Kingdom Hearts 2
Support Abilities
Support Abilities
Support abilities are ones that you learn as you level and as your drive forms level. These help your party and yourself. You "learn" the Drive ones after a certain level.
| Name | AP Cost | Description |
| Aerial Recovery | 2 AP | Regain balance with (O) when knocked into the air. |
| Air Combo Boost | 3 AP | The number of combo that hits increases the air combo finishing damage. |
| Air Combo Plus | 1 AP | Add 1 attack to the total of the aerial combo. |
| Auto-Change | 5 AP | Automatically replaces a fallen party member with another available member. |
| Auto Healing | 3 AP | Restore 1 HP each second in reserve. |
| Auto Limit | 1 AP | Set character's limit attack as (/\) when it is available. |
| Bersek Charge | 5 AP | Disable finishing moves and your strength increases by 1 during MP charge. |
| Blizzard Boost | 4 AP | Blizzard magic damage increases x 1.2. |
| Combination Boost | 4 AP | Limit gauge depletes at 80% normal speed. |
| Combo Boost | 3 AP | Number of combo hits increases damage to the finishing ground combo moves. |
| Combo Plus | 1 AP | Add 1 attack to the ground combos. |
| Damage Drive | 3 AP | Drive gauge is refilled as you take damage. |
| Defender | 3 AP | Defense +2 when your HP is at 25%. |
| Draw | 3 AP | Draw in dropped orbs from far-away. |
| Drive Boost | 3 AP | Drive gauge restoration is increased x 1.2 during MP Charge. |
| Endless Magic | 0 AP | Use repeatedly magic combos. |
| Experience Boost | 3 AP | Earned experience points is increased when your HP is below or at 25%. |
| Finishing Plus | 5 AP | Double finishing moves after a combo. |
| Fire Boost | 3 AP | Fire damage is increased by x 1.2. |
| Form Boost | 5 AP | Form gauge depletes at 80% the normal speed. |
| Hyper Healing | 3 AP | Automatically revive a fallen party member and retore twice their HP. |
| Item Boost | 2 AP | Healing items are boosted x 1.5 when used from the menu. |
| Jackpot | 4 AP | Increased orbs and money are dropped from mobs in battle. |
| Leaf Bracer | 1 AP | Cure magic is not interrupted when attacked. |
| Lucky Lucky | 5 AP | Increases item drop rate x 1.3. |
| Magic Lock-on | 1 AP | Automatically target enemies when using attack magic. |
| MP Haste | 3 AP | The MP Charge gauge refills x 1.25 times faster. |
| MP Hastega | 0 AP | The MP Charge gauge refills two times faster. |
| MP Hastera | 0 AP | The MP Charge gauge refills 1.5 times faster. |
| MP Rage | 0 AP | MP is restored when damage is taken. |
| Negative Combo | 2 AP | Reduces ground and air combo attacks by 1. |
| Once More | 4 AP | You are left with 1 HP if you obtain too much damage after an attack and deplete your HP to 0. |
| Reaction Boost | 2 AP | The Damage dealt from Reaction Commands is incrased by x1.5. |
| Scan | 2 AP | See the target's current HP in battle. |
| Second Chance | 4 AP | 1 HP remains if your HP was depleted to 0 after a powerful attack. |
| Summon Boost | 5 AP | Summon gauge depletes at 80% of the normal speed. |
| Synch Blade | 0 AP | USe two keyblades at once. |
| Thunder Boost | 5 AP | Thunder magic damage is increased x 1.2. |






