%.
Gravity Boost 2 Zero Force Increase the power of Space commands by 150%.
Spatial Bomb Breaking Point Aerial Finisher. The user ends the combo with a contained explosion of gravity, pushing them high into the sky and dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Transcendence 35 CG 5 Turns 750% MAG Space Accessed at Level 2.  It allows the user to create an anti-gravity field no enemy can escape, then deal damage by sending them hurtling in all directions. The user's magic drops by 15 after each use. (7 hits)

TIME[]

A difficult element to master. The user who follows this path must have a realized understanding of their past, present and future. Increasing the basic power for all time attacks, later abilities are able to control time and create powerful afterimages of the user.

  • LEVEL 1 - Stopwatch (Living with the present)
  • LEVEL 2 - Ghost Drive (Living with the past)
  • LEVEL 3 - ?????
Ability Access Description
Tick Tock Stopwatch Combos now deal time damage! The user is now weak to space damage.
Time Boost Stopwatch Increase the power of Time commands by 100%.
Time Boost 2 Ghost Drive Increase the power of Time commands by 150%
After Image Ghost Drive Manipulate a glitch in time, by phasing away from an attack, leaving an after image. 20% success rate.
Second Splitter Stopwatch Aerial and Ground Combo Finisher. Before the enemy knows it, the user has already dealt a finishing slash, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Lethal Frame 30 CG 3 Turns 600% Time Accessed at Level 2. It allows the user to stop time and dash forward while dealing multiple blows to their target. Using this attack, adds 4 turns of cooldown after each use as well as a 15% chance of being stopped for 1 cycle. (6 hits)

BLADE[]

A master of the key they have come to wield, the element of blade is for those willing to fully master the way of the sword. Increasing several blade based attacks, later abilities are able to wield multiple blades, slash multiple enemies, bind them, and chain them in place.

  • LEVEL 1 - Shining Hammer
  • LEVEL 2 - Bladecharge
  • LEVEL 3 - Saber Dance
Ability Access Description
Blade Boost Shining Hammer Increase the power of Keyblade based commands by 100%.
Blade Boost 2 Bladecharge Increase the power of Keyblade based commands by 150%.
Blade Boost 3 Saber Dance Increase the power of Keyblade based commands by 250%.
Blade Shift Saber Dance Using a turn, the player is able to switch their equipped keyblade to another keyblade,
Bladeworks Saber Dance The player begins battle with all their keyblades circling them.All stats increase by Nuimber of keyblades divided by 2.
Whetstone Bladecharge Every time the player uses a blade command, their keyblade receives a +1 to STR, SPD, or MAG for the rest of the battle.
Judgement Shining Hammer Ground Combo Finisher. The user slams down on the enemy in a powerful smash, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Titan Slash 40 CG 8 Turns 400-800% Blade Accessed at Level 2. The user unleashes a powerful strike with an extended energy blade. The damage it deals is relative to the size of the opponent. Reduces the player's Max HP by 20.

SOUND[]

For the user who embraces the ideals of preparation. From the depths of emotion and understanding, the element of sound is there to guide you. Sound is made to help the team and hinder the enemy. Later abilities are made to buff allies and debuff enemies, while providing some sick tunes to battle to.

  • LEVEL 1 - Metronome
  • LEVEL 2 - Rhythm Mixer
  • LEVEL 3 - ?????
Ability Access Description
Beginner Lessons Metronome Increase the power of all commands for all players by 20%.
Intermediate Lessons Rhythm Mixer Increase the power of all commands for all players by 30%
Tune Up Rhythm Mixer All sound based commands gain an extra 200% damage.
Reverb Metronome Aerial and Ground Combo Finisher. Finishing off their combo, the user unleashes a wailing sound from their keyblade, dealing +100% damage. (Combo finisher adds 1 hit)
Skill CG Cooldown Power Element Description
Bass Boost 40 CG 8 Turns 650% MAG Sound Accessed at Level 2. A sonic wail is released that deals a large amount of damage to an enemy. The result decrease's the enemy;s accuracy by 20% and the user's resistance by 15.

LIGHT[]

For the optimistic and hopeful, there will always be a light that never goes out. Increasing basic light based attacks, later abilities grant the user wings of light, quick revivals, and an array of powerful shining attacks to light your way through the darkness.

  • LEVEL 1 - Rising Wing
  • LEVEL 2 - Wingblade
  • LEVEL 3 - ?????
Ability Access Description
Halo Rising Wing Combos now deal light damage! The user is now weak to dark damage.
Light Boost Rising Wing Increase the power of Light commands by 100%.
Light Boost 2 Wingblade Increase the power of Light commands by 150%.
Force of Heaven Rising Wing Aerial Combo Finisher. The user user performs a powerful and wide slash of light, dealing +100% damage. (Combo finisher adds 1 hit)
Wings of Light Wingblade Gains the ability to be in flight.
Skill CG Cooldown Power Element Description
Salvation 30 CG 8 Turns 700% MAG Light Accessed at Level 2. The user performs a powerful spinning attack and creates a burst of several light columns at once. It also restores the party's HP by 50%. The drawback is that the user cannot move on their next turn.

DARKNESS[]

Controlling the darkness is no easy feat. The user of will be in a constant battle with the element it controls for fear of submission to the darkness. Increasing darkness based attacks, later abilities grant the user an understanding of darkness, and eventual mastery over the influence of darkness.

  • LEVEL 1 - Darkest Fears
  • LEVEL 2 - Dark Impulse
  • LEVEL 3 - ?????
Ability Access Description
Shadow Claws Darkest Fears Combos now deal dark Damage! The user is now weak to light damage.
Darkness Boost Darkest Fears Increase the power of Darkness commands by 100%.
Darkness Boost 2 Dark Impulse Increase the power of Darkness commands by 150%.
Dark Reach Darkest Fears Ground Combo Finisher. The user materializes a large hand of dark energy that reaches out and pushes back the enemy, dealing +100% damage. (Combo finisher adds 1 hit)
Dark Wing Dark Impulse Gains the ability to be in flight.
Skill CG Cooldown Power Element Description
Shadow Pain 30 CG 8 Turns ---% Darkness Accessed at Level 2. The user links themselves to the enemy and creates a synchronized damage bond. All damage done to the user is multiplied by 5 against the enemy. However, the user's HP percentage falls to match the enemy. Lasts for 3 cycles.