Dream Weapon Selection - Awakening

Near the beginning of the game, Roxas is presented with a sword, a shield, and a staff; you are required to choose one as your power and give one up in exchange. If you choose the sword as your power, your strength stat will be prioritized and attack-based abilities will be learned at earlier levels. The same applies for defense if you choose the shield, and for magic if you choose the staff.

Which do I pick?

It depends on your preferred play style! If you like staying on the offensive without much regard to being hit yourself, the Dream Sword may be a good choice. If you're more methodical and want to learn how to parry enemy attacks to minimize damage, the Dream Shield may be ideal. If using magic to defeat enemies is more your thing, the Dream Rod should probably be your go-to pick.

Okay, sure... But which do YOU pick, KHGuides? I almost always pick the shield in my Kingdom Hearts playthroughs. This gives me access to life-saving abilities like Second Chance and Once More as quickly as possible.

Abilities

The dream weapon you choose dictates the order in which you learn abilities by leveling up.

Level
Dream Sword

Dream Rod

Dream Shield
LV 4 Scan Scan Scan
LV 7 Combo Boost Experience Boost Item Boost
LV 9 Experience Boost Item Boost Combo Boost
LV 12 Magic Lock-On Magic Lock-On Magic Lock-On
LV 15 Reaction Boost Fire Boost Damage Drive
LV 17 Item Boost Combo Boost Experience Boost
LV 20 Leaf Bracer Leaf Bracer Leaf Bracer
LV 23 Fire Boost Damage Drive Reaction Boost
LV 25 Drive Boost Draw Once More
LV 28 Draw Once More Drive Boost
LV 31 Combination Boost Blizzard Boost Defender
LV 33 Damage Drive Reaction Boost Fire Boost
LV 36 Air Combo Boost Negative Combo Jackpot
LV 39 Blizzard Boost Defender Combination Boost
LV 41 Drive Converter Thunder Boost Damage Control
LV 44 Negative Combo Jackpot Air Combo Boost
LV 47 Once More Drive Boost Draw
LV 49 Finishing Plus Berserk Charge Second Chance
LV 53 Thunder Boost Damage Control Damage Converter
LV 59 Defender Combination Boost Blizzard Boost
LV 65 Berserk Charge Second Chance Finishing Plus
LV 73 Jackpot Air Combo Boost Negative Combo
LV 85 Second Chance Finishing Plus Berserk Charge
LV 99 Damage Control Drive Converter Thunder Boost

If you are playing the Kingdom Hearts II Final Mix on Critical Mode, you will begin the game with 50 AP and the following abilities: Reaction Boost, Finishing Plus, Draw, Lucky Lucky x2, MP Hastera, EXP Zero.