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    Reminiscence of Vanity

    Reminiscence of Vanity is, along with Unknown (Young Xehanort), one of the two secret bosses of Kingdom Hearts Birth by Sleep.

    To be able to fight the reminiscence, you will have to have passed the Final Episode of the game, that is, you will have to pass the game once with all the characters (getting ALL Xehanort reports between the three), and save those games at the end of each one, once done, the machine will ask you if you want to save a creation data to play the final episode. After you've played and saved it, reload whatever games you have and you'll be able to fly into the Keyblade Necropolis and spawn in a new area, Wasteland, where you first fought Vanitas with Ventus. Once there, go to the purple symbol of the central rock, choose the option "Who said fear!" to begin this fearsome combat.



    Summary

    Appearance

    As the protagonists report says, Vanitas Reminiscence, is a manifestation of the great latent power and spirit of the true Vanitas. It looks exactly the same as Vanitas but in Monochrome, that is to say in white, black and gray. The most important difference between this and the real Vanitas is that the Reminiscence bears the symbol of the needy engraved on the helmet. He carries the Quid Vacuo keyblade also in Monochrome, which he will give us as a reward if we manage to defeat him.



    About

    "Powerful manifestation of the latent spirit of Vanitas"

    Combat mode

    Despite having only one vitality bar (200 VT), Reminiscence is enough to spare. He is inordinately strong, and he also possesses great speed. In fact, unless you have "Deathrattle" and "One More Time", it will kill you in one hit (at a level below 50). His attacks are fire, electro, dark and ice type, but it doesn't matter that you have the "elemental barriers", he will kill you anyway.

    Attacks

    Attack Description Force Side effect / Probability
    Void Rain He surrounds himself with a sphere of darkness that makes him invulnerable. After a few seconds, he will begin to cast shadows of himself, specifically 7. When the seven shadows have come out, he will charge the original with a thrust with his Keyblade. Very high Blindness / 100%
    Dark Spiral Make a jump and start to cross the stage, charging at the character. You can carry out between one and three charges.
    Empowerment He creates a column of fire that bathes his sword, and then begins to launch swords of fire and spread across the ground. Lastly, it will launch a fiery cross that chases the player.
    Dark Splicer He teleports multiple times alongside the player to land multiple hits in a row. It can disappear and reappear between 2 and 8 times.
    Resurgence He dives into the ground to, once he reaches the player, comes out and hits him repeatedly and launches fireballs around him.
    Download Jump back and fan out bolts of electricity. Media None
    Dark Cannon Accurate shot. He makes three crystals appear that help him launch a beam of dark energy that will confuse you. Luckily, it is quite slow to direct the beam and is not invulnerable while casting it. When it begins to load it will point to the player red sights. Very high
    Counterattack If it receives many blows it disappears and falls from the sky, with a small range of action. It's an ice attack. Alta
    Eclipse In an instant, the Reminiscence will surround you, creating an ellipse with the trail of its shadow, from which 10 spikes of darkness will emerge, which will blind you if you are touched by the trail left by its shadow as if you are inside the ellipse (you will have hit a spike).
    Load It disappears and charges you with the sword, gives you another blow, and creates a blue wave that chases you for a long time and that will confuse you if it touches you.
    Triple Pyro ++ chaser It will launch a Pyro ++ slow at first but then split into 3 and chase the player quickly. Will use it often after a combo. Causes fire damage, very damaging.
    Care ++ If you use a healing magic (Heal, Heal + or Heal ++), Reminiscence will respond with this magic and heal for about 50 HP at the same instant the player performs the command, so it cannot be interrupted. He will only use this move in response to a healing magic, so he can be prevented from using this magic by using healing items. Zero None

    Analysis

    The biggest problem in this combat is that despite the low VT of our enemy, it has enormous strength and speed. In addition, healing magic will not help us, since if we use them he will also recover. The ideal is to replace the healing magic with objects (omnipoci贸n, ultrapoci贸n or elixir).



    Strategies and tips with Terra

    For starters, you should only be equipped with Ultra Potions, Omniptions or Elixirs (about 4 panels will suffice) and Mine Squares (if you use a strategy based on magic power) or attacks like Electric Charge (if you use a physics, since these attacks give you will make them invulnerable for as long as you run them). Mine Shield is also useful, but to a lesser extent. Put them on alternating Ultra Potions and attacks so that it doesn't take too long to find the command you want / need to use.

    As action commands you must have essential Impulse and Air Impulse, it is also advisable to deactivate the sonic impulse, since they could damage you in the time it takes to use it or during its execution. It is totally MANDATORY to carry a cure block, since it can be the key to this fight, especially if you use a strategy based on physical attacks, since many of our opponent's blows are physical and very powerful, which will restore a large part of your health. by blocking them.

    With Accurate Shot, even if they do not hurt him, equip yourself with a long-lasting one, such as Absolute Zero or Sonic Shadow. The first is preferable since it takes less time to reach the maximum number of hits and, therefore, to reach its maximum duration (remember that only if you reach the maximum can you prolong the Accurate Shot). As a final blow, demolition can be useful but it will leave you at a disadvantage for a few seconds after finishing since you will not be able to move, a more viable solution is to use the healing blow, a variant of the electric and pyrical charge, which you will learn when you manage to survive five times to a lethal combo. This final blow will not only allow you to damage the reminiscence when it is in the middle of its attacks without damaging you, but it will also heal you a considerable portion of health and a lot of help.



    From skills, you must equipped VT +, Magic haste, Final combo +, Final blow +, Aspire damage, Last death rattle, Once again, and Libra. Very useful, but not essential, they are Pyro Barrier, Ice Barrier, Ice Barrier, Electro Barrier, Dark Barrier, Ultra Reload and Defender. The keyblade to use must be one with a lot of magic, such as Fairy Petal or in the best of cases the Eternal Crown (weapon obtained in the Coso), or with a lot of attack, such as Chaotic (depending on how you want to approach your method Of attack).

    Once properly equipped, we begin the combat.

    Approach Reminiscence and make a box of mines or hit him immediately as soon as you start, since his first attack will be "Rain from the Void". If you can't hit him and he starts the attack you can try to use the Shot to the maximum so that he does not touch you, or if you trust your ability you can try to dodge him by moving away a little and using momentum at the right moment. It's difficult but not impossible.

    Thus we begin the combat. In the event that you use the mines and one of them has hit it, wait for the reminiscence to fall to physically attack it, (never go after it in the air or after the first or second hit it will counterattack and it will be difficult to avoid it), and continue with a physical combo, if you started with a direct hit, also continue with the combo but carefully. This is where blocking and your skills with it are put to the test, after a few hits (you never know how many most times to the second or third, but it may wait until you give it even six, so you should be alert). Reminiscence will always use counterattack to disappear and hit you (sometimes the counterattack can vary and end up being a thread of darkness), but if you are patient, constant and exact, you can block it just as it disappears and hit with the last mace with what you will damage and move away from you. Furthermore, the blockage will also serve as a cure.

    During combat you MUST focus on moving and dodging using Impulse. When there is a sufficient distance between you and your enemy, you can use more squares of mines but be careful if the reminiscence receives more than one explosion it could use the counterattack. The mines will be useful to use your final attack, whether it is the demolition or the healing blow (although the first is somewhat more risky because the reminiscence does not stop moving and hitting it can be very difficult and at the end of the blow you will be exposed to its attacks for an instant that can be fatal, especially if while you are demolishing, reminiscence plays its best card and uses the "rain from the void"). Also be careful in the distance that you leave between him and you, since the more distance there is, the more chances there will be that he will use the "void rain" again. Keep in mind that if you use a strategy with physical attacks, attacks such as electric charge are useful but they will drift to a command state of a certain type (pyric rain or thunderbolt depending on the type of attacks), so you will have to take that into account, Anyway, the direct physical blows with your key are more than enough if they are constant to also use the final attack, in fact the electric or pyric charges as you will see most of the time will serve to interrupt their combos, never to damage them directly, to that's better direct attacks.

    Once the general combat has been described, we will move on to how to dodge each blow:

    Dark Spiral, Triple Pyro ++ Pursuer, Discharge and Eclipse you can avoid them if you use Impulse properly: dodge and move away. You must bear in mind that, if he does them when there are mines on the ground and he steps on them, he will receive damage, so it is convenient to use this in your favor, but remember, if he steps more than one at a time, he could use his counterattack so no trust yourself.

    Empowerment and Charge are dodged in the same way: since they are combo, put a box of mines in front of it before it starts and you'll interrupt it. However, keep in mind that reminiscence is a smart opponent and if you use this too many times or too soon it could vary its attack behavior and disappear in the air in the middle of each of the blows and varying the end of its combo to a charge or lunge (in the case of empowerment) or to a discharge or dark spin (in the case of charging). Reminiscence is also very mischievous and tends to use the boost when it has you at a rather short distance since the initial ignition will also damage you. Generally he likes to use it after having avoided a combo of yours and having touched you with a counterattack, so the ideal is to finish the combo and if he manages to use counterattack use impulse to move away as soon as you see him try, once this is done you can use an electric charge to You interrupt your combo or a new box of mines. If you also have the final blow Healing blow, it will also be useful in this case, since its effects are like those of an electric charge, only as an extra they will heal you. Charging is even easier to avoid, because being physical you can block the first hit and then counterattack, but be careful, if it hits the second hit, the energy beam will chase you for a while and if it hits you it will cause serious damage and confusion. .

    Hilaoscuridad is an attack that can be used a lot, especially if you use a physical strategy, for simple reasons: it is a long-lasting attack that will try to touch you many times so you can see it coming, but the best thing is that you can. block very easily and if you are lucky it will heal you completely, to that add that you can return damage with the last mace. In general, it is the attack that is best for you to use, because it is one of the ones that will give you the least problems and one that will bring you the most benefits if you know how to block. If you prefer to dodge it, simply move constantly with momentum and matter settled.

    Dark Cannon is pretty simple - it's a long-duration attack, so first, when you see the red sights pointing at you, move to the side continuously, and when the beam arises, zoom around it to Reminiscence. It is not invulnerable, so attack it from the back both physically and with mines, this last attack in this case will be of great help since while doing the mines you will remain immobile and you will not be dragged towards the lightning that you obviously must avoid at all times .

    Finally, Resurgence. It is a very fast movement and there is no use running away from it, since it will reach you easily. The best way to avoid it is to jump towards it and cross it. Thus, when he leaves the ground, he will have remained behind you, and while he launches the fireballs, you can face him with both physical attacks when he finishes the blows, as with a minefield. If you trust your ability and are cold-blooded you can wait for the last moment and then use momentum to dodge it, but it is risky.

    Those would be the basic tips and strategies, as far as Terra is concerned. As you can see, all attacks can be dodged, but you must remember that if your level is around 45-50, if one of them reaches you, you will be in trouble. Above all, remember to adjust your needs to your fighting style to make the battle easier.

    Strategies and tips with Ventus

    Basically follow the basic tips that we gave with Terra but with slight variations that are explained below:

    • Equip yourself in a very similar way to Terra when choosing your attack, magic and healing commands (mine squares, electric or pyric charges and ultra potions and healing items), since Terra's strategies can also be applied to Ventus, But with Ventus it is very important that you equip yourself with the Long Duration Shot (Absolute Zero is still the best option), since both Ventus and Aqua have a lower dodge capacity than Terra (due to the distance that Terra travels with impulse is much larger than those of his two companions). A very effective attack against reminiscence is tornado (Magnet ++ with Aero ++), which at its maximum level is capable of halving its life. However, it is difficult to hit him with it and, in addition, you will not be able to launch it 3 times in a row, the ideal thing to kill him, since on the third he counterattacks. For this reason, it is highly advisable to hit it twice in a row with a tornado and finish it off with a normal blow.
    •  Ventus must also equip himself with the required action commands: Somersault or electric cartwheel (it is preferable to use a somersault, because the electric cartwheel, by causing damage to the reminiscence, could make a counterattack, a damaging thing in battle), heal block and feint ( his action command that allows him to dodge a blow by standing behind his rival) this command can be crucial against reminiscence in direct combat as it will allow you to dodge his counterattacks by getting behind his back, and perform a combo again. If you are exact, you could defeat this enemy in this way (although it is very difficult to achieve it). Forget about the rest of the action commands (glider, and aerial impulse, it is advisable not to jump during combat or it could be your undoing), and above all deactivate Ventus's counterattack. The reason for this is that Ventus's counterattack consists of several chained physical blows, being more than one blow the reminiscence can use counterattack to damage you and you will not be able to avoid it.
    • The required skills are the same as for Terra, and the Keyblade should be a more balanced one. When it comes to Ventus, the best options are Evocation, or if you have it, the Artema Weapon. And as a final blow, the healing blow will once again provide you with great advantages.

    Once properly equipped, we can start the fight.

    Approach Reminiscence and make a box of mines or hit him immediately as soon as you start, since his first attack will be "Rain from the Void". If you can't hit him and he starts the attack you can try to use the Shot to the maximum so that he does not touch you. Once again if you trust your ability you can try to dodge it by moving away a little and using a cartwheel at the right time, although it is not recommended since Ventus has a travel capacity when dodging, lower than Terra and therefore you have to have greater precision even when using cartwheel.

    In the event that you use the mines and one of them has hit it, wait for the reminiscence to fall to physically attack it, (never go after it in the air or after the first or second hit it will counterattack and it will be difficult to avoid it), and continue with a physical combo, if you started with a direct hit, also continue with the combo but carefully.

    This is where blocking and your skills with it are put to the test (especially with Ventus, this point can be your key to victory), after a few hits (you never know how many most times to the second or third, but it may wait until you give it even six, that's why you must be alert) reminiscence will always use counterattack to disappear and hit you (sometimes the counterattack can vary and end up being a thread of darkness), but if you are patient, constant and exact (and you have the command to Come activated feint action), you can dodge it and continue with another physical combo, if this technique works, you can seriously damage your enemy. In the case of being less exact and you block it, you will also benefit because the blow will heal you (with block heal activated obviously), make sure also as we have already said that you do not have Ventus's counterattack activated or you could backfire.

    As with Terra, during combat you MUST focus on moving and dodging using Cartwheel. When there is a sufficient distance between you and your enemy, you can use more squares of mines but be careful if the reminiscence receives more than one explosion it could use the counterattack. The mines will be useful to use your final attack (we recommend the Healing Strike once again). Also be careful in the distance that you leave between him and you, since the more distance there is, the more chances there will be that he will use the "void rain" again. Keep in mind that if you use a strategy with physical attacks, attacks such as electric charge are useful but they will drift to a command state of a certain type (pyric rain or thunderbolt depending on the type of attacks), so you will have to take that into account, Anyway, the direct physical blows with your key are more than enough if they are constant to also use the final attack, in fact the electric or pyric charges as you will see most of the time will serve to interrupt their combos, never to damage them directly, to that's better direct attacks.

    As for how to dodge the rest of the attacks, he follows almost the same guidelines as Terra:

    Dark Spiral, Triple Pyro ++ Pursuer, Bolt and Eclipse you can avoid them if you use Somersault properly: dodge and move away. You must bear in mind that, if he does them when there are mines on the ground and he steps on them, he will take damage, so it is convenient to use this in your favor, but remember, if he steps more than one at a time, he could use his counterattack so no trust yourself.

    Empowerment and Charge are dodged in the same way: since they are combo, put a box of mines in front of it before it starts and you'll interrupt it. However, keep in mind that reminiscence is a smart opponent and if you use this too many times or too soon it could vary its attack behavior and disappear in the air in the middle of each of the blows and varying the end of its combo to a charge or lunge (in the case of empowerment) or to a discharge or dark spinning (in the case of charging). Reminiscence is also very mischievous and tends to use the boost when it has you at a rather short distance since the initial ignition will also damage you. Generally he likes to use it after having avoided a combo of yours and having touched you with a counterattack, so the ideal is to finish the combo and if he manages to use a counterattack, use a cartwheel to get away as soon as you see him try, once this is done you can use an electric charge to you interrupt your combo or a new box of mines. If you also have the final blow Healing blow, it will also be useful in this case, since its effects are like those of an electric charge, only as an extra they will heal you. Charging is even easier to avoid, because being physical you can block the first hit and then counterattack, but be careful, if it hits the second hit, the energy beam will chase you for a while and if it hits you it will cause serious damage and confusion. .

    Hilaoscuridad is an attack that can be used a lot, especially if you use a physical strategy, for simple reasons: it is a long-lasting attack that will try to touch you many times so you can see it coming, but the best thing is that you can. block very easily and if you are lucky it will heal you completely, to that add that you can return damage with the last mace. In general, it is the attack that is best for you to use, because it is one of the ones that will give you the least problems and one that will bring you the most benefits if you know how to block. If you prefer to dodge it, simply move constantly with a cartwheel and matter settled.

    Dark Cannon is pretty simple - it's a long-duration attack, so first, when you see the red sights pointing at you, move to the side continuously, and when the beam arises, zoom around it to Reminiscence. It is not invulnerable, so attack it from the back both physically and with mines, this last attack in this case will be of great help since while doing the mines you will remain immobile and you will not be dragged towards the lightning that you obviously must avoid at all times .

    Finally, Resurgence. It is a very fast movement and there is no use running away from it, since it will reach you easily. The best way to avoid it is to jump towards it and cross it. Thus, when he leaves the ground, he will have remained behind you, and while he launches the fireballs, you can face him with both physical attacks when he finishes the blows, as with a minefield. If you trust your ability and are cold-blooded you can wait until the last moment and then use momentum to dodge it, but it is risky, especially because as we have said before, Ventus covers less dodging distance than Terra.

    Those would be the basic tips and strategies, as far as Ventus is concerned. Once again, all attacks can be dodged, but you must also remember that if your level is around 45-50, if one of them reaches you, you will be in trouble. Above all, remember to adjust your needs to your fighting style to make the battle easier.

    • A quicker, but more risky strategy is the following: equip two Tornadoes of level greater than 5 and, just in case, the remaining command spaces Omnipoci贸n. When the battle starts, make a Tornado before Reminiscence rains from the void. When the first tornado is over, it is advisable to wait a few seconds before doing the other one, because if you do it exactly after the first tornado, it will counterattack and kill you, this strategy is faster but also somewhat more risky since this enemy is very fast and too damaging and during the execution of the tornado you are exposed to attacks, with which you must be precise. It is only valid with Ventus.

    Strategies and tips with Aqua

    Finally Aqua, like her companions, follows the basic advice we gave with Terra and Ven, with the following small modifications:

    • Equip yourself in a very similar way to Terra and Ven when choosing your attack, magic and healing commands (boxes of mines, electric or pyric charges and ultra potions and healing objects), since the strategies of Terra and Ven can also be apply to the young lady of the group. As with Ven, it is very important that you equip yourself with the Long Duration Shot (Absolute Zero is still the best option), since both Ven and Aqua have a lower ability to dodge Terra (due to the distance that Terra travels with momentum is much higher than those of his two companions).
    • Aqua must also be equipped with the required action commands: Wheel or Fire Wheel and Cuirass Heal, the double jump could be useful in a mine-based strategy. Forget the rest of the action commands (air impulse, it is advisable not to jump during combat or it could be your downfall), and with Aqua also keep the counterattack activated as it is only a blow and it will be useful to reject the reminiscence.
    • The mandatory skills are the same as for Terra and Ven, and the Keyblade adapt it to your style of strategy: if you opt for magic use one as a fairy petal or if you have it, the Innomite, if you opt for physical attack choose one like the Artema Weapon if you have it. In the case of Aqua, a magical strategy is more recommended, and as a final blow you should also wear the aforementioned Healing Blow.

    Once properly equipped, we can start the fight.

    Approach Reminiscence and make a box of mines or hit him immediately as soon as you start, since his first attack will be "Rain from the Void". If you can't hit him and he starts the attack you can try to use the Shot to the maximum so that he does not touch you. Once again, if you trust your ability, you can try to dodge it by moving away a little and using the Wheel at the right time, although it is not recommended since Aqua and Ven have a travel capacity when dodging, lower than Terra and therefore you have to have even greater precision when using Wheel.

    In the event that you use the mines and one of them has hit it, always wait for the reminiscence to fall to physically attack it, (never go after it in the air or after the first or second hit it will counterattack and it will be difficult for you to avoid it), and continue with a physical combo, if you started with a direct hit, also continue with the combo but carefully.

    As with his companions this is where Aqua's Cure Breastplate skill is put to the test. After a few hits (you never know how many most times to the second or third, but it may wait until you give it even six, so be alert) the reminiscence will always use counterattack to disappear and hit you (sometimes the counterattack can vary and end up being a dark thread), but if you are patient, constant and exact block it and counterattack in addition to being cured with that last blow.

    As with Terra and Ven, during combat you MUST focus on moving and dodging using Wheel. When there is a sufficient distance between you and your enemy, you can use more squares of mines but once again, be careful. If the reminiscence receives more than one explosion, it could use the counterattack. The mines will be useful to use your final attack (we recommend the Healing Strike once again). Also be careful in the distance that you leave between him and you, since the more distance there is, the more chances there will be that he will use the "void rain" again. Keep in mind that if you use a strategy with physical attacks, attacks such as electrical charge are useful but they will drift to a command state of a certain type (pyric rain or thunderbolt depending on the type of attacks), so you will have to take that into account, Anyway, the direct physical blows with your key are more than enough if they are constant to also use the final attack, in fact the electric or pyric charges as you will see most of the time will serve to interrupt their combos, never to damage them directly, to that's better direct attacks.

    As for how to dodge the rest of the attacks, it follows almost the same guidelines as Terra and Ventus:

    Dark Spiral, Triple Pyro ++ Pursuer, Shock and Eclipse you can avoid them if you use Wheel properly: dodge and move away. You must bear in mind that, if he does them when there are mines on the ground and he steps on them, he will receive damage, so it is convenient to use this in your favor, but remember, if he steps more than one at a time, he could use his counterattack so no trust yourself.

    Empowerment and Charge are dodged in the same way as Ven and Terra so read the explanation above.

    Thread darkness is still an attack that can be taken advantage of, especially if you use a physical strategy, for the reasons described with Terra and Ven, which are perfectly viable with Aqua as well.

    Dark Cannon is still quite simple: move to the side continuously, and when the lightning arises, approach it skirting the Reminiscence, to damage it from the back with magic or physical, always avoiding the energy beam.

    Finally, Resurgence. Use the same strategy as Ven and Terra, but note that like Ven, Aqua also travels less distance than Terra when dodging.

    Aqua has an alternative strategy based on the tables of mines and magic mine that is also feasible thanks to the extra height that double jump gives it, it consists of taking advantage of the height of the jump to plant mines with much greater safety and without fear that you will reach enemy counterattacks, in any case you have to be careful and calculate the distances and height well before executing each technique.

    And so we would end Aqua's advice. Once again, all attacks can be dodged, but you must also remember that if your level is around 45-50, if one of them hits you, you will be in trouble. Above all, remember to adjust your needs to your fighting style to make the battle easier.

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    Defeating Vanitas Reminiscence unlocks the Silver Trophy Latent spirit.

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