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Skylanders Trap Team Signature Series Strategy Guide
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Contents

  • Characters
    • Meet The Skylanders
    • Air
      • Blades
      • Breeze
      • Fling Kong
      • Gusto
      • Full Blast Jet-Vac
      • Pet Vac
      • Thunderbolt
    • Earth
      • Bop
      • Fist Bump
      • Head Rush
      • Rocky Roll
      • Terrabite
      • Wallop
    • Fire
      • Hog Wild Fryno
      • Ka-Boom
      • Small Fry
      • Torch
      • Trail Blazer
      • Weeruptor
      • Wildfire
    • Life
      • Barkley
      • Bushwhack
      • Food Fight
      • High Five
      • Sure Shot Shroomboom
      • Tuff Luck
      • Whisper Elf
    • Magic
      • Blastermind
      • Cobra Cadabra
      • Déjà Vu
      • Enigma
      • Mini Jini
      • Fizzy Frenzy Pop Fizz
      • Spry
    • Tech
      • Chopper
      • Drobit
      • Gearshift
      • Jawbreaker
      • Tread Head
      • Trigger Snappy
    • Undead
      • Bat Spin
      • Eye Small
      • Funny Bone
      • Hijinx
      • Krypt King
      • Short Cut
    • Water
      • Echo
      • Flip Wreck
      • Tidal Wave Gill Grunt
      • Gill Runt
      • Lob-Star
      • Snap Shot
      • Thumpling
    • Dark
      • Knight Mare
      • Blackout
    • Light
      • Knight Light
      • Spotlight
  • Villains
    • Trapped Villains
    • Air
      • Dreamcatcher
      • Bad Juju
      • Buzzer Beak
      • Krankenstein
    • Earth
      • Golden Queen
      • Chomp Chest
      • Grave Clobber
      • Tussle Sprout
    • Fire
      • Chef Pepperjack
      • Grinnade
      • Scrap Shooter
      • Smoke Scream
    • Life
      • Chompy Mage
      • Broccoli Guy
      • Chompy
      • Cuckoo Clocker
      • Sheep Creep
      • Shield Shredder
    • Magic
      • Bomb Shell
      • Pain-Yatta
      • Rage Mage
    • Tech
      • Dr. Krankcase
      • Brawlrus
      • Mab Lobs
      • Shrednaught
      • Trolling Thunder
    • Undead
      • Wolfgang
      • Bone Chompy
      • Hood Sickle
      • Masker Mind
    • Water
      • The Gulper
      • Brawl & Chain
      • Chill Bill
      • Cross Crow
      • Slobber Trap
      • Threatpack
    • Kaos
      • Kaos
    • Dark
      • Nightshade
      • Eye Scream
      • Fisticuffs
      • Tae Kwon Crow
    • Light
      • Blaster-Tron
      • Luminous
      • Eye Five
      • Lob Goblin
    • Other Enemies
      • Minions
  • Skystones Smash
    • How to Play Skystones Smash
  • Kaos Doom Challenges
    • Kaos' Ultimate Challenge!
  • Arena
    • Arena Challenges
  • Hats & Trinkets
    • Overview
    • Hats
    • Trinkets
  • Extras
    • Achievements & Trophies
  • Skylanders Academy
    • About Skylanders Academy
  • Improving Your Skylanders
    • Improve & Customize
  • Walkthrough
    • Chapter 1: Soda Springs
    • Chapter 2: Know-It-All Island
    • Chapter 3: Chompy Mountain
    • Chapter 4: The Phoenix Psanctuary
    • Chapter 5: Chef Zeppelin
    • Chapter 6: Rainfish Riviera
    • Chapter 7: Monster Marsh
    • Chapter 8: Telescope Towers
    • Chapter 9: Mystic Mill
    • Chapter 10: Secret Sewers of Supreme Stink
    • Chapter 11: Wilikin Workshop
    • Chapter 12: Time Town
    • Chapter 13: The Future of Skylands
    • Chapter 14: Operation: Troll Rocket Steal
    • Chapter 15: Skyhighlands
    • Chapter 16: The Golden Desert
    • Chapter 17: Lair of the Golden Queen
    • Chapter 18: The Ultimate Weapon
    • Adventure Pack: Nightmare Express
    • Adventure Pack: Mirror of Mystery
    • Adventure Pack: Midnight Museum
    • Adventure Pack: Sunscraper Spire
  • Portal Mastery
    • Welcome Back!
    • New Skylanders
    • Playable Villains
    • Traps
    • New Traptanium Portal
    • Portal Master Rank
    • Access Everything in Story Mode
    • Adventure Expansions
    • Magic Items

Skylanders Trap Team Signature Series Strategy Guide › Characters › Magic

Déjà Vu

Déjà Vu

Did That Just Happen?

Character Stats

Maximum Health  210
Speed  60
Armor  18
Critical Hit  60
Elemental Power  46

On a remote island in Skylands, Déjà Vu tirelessly worked on a machine that would make the perfect three-minute egg in half the time. After pouring over countless magic tomes, and even consulting the lost plans used to create the legendary Tower of Time, she finally completed construction of the huge machine. Unfortunately, a gang of evil giant sea slugs, searching for a way to acquire super speed, learned of her machine and set about to take it at all costs. Slow, but well armed, the massive slugs bore down on the island. But rather than allow her work to be used for evil, Déjà Vu quickly jumped into action and set the clock’s hands to thirteen—causing a time overload. Caught up in the blast, she was given an amazing power over time, which she then used to stop the evil slugs in their tracks and spin them home. Now as a Skylander, Déjà Vu uses her incredible powers to turn back the clock on evil!

Basic Attack Notes

Space-Time Shots

A magical ball that seeks out enemies and can be fired by Past Selves.

Past Selves

A copy that relives recent actions of the Skylander, including attacks, and can swap places

Time Rift

Attacks foes and Space-Time Shots, damages foes that touch it, turns into a black hole when shot

Upgrade Paths

Remember to Live

Space-Time Duality is a priority as it literally doubles Déjà Vu’s firepower. When used with several Time Rifts this greatly increases firepower, especially since these shots home in on enemies. Past Selves get a damage boost from Explosion Déjà Vu in the form of a triple explosion. However, the Past Self also gains a great new ability from Time Heals All Wounds. This healing upgrade restores a decent amount of health each time the Past Self takes damage. Both of the Past Self upgrades are passive abilities, so create a copy and let it run wild while focusing on firing off a constant barrage of Space-Time Shots and Time Rifts.

Live to Remember

Past Selves gain a lot of functionality that all work together on this path. Start with Past Self Paralysis to gain extra damage plus the defensive ability to freeze enemies. When added along side Warp Field, enemies can be pulled into the Past Selves to distract them as well as freeze foes that touch the Past Self. Finally, Go Out With a Bang adds extra Space-Time Shots when the copy expires. Obviously the tactic should be to keep a Past Self at all time and swap with them to use their effects. This allows them to draw enemies in, freeze them, and then unleash extra damage while you are free to focus on Time-Space Shots.

Soul Gem Ability

Black Hole Bedlam: 4000

Time Rifts now turn into massive black holes, releasing unstable time power. Prerequisite: Find Déjà Vu’s Soul Gem in CH 6:Rainfish Rivera

The Time Rifts become black holes that explode with energy and cover a medium area. Three Time Rifts can be created at the same time to essentially create several time bombs. Lure enemies into these unstable rifts to do heavy damage to groups of foes.

Basic Attacks

Space-Time Shots

Press Attack 1 to shoot a magical ball of time energy that homes in on enemies

Past Selves

Press Attack 2 to bring a version of your past self that explodes. Press Attack 2 again to switch places with it.

Upgrades

Time Rift: 500

Press Attack 3 to create a Time Rift, damaging all who touch it. Shoot the Time Rift to create a black hole.

Long-Term Memory: 700

Past Selves last longer and replay a longer history, as well as damage anything nearby.

Time Rifts Aplenty: 900

Have more Time Rifts active at once. Time Rifts now attract Space-Time Shots. Prerequisite: Time Rift

Live to Remember

Take a different path to improve Past Selves attacks.

Warp Field: 1700

Shoot a Past Self to create a warp field, pulling enemies towards the Past Self.

Past Self Paralysis: 2200

Past Selves do extra damage and freeze all nearby enemies.

Go Out With a Bang: 3000

When a Past Self explodes or when you switch with it, it releases Space-Time Shots.

Circular Logic: 1200

Past Selves fire Space-Time Shots.

Remember to Live

Improve Past Selves attacks.

Explosion Déjà Vu: 1700

When a Past Self explodes, the explosion is repeated two more times.

Time Heals All Wounds: 2200

When a Past Self takes damage, you are healed by an equal amount.

Space-Time Duality: 3000

Press Attack 1 to shoot two Space-Time Shots at once.

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