Follow TV Tropes

Following

Context Characters / KingdomHeartsHeartless

Go To

1[[WMG:[[center: [- ''Franchise/KingdomHearts'' '''[[Characters/KingdomHearts Main Character Index]]'''\
2[[Characters/KingdomHeartsDestinyIslandsTrio Destiny Islands Trio]] ([[Characters/KingdomHeartsSora Sora]]) | [[Characters/KingdomHeartsDisneyCastleTrio Disney Castle Trio]] | [[Characters/KingdomHeartsRoxasAxelAndXion Clock Tower Trio]] | [[Characters/KingdomHeartsTerraAquaAndVentus Wayfinder Trio]] ([[Characters/KingdomHeartsTerra Terra]] | [[Characters/KingdomHeartsAqua Aqua]] | [[Characters/KingdomHeartsVentus Ventus]]) | [[Characters/KingdomHeartsPartyMembersAndSummons Party Members and Summons]] | [[Characters/KingdomHeartsXehanortsIncarnations Xehanort's Incarnations]] ([[Characters/KingdomHeartsMasterXehanort Master Xehanort]]) | [[Characters/KingdomHeartsOrganizationXIII Organization XIII]] ([[Characters/KingdomHeartsXigbar Xigbar]] | [[Characters/KingdomHeartsSaix Saïx]] | [[Characters/KingdomHeartsVanitas Vanitas]]) | Disney Villains ([[Characters/KingdomHeartsDisneyVillainsMaleficentsCouncilAndAllies Maleficent's Council and Allies]] | [[Characters/KingdomHeartsOtherDisneyVillains Other Disney Villains]]) | [[Characters/KingdomHeartsIndependentVillains Independent Villains]] | [[Characters/KingdomHeartsEnemyCreatures Enemy Creatures]] ('''Heartless''') | [[Characters/KingdomHeartsAnsemAndApprentices Ansem and his Apprentices]] | [[Characters/KingdomHeartsXCharacters Kingdom Hearts χ[chi] Characters]] | [[Characters/KingdomHeartsSupportingOriginals Supporting Original Characters]] | [[Characters/KingdomHeartsSupportingSquareEnix Supporting Square Enix Characters]] | [[Characters/KingdomHeartsSupportingDisney Supporting Disney Characters]] -] ]]]]
3----
4!!Due to lengthy periods between releases and the prevalence of {{Late Arrival Spoiler}}s, spoilers from installments before 2010 may be unmarked. Read at your own risk.
5----
6[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/heartless_emblem.png]]
7 [[caption-width-right:250: The Heartless Emblem]]
8
9Throughout the ''Franchise/KingdomHearts'' franchise, the Keyblade wielders face a variety of monsters created from darkness and hearts falling to it, the Heartless. The Heartless are beings of darkness that manifest in two forms, "Pureblood" and "Emblem". While most Heartless are in fact manifested hearts, they behave entirely devoid of emotion, and thus were named "Heartless". This is a page detailing them.
10-----
11[[foldercontrol]]
12
13!The Heartless
14[[folder:General]]
15->"Anger... hatred... corruption, become power. Everything that exists, will be devoured!"\
16—'''Sora's Data Heartless'''\
17'''Appearances:''' ''[[VideoGame/KingdomHeartsI I]] | [[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]] | [[VideoGame/KingdomHeartsII II]] | [[VideoGame/KingdomHearts358DaysOver2 358/2 Days]] | [[VideoGame/KingdomHeartsBirthBySleep Birth by Sleep]] | [[VideoGame/KingdomHeartsCoded coded]] | [[VideoGame/KingdomHearts3DDreamDropDistance Dream Drop Distance]] | [[VideoGame/KingdomHeartsX χ[chi] ]] | [[VideoGame/KingdomHearts02BirthBySleepAFragmentaryPassage 0.2 Birth by Sleep -A Fragmentary Passage-]] | [[VideoGame/KingdomHeartsIII III]] | [[VideoGame/KingdomHeartsIV IV]]''
18
19Heartless are creatures of darkness born from the hearts within sentient and sapient beings. They are driven only by instinct to seize hearts from other beings and destroy them, either by attacking them or manipulating them into darkness, creating more Heartless in the process. As worlds also have hearts, this inevitably means the Heartless are drawn to worlds to destroy the world's heart and plunge it into darkness. Heartless come in two varieties -- Pureblood, formed naturally, and Emblem, formed by forced production.
20
21According to legend, only the Keyblade wielder can stop the Heartless, able to lock the hearts of worlds from their reach, and when a Heartless is killed by a Keyblade its captive heart is freed. Thus the Heartless instinctively seek out Keyblade wielders to strike them down.
22-----
23* AdorableEvilMinions: Most Heartless are cute and cartoony, though there are some genuinely scary exceptions.
24* AlwaysChaoticEvil: They are by their very nature a threat to all life, as they instinctively seek out hearts and cannot be reasoned with.
25* AnimalisticAbomination: Several varieties including the Rabid Dog (dogs), the Sea Neon and Sheltering Zone (jellyfish) and the Powerwild and Bouncywild (monkeys).
26* AsLongAsThereIsEvil: They're born from the darkness, and so long even a single heart has a bit of darkness in it, they'll always exist. However, it was only due to Xehanort's experiments that they were able to invade the Realm of Light, their inactivity in ''Birth by Sleep'' suggests perhaps they could be marginalized in the Realm of Darkness again.
27* BishonenLine: Zigzagged. Several of the strongest Heartless (Invisible, Neoshadow, Darkside, etc) look more humanoid than their lesser counterparts, and Xehanort's Heartless, the most powerful Heartless of all, looks entirely human. However, most Heartless (especially bosses) look like monsters. It's implied the humanoid Heartless are the exceptions, and the more monstrous a Heartless is the more powerful it is, in contrast to the Nobodies who play the trope straight.
28* CuteBruiser: Most of them look too cute to be an army of bloodthirsty creatures.
29* CastingAShadow: All of the Heartless are born from the darkness, regardless if it is natural, from someone's heart being overtaken by the darkness or lost, or artificially, all of the heartless are darkness, but not all heartless use darkness in their movesets however.
30* TheCorruption: The Heartless corrupt sentient and sapient beings by stealing their hearts away and plunging them in darkness, increasing their numbers in the process.
31* DarkIsEvil: While this doesn't apply to all Heartless, most of them tend to feature darker colors in their designs, fitting their status as hearts that have been corrupted by darkness.
32* DivinelyAppearingDemons: The Angel Stars are the Heartless take on this trope.
33* EnemyMine: They stop fighting against the Nobodies during the Battle of Hollow Bastion any time Sora shows up, but also ally with Organization XIII at one point.
34* EqualOpportunityEvil: Unlike the Nobodies, which only go after those with powerful, strong hearts, the Heartless don't care whether their targets are human or not -- as long as that being has a Heart and Darkness, then they'll be there to go after them.
35* FisherKingdom: While the Pureblood Heartless keep their appearances in all worlds, Emblem Heartless change their appearance to reflect the world they're in. As a result they can appear as almost anything, from cars to sorcerers to ghosts to plants.
36* GiantMook: At least one a game, such as the Large Body or Fat Bandit. They also NoSell against front attacks except Aquatanks.
37* GreaterScopeVillain: As the very embodiments of darkness and the main reason so many people and worlds are destroyed, they're the most significant evil force in the game universe. However as creatures of instinct with infinite numbers they aren't actual "villains" in terms of plot, thus the actual villain roles go to human characters.
38* TheHeartless: The TropeNamer; they come from the darkness in people's hearts, and feast on hearts, from individuals to planets and beyond.
39* IFightForTheStrongestSide: In the words of Saïx, the Heartless ally with whoever's the strongest, which is why most of them defect from Maleficent's service to ally with the Organization.
40* InformedFlaw: Many characters speak about Heartless as if they have no personality whatsoever, but several show varying degrees of emotion through their actions. For example, Powerwilds and Bouncywilds make cartoonish gestures (Powerwilds clutch one foot and hop around on the other when a sliding kick is blocked); White Mushrooms and their variations are the most obvious standouts however, as they can be helpful and fun in their challenges. It's implied that Emblem Heartless being artificial contributes to this, as Pureblood Heartless tend not to display this level of character.
41* InvincibleVillain: Without a Keyblade or the Power of Light, it's virtually impossible to fight off the Heartless for good and many worlds have fallen into Darkness strictly because the inhabitants had no way of truly harming them.
42* JaggedMouth: A common feature, often with a SlasherSmile.
43* TheLegionsOfHell: Albeit it with some of the most adorable interpretations of this trope, though quite a few Heartless can play this trope to a more straight degree.
44* LovecraftLite: While the Heartless and the Darkness controlling them are numerous and have succeeded in destroying worlds multiple times, the worlds, and the people they may have killed along the way, are able to be restored, like nothing happened, when the heroes save the day.
45* MadeOfEvil: They are made of the darkness in people's hearts.
46* ManipulativeBastard: They've no problems taking advantages of people's inner greed and anger to increase their number and power; even Maleficent, a ManipulativeBitch herself, was manipulated by them.
47* MeaningfulName: They were given the name "Heartless" because they act on pure instinct, with no emotion to speak of.
48* MetalSlime: Various mushroom-type Heartless, usually rare and/or hard to kill, but yield great rewards.
49* MookPromotion: The Invisible Heartless gets one between games. While it was just a fast and fairly strong enemy in ''VideoGame/KingdomHeartsI'', it became an {{Optional|Boss}} DamageSpongeBoss in ''Days''.
50* MySpeciesDothProtestTooMuch: The mushrooms (with the exception of the Black Fungus) and the Flantastic Seven are all helpful.
51* NonindicativeName: They're called Heartless, but they are made out of hearts. Their name actually refers to their seeming lack of emotion.
52* NonMaliciousMonster:
53** They're not ''evil'', they're essentially animals (or a virus, considering how they reproduce). They do horrible things to people, but it's never out of any malice. It's just what the darkness does.
54** Played entirely straight with the Mushroom family of Heartless, save for the Black Fungus. The White Mushroom, Rare Truffle, and Pink Agaricus are all friendly and never attack the player. They either need the player's help in some form or another, or are there to challenge the player in some way. If successful, they happily jump around for a bit and toss out huge rewards. The Mushroom XIII ''look'' evil, but are more or less the same. Some ''are'' more aggressive than other, but at the end of the day it's all just a challenge. Defeating all twelve of them results in the thirteenth descending down like some cute, fungus-like angel to present the Winner's Proof Keyblade.
55** As a general rule, Heartless typically act the way they do because they have someone to actually command them to do things, without those driving forces (such as Ansem and Disney Villains) to direct their attacks, they act far more aimlessly and less aggressively. Before Ansem's experiments and studies, they were content to mostly lurk as Shadows, and even the more widespread Emblem Heartless act as such, in places that connect to Darkness in particular. Halloween Town has them performing and curiously playing around with presents without Oogie and Malificent. However, exploration of the Realm of Darkness in later titles shows the true upper echelons of the Pureblood Heartless are ''monstrously'' dangerous and violent, and there are implications the entire race is the result of one of the unseen "Darkness" antagonists devolving into a completely feral form.
56* OurAngelsAreDifferent: The Angel Star looks like a Christmas light with angel wings.
57* OurMonstersAreWeird: Some of the Heartless can be quite bizarre, such as the above-mentioned Angel Star and the Leechgrave, which is a plant-coffin thing that eats other Heartless.
58* OurDemonsAreDifferent: The Invisible, Orcus and Dark Thorn Heartless all look demonic.
59* PaletteSwap: Many of them have stronger variants that are this. Most of these appear in either the Final Mix games, ''Days'' or ''χ''. The Final Mix games also give most of the regular Heartless more psychedelic color schemes. Additionally, one of the bosses in ''Days'', a Darkside palette swap, can summon Shadows that are purple rather than the normal blueish color.
60* RaisingTheSteaks: The Heartless also have no qualms corrupting non-human beings into Heartless, with Storm Rider and Groundshaker from ''II'' as examples.
61* RedAndBlackAndEvilAllOver: Their sigil is a black heart with jagged red lines. Many stronger Heartless add red, purple and blue to their color scheme.
62* SlasherSmile: Some of them have those.
63* SigilSpam: Emblem Heartless, who the apprentices branded to further distinguish them from the naturally-occurring "Pureblood" ones; presumably either the apprentices or Maleficent are responsible for the enormous emblem on the Hollow Bastion castle.
64* ShoutOut: Many Heartless are based on Franchise/FinalFantasy enemies. Trick Ghosts, for example, bear great resemblance to the "Hungry" ghost enemies from Final Fantasy VII. Parasite Cage is possibly the most blatant, being a more fleshy version of the Prison Cage.
65* SupernaturalGoldEyes: The only exceptions are the ones that don't even have faces.
66* SuperPersistentPredator: In the words of Squall, "They'll come at you from out of nowhere, and they'll keep coming after you, so long as you wield the Keyblade." This is the in-universe reasoning for why they appear around Sora when the player walks around a world.
67* ThemeNaming: The mushroom type Heartless are called "Color Fungus-type" (Blue Truffle, Gold Tricholoma), while the floating spellcaster Heartless are "Color Music-type" ([[BlowYouAway Emerald Blues]], [[PlayingWithFire Crimson Jazz]]).
68* TranshumanAbomination: While purebred Heartless are the native inhabitants of the Realm of Darkness, most Heartless encountered in the games were regular somebodies before their hearts were consumed by darkness (mainly by force from other Heartless). What was left of the somebody would go on to become Nobodies, a different breed of TranshumanAbomination all-together.
69* TheUsualAdversaries: Though the machinations of higher villains drive the plots, the Heartless make up the vast bulk of what the heroes have to fight in any given game.
70* TheVirus: While there are multiple ways to create them, The Heartless mainly spread their kind by attacking humans and other sentient beings, killing them, and forcibly swallowing them in darkness, thus transforming them, and then those new Heartless attack ''more'' people.
71* WasOnceAMan: Downplayed, as most Heartless don't get to keep their sentience. It's still true for most of them, though.
72* WickedHeartSymbol: Their logo is a black-and-red heart with a thorny X across its center.
73* WingdingEyes: A common feature among Heartless.
74* YouHaveOutlivedYourUsefulness: They always ally with the strongest villains to further their goals of conquest. Those villains who are too weak are abandoned or brought into their ranks.
75* ZergRush: Their main "strategy" is to rush their prey en mass. Since Sora is basically a OneManArmy, it usually fails.
76[[/folder]]
77
78! Enemy Heartless
79!!Debuted in ''I''
80[[folder:Shadow]]
81[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/shadow_khiii.png]]
82[[caption-width-right:250:The cutest EldritchAbomination you'll ever see.]]
83->'''Appearances:''' ''I | Chain of Memories | II | 358/2 Days | Birth by Sleep Final Mix | coded | χ[chi] | 0.2 Birth by Sleep -A Fragmentary Passage- | III''
84
85The most basic Pureblood Heartless, Shadows take the form of twitchy, insect-like, humanoid shadows. They are a constant found in nearly every world traversed on foot, though they become less common as the individual games progress and more powerful Heartless are introduced.
86----
87* BadassAdorable: Cute -- but a nightmare to catch if they decide to mess around with you.
88* TheGoomba: They are in almost every single world in almost every single game, acting as the weakest form of foe.
89* FragileSpeedster: True, Shadows are weak, but their abilities and slight speed advantage means a player is more likely to get by them in groups (especially when they are mixed with stronger Heartless).
90* GiantMook: Mega-Shadows are [[ExactlyWhatItSaysOnTheTin giant Shadows]]. Gigas Shadows are even bigger.
91* IHaveYourWife: One Shadow screws with The Beast by appearing as Belle, then turning back into a shadow and running off. Though this is simple, Beast had recently [[{{Determinator}} clawed his way through space for Belle]] so this understandably makes him go into a blind anger and abandon Sora temporarily, not bad for an indistinct {{Mook}}.
92* LivingShadow: Shadows can sink into the ground at any time to get to a different area, making them slightly annoying to fight.
93* MascotMook: Shadows are the most iconic Heartless, almost always used to represent them as a whole.
94* MetalSlime: Gigas Shadows in ''Final Mix'' are met in a special encounter in Wonderland. They are quite durable and if they land even a single hit on Sora they will immediately vanish. They're also the only source of the Fury Stone crafting material.
95* PaletteSwap: Purple ones appear in the Dark Follower boss fight in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''.
96[[/folder]]
97
98[[folder:Soldier & High Soldier]]
99[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/soldier_08.png]]
100->'''Appearances:''' ''I | Chain of Memories | II | 358/2 Days | coded | χ[chi] | III''
101
102Soldiers are the most common Emblem Heartless and the second most common Heartless overall. They are clad in constantly clanking helmets and boots and sporting large red claws. They are somewhat threatening in groups, but heavily telegraph their attacks. ''VideoGame/KingdomHeartsIII'' also introduces a variant called the High Soldier.
103----
104* CowardlyMooks: Deserters in ''358/2 Days'' appear in large groups but simply run in circles and flee if you get close -- until you kill one, which prompts all of the others to [[ZergRush retaliate in unison]].
105* {{Invisibility}}: Stealth Soldiers, as their name suggests, are invisible until they are hit enough times.
106* MascotMook: They are second only to Shadows as the most recognized and ubiquitous Heartless.
107* PaletteSwap: ''Final Mix'' versions of the games give it a bronze coloration. The first ''Final Mix'' also introduces the Stealth Soldier. ''358/2 Days'' has the Sergeant, Commander, and Deserter variants.
108* SpectacularSpinning: They have two variations of a spinning kick, one that's more of a vertical lunging kick, and a horizontal spinning top-kick.
109* TookALevelInBadass: They gain a spinning kick attack in ''II'' (which is associated with a reaction command), and are generally harder to take out than in Kingdom Hearts I.
110* TronLines: In Space Paranoids.
111* WolverineClaws: All of their fingers end in large red claws.
112[[/folder]]
113
114[[folder:Neoshadow]]
115[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/neoshadow.png]]
116->'''Appearances:''' ''I Final Mix'' | Chain of Memories | II | 358/2 Days | Birth By Sleep | χ[chi] | 0.2 Birth by Sleep -A Fragmentary Passage- | III''
117
118Neoshadows are humanoid Pureblood Heartless that are more intelligent and far more dangerous than Shadows. Found on a variety of worlds, they are either reserved for endgame as EliteMooks or start appearing around the mid-game to replace their weaker brethren.
119
120A larger, purple variant called a Novashadow appears in Wonderland in ''358/2 Days''.
121----
122* BossInMookClothing: In the first game they use a variety of attack patterns unlike any other enemy, making it a PuzzleBoss sort of encounter to defeat them.
123* TheCameo: Briefly appear in a flashback in ''Birth by Sleep'', summoned by Master Xehanort to test Ventus. He refuses to fight them, and they beat the stuffing out of him.
124* CreepyLongFingers: They have large hands with very long claws that give this effect.
125* EliteMooks: Universally far stronger and more dangerous than Shadows, and usually up there with Defenders and Invisibles as the most dangerous Heartless.
126* FourFingeredHands: Novashadows only have four claws per hand instead of the Neoshadows' five.
127* MesACrowd: In ''Final Mix'' when you get down to the last one.
128* {{Nerf}}: They've never been as strong as they are in ''Final Mix'', mercifully. Also applies to the versions in the last mission of ''358/2 Days'', which've had their strength dramatically reduced.
129* PaletteSwap: Subverted. Novashadows are purple, but also have different hands.
130* TheWorfEffect: The first sight of Roxas was him taking on a whole horde of these guys, and annihilating them with his keyblades. Later depictions of events in ''II'' and ''358/2 Days'' only reduce the amount of Neoshadows he fights, but he still creams them.
131[[/folder]]
132
133[[folder:Large Body, Fat Bandit & Helmed Body]]
134[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/large_body.png]]
135[[caption-width-right:300:Large Body]]
136[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/fat_bandit.png]]
137[[caption-width-right:300:Fat Bandit]]
138[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/helmed_body_khiii.png]]
139[[caption-width-right:300:Helmed Body]]
140->'''Appearances:''' ''I | Chain of Memories | II | coded | χ[chi] | III''
141
142Large Bodies are fat Emblem Heartless that are protected from frontal assaults due to their large bulk. Attacking from behind or using magic is the way to go if you want to defeat them. Fat Bandits are similar, though they have an Arabian-inspired appearance and access to [[PlayingWithFire fire attacks]]. Large Bodies can be found in multiple worlds while Fat Bandits largely stay in Agrabah. In addition to bringing back the Large Body, ''VideoGame/KingdomHeartsIII'' also introduces a variant called the Helmed Body, which wears a helmet.
143----
144* AchillesHeel:
145** Their bulk makes them immune to physical attacks, but only from the front; get behind them and they're wide open. Alternatively, you can bypass their defenses using magic.
146** The Large Armor variants unique to ''358/2 Days'' notably don large round shields on their backs to apparently erase that weakness but they don't wear helmets to protect their heads so they still have a weakpoint.
147* BalloonBelly: Fat Bandits will gain a huge one before unleashing a huge wave of fire.
148* BreathWeapon: Fat Bandits have a fire-based one.
149* {{Expy}}: Though Large Bodies do not appear in ''358/2 Days'', bosses based on them like Large Armor appear instead.
150* FatIdiot: Large Bodies can come across as rather dimwitted at times, pausing to scratch their heads mid-combat and even falling asleep if they aren't currently being attacked. Other variants don't seem to have the same concentration issues.
151* FatAndProud: The mannerisms of Large Bodies seems to indicate this, as the unique animations they make upon connecting certain attacks include beating their stomachs with pride.
152* {{Fireballs}}: Fat Bandits spit them, though they can be bounced back.
153* FoeTossingCharge: Large Bodies due this on low health.
154* GiantMook: One of the largest normal Heartless.
155* IShallTauntYou: If you get hit with certain attacks, Large Bodies will briefly taunt for a moment.
156* ImmuneToFlinching: They are very difficult to stun thanks to their bulk. You need to juggle them into the air somehow or block certain attacks to get them to flinch.
157* JigglePhysics: Their round, jiggly bellies constantly shake with their movements, and ''Kingdom Hearts III'' has them wobble when hit in their guts.
158* {{Kevlard}}: Their roundness automatically blocks physical attacks at the front.
159* MightyGlacier: Their attacks are slow, but they have high health and attack power. Large Bodies, however, have some attacks that makes them [[LightningBruiser surprisingly quick]].
160* PaletteSwap: Similarly to the Soldier, it gains a bronze color scheme in the ''Final Mix'' games. Fat Bandits also become more colorful rather than their normal orange color scheme.
161* PlayingWithFire: The biggest difference between Fat Bandits and Large Bodies is that Fat Bandits mostly use fire attacks.
162* ShieldBearingMook: Their bulk acts as a natural shield that blocks standard melee attacks from the front.
163* ShockwaveStomp: They can jump to release a shockwave on landing.
164* SlideAttack: Games from ''II'' and onward have Large Bodies penguin-slide at you when they get to low health. They move ''very'' quickly when doing this, bypassing their normal sluggishness. The Helmed Bodies can slide much further and faster than regular Large Bodies and even change direction and do highly damaging spins mid-slide.
165* TennisBoss: Bouncing their fireballs back at them stuns whatever they hit.
166* TurnsRed: Large Bodies start charging at you when their health gets low. There's also an animation of them going berserk.
167[[/folder]]
168
169[[folder:Mage Heartless]]
170[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/red_nocturne_khx.png]]
171[[caption-width-right:150:Red Nocturne]]
172[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/blue_rhapsody_khx.png]]
173[[caption-width-right:150:Blue Rhapsody]]
174[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/yellow_opera_khx.png]]
175[[caption-width-right:150:Yellow Opera]]
176[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/green_requiem_khux.png]]
177[[caption-width-right:150:Green Requiem]]
178->'''Appearances:''' ''I | Chain of Memories | II | coded | χ[chi] | III''
179
180These flying, elementally-aligned Heartless all look vaguely like the Black Mage of ''Franchise/FinalFantasy'' fame and have a color and a type of music in their names. Each variant can generally found in multiple worlds.
181----
182* AnIcePerson: [[VideoGame/KingdomHeartsI Blue Rhapsody]]. The Watermelon Heartless and its size-differentiated variants use ice attacks.
183* AnthropomorphicFood: Variants appear in ''Kingdom Hearts χ'' that are based on macarons and rice cakes. The Watermelon Heartless are a DoubleSubversion as they keep the regular visual aesthetic of this group while still having a more rounded look.
184* BlowYouAway: The [[VideoGame/KingdomHeartsII Emerald Blues, Spring Metal]], and [[VideoGame/KingdomHeartsIII Malachite Bolero]] use wind attacks.
185* FireIceLightning: [[VideoGame/KingdomHeartsI Red Nocturne, Blue Rhapsody and Yellow Opera]] respectively, with Green Requiem rounding them out with Cure magic. They also appear InThatOrder as you progress through the early levels.
186* {{Flight}}: The first Heartless you meet that are capable of this.
187* GetBackHereBoss: They were guilty of this in [=KHI=], especially in high areas due to their flying abilities. [[VideoGame/KingdomHearts358DaysOver2 Emerald Serenade]] is the center of two missions based around this, speeding up as they take more damage while staying on a single path. Grey Caprice can also become this in groups due to its ability to switch places with you and then despawn if you're too far from its spawn point.
188* HarmlessVillain: The Green Requiem are unable to attack. They only serve to heal the other Heartless.
189* HavingABlast: Three of Crimson Jazz's abilities create explosions out of thin air.
190* HealItWithFire: Or any other element as appropriate, or all of them in the case of the Green Requiem. Averted in [=KH2=], which does not implement elemental absorption.
191* LifeDrain: [[VideoGame/KingdomHearts358DaysOver2 Turquiose March]] does this due to the element system in ''Days'' being more of status effect system with ElementalRockPaperScissors for fire, ice and lightning being tacked on.
192* LogicalWeakness: The ones in the first game give extra experience when hit with gravity. Red Nocturne and Blue Rhapsody also do this when hit by the opposite element in addition to being stunned.
193* MakingASplash: The [[VideoGame/KingdomHearts358DaysOver2 Turquoise March]] and [[VideoGame/KingdomHeartsIII Marine Rumba]] use water attacks.
194* TheMedic: [[VideoGame/KingdomHeartsI Green Requiem]].
195* MetalSlime: Black Ballade splits into several clones when confronted and Sora must track down and destroy the real one. Hitting the fakes too many times will cause it to run away, but defeating it earns a unique crafting material.
196* MythologyGag: On top of resembling a typical ''Final Fantasy'' Black Mage, their naming convention is a reference to the [[VideoGame/FinalFantasyIX Black Waltz line.]]
197* PaletteSwap: They ''all'' share the same appearance aside from color.
198* PlanarShockwave: Crimson Jazz can generate these.
199* PlayingWithFire: [[VideoGame/KingdomHeartsI Red Nocturne]], [[VideoGame/KingdomHeartsII Crimson Jazz]], [[VideoGame/KingdomHeartsIII Vermilion Samba]], and [[VideoGame/KingdomHearts358DaysOver2 Scarlet Tango]] all use fire attacks. The Fireworks Heartless and its size-differentiated variants in ''Kingdom Hearts χ'' also use fire attacks.
200* PureEnergy: [[VideoGame/KingdomHeartsII Silver Rock]] uses generic energy attacks.
201* RobeAndWizardHat: They ARE based on the Black Mage, after all.
202* ShellGame: Black Ballade's challenge is based on one. Using the pause button is highly recommended to tell the copies apart.
203* ShockAndAwe: [[VideoGame/KingdomHeartsI Yellow Opera and Black Ballade]] as well as the [[VideoGame/KingdomHeartsIII Gold Beat]] use lightning attacks.
204* StatusEffects Courtesy of the ones from ''358/2 Days''. Scarlet Tango inflicts Burn, Yellow Opera returns to inflict Shock [[note]]Essentially Paralysis that deals damage when it wears off[[/note]], Pink Concerto inflicts Blind, Sapphire Elegy inflicts [[InterfaceScrew Flip-Foot]] and Striped Aria lowers your defense stat.
205* TennisBoss: Can be done with Red Nocturne's homing fireballs.
206* TimeMaster: [[VideoGame/KingdomHearts358DaysOver2 Striped Aria]] uses time magic, though it only comes into play as a status effect.
207* ThemeNaming: Their names all follow the format of "[Color name] [Music-related term]".
208[[/folder]]
209
210[[folder:Air Soldier]]
211[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/air_soldier.png]]
212->'''Appearances:''' ''I | Chain of Memories''
213Flying, vaguely humanoid Heartless with goggles and mechanical wings. They are essentially an aerial variant of the Soldier.
214----
215* {{Flight}}: Those wings aren't just for show.
216* GetBackHereBoss: They sure do move around a lot, and they hit hard when they (or you) get close.
217* GlowingEyesOfDoom: One of the few aversions due to its goggles.
218* GogglesDoNothing: Heartless aren't biological, so their eyes probably wouldn't be bothered by little things like air resistance.
219* PaletteSwap: In a reverse of what happens to the Solder and Large Body, these guys are blue in ''Final Mix''.
220* WingedHumanoid: Has mechanical wings.
221* TheBusCameBack: After being absent from the mainline games for years, they finally make a reappearance in III, albeit with a new Grecian-inspired design due to mainly appearing in Olympus.
222[[/folder]]
223
224[[folder:Powerwild and Bouncywild]]
225[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/powerwild.png]]
226[[caption-width-right:150:Powerwild]]
227[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bouncywild.png]]
228[[caption-width-right:150:Bouncywild]]
229->'''Appearances:''' ''I | Chain of Memories | χ[chi] | III''
230
231Two monkey-like Heartless of opposite genders. Powerwilds are muscular and attack directly while Bouncywilds are thin and use slingshots.
232----
233* AccessoryWearingCartoonAnimal: Bouncywilds and Sniperwilds wear hairbows.
234* TheArtifact: Copyright issues with the Edgar Rice Burroughs estate mean Deep Jungle and its characters can't appear in any games past the first, but since Square Enix still owns the monkey-themed Heartless created specifically for the world, they appear in subsequent games. It actually ends up working in their favor in ''Chain of Memories'', since Powerwilds and Bouncywilds now appear primarily in Olympus Coliseum, which doesn't have any native Heartless in the first game.
235* BananaPeel: Bouncywilds drop these. Stepping on one causes you to trip and drop an amount of munny proportional to how much you currently have.
236* BratsWithSlingshots: Bouncywilds and Sniperwilds.
237* TheBusCameBack: Powerwilds return in ''III'' after making their last appearance (discounting ''χ'') in ''Chain of Memories''.
238* CloseRangeCombatant: Powerwilds will try to maul you.
239* CrosshairAware: Sniperwilds do this when they attack. It can be avoided semi-reliably if you keep running.
240* GuysSmashGirlsShoot: Powerwilds are close-range melee fighters, Bouncywilds use slingshots, and their respective designs are masculine and feminine.
241* LongRangeFighter: Bouncywilds and Sniperwilds use slingshots.
242* ManiacMonkeys: Monkey-like Heartless who prove to be a threat from either up close or far away, depending on their type.
243* MetalSlime: Like other Heartless variants introduced in the first ''Final Mix'' Sniperwilds are encountered in one specific place, require complex tactics to overcome, and drop exclusive materials. They don't flee, but failing their challenge means they won't drop any prizes even if you do defeat them, so the effect is the same.
244* PaletteSwap: ''Final Mix'' turns the Powerwilds orange and the Bouncywilds pink. It also introduces the purple Sniperwilds, which are based on Bouncywilds.
245* PinkGirlBlueBoy: Powerwilds are blue in the base version while Bouncywilds are pink in ''Final Mix''.
246* StealthBasedMission: Sniperwilds must be defeated without letting them spot you and raise the alarm.
247* TennisBoss: Can be done with the Bouncywild's fairly well-telegraphed slingshot attack.
248* TertiarySexualCharacteristics: The bow that Bouncywilds and Sniperwilds wear.
249* ZergRush: If a Sniperwild notices you and gets the message out before you can finish it off, you'll be attacked by infinitely-spawning Sniperwilds spamming {{unblockable attack}}s.
250[[/folder]]
251
252[[folder:Bandit and Luna Bandit]]
253[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bandit_7.png]]
254[[caption-width-right:150:Bandit]]
255[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/luna_bandit.png]]
256[[caption-width-right:150:Luna Bandit]]
257->'''Appearances:''' ''I | Chain of Memories | χ[chi] | II''
258
259Sword-wielding Emblem Heartless that appear in Agrabah. The much more aggressive Luna Bandit appears instead in ''II'' despite the regular bandits' model being used in a cutscene.
260----
261* DualWielding: Luna Bandits do this and fight much more acrobatically.
262* {{Expy}}: The Luna Bandit fulfills much the same role in [=KHII=] as regular Bandits did in the first game.
263* PaletteSwap: The normally purple Bandit becomes orange in the ''Final Mix'' version of the first game. The Luna Bandits get one that makes them look like much thinner and shorter ''Final Mix'' Fat Bandits.
264* SinisterScimitar: Both wield them. The Bandit wields one while Luna Bandits wield two, which are also red.
265* TechnicolorBlade: The Luna Bandits have red and black scimitars.
266* ThrowingYourSwordAlwaysWorks: Subverted. Bandits can throw their swords at you, but it can be blocked.
267[[/folder]]
268
269[[folder:Pot Spider, Barrel Spider, and Pot Scorpion]]
270[[quoteright:160:https://static.tvtropes.org/pmwiki/pub/images/barrel_spider.png]]
271[[caption-width-right:160:Barrel Spider]]
272[[quoteright:160:https://static.tvtropes.org/pmwiki/pub/images/pot_spider.png]]
273[[caption-width-right:160:Pot Spider]]
274[[quoteright:160:https://static.tvtropes.org/pmwiki/pub/images/pot_scorpion.png]]
275[[caption-width-right:160:Pot Scorpion]]
276->'''Appearances:''' ''I | Chain of Memories''
277
278Two spider-like Heartless that inhabit Agrabah's clay jars and various levels' exploding barrels respectively. The ''Final Mix'' exclusive Pot Scorpion appears as a puzzle before revealing itself.
279----
280* ActionBomb: Barrel Spiders charge and you and explode to deal damage.
281* AnimateInanimateObject: Subverted. The actual Heartless is using them as a kind of shell.
282* BewareMyStingerTail: The exclusive Pot Scorpion has one. Blocking this attack stuns it and renders it vulnerable for multiple hits.
283* CastingAShadow: The Pot Scorpion launches globs of shadow that act as landmines when they land.
284* ChestMonster: All of them spawn from objects that drop orbs of various types.
285* DeathOrGloryAttack: Pot Spiders will jump at you, but blocking them causes them to shatter.
286* ExplodingBarrels: Barrel Spiders weaponize this trope.
287* FoeTossingCharge: The Pot Scorpion does this. As with its stinger, blocking this attack stuns it.
288* NighInvulnerable: The Pot Scorpion is invincible until you stun it.
289* SpotTheImposter: Your prize for defeating the Pot Scorpion depends on how many pots you destroyed before hitting its pot. It can be told apart for the other pots by it not moving when you walk into it.
290[[/folder]]
291
292[[folder:Search Ghost]]
293[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/search_ghost.png]]
294->'''Appearances:''' ''I | Chain of Memories | 358/2 Days | χ[chi]''
295
296A ghost Heartless that uses its searchlight eye to detect enemies. Although Jiminy's Journal states they are mainly found in Atlantica, they're just as common in Halloween Town. Capable of teleportation.
297----
298* DamageSpongeBoss: ''Days'' introduces the Hover Ghost and Living Pod, which most definitely are this.
299* DeadlyGas: The variants from ''Days'' will grab you and spray you with a health-draining gas.
300* EyeScream: Considering their fancy cufflinks, some people may at first mistake this heartless for having HighClassGlass. On closer examination however its eyeball is actually hanging out of its socket by a metal chain.
301* FloatingLimbs: Their main method of attack is to hit you with these.
302* MythologyGag: The fact that only healing items will damage the Grand Ghost is a reference to undead enemies in the Franchise/FinalFantasy series, with a notable example being that a Phoenix Down can One Kit KO the Phantom Train in Final Fantasy VI.
303* PaletteSwap: ''Final Mix'' turned their heads orange to evoke a jack o' lantern and gave them purple shirts as well as giving us the Grand Ghost. ''Days'' also has several more variants with more powerful attacks, including the lighter-colored Hover Ghost.
304* ReviveKillsZombie: The Grand Ghost is immune to all normal attacks. It can only be defeated by using healing items on it. Stronger items yield better rewards.
305* {{Superboss}}: The Living Pod from ''Days'' is insanely powerful and only appears as a boss in various optional missions.
306* SuperPersistentPredator: The Living Pods. Most other Heartless will simply de-spawn back into Corridor of Darkness or, in more rarer cases, stay in place while wandering in a small area if you're going too far from their spawning point. Not for Living Pods, they will constantly track you down if you attempt to run away from them.
307[[/folder]]
308
309[[folder:Wight Knight]]
310[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/wight_knight.png]]
311->'''Appearances:''' ''I | Chain Of Memories | II''
312
313A thin, mummy-like Heartless that only appears in Halloween Town and attacks with claws.
314----
315* CreepilyLongArms: If they stood upright, their arms would go past their knees and likely touch their own feet. Said arms also end in barbed CreepyLongFingers.
316* {{Cyclops}}: Only has one eye showing.
317* JumpPhysics: They can jump really high and their enemy card in ''Chain of Memories'' lets you do the same thing.
318* LeanAndMean: They're thinner than Jack Skellington and invariably hostile.
319* {{Mummy}}: Has the appearance of one.
320* PaletteSwap: In the ''Final Mix'' games, its bandages look much dirtier.
321* ShoutOut: It looks like that mummy kid from the introduction of ''Nightmare Before Christmas''.
322* SpinAttack: Two of their moves involve winding up with their arms and mowing down anyone around them in a circle or performing a vertical spinning slash in the air after leaping.
323* WolverineClaws: The above-mentioned fingers of Wight Knights are shaped like the heads of arrows. All of their moves involve slashing at Sora in some way with them.
324[[/folder]]
325
326[[folder:Gargoyle]]
327[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/gargoyle.png]]
328->'''Appearances:''' ''I | Chain of Memories | χ[chi]''
329
330A flying Heartless that only appears in Halloween Town. It attempts to blend in by taking the place of various statues.
331----
332* GetBackHereBoss: Especially around Oogie Boogie's manor.
333* IntangibleMan: Can turn into a puff of smoke at will.
334* OurGargoylesRock: They sometimes take the place of various decorative gargoyles.
335* PaletteSwap: They are much more colorful in ''Final Mix''.
336* TechnicolorFire: They can spit blue fireballs.
337* TennisBoss: Their fireball attack can be knocked back at them. Subverted in that it can miss or go through them when they turn into smoke.
338[[/folder]]
339
340[[folder:Sea Neon and Sheltering Zone]]
341[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/sheltering_zone.png]]
342->'''Appearances:''' ''I | Chain of Memories''
343
344Slow-moving, jellyfish-like Heartless that appear in Atlantica. Their main attack is to swing their tentacles. The Sheltering Zone can split into Sea Neons when destroyed.
345----
346* AsteroidsMonster: The Sheltering Zone splits into three Sea Neons when defeated, unless the finishing blow is either a magic spell or a critical hit.
347* PaletteSwap: ''Final Mix'' turns them red, which makes sense since neon primarily emits red light.
348* SpinAttack: They are capable of doing this, but don't use it often.
349[[/folder]]
350
351[[folder:Screwdiver and Aquatank]]
352[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/screwdiver.png]]
353[[caption-width-right:250:Screwdiver]]
354[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/aquatank.png]]
355[[caption-width-right:250:Aquatank]]
356->'''Appearances:''' ''I | Chain of Memories''
357
358Aquatanks are large fish-like Heartless that use electric attacks. Screwdivers are diver Heartless that are sometimes attached to Aquatanks to feed off their electricity and attack when it is destroyed. Screwdivers can also appear independently of Aquatanks.
359----
360* HealItWithFire: Both absorb Thunder spells.
361* GetBackHereBoss:
362** DAMN YOU JET BALLOON!
363** Screwdivers also tend to jet around.
364* JetPack: Subverted. The Missiledivers glow like they have one, but seem to use propellers instead.
365* PaletteSwap: Aquatanks are turned dull red and yellow and the teal Jet Balloon is introduced in ''Final Mix''. The Jet Balloon's Missile Divers are blue. Averted with the Screwdiver.
366* ShockAndAwe: The Aquatank uses lightning attacks.
367[[/folder]]
368
369[[folder:Pirate]]
370[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pirate_3.png]]
371->'''Appearances:''' ''I | Chain of Memories''
372
373A Heartless that looks a stereotypical pirate and wields a sword. It can be encountered in Neverland.
374----
375* EyepatchOfPower: In keeping with the pirate motif.
376* {{Pirate}}: Based on the regular seafaring kind.
377* WingdingEyes: Has one spiral eye on its bandanna and an X on its eyepatch.
378[[/folder]]
379
380[[folder:Air Pirate]]
381->'''Appearances:''' ''Kingdom Hearts | II Final Mix| Chain of Memories ''
382[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/air_pirate.png]]
383
384Air Pirates are Emblem Heartless that act as a flying counterpart to Pirates, though they rely on their fists instead of swords. They can be found in Neverland and Port Royal.
385
386''II Final Mix'' introduces the Aerial Viking, a stronger variant that appears in the Cavern of Remembrance.
387----
388* CloseRangeCombatant: Primarily uses melee attacks, but will charge at distant targets.
389* {{Expy}}: The Air Battler and its variants play a similar role as flying melee fighters in ''Days'', just without pirate motif.
390* FoeTossingCharge: Will do this if you hit them and run away. [=KH2=] lets you use an absurdly effective reaction command when they doe this.
391* PaletteSwap: The ''Final Mix'' games give them a red and brown color scheme. [=KH2FM=] also has the Aerial Viking, which has a similar, but brighter, color scheme.
392* SkyPirate: Based on the concept.
393[[/folder]]
394
395[[folder:Battleship]]
396[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battleship.png]]
397->'''Appearances:''' ''I''
398
399An Emblem Heartless in the shape of a ship with a Pirate at the helm. It can attack by firing its cannons.
400----
401* BattleshipRaid: In miniature due to its health and only appearing after you can fly in Neverland.
402* CombatMedic: On rare occasion, it will fire a green shell at another Heartless in an attempt to heal it. Sora can be healed by it instead of he gets in the way.
403* CoolShip: A miniature pirate ship.
404* GetBackHereBoss: Retains the ability to fly during tournaments, where you can't fly.
405* PaletteSwap: [[PurpleIsPowerful It's purple]] in ''Final Mix''.
406* TennisBoss: You can send its missiles back at it by blocking to destroy its cannons.
407[[/folder]]
408
409[[folder:Darkball]]
410[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/darkball.png]]
411->'''Appearances:''' ''I | Chain of Memories | Birth By Sleep Final Mix | coded | χ[chi]''
412
413Darkballs are spherical Pureblood Heartless found in Hollow Bastion. They have movement patterns similar to a deflating balloon, and can be difficult to predict in battle.
414----
415* ConfusionFu: While it is possible to see what they're about to do, it's explicitly stated that Darkballs are unpredictable and they may suddenly thrash about with no warning.
416* IntangibleMan: Has the same ability to turn into smoke that the Gargoyle has.
417* JaggedMouth: Its mouth is a jagged, toothy opening.
418[[/folder]]
419
420[[folder:Wyvern]]
421[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wyvern_2.png]]
422->'''Appearances:''' ''I'' | ''Chain of Memories'' | ''coded'' | ''χ[chi]''
423
424Flying Emblem Heartless that look like the creature of their namesake. They can be found in Hollow Bastion.
425
426While ''358/2 Days'' doesn't have the actual Wyvern, it does has a number of variants with different elemental properties. These variants are treated as either {{mooks}} or bosses depending on the mission.
427----
428* FoeTossingCharge: Fond of doing these.
429* GetBackHereBoss: Has a nasty habit of flying past platform edges.
430* OurDragonsAreDifferent: The only draconic-looking non-boss Heartess.
431* PaletteSwap: Blue in ''Final Mix''.
432[[/folder]]
433
434[[folder:Wizard]]
435[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/wizard_5.png]]
436->'''Appearances:''' ''I | Chain of Memories | coded | χ[chi]''
437
438Wizards are Emblem Heartless clad in a RobeAndWizardHat that use magic of the three primary elements. They are immune to most magic, so don't bother. They are generally found in Hollow Bastion.
439----
440* AntiMagic: They're immune to attack magic, (except Gravity) and they'll even break out of Stop faster than usual. The only spell other than Gravity that can damage them is an upgraded Aero.
441* DeflectorShields: A secondary effect of its lightning spell is that most attacks will not hit it[[note]]An upgraded Aero's CollisionDamage effect can bypass it[[/note]], instead showing a unique blocking effect.
442* FireIceLightning: Knows spells for all three.
443* {{Fireballs}}: One of its spells shoots one.
444* RareRandomDrop: Wizards rarely drop their staves, which can be used by Donald as a weapon. The odds of a drop are 0.5%; that equals a one in 200 chance.
445* RobeAndWizardHat: Well, what did you expect?
446* TeleportersAndTransporters: They can warp around the battlefield.
447* TennisBoss: Its fireballs can be bounced back if the player has fast enough reflexes.
448[[/folder]]
449
450[[folder:Defender]]
451[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/defender.png]]
452->'''Appearances:''' ''I | Chain of Memories | coded | χ[chi]''
453
454Large Emblem Heartless that carry living shields. Attacking Defenders from the front won't do much, so try to get behind them to deal damage. They are typically found in Hollow Bastion.
455
456A red variant called the Eliminator can occasionally be encountered in ''Re:coded''. It is the most powerful non-boss enemy the game, sporting high HP and capable of inflicting any StatusEffects at random with its attacks.
457----
458* AnIcePerson: Their shield can cast Blizzard attacks, among others.
459* BreathWeapon: The shield has an ice breath attack.
460* {{Fireballs}}: The shield can shoot homing ones.
461* LivingWeapon: The shield's face can move.
462* NoMouth: The main body doesn't have a mouth.
463* PaletteSwap: The Eliminator from ''Coded'', which is red.
464* PlayingWithFire: Their shield can cast Fire attacks, among others.
465* RareRandomDrop: Defenders may drop their shields when killed in ''I'', which Goofy can use as a weapon. Like the Wizard, it's only a .02% chance.
466* ShieldBash: Its physical attacks are these.
467* ShieldBearingMook: Their shields block all attacks from the front and also double as their primary form of attack.
468* WingdingEyes: The main body has these.
469[[/folder]]
470
471[[folder:Invisible]]
472[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/invisible_0.png]]
473->'''Appearances:''' ''I'' | ''358/2 Days'' | ''coded'' | ''χ[chi]''
474
475Invisibles are large, demonic Pureblood Heartless that wield swords and are capable of flight. As their name suggests, they have the ability to turn themselves invisible (which also temporarily makes them invincible). They are generally found near the end of the games they appear in as one of the most powerful Heartless species encountered.
476
477A recolored variant called the Orcus appears in ''358/2 Days'', which is treated as a boss.
478----
479* BilingualBonus: The kanji on their swords, only present in ''I'' and ''Days'', mean "Hard Core".
480* {{BFS}}: They fight using giant swords.
481* DamageSpongeBoss: ''358/2 Days'' upgraded them to this.
482* EliteMook: Universally, if they're not the toughest rank and file Heartless in the games they appear, they're in the top three.
483* FallenAngel: It has angelic gold-tipped feathered wings on its forearm, suggesting that this Heartless is based on fallen angels.
484* GoodWingsEvilWings: They have shriveled demon wings.
485* OptionalBoss: In ''Days'', the Invisible appears as an optional encounter with the Orcus's moveset and a lot of health that appears at the end of a few missions.
486* OurDemonsAreDifferent: Their horns form a heart.
487* PaletteSwap: ''Days'' has a purple variant called the Orcus, which has stronger attacks but isn't a damage sponge.
488* PlayingWithFire: They can attack with rings of fireballs that converge on targets.
489* ShockAndAwe: ''Days'' has them briefly surround themselves with lightning bolts when they recover from being stunned.
490* TorsoWithAView: Like Darkside, they have a heart-shaped hole in their chests.
491[[/folder]]
492
493[[folder:Angel Star]]
494[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angel_star.png]]
495->'''Appearances:''' ''I'' | ''coded''
496
497Angelic Heartless that look like Christmas lights with wings and oddly use light-based attacks. They are found towards the end of ''I'' and ''coded'' as one of the more powerful Heartless species encountered.
498----
499* AngelicAbomination: They are Heartless that somewhat resemble [[Literature/TheBible biblically]] accurate angels. Their entry in Jiminy's Journal even mentions that they were born of "Holy spells."
500* BlockingStopsAllDamage: Can block with its wings, which makes it completely immune to damage while it's doing so.
501* ExtraEyes: While most Heartless only have two glowing yellow eyes, these ones have ''three''.
502* GoodWingsEvilWings: {{Inverted|Trope}}. It has angelic wings but is a hostile creature of darkness.
503* LightEmUp: Unusually for a Heartless, it uses a light-based attack that's even named Holy. The game treats it as NonElemental. Its other attacks look the part too, but are other elements instead. ''Re:coded'' gives it a homing version of Holy as its only move.
504* LightIsNotGood: They may look angelic and use light magic, but they are still hostile creatures of darkness.
505* TennisBoss: Its lightning ball attack can be deflected back at it by blocking it. Doing so damages and stuns it despite in normally being immune to lightning.
506* TornadoMove: It can release a glowy homing whirlwind that deals dark damage.
507[[/folder]]
508
509[[folder:Bit Sniper]]
510[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/bit_sniper.png]]
511->'''Appearances:''' ''I''
512
513A small flying Pureblood Heartless summoned by the final boss of ''I''.
514----
515* EnergyWeapon: When it's not lunging at Sora to attack, a Bit Sniper will blast lasers from afar to try and stagger him.
516* FoeTossingCharge: They mainly attack by charging Sora.
517* GoodWingsEvilWings: They have bat-like wings.
518* NoNameGiven: One of the few foes in the game to not have an entry dedicated to it in Jiminy's journal. Only supplementary material and strategy guides provide the name and according stats.
519* UniqueEnemy: They only appear in the final battle of ''I'', acting as back-up for Ansem, showing up nowhere else in the series after. It's possible to not even see them at first when he summons them, at least until they start attacking.
520[[/folder]]
521
522[[folder:White Mushroom, Black Fungus, Rare Truffle, and Pink Agaricus]]
523[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/white_mushroom.png]]
524[[caption-width-right:150:White Mushroom]]
525[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/black_fungus.png]]
526[[caption-width-right:150:Black Fungus]]
527[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/rare_truffle.png]]
528[[caption-width-right:150:Rare Truffle]]
529[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/pink_agaricus.png]]
530[[caption-width-right:150:Pink Agaricus]]
531->'''Appearances:''' ''I'' (all) | ''Chain of Memories'' (White Mushroom and Black Fungus)
532
533A group of four Heartless based on mushrooms, each of which must be defeated a different way. The Pink Agaricus only appears in ''Final Mix''.
534----
535* LuckBasedMission: The Black Fungus will only drop a piece worth 9999 Munny if it is finished off with a critical hit.
536* NighInvulnerable: The Black Fungus can become temporarily invincible.
537* NonMaliciousMonster: All of them except for the Black Fungus, which is hostile.
538* PaletteSwap: The Mushroom XIII in ''II'' and the Gold Tricholoma in ''Coded''.
539* ParlorGames: The game "Charades" is part of the White Mushroom's gimmick -- it makes signals representing a different spell (shivering, fanning itself, a light appearing, falling over, floating into the air, freezing in place or spinning around rapidly), prompting Sora to cast the appropriate spell on it. If he does so three times in a row, it'll drop prizes and vanish.
540* PoisonousPerson: The Black Fungus uses poison attacks.
541* PurpleIsTheNewBlack: The Black Fungus is mostly various shades of purple.
542* PuzzleBoss: Each has a different set of conditions for getting its reward. The Mushroom XIII also have their own challenges to complete.
543* StatusEffects: The Black Fungus inflicts poison with its attacks. This is changed to stunning Sora in ''Chain of Memories''. The Gold Tricholoma can inflict Blind.
544* TokenEvilTeammate: The Black Fungus, which is the only hostile member of the group compared to the others being playful {{Puzzle Boss}}es.
545[[/folder]]
546
547[[folder:Chimera]]
548[[quoteright:319:https://static.tvtropes.org/pmwiki/pub/images/chimera_6.png]]
549->'''Appearances:''' ''I Final Mix''
550
551A large mechanical Heartless that can be found in Halloween Town.
552----
553* BrainInAJar: It has three heads in a large jar attached to its body. Your goal is to knock them out of the jar and then hit them as much as possible.
554* FlunkyBoss: Always summons Gargoyles after getting its heads back in the jar.
555* FoeTossingCharge: It covers a fairly large range with one.
556* LeanAndMean: Very thin aside from the jar.
557* SequentialBoss: Alternates between attacking with its main body and bouncing its heads around. Each has a separate health bar and taking out the heads' health bar will finish it off.
558[[/folder]]
559
560!!Debuted in ''Chain of Memories''
561[[folder:Creeper Plant]]
562[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/creeper_plant.png]]
563->'''Appearances:''' ''Chain of Memories | II'', several variations appear in: ''358/2 Days, χ[chi]''
564
565Small flower-shaped Emblem Heartless that attack by firing seeds. They're planted into the ground, but a Reaction Command can uproot them and produce some HP Orbs. In ''II'', they primarily appear in Olympus Coliseum and Halloween Town.
566----
567* AnIcePerson: The Blizzard Plant uses ice based attacks.
568* BulletSeed: They attack by firing seeds from their mouths.
569* CastingAShadow: The Dark Plant in ''Kingdom Hearts χ'' uses darkness based attacks.
570* NonElemental: The Dire Plant and the Creeper Plant itself use non-elemental attacks.
571* PlayingWithFire: The Fire Plant.
572* PoisonousPerson: The Poison Plant.
573* GroundPound: The variants from ''Days'' can do this with their heads.
574* StatusEffects: The Fire Plant can inflict Burn and the Blizzard Plant can inflict Freeze.
575* TennisBoss: Its seeds can be bounced back at it. The same holds true for the Dire Plant.
576[[/folder]]
577
578[[folder:Crescendo/Loudmouth and variants]]
579[[quoteright:158:https://static.tvtropes.org/pmwiki/pub/images/crescendo_6.png]]
580->'''Appearances:''' ''Chain of Memories'' | ''II'' | ''358/2 Days'' | ''χ[chi]''
581
582These Emblem Heartless resemble the horn ducks from ''WesternAnimation/AliceInWonderland''. They don't pose much a threat by themselves, but they are able to heal and summon other Heartless by playing MagicMusic. Fought in Wonderland and Destiny Islands in ''Chain of Memories'' and Olympus Coliseum in ''II''.
583
584In ''358/2 Days'', they are renamed to "Loudmouth" and gain the ability to fire Aero magic to fight back. Regardless, they are still not very dangerous on their own. There are also two variants called Flare Note and Bubble Beat, which are large and shoot fire and water, respectively.
585----
586* BlowYouAway: Loudmouths can use Aero in ''Days''.
587* HelpfulMook: In ''II'', the Crescendo's Reaction Command causes them to drop a large amount of HP orbs.
588* InstrumentOfMurder: It can whack things with the horn it has in place of a mouth.
589* MagicMusic: Its music can both heal and summon.
590* MakingASplash: ''Kingdom Hearts χ'' has a variant called the Rainy Loudmouth. ''Days'' has the Bubble Beat, which fires homing balls of water.
591* MookMedic: One of their abilities is an area-of-effect healing spell. Sora can hijack it to heal the party with a reaction command.
592* PaletteSwap: In ''Final Mix'', their color scheme is changed to blue with some red mixed in. In Days, the Bubble Beat is entirely light blue while the Flare Note is bright red. The Rainy Loudmouth in ''χ[chi]'' is mostly blue with a raindrop pattern.
593* PlayingWithFire: The Flare Note shoots bouncing fireballs from its horn.
594* ShoutOut: It looks like the horn ducks from ''Alice in Wonderland'', which explains their placement in ''COM''.
595* SummonMagic: It can use its music to summon new Heartless, though only one per use.
596[[/folder]]
597
598[[folder:Tornado Step]]
599[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/tornado_step.png]]
600->'''Appearances:''' ''Chain of Memories'' | ''II'' | ''χ[chi]''
601
602A small blue Heartless with a hat with gloved arms on it. Fought in Wonderland and Destiny Islands in ''Chain of Memories'' and Port Royal and the Underworld in ''II'' .
603----
604* PaletteSwap: Red and orange in ''Final Mix''.
605* SpinAttack: Its main method of attack. A reaction command lets you grab the Heartless and turn the attack against other enemies.
606* WeaponizedHeadgear: Its arms are attached to its hat and can be used as a propeller.
607[[/folder]]
608
609!!Debuted in ''II''
610[[folder:Nightwalker]]
611[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nightwalker_1.png]]
612->'''Appearances:''' ''II''
613Nightwalkers are humanoid Emblem Heartless that wear large hats and robes, and are based on {{Chinese Vampire}}s. They are immune to Blizzard magic and can be found in the Land of Dragons.
614----
615* ChineseVampire: Seems to be based on the [[https://en.wikipedia.org/wiki/Jiangshi Jiangshi]] of Chinese folklore.
616* PaperTalisman: Has one inscribed with the Heartless symbol attached to its hat.
617* SpinAttack: Capable of doing this.
618* ZombieGait: A variation. They move using hopping motions similar to their mythological inspiration.
619[[/folder]]
620
621[[folder:Bolt Tower]]
622[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/bolt_tower.png]]
623->'''Appearances:''' ''II''
624
625A tall, limbless Emblem Heartless that projects lightning with its antenna and is immune to Thunder magic. Bolt Towers mostly appear in the Land of Dragons, but they can also be found in Disney Castle during the Heartless invasion.
626----
627* ButtonMashing: Its Reaction Command requires hitting the button several times.
628* PaletteSwap: A lighter color scheme that uses purple instead of black is used in ''Final Mix''.
629* PressXToNotDie: A reaction command that is activated by mashing the triangle button not only saves Sora from a multi-hit electrocution, but also sends the attack right back at the Heartless.
630* ShockAndAwe: Can grab Sora with lightning bolts, though the attack can be turned against it with a reaction command.
631* UseYourHead: It can bounce its head, which is on the lower edge of its body, out to attack.
632[[/folder]]
633
634[[folder:Assault Rider]]
635[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/assault_rider.png]]
636->'''Appearances:''' ''II''
637
638Assault Riders are centaur-like Emblem Heartless that wield spears. They are bulkier than most other enemies, their weapon provides them with a long reach, and they are capable of making far jumps to close distance. They are found in the Land of Dragons.
639----
640* FoeTossingCharge: One of its attacks.
641* GiantMook: The first introduced in ''II''. For the stage of the game they're introduced, they're an imposing enemy with plenty of health, an offensive attack that serves as a defense, and they stagger only after combo finishers.
642* MonsterThreatExpiration: By the middle point of the game, they stagger significantly easier in the face of Sora's new abilities and are far too slow to catch up with his superior mobility.
643* OurCentaursAreDifferent: They're basically centaur-based Heartless.
644* PaletteSwap: Its color scheme is similar to the Bolt Tower's in each version.
645* WeaponTwirling: One of its attacks. It actually serves as a pretty good defense.
646[[/folder]]
647
648[[folder:Rapid Thruster]]
649[[quoteright:709:https://static.tvtropes.org/pmwiki/pub/images/rapid_thruster_khii.png]]
650->'''Appearances:''' ''II''
651
652These small flying Emblem Heartless look vaguely like fish with propellers in the place of their tailfin. They often appear in swarms and show up in multiple worlds.
653----
654* PaletteSwap: Several gummi variants appeared during an event in ''Kingdom Hearts χ''.
655* SpinAttack: Fond of doing this. Its reaction command also involves Sora pulling one off.
656* TheSwarm: They often appear in swarms.
657* ThisIsADrill: One of the gummi themed variants in ''Kingdom Hearts χ'' has drills on its sides.
658[[/folder]]
659
660[[folder:Lance Soldier]]
661[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/lance_soldier.png]]
662->'''Appearances:''' ''II''
663
664Lance Soldiers are tall, thin, armored Emblem Heartless wielding lances. Said lances have minds of their own and don't always cooperate with their owners, which can lead to some erratic attack patterns. Immune to Thunder magic. They mostly appear in Beast's Castle.
665
666''II Final Mix'' adds the Lance Warrior, a far stronger variant that appears in the Cavern of Remembrance.
667----
668* EvilWeapon: The Lance has a mind of its own and can attack independently of the soldier and even drag it around.
669* {{Flight}}: The lance can drag it into a flying attack.
670* GroundPound: If it starts flying, a reaction command can be used to drag it down and force it into one of these to create a shockwave.
671* PaletteSwap: It's blue in the ''Final Mix'' version. The more powerful Lance Warrior appears in the Cavern of Remembrance.
672* RedAndBlackAndEvilAllOver: The Lance Warrior.
673* SpinAttack: Its strongest attack is one which is also the only one that isn't performed by its [[EvilWeapon lance]].
674[[/folder]]
675
676[[folder:Gargoyle Knight and Gargoyle Warrior]]
677[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_knight.png]]
678[[caption-width-right:350:Gargoyle Knight]]
679[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_warrior.png]]
680[[caption-width-right:350:Gargoyle Warrior]]
681->'''Appearances:''' ''II'' | ''χ[chi]''
682
683These Heartless are the result of a Possessor taking over a statue. Gargoyle Knights wield swords while Gargoyle Warriors wield axes, and both are immune to the three types of elemental magic. They can be found in Beast's Castle.
684----
685* DemonicPossession: They're the result of Possessor Heartless hijacking statues found in Beast's Castle.
686* FoeTossingCharge: The Gargoyle Knight does a flying one while the Gargoyle Warrior combines a charge with a SpinAttack. In both cases, blocking the attack stuns them.
687* HiddenInPlainSight: Since Gargoyle Knights and Gargoyle Warriors are possessed statues, they wait out in the open as part of the scenery of Beast's Castle.
688* LivingStatue: They technically ''are'' statues, just possessed ones.
689* OneHitKill: A reaction command lets Sora banish the Possessor when they are stunned. Doing so also destroys the statue.
690* OurGargoylesRock: You can never tell which ones are just statues, though the Possessors will often alternate between different sets of statues during multiple visits to a single area.
691* RollingAttack: The Gargoyle Warrior can do this.
692* SpinAttack: The Gargoyle Warrior combines this with FoeTossingCharge for one of its attacks. Blocking the attack stuns it.
693* TennisBoss: It can be bounced back.
694* ThrowingYourSwordAlwaysWorks: The Gargoyle Warrior can do this with its axe. Averted with the sword-wielding Gargoyle Knight.
695[[/folder]]
696
697[[folder:Hammer Frame]]
698[[quoteright:218:https://static.tvtropes.org/pmwiki/pub/images/hammer_frame.png]]
699->'''Appearances:''' ''II'' | ''χ[chi]''
700
701Hammer Frames are Emblem Heartless that take on the appearance of anthropomorphic hammers. They attack by slamming their hammer heads on the ground to create shockwaves. The cartoonish nature of Hammer Frames lends itself to Timeless River (where they are first introduced), but they are also fought in Beast's Castle and Port Royal.
702
703''II Final Mix'' also has the Iron Hammer, a far stronger variant found in the Cavern of Remembrance.
704----
705* GroundPound: The shockwave from it has a pretty good radius.
706* PaletteSwap: Gold in ''Final Mix'', which also introduces the pastel-yellow and green Iron Hammer.
707* SpinAttack: Propels itself a pretty good distance with one.
708[[/folder]]
709
710[[folder:Hook Bat]]
711[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/hook_bat.png]]
712->'''Appearances:''' ''II'' | ''χ[chi]''
713
714Hook Bats are Emblem Heartless that are [[ExactlyWhatItSaysOnTheTin exactly what they sound like]]: bats with hooks attached to their bodies. They primarily attack by screeching and are found mainly in Beast's Castle. ''II Final Mix'' adds the Befuddler, a stronger variant that appears in the Cavern of Remembrance.
715----
716* BatOutOfHell: A rather [[AdorableAbomination cute]] take on this trope.
717* GrievousHarmWithABody: Its reaction command lets you do this.
718* PaletteSwap: Bright red in ''Final Mix'' which also introduces the white and purple Befuddler.
719* SuperScream: Has a short range sonic attack.
720[[/folder]]
721
722[[folder:Trick Ghost]]
723[[quoteright:140:https://static.tvtropes.org/pmwiki/pub/images/trick_ghost.png]]
724->'''Appearances:''' ''II''
725
726A ghost Heartless that changes its attack pattern when flipped over. Fought in the Underworld and Halloween Town. ''II Final Mix'' introduces the Magic Phantom, a stronger variant that appears in Hollow Bastion's Cavern of Remembrance.
727----
728* CastingAShadow: Can fire orbs of darkness.
729* ExtraEyes: Has two pairs of eyes so that one pair is always above its mouth.
730* NoSell: The Magic Phantom is immune to physical attacks while flying.
731* PaletteSwap: Acid green in ''Final Mix'',, which also introduces the purple Magic Phantom.
732* PlayingWithFire: When attacking with its candle.
733* TennisBoss: Bouncing their projectiles back causes them to flip over.
734[[/folder]]
735
736[[folder:Driller Mole]]
737[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/driller_mole.png]]
738->'''Appearances:''' ''II''
739
740Small Emblem Heartless on wheels with drills on their faces. They like to dig underground to avoid damage before attacking, but it's possible to track them while they do so. Fought in Olympus Coliseum's Underworld and Halloween Town.
741----
742* DigAttack: Its preferred method of attack.
743* DrillMole: Based on the concept.
744* PaletteSwap: Orange and yellow in ''Final Mix''.
745* ThisIsADrill: Has one in place of a nose.
746[[/folder]]
747
748[[folder:Rabid Dog/Bad Dog and variants]]
749[[quoteright:127:https://static.tvtropes.org/pmwiki/pub/images/rabid_dog.png]]
750->'''Appearances:''' ''II'' | ''358/2 Days'' | ''χ[chi]''
751
752Emblem Heartless that look like a small blue dogs. They attack by barking or biting, though neither is particularly threatening. Very weak to magic in ''358/2 Days''. They can be fought in Olympus Coliseum and Port Royal.
753
754Larger variants called the Snapper Dog and Bully Dog appear in''358/2 Days''. They can be found in various worlds.
755----
756* {{Hellhound}}: A dog Heartless that is fought in the Underworld.
757* PaletteSwap: Red in ''Final Mix''. ''Days'' introduces the green Snapper Dog and the red Bully Dog.
758* SuperScream: Its bark is a sound-based attack.
759[[/folder]]
760
761[[folder:Minute Bomb]]
762[[quoteright:154:https://static.tvtropes.org/pmwiki/pub/images/minute_bomb_khx.png]]
763->'''Appearances:''' ''II'', variations appear in: ''358/2 Days | χ[chi]''
764
765Emblem Heartless that look like bombs with legs. While they are weak to Fire magic, it will cause them to explode (possibly damaging anybody nearby for a large amount of damage) or start a 5-second countdown for a SuicideAttack. Fought at Disney Castle and Timeless River.
766
767''358/2 Days'' introduces larger variants of with different explosion types. The Skater Bomb has an icy explosion that can freeze victims, while the Storm Bomb has a wind-based explosion that can Air Toss.
768----
769* ActionBomb: Their self-destruct attack is preceded by a countdown and can be triggered with fire magic.
770* BlowYouAway: Storm Bomb is an Aero-elemental variant.
771* ElementalPowers: It and its ''Days'' exclusive variants have them.
772* AnIcePerson: Skater Bomb is a Blizzard-elemental variant.
773* MultipleReferencePun: 'Minute' could refer to their timed fuse (though it's obviously nowhere near an actual minute long) or their small size.
774* OOCIsSeriousBusiness: Blocking their tackle breaks the top of their shell, which causes them to abruptly stop doing anything and curl up in a way similar to a TroubledFetalPosition.
775* PaletteSwap: Gray in ''Final Mix''.
776* PlayingWithFire: Minute Bomb and Detonator deal Fire-type damange.
777* UseYourHead: Mostly uses a headbutt attack.
778[[/folder]]
779
780[[folder:Aeroplane]]
781[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/aeroplane.png]]
782->'''Appearances:''' ''II'' | ''χ[chi]''
783
784Emblem Heartless that look like planes fused with their pilots. They can attack by shooting their machine guns or ramming into foes. Fought in Timeless River.
785----
786* AstonishinglyAppropriateAppearance: Even by Heartless standards, the Aeroplanes seem tailor made for a specific battle. The first time they are introduced they are attacking Lilliput, a tiny but militaristic society isolated on an island. They are short (but still comparatively large to Lilliput) fighter pilot heartless in equally small airplanes that resemble an old timey airforce that would have a tactical advantage against an island nation.
787* FoeTossingCharge: Uses these a lot.
788* MoreDakka: Shoots bullets from guns on its wings.
789* PaletteSwap: Green in ''Final Mix'' as opposed to the usual blue.
790[[/folder]]
791
792[[folder:Hot Rod]]
793[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/hot_rod.png]]
794->'''Appearances:''' ''II''
795
796Emblem Heartless that look like cartoon cars. They have high HP and will go berserk after taking a large amount of damage, causing them to charge around the battlefield while being difficult to hit. Fought in Timeless River.
797
798''II Final Mix'' also has the Mad Ride, a stronger variant that appears in the Cavern of Remembrance.
799----
800* DeliberatelyMonochrome: Palette-swapped to this in ''Final Mix'' in keeping with the rest of Timeless River.
801* FoeTossingCharge: Starts doing this once it gets below half health.
802* HotPaintJob: The Mad Ride, a variant which appears in the ''Final Mix'' exclusive Cavern of Remembrance has one in addition to being colored red.
803* TurnsRed: They become far more aggressive when their health gets low. The Mad Ride, fittingly for its red paint job, can go into their FoeTossingCharge state when blocked.
804[[/folder]]
805
806[[folder:Cannon Gun and variants]]
807[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/cannon_gun.png]]
808->'''Appearances:''' ''II | χ[chi]'', variations appear in: ''358/2 Days''
809
810Cannon Guns are Emblem Heartless shaped like cannons. They typically don't due well at melee range, excelling instead at firing from afar. Their crosshairs are visible to you, so make sure you're out of the line of fire. Fought in Port Royal and Space Paranoids.
811
812''II Final Mix'' also has the Camo Cannon, a stronger variant that appears in the Cavern of Remembrance.
813
814''358/2 Days'' includes more variants: Ice Cannon, Jumbo Cannon, and Switch Cannon. Ice Cannons can freeze their targets, Jumbo Cannons are just bigger and stronger versions of the normal Cannon Gun, and Switch Cannons teleport their targets next to them when they hit.
815----
816* CrosshairAware: When it fires into the air, a crosshair appears on the ground below the projectile.
817* ElementalPowers: Happens with its ''Days'' exclusive variants.
818* AnIcePerson: Ice Cannon deals Blizzard damage.
819* PlayingWithFire: Cannon Gun and Jumbo Cannon deal Fire damage.
820* PaletteSwap: Orange in ''Final Mix'', which also introduces the Camo Cannon.
821* TronLines: In Space Paranoids.
822* WeaponizedTeleportation: The ''Days'' exclusive Switch Launcher deals damage while teleporting the player next to it.
823[[/folder]]
824
825[[folder:Fiery Globe and Icy Cube]]
826[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/fiery_globe.png]]
827[[caption-width-right:130:Fiery Globe]]
828[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/icy_cube.png]]
829[[caption-width-right:130:Icy Cube]]
830->'''Appearances:''' ''II'' (both) | ''358/2 Days'' (Icy Cube)
831
832Two tiny Heartless fought in Agrabah that are weak to Blizzard magic and Fire magic, respectively. Fiery Globes look like a sphere of half-melted rock with legs, and Icy Cubes look like ice cubes containing a sphere with legs. While not much of a threat due to sporting low HP, they can be a problem when encountered in high numbers.
833
834In ''358/2 Days'', Icy Cubes frequent Halloween Town. There is also a larger variant called the Snowy Crystal with far more HP, but its weakness to Fire magic still applies.
835----
836* AnIcePerson: The Icy Cube and the Snowy Crystal.
837* HarmlessFreezing: The Icy Cube and Snowy Crystal can inflict this in ''Days''.
838* FoeTossingCharge: The Icy Cube and Snowy Crystal use this in ''Days''.
839* PaletteSwap: Notably averted. Their appearance remains unchanged in ''Final Mix +''.
840* PlayingWithFire: Fiery Globe.
841* ShockwaveStomp: The Snowy Crystal can do this.
842* ZergRush: They're small and weak and usually appear in large numbers. Not nearly as numerous as the Rapid Thrusters, though.
843[[/folder]]
844
845[[folder:Fortuneteller]]
846[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/fortune_teller_5.png]]
847->'''Appearances:''' ''II''
848
849Fortunetellers are humanoid Emblem Heartless that resemble Arabian belly dancers. They fly around on crystal balls and use Blizzard magic to attack. Fought in Agrabah.
850----
851* AnIcePerson: Fires ice shards to attack.
852%%* CuteMonsterGirl
853* CrystalBall: Flies around on one and sometimes attempts to bludgeon Sora with it.
854* HarmlessFreezing: Starts attempting to do this when its health gets low. A reaction command sends the attack right back at it.
855%%* HartmanHips
856* MsFanservice: Downplayed, They're shapely female heartless dressed in SultryBellyDancer garb, but they are still cartoonishly proportioned.
857* PaletteSwap: ''Final Mix'' changes its normally purple clothes to a sandy tan color.
858* SmurfettePrinciple: The only heartless with an unmistakably female design at the time of 2's release, paving the way for more, particularly in Union χ.
859[[/folder]]
860
861[[folder:Toy Soldier and Graveyard]]
862[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/toy_soldier.png]]
863[[caption-width-right:150:Toy Soldier]]
864[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/graveyard.png]]
865[[caption-width-right:150:Graveyard]]
866->'''Appearances:''' ''II''
867
868These counterpart Emblem Heartless look like jack-in-the-boxes, which contain several forms they use to attack. The main difference between them is that Toy Soldiers have a form that can attack from afar while Graveyards have a form that can summon ghosts and fly. Both have high HP and are very strong.
869
870Toy Soldiers are encountered in Christmas Town, while Graveyards are encountered in Halloween Town.
871----
872* CloseRangeCombatant: The Graveyard's attacks are both short range, though it compensates by moving around a lot.
873* FoeTossingCharge: They can do this when on the ground.
874* OurGhostsAreDifferent: The Graveyard can summon ghost constructs to attack.
875* PaletteSwap: The Toy Soldier gets a RedAndBlackAndEvilAllOver in ''Final Mix'' while the Graveyard's box is changed to black.
876* ScaryJackInTheBox: They're both based on the concept. The Toy Soldier combines this with a nutcracker with an actual musket.
877* SinisterScythe: Both of them can send out a spring-loaded pumpkin that attacks with this and an axe.
878[[/folder]]
879
880[[folder:Aerial Knocker]]
881[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/aerial_knocker.png]]
882->'''Appearances:''' ''II'' | ''χ[chi]''
883
884A Heartless that looks like a parrot with boxing gloves for feet. It is fought in the Pride Lands and ''Final Mix'' introduces the more powerful Aerial Champ in the Cavern of Remembrance.
885----
886* BoxingBattler: Prefers hooks and jabs.
887* FeatheredFiend: One of a very fire bird-themed Heartless.
888* PaletteSwap: Recolored to blue in ''Final Mix''. The Aerial Champ is gold and red.
889* RedBoxingGloves: Has these on its legs.
890[[/folder]]
891
892[[folder:Shaman]]
893[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/shaman_0.png]]
894->'''Appearances:''' ''II''
895
896Shamans are Emblem Heartless that look like monkeys wearing witch doctor masks. They attack with blue fire magic, can temporarily become invincible, and are occasionally found riding Living Bones. Fought in the Pride Lands.
897
898''II Final Mix'' also has the Necromancer, a more powerful variant that appears in the Cavern of Remembrance.
899----
900* ManiacMonkeys: God help you if you don't take them down quickly in the tournaments.
901* NighInvulnerable: While flying around as a mask.
902* PaletteSwap: Its ''Final Mix'' palette swap uses more black, purple and blue. There's also the Necromancer.
903* PlayingWithFire: Fights using magic fire.
904* RareRandomDrop: Both the Shaman and Necromancer have a 1% chance of dropping their staves, which Donald can use as a weapon.
905* TechnicolorFire: Blue.
906* WillOTheWisp: Can surround Sora with these. A reaction command allows him to attack with them, though only in Sora's lion form. The attack can only be avoided in tournaments by killing the Shaman casting it before it goes off.
907* WitchDoctor: Based on one.
908[[/folder]]
909
910[[folder:Living Bone]]
911[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/living_bone.png]]
912->'''Appearances:''' ''II''
913
914Large Emblem Heartless that take on the appearance of undead reptilian beasts, occasionally missing their heads. Living Bones have high HP, are very strong, and may be found with a Shaman riding on their backs. Fought in the Pride Lands.
915----
916%%* FoeTossingCharge[=/=]SpinAttack: Combines the two to potentially deadly effect.
917* ManBitesMan: It will bite if it has its head.
918* NonHumanUndead: It's some sort of undead beast.
919* PowerUpMount: For the Shaman, whose attacks last longer and hit over a longer distance if they're together. The Shaman's WillOTheWispAttack, for instance, now takes five uses of its reaction command to get rid of instead of the usual three. The arrangement also powers up the Living Bone's bite attack.
920* RedAndBlackAndEvilAllOver: The color scheme for its ''Final Mix'' PaletteSwap.
921* ShockwaveStomp: Can do three in succession with increasing range.
922[[/folder]]
923
924[[folder:Bookmaster and Runemaster]]
925[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/bookmaster.png]]
926[[caption-width-right:150:Bookmaster]]
927[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/runemaster.png]]
928[[caption-width-right:150:Runemaster]]
929->'''Appearances:''' ''II'' | ''χ[chi]''
930
931Bookmasters are humanoid Emblem Heartless that carry large books, which they use to cast elemental magic or smack nearby Keyblade wielders. They're immune to the same type of magic they're able to cast, so don't bother trying unless it's Magnet or Reflect. Fought in Hollow Bastion from the second visit onward. ''II Final Mix'' also has the Runemaster, a more powerful variant that appears in the Cavern of Remembrance.
932----
933* BlockingStopsAllDamage: The Runemaster can do this with its book.
934* FireIceLightning: They have spells for each.
935* MagicMissileStorm: Their fire and lightning spells.
936* PaletteSwap: Green in the base version, yellow in ''Final Mix'' and the Runemaster is silvery-purple.
937* RareRandomDrop: Both the Bookmaster and the Runemaster drop their books 1% of the time, which Goofy can use as a shield.
938* ThrowTheBookAtThem: It can hit things with its book.
939* TronLines: In Space Paranoids.
940[[/folder]]
941
942[[folder:Surveillance Robot/Watcher and variants]]
943[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/surveillance_robot.png]]
944->'''Appearances:''' ''II'' | ''358/2 Days'' (as Watcher)
945
946Surveillance Robots (Watchers in ''358/2 Days'') are small robotic Emblem Heartless that fly around and shoot lasers to attack. They appear mainly in Hollow Bastion in ''II''.
947
948''358/2 Days'' also has Guardians and Destroyers, which are essentially larger and stronger Watchers.
949----
950* EnergyWeapon: Attacks solely with these. How it does so depends on the game.
951* OneSteveLimit: Averted, there is also the Heartless that Ansem calls which is known as Guardian.
952* PaletteSwap: The ''Days''-exclusive Guardian and Destroyer.
953* TronLines: The ones in Space Paranoids have red lines.
954* WaveMotionGun: Can be turned into one with the appropriate reaction command.
955[[/folder]]
956
957[[folder:Morning Star]]
958[[quoteright:164:https://static.tvtropes.org/pmwiki/pub/images/morning_star_1.png]]
959->'''Appearances:''' ''II'' | ''358/2 Days'' | ''χ[chi]''; Variants appear in: ''358/2 Days''
960
961A round, mechanical Heartless covered in spikes that appears in several worlds starting with Hollow Bastion.
962----
963* FoeTossingCharge: Uses a homing one to get to distant targets.
964* PaletteSwap: Blue in ''Final Mix'' and bronze and gold in ''χ''. There are also the Spiked Crawler and Scorching Sphere in ''Days'' and a gummi-block themed variant that appeared for an event in ''χ''.
965* PlayingWithFire: Scorching Sphere.
966* ShockwaveStomp: Starts doing this at half health. It can be countered with a reaction command.
967* SpinAttack: Can do one with its arms extended.
968[[/folder]]
969
970[[folder:Armored Knight]]
971[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/armored_knight.png]]
972->'''Appearances:''' ''II'' | ''χ[chi]''
973
974Armored Knights are knight-themed Heartless that first appear in Hollow Bastion during the second visit. They are actually very frail despite their armor.
975----
976* BladeBelowTheShoulder: Fights with a sword attached to its left arm.
977* FoeTossingCharge: Its reaction command, Rising Sun, lets you do this up to five times.
978* TheStraightAndArrowPath: A bow-wielding variant called the Armored Archer appears in ''Kingdom Hearts χ''.
979[[/folder]]
980
981[[folder:Strafer]]
982[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/strafer.png]]
983->'''Appearances:''' ''II''
984
985A yellow Heartless that appears in Space Paranoids. It runs in circles and shoots lasers.
986----
987* EnergyWeapon: Its main method of attack.
988* PureEnergy: Can fire a homing ring made of energy.
989* SpinAttack: Its only close-range move is to spin its torso to strike with its arms.
990* TronLines: Yellow ones.
991[[/folder]]
992
993[[folder:Magnum Loader]]
994[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/magnum_loader.png]]
995->'''Appearances:''' ''II''
996
997A fast-moving unicycle-themed Heartless that appears in Space Paranoids. It attacks by ramming its foes.
998----
999* DeflectorShields: The green ones use these.
1000* FoeTossingCharge: Used by the yellow variant.
1001* PaletteSwap: Each color indicates a variant that uses a different attack.
1002* ShoutOut: To the Magna Roader from ''VideoGame/FinalFantasyVI'', which is also unicycle-themed.
1003* SpinAttack: Has several different ones depending on whether it is faced in regular gameplay or on the Light Cycle.
1004* TacticalRockPaperScissors: The green, blue and yellow variants each counter one of the Light Cycle commands. The silver one can counter all three and attack normally as well.
1005* TronLines: Red when in battle. The ones in the Light Cycle mini-game variably have yellow, blue, green or silver ones to indicate their attack pattern.
1006[[/folder]]
1007
1008[[folder:Devastator]]
1009[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/devestator.png]]
1010->'''Appearances:''' ''II''
1011
1012Devastators are quadrupedal Emblem Heartless that have both ground-based and aerial attacks. They are very dangerous due to having high HP and attack power. Fought in Space Paranoids.
1013
1014''II Final Mix'' adds the Reckless, a more powerful variant that appears in the Cavern of Remembrance.
1015----
1016* LawOfChromaticSuperiority: The Reckless is red and much more powerful that the Devastator.
1017* NiceJobFixingItVillain: One of these is responsible for the hole in the arena wall that allows Tron, Sora, Donald and Goofy to escape the Light Cycle.
1018* PaletteSwap: The Reckless, which is red.
1019* ShockAndAwe: Discharges electricity while transforming.
1020* SpinAttack: Can do one while flying.
1021* TronLines: Purple.
1022[[/folder]]
1023
1024[[folder:Bulky Vendor]]
1025[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/bulky_vendor.png]]
1026->'''Appearances:''' ''II'' | ''358/2 Days''
1027
1028Emblem Heartless that resemble [[https://en.wikipedia.org/wiki/Gashapon gashapon]] machines and drop various rare items. In ''II'' you need to catch them and use a Reaction Command before their automatically-depleting HP hits zero, while in ''358/2 Days'' you need to kill them before they run away. They are found in multiple worlds, though they don't always show up.
1029
1030A larger variant called the Rare Vendor appears in ''358/2 Days''. Rare Vendors have more HP and drop more valuable prizes than Bulky Vendors.
1031----
1032* AnimateInanimateObject: A living gashapon machine or gumball machine, whichever is more familiar to the player.
1033* CowardlyMooks: They flee from you as soon as they spawn and never attack, eventually despawning if you don't catch/kill them.
1034* LootCommand: Any of four reaction commands depending on how much health it has left. Lower health equals better loot.
1035* PaletteSwap: It's blue in ''Final Mix'' and the ''Days''-exclusive Rare Vendor is black.
1036* RareRandomDrop: Bulky Venders have a small chance to drop the rare Orichalcum. Exactly how likely the chance of the drop is depends on when you use their Reaction Command.
1037* TimedMission: In ''II'', its health drops like a rock and the reaction command and prizes depend on how much health it still has when said reaction command is used. In ''Days'', it and the Rare Vendor must be defeated within a time limit.
1038[[/folder]]
1039
1040!!Debuted in ''[=358/2=] Days''
1041[[folder:Large Armor and variants]]
1042[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/large_armor.png]]
1043->'''Appearances:''' ''358/2 Days''
1044
1045These bulky Emblem Heartless are somewhat similar in appearance to the Large Body, though they wear armor that protects them from attacks directed anywhere but their heads. There are four types: Large Armors, Clay Armors, Solid Armors, and Land Armors.
1046
1047Armors can potentially be knocked down if you hit them on their heads enough, providing a safe opening. They also have a huge weakness to specific types of elemental magic: Large Armors are weak to Fire, Clay Armors are weak to Thunder, Solid Armors are weak to Blizzard, and Land Armors are weak to Aero.
1048----
1049* AttackItsWeakPoint: You need to hit them on the head to deal damage.
1050* SpinAttack: It always follows up with one after recovering from being stunned.
1051* UndergroundMonkey: Besides the basic Large Armors, there are recolored variants (Clay Armors, Solid Armors, and Land Armors) with different elemental weaknesses.
1052[[/folder]]
1053
1054[[folder:Cymbal Monkey and Tricky Monkey]]
1055[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/cymbal_monkey.png]]
1056[[caption-width-right:150:Cymbal Monkey]]
1057[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/tricky_monkey.png]]
1058[[caption-width-right:150:Tricky Monkey]]
1059->'''Appearances:''' ''358/2 Days''
1060
1061Emblem Heartless that vaguely resemble monkeys and carry cymbals. They hide in chests waiting to strike unsuspecting players, though they can be quickly dispatched by reflecting their initial attack with a guard.
1062----
1063* ChestMonster: They lurk in fake chests and attack when you open them.
1064* InstrumentOfMurder: Their weapons are a pair of cymbals.
1065* InterfaceScrew: Getting hit by one of their attacks will flip your controls for a short period of time.
1066* TennisBoss: Oddly enough, their sound-based attacks can be deflected back at them. Doing so will even usually one-shot them.
1067[[/folder]]
1068
1069[[folder:Barrier Master]]
1070[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/barrier_master.png]]
1071->'''Appearances:''' ''358/2 Days''
1072
1073These Emblem Heartless heavily resemble the book-toting Bookmasters, but they sport a blue coloration and function differently. Instead of attacking, Barrier Masters support other Heartless by conjuring barriers that make their allies invincible. You need to stun the Barrier Masters and knock their books away (or just kill them) to dispel their barriers. Also, they are not immune to magic like Bookmasters are, so feel free to throw spells their way.
1074----
1075* DeflectorShields: They conjure barriers that protect other Heartless from damage.
1076* PaletteSwap: A blue version of the Bookmaster with very different powers.
1077* PowerCrutch: Barrier Masters need their spellbooks to use their magic. Knocking the books away will disrupt their ability to maintain their barriers.
1078* SupportPartyMember: Barrier Masters don't attack, instead opting to support other Heartless with their magic.
1079[[/folder]]
1080
1081[[folder:Creepworm]]
1082[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/creepworm.png]]
1083->'''Appearances:''' ''358/2 Days''
1084
1085Small Emblem Heartless that resemble insects. Creepworms have extremely low HP and are completely harmless, but you sometimes have to search for them and they have a tendency to run. They are found in Halloween Town.
1086----
1087* BigCreepyCrawlies: While small by Heartless standards, Creepworms are big for insectoids. They're roughly the size of medium dogs.
1088* StealthyMook: They occasionally hide themselves, necessitating that you examine the scenery of Halloween Town to draw them out.
1089[[/folder]]
1090
1091!!Debuted in ''χ[chi]''
1092[[folder:Fluttering]]
1093->'''Appearances:''' ''III'' | ''χ[chi]''
1094[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fluttering.png]]
1095
1096Small Pureblood Heartless that resemble a cross between bats and crows. These things like to perch on tree branches and ceilings to get the drop on their prey. They're pretty much all over the place.
1097----
1098* AirborneMook: They stay on the air by flapping their umbrella-like wings to try and stay out of the Keyblade's reach, also using them to attack.
1099* MixAndMatchCritters: They resemble a cross between bats and birds with an umbrella in the mix.
1100* PaletteSwap: The Paralysis Platoon is an olive green variant of a Fluttering swarm with bright green lightning patterns on their wings.
1101* SpinAttack: When their health is low, they'll perform a spinning attack closer to the ground to try and slash at Sora with the sharp tips of their wings.
1102[[/folder]]
1103
1104!!Debuted in ''A Fragmentary Passage''
1105[[folder:Flame Core]]
1106[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/flame_core.png]]
1107->'''Appearances:''' ''0.2 Birth by Sleep -A Fragmentary Passage-'' | ''III''
1108----
1109* {{Fireballs}}: They can spit fireballs out of their mouths as an attack.
1110* KillItWithWater: As fire-based Heartless, they are naturally weak to Water-elemental attacks. They can also put out their fire and stop them in their tracks when they light themselves on fire and start flying around shooting {{fireballs}}.
1111* PlayingWithFire: Just as its name suggests, it controls fire.
1112[[/folder]]
1113
1114[[folder:Water Core]]
1115[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/water_core_kh02.png]]
1116->'''Appearances:''' ''0.2 Birth by Sleep -A Fragmentary Passage-'' | ''III''
1117----
1118* KillItWithFire: In a case of ArtisticLicensePhysics, they are weak to Fire-elemental attacks despite being Water-based Heartless.
1119* MakingASplash: Just as its name suggests, it controls water.
1120[[/folder]]
1121
1122[[folder:Earth Core]]
1123[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/earth_core.png]]
1124->'''Appearances:''' ''0.2 Birth by Sleep -A Fragmentary Passage-'' | ''III''
1125----
1126* AttackItsWeakPoint: Its hard stone spikes are impervious to attack, so it can only be hurt by hits to the face.
1127* DishingOutDirt: Just as its name suggests, it controls earth.
1128[[/folder]]
1129
1130!!Debuted in ''III''
1131[[folder:Popcat]]
1132[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/popcat_khiii_removebg_preview.png]]
1133->'''Appearances:''' ''III''
1134
1135Strange cat-like Heartless that hide out inside pots. They are usually encountered in large groups and can sometimes be found guarding valuables like treasure chests.
1136----
1137* CatsAreMean: They are cat-like Heartless and are just as willing to steal the hearts of other living beings as any other Heartless.
1138* ChestMonster: They pretend to be the same kinds of pots that you would normally break for collectibles like HP orbs or munny until Sora comes close, at which point they pop out of their pots and attack.
1139* CuteKitten: They outshine even Shadows in the AdorableEvilMinions department.
1140* PaletteSwap: Subverted. The variants are distinguished primarily by the color of their pots, but they also have different designs.
1141* PinataEnemy: The rarer Vitality Popcats, Magic Popcats, Focus Popcats and Munny Popcats drop large quantities of their respective prizes.
1142[[/folder]]
1143
1144[[folder:Bizarre Archer]]
1145[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bizarre_archer_khiii.png]]
1146->'''Appearances:''' ''III''
1147
1148----
1149* AnnoyingArrows: Their arrows don't do a lot of damage, but they have long range and will stagger Sora if they hit him.
1150[[/folder]]
1151
1152[[folder:Rock Troll & Metal Troll]]
1153[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rock_troll_khiii.png]]
1154[[caption-width-right:250:Rock Troll]]
1155[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/metal_troll_khiii.png]]
1156[[caption-width-right:250:Metal Troll]]
1157->'''Appearances:''' ''III''
1158
1159Large lumbering brutes that attack with powerful blows. These tanky and aggressive Heartless commonly appear throughout ''KHIII'' as minibosses.
1160----
1161* DegradedBoss: The first one that is encountered near the beginning of the game is treated like a proper boss battle and gives Sora, Donald and Goofy a pretty decent challenge. Afterwards, it begins appearing alongside groups of weaker Heartless during some of the larger battles.
1162* SpikesOfVillainy: They have some impressive shoulder pads.
1163* TopHeavyGuy: Just look at them up there. It's a wonder they can even move at all with all that heavy armor they wear.
1164[[/folder]]
1165
1166[[folder:Satyr & Mechanitaur]]
1167[[quoteright:178:https://static.tvtropes.org/pmwiki/pub/images/satyr_khiii_removebg_preview_1.png]]
1168 [[caption-width-right:178:Satyr]]
1169[[quoteright:178:https://static.tvtropes.org/pmwiki/pub/images/mechanitaur_khiii.png]]
1170[[caption-width-right:178:Mechanitaur]]
1171->'''Appearances:''' ''III''
1172
1173----
1174* FaunsAndSatyrs: Downplayed. Satyrs have cloven hooves, a chin scruff, and a short tail that make them somewhat resemble their mythological inspiration.
1175* FoeTossingCharge: The most powerful attack in their arsenal. The herd of Satyrs in Olympus can use it all together.
1176* ImmuneToFlinching: They only stagger if hit right after using one of their attacks.
1177* OurMinotaursAreDifferent: Both of them more resemble minotaurs than satyrs with bulkier builds and bull-like horns.
1178[[/folder]]
1179
1180[[folder:Toy Trooper]]
1181[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/toy_trooper_khiii_removebg_preview.png]]
1182->'''Appearances:''' ''III''
1183
1184----
1185* {{Flight}}: Courtesy of their jetpacks.
1186[[/folder]]
1187
1188[[folder:Pole Cannon]]
1189[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/350px_pole_cannon_khiii_removebg_preview.png]]
1190->'''Appearances:''' ''III''
1191
1192An immobile turret-like Heartless that affixes itself to walls to snipe targets from afar.
1193----
1194* ActionCommand: While they are extended, Sora can use flowmotion commands on them.
1195* EnergyWeapon: Its only attack is to shoot lasers from its barrel.
1196[[/folder]]
1197
1198[[folder:Marionette]]
1199[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/marionette_khiii_removebg_preview_1.png]]
1200->'''Appearances:''' ''III''
1201
1202A goofy marionette puppet with a powerful ability that allows it to possess toys to convert them into Heartless. Luckily, they have very low health and can be easily destroyed before they can take over anything. Unluckily, they almost always appear in fairly large groups, which can make dealing with them a hassle.
1203----
1204* CreepyDoll: What could be more creepy than a Heartless doll with the ability to possess other LivingToys?
1205* DemonicPossession: They can transform ordinary toys into vicious Heartless by possessing them.
1206[[/folder]]
1207
1208[[folder:Pogo Shovel]]
1209[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/pogo_shovel_khiii_removebg_preview.png]]
1210->'''Appearances:''' ''III''
1211
1212An industrial-themed Heartless that wields a shovel and occationally digs up goodies.
1213----
1214* {{Cephalothorax}}: It's actual body is a spherical head with tiny arms and a drill for a nose.
1215* DigAttack: They can use their shovels to dig and attack from underneath. They can unearth HP or munny orbs this way.
1216* HelpfulMook: Its DigAttack usually brings up HP orbs and has a low chance of bringing up munny orbs instead.
1217* ShovelStrike: It can either leap with its shovel or spin it around itself to attack.
1218[[/folder]]
1219
1220[[folder:Parasol Beauty]]
1221[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/parasol_beauty_khiii.png]]
1222->'''Appearances:''' ''III''
1223
1224A female humanoid Heartless commonly encountered in [[WesternAnimation/{{Tangled}} The Kingdom of Corona]] and [[WesternAnimation/{{Frozen|2013}} Arendelle]]. Despite its beautiful and graceful appearance it is a ruthless combatant that can use its parasol to fire lasers at its foes.
1225----
1226* GracefulLadiesLikePurple: It wears an elegant outfit consisting of a fancy purple, pink and white dress and hat.
1227* LadyOfWar: It looks like a gentle southern belle type with its dress and parasol, but make no mistake, it's still a dangerous enemy with some pretty powerful attacks and decent HP to boot.
1228* ParasolOfPain: It's called a Parasol Beauty for a reason. Those little umbrellas they carry aren't just part of their outfit, they can use them to fire powerful lasers at anyone who comes near.
1229* SmurfettePrinciple: Among the few outwardly female Heartless, along with Fortunetellers, Bouncywilds and Union χ bosses below.
1230[[/folder]]
1231
1232[[folder:Chief Puff]]
1233[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/chief_puff_khiii.png]]
1234->'''Appearances:''' ''III''
1235
1236----
1237* FlechetteStorm: While atop a tower of Puffballs, it can fire a spray of needles at the ground.
1238* KingMook: Is essentially a larger and tougher Puffball that can spawn and command regular Puffballs in a battle.
1239* MookMaker: They use their dandelion-like seeds to spawn Puffballs to back them up.
1240[[/folder]]
1241
1242[[folder:Puffball]]
1243[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/puffball_khiii.png]]
1244->'''Appearances:''' ''III''
1245
1246----
1247* LeaningTowerOfMooks: They will form into one of these to lift the Chief Puff if one is present.
1248* ZergRush: A Puffball is barely stronger than your average Shadow, but they ''always'' come in large groups.
1249[[/folder]]
1250
1251[[folder:Chaos Carriage]]
1252[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/chaos_carriage_khiii.png]]
1253->'''Appearances:''' ''III''
1254
1255An Emblem Heartless that resembles a fusion between the upper half of a horse and a medieval-themed carriage.
1256----
1257* AnimalVehicleHybrid: It's a horse fused with a castle-like chariot, with two more chariots connected to the first. No only can it swing the chariots around to hit you, but each one has its own horse that forms once the one in front of it is beaten.
1258* FoeTossingCharge: Its preferred tactic is to charge around the battlefield and run over anything in its path.
1259* HorsingAround: It is a horse-like Heartless and just as hostile as the rest of them.
1260* RearingHorse: It rears up before its ShockwaveStomp attack, pulling the carriage it's connected to up with it.
1261[[/folder]]
1262
1263[[folder:Winterhorn]]
1264[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/winterhorn_khiii.png]]
1265->'''Appearances:''' ''III''
1266
1267An Emblem Heartless that resembles a reindeer buck. It often appears in groups and it is quite nimble in combat and uses Blizzard attacks.
1268----
1269* AnIcePerson: They have the ability to fire icicles from their horns.
1270* KillItWithFire: Not only do they take increased damage from Fire-elemental attacks, but such attacks will break their horns, greatly reducing the Heartless' strength until they regrow.
1271[[/folder]]
1272
1273[[folder:Frost Serpent]]
1274[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/frost_serpent_khiii.png]]
1275->'''Appearances:''' ''III''
1276
1277----
1278* AnIcePerson: Most of their attacks are Ice-elemental.
1279* OurDragonsAreDifferent: They resemble skeletal serpentine dragons with horns made of ice and wings shaped like snowflakes.
1280[[/folder]]
1281
1282[[folder:Vaporfly]]
1283[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/vapor_fly_khiii.png]]
1284->'''Appearances:''' ''III''
1285
1286A mechanical type of flying Heartless found in The Caribbean, that looks like a cross between a insect and a lizard. They mainly feature in the fight against the Raging Vulture, but can be encountered on the islands and seas.
1287----
1288* {{Gasshole}}: The multi-colored clouds they release come out of their back ends and trail behind them quite a distance in order for the player to Flowmotion slide and catch up.
1289* HelpfulMook: Once Sora Mounts one, Vaporflies tend to offer no further resistance and allow Sora to use their guns and missiles.
1290* HorseOfADifferentColor: At least in the Raging Vulture fight, Sora can mount a Vaporfly to combat the boss like a fighter pilot.
1291* MechanicalMonster: They seem to be mechanical, given that they have guns and missile launchers as parts of their bodies.
1292* MixAndMatchCritters: Their design appears to be a cross between flies and lizards.
1293* MoreDakka: They have machine guns attached to their sides that they use to shoot at their enemies. When Sora mounts one of them in the Raging Vulture fight, he can use them against the bigger Heartless.
1294[[/folder]]
1295
1296[[folder:Sea Sprite]]
1297[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sea_sprite_khiii.png]]
1298->'''Appearances:''' ''III''
1299
1300Transparent fish Heartless encountered underwater in The Caribbean. They change color to indicate what magic they are weak to.
1301----
1302* ElementalRockPaperScissors: They periodically change color from blue to red, yellow, iridescent, and blue again, in that order (though which color they are upon spawning varies depending on their location). In addition to changing the ElementalPowers of their attacks, this also changes what element they're weak to: blue is weak to Thunder magic, red is weak to Blizzard magic, and Yellow is weak to Fire magic. Iridescent has no specific weakness, but it ''{{No Sell}}s'' Aero magic.
1303* {{Mook}}: The underwater kind, in this case.
1304* SuspiciouslySimilarSubstitute: To the Sea Neons from ''VideoGame/KingdomHeartsI''; both are transparent, swimming, mook-level Heartless with simple attacks to ease players unused to underwater combat.
1305[[/folder]]
1306
1307[[folder:Spear Lizard]]
1308[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/spear_lizard_khiii_removebg_preview_1.png]]
1309->'''Appearances:''' ''III''
1310
1311These mudskipper-humanoid-like Heartless are often encountered in The Caribbean, where they often run about blowing bubbles that cause sneezing.
1312----
1313* MakingASplash: They can blow bubbles that cause their prey to sneeze.
1314* NonIndicativeName: Called Spear Lizards, but they look more akin to fishmen.
1315[[/folder]]
1316
1317[[folder:Anchor Raider]]
1318[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/anchor_raider_khiii_5.png]]
1319->'''Appearances:''' ''III''
1320
1321Skeleton pirate Heartless with no legs dressed in tattered red captain's garb, suspended by the anchors latched on thin air.
1322----
1323* DemBones: The fact that they hang suspended in the air also gives them a GhostPirate vibe.
1324* EliteMook: By far the most dangerous Heartless introduced in The Caribbean, they hardly stagger and can float out of reach, among other things. Hardly surprising that they tend to lead other Heartless on boarded ships.
1325* ImmuneToFlinching: Not even Sora's strongest attacks can make them stagger.
1326* TopHeavyGuy: Despite having no legs, they have broad upper-bodies that narrow at the waist, giving this effect.
1327[[/folder]]
1328
1329[[folder:Tireblade]]
1330[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/732px_tireblade_khiii_removebg_preview.png]]
1331->'''Appearances:''' ''III''
1332
1333High-tech purple tri-cycled Heartless that shift between close-fighting flying modes and missile flinging wheeled modes to fight.
1334----
1335* MeaningfulName: Laser blades come out of their tires to make their wings when they shift from the wheeled forms to their flying forms.
1336[[/folder]]
1337
1338!Boss Heartless
1339!!Debuted in ''I''
1340[[folder:Darkside]]
1341[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/darkside.png]]
1342->'''Appearances:''' ''I'' | ''Chain of Memories'' | ''II'' | ''358/2 Days'' | ''Birth by Sleep'' | ''coded'' | ''χ[chi]'' | ''0.2 Birth by Sleep -A Fragmentary Passage-'' | ''III'' | ''IV''
1343
1344Darkside is a large, humanoid Pureblood Heartless that first appears in the tutorial of ''[[VideoGame/KingdomHeartsI I]]'' and acts as the boss of Destiny Islands. It's slow and predictable, though it's still capable of being a threat thanks to its ability to spawn Shadows and fire energy blasts. Darkside can be damaged by hitting its hands or head, with the head being more vulnerable.
1345
1346A variant called the Dark Follower appears in ''358/2 Days''. It is colored purple instead of black and far more powerful, but it uses the same attack patterns.
1347----
1348* ArtifactAlias: It's name and the fact that it manifested out of Sora's shadow in it's first appearance implies that it's meant to be seen as a sort of EnemyWithout for Sora. But as we see in ''Days'' and ''0.2'', there's nothing inherently special about it nor does it have any real connection to Sora, it's just a powerful but fairly common subspecies of Heartless.
1349%%* AttackOfTheFiftyFootWhatever
1350* TheBusCameBack: Kairi and Co. don't fight him in ''Melody of Memory''. Then comes the trailer of ''Kingdom Hearts IV'' and guess who's back. Again.
1351* CastingAShadow: All of its attacks in some form.
1352* ChekhovsGunman: When Destiny Islands showed up at the End of the World, did anyone really expect him to ''not'' show up?
1353** He does it again in ''III'', being both the first boss of the main game and the last Heartless boss in ''Re:Mind'' ([[BookEnds and by extension, the entire Xehanort saga]]).
1354* ChestBlaster: They can fire anywhere from two to six homing projectiles at a time from their chests. These can be bounced back. In ''Coded'', it instead fires six shots into the air and they rain down around the battlefield, changing to shooting blox directly at you during its second phase. In ''χ[chi]'', it shoots a single huge orb into the air that then falls on the player.
1355* DeathFromAbove: They have an attack that rains orbs of darkness down on the battlefield. In the first game, it's mostly localized around Sora. In ''Chain of Memories'' and ''0.2'', it hits the entire battlefield much more quickly. The more powerful one that serves as a level boss for Enchanted Dominion also has its buddies feed power into the orb of darkness above it to call down lasers upon the battlefield and at other times. In ''Days'', the attack calls down much larger orbs around Roxas and any party members that can prevent them from jumping. In ''Coded,'' it instead fires six shots into the air from its chest and lets them rain down on you.
1356* DegradedBoss: Zigzagged in ''0.2''. The Darkside faced at the beginning of Enchanted Dominion is a full-fledged boss. Then a few more appear throughout, and these are weaker, with a pitiful amount of health by comparison. But the boss at the end of the area is yet another, this one leading a mob of other Darksides, and thus even stronger than the first.
1357* DuelBoss: All battles against Darksides so far have had the player character alone with the exception of its appearance ''Days'', where Roxas and Xion fight it together.
1358* EnemySummoner: It can sink its fist into the ground to create a pool of darkness from which a variable number of Shadows spawn. In ''Days'', the Dark Follower summons purple Shadows instead of the usual blue-black ones. In ''χ[chi]'', the shadows just rush you and leave. ''χ[chi]'' also has a variant called the Lion Headliner that summons Lion Dancers instead. Curiously, the Lion Dancers are Purebloods while the Lion Headliner is an Emblem Heartless.
1359* GroundPunch: In ''Re:Chain Of Memories'', it can punch the ground to create a shockwave that hits the entire battlefield. ''Days'' has it use a slower version of this attack that moves slower, but deals continuous damage and knockback if it hits.
1360* LargeAndInCharge: The second one fought is stated in Jiminy's Journal to have led the Heartless that destroyed Destiny Islands.
1361* {{Leitmotif}}: "Destiny's Force" is a general boss theme in the first game, but later entries came to associate it with the Darkside in particular.
1362* LivingShadow: The one in the tutorial is introduced as one, though [[MentalWorld all things considered]], it's most likely not the case for the other ones.
1363* MightyGlacier: It is considered one of the most powerful types of pureblood Heartless, but it’s attacks are slow and telegraphed.
1364* NoMouth: Even if it had one, its "hair" is wrapped around the bottom of its face.
1365* PaletteSwap:
1366** The Dark Follower in ''Days'' is purple, as are the Shadows it [[FlunkyBoss summons]].
1367** The Darkside Ω in ''χ'' is purple with red hands, feet and 'hair'.
1368** The one in ''III'' is transparent and appears to be made of light, giving its body a constant shimmer effect.
1369** The one in ''Re:Mind'' glows pink due to [[spoiler:holding a fragment of Kairi's heart in its chest cavity]].
1370* PivotalBoss: In ''0.2'' and ''III'', Darksides will actually turn to face you when not attacking, though they won't move from wherever they're standing.
1371* PreFinalBoss: The rematch with it in the Re:Mind episode of the ''Re:Mind'' DLC for ''III'' is fought immediately before the final gauntlet against the Xehanort Replicas.
1372* PrehensileHair: Averted. Despite looking like shriveled tentacles, its "hair" just sort of floats around its head.
1373* SeeYouInHell: [[spoiler: Sora tells him ''see ya'' as he kills him in ''Kingdom Hearts III''. Then he dies and ends up in the afterlife. Then Darkside shows up in the afterlife. So this is ''literally'' a case of SeeYouInHell]].
1374* RecurringBoss: Fought three times in the first game and many more times in ''0.2'' at varying levels of power.
1375* SmallRoleBigImpact. In the overall KudzuPlot of the series, Darkseid isn't really that important and is overall just a powerful, but un-noteworthy, Heartless. However, he's arguably the ''entire reason'' the Destiny Island Trio begin their journeys, being the reason how Sora gets a keyblade, and being the representation of Data Sora's Heartless. He also serves as both the first 'and' last boss of ''Re:Mind'', becoming the [[BookEnds the final boss of the Dark Seeker Saga]].
1376* StationaryBoss: They never move their legs except to stand and kneel.
1377* ThemeNaming: With the debut of its Nobody counterpart Twilight Thorn in ''II'', their names are references to the horror anthology series ''Series/TalesFromTheDarkside'' and ''Franchise/TheTwilightZone''.
1378* TookALevelInBadass: Sure, you've fought this guy many, many times over the course of the series. Sure, Sora now has infinite airdashes and can reach his head off a regular jump attack now. Sure, Darkside himself does not have any new moves at all. But if you're playing ''III'' on Critical mode, do NOT underestimate him.
1379* TorsoWithAView: The hole is, of course, heart-shaped. It fires energy blasts from it as well.
1380* WarmUpBoss: Serves as this a few times in the series. As intimidating as it is, its attacks tend to be rather slow and heavily telegraphed.
1381* WingsDoNothing: Like the Invisibles, it has a pair of wings coming from its shoulder-blades. Unlike the Invisibles, it at no point uses them to fly.
1382[[/folder]]
1383
1384[[folder:Guard Armor/Opposite Armor]]
1385[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/guard_armor.png]]
1386[[caption-width-right:250:Guard Armor]]
1387[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/opposite_armor.png]]
1388[[caption-width-right:250:Opposite Armor]]
1389->'''Appearances:''' ''I'' | ''Chain of Memories'' | ''II'' | ''χ[chi]''
1390
1391The Guard Armor is a large Emblem Heartless that [[ExactlyWhatItSaysOnTheTin looks like a giant suit of armor]] and is the first boss in Traverse Town in the first game, appearing right after Sora meets Donald and Goofy. It is also the level boss for Traverse Town in Chain of Memories. The Opposite Armor is the second Traverse Town boss, appearing when Sora finds that world's keyhole. Its hands and feet have switched places and it has a somewhat different attack style from the Guard Armor.
1392
1393A more powerful variant of Guard Armor, called the Powered Armor, appears in ''358/2 Days'' as a part of Mission 89's BossBonanza.
1394----
1395* AnimatedArmor: Both of them have this aesthetic.
1396* BossRoom: The Third District, complete with blocks that spring up to keep you from leaving. The Opposite Armor is fought in the Second District. The Guard Armor uses the Second District in ''Chain of Memories''.
1397* ChestBlaster: A variation. One end of the Opposite Armor's torso can aim at Sora and fire a homing energy ball.
1398* CognizantLimbs: The Limbs can separate and attack at will. The feet are called Hammerlegs and the hands are called Gauntlets.
1399* DidntNeedThoseAnyway: Part of both battles involves destroying the bosses' limbs.
1400* EssenceDrop: The limbs drop HP orbs when destroyed.
1401* TheFaceless: The Guard Armor and its palette swaps have their visors down, concealing their eyes. Averted with the Opposite Armor.
1402* FloatingLimbs: No Arms or Knees to bind these extremities. Notably the Opposite Armor form has the Hammerlegs be the arms and the Gauntlets be the feet.
1403* FoeTossingCharge: Not a charge exactly, but in ''Days'', the Guard Armor and Powered Armor will walk at you, which can knock you back.
1404* PaletteSwap:
1405** The Red Armor, which is fought during a tournament at Olympus Coliseum, but doesn't get named until ''Final Mix'', which also gives the Guard Armor and Opposite Armor a more varied (and primary) color scheme.
1406** ''Days'' gives us the Powered Armor, which is blue.
1407** The Guard Armor Ω in ''χ'' is primarily gold with a blue-striped torso and red feet.
1408* RecurringBoss: Guard Armor is fought twice as a forced boss in the original ''Kingdom Hearts'', both times in Traverse Town. Shortly into the second fight, it stops and becomes the Opposite Armor. It can also be fought in the Olympus Coliseum.
1409* ShockwaveStomp: The Hammerlegs are capable of doing this.
1410* SpinAttack: Both Heartless can do this with their hands. The Opposite Armor can also do this with its head. The Guard Armor's torso does this when its limbs are removed.
1411[[/folder]]
1412
1413[[folder:Trickmaster/Crimson Prankster]]
1414[[quoteright:355:https://static.tvtropes.org/pmwiki/pub/images/trickmaster.png]]
1415[[caption-width-right:355:Trickmaster]]
1416[[quoteright:355:https://static.tvtropes.org/pmwiki/pub/images/crimson_prankster.png]]
1417[[caption-width-right:355:Crimson Prankster]]
1418->'''Appearances:''' ''I'' | ''Chain of Memories'' | ''358/2 Days'' | ''coded'' | ''χ[chi]''
1419
1420The Trickmaster is an Emblem Heartless that acts as the boss of Wonderland in ''I'', ''Chain Of Memories'', and ''coded''. In ''I'', it appears when Sora lights a pair of lamps [[GravityScrew on the ceiling]] of the Bizarre Room and must be fought in a shrunken state. In ''Re:coded'', it is battled twice as part of the RailShooter section of Wonderland.
1421
1422A variant called the Crimson Prankster appears as a boss in ''358/2 Days'' during Mission 69, also found in the Bizarre Room of Wonderland. It's a single Heartless that splits itself in two, with the copies acting independently of one another to fight Roxas. Both must be defeated around the same time to slay the Crimson Prankster.
1423----
1424* AttackOfTheFiftyFootWhatever: Its appearances seem to have it be taller than its opponents.
1425* BreathWeapon: In ''Days'', the [[PaletteSwap Crimson Prankster]]'s fire breath seems to be similar to real life fire breathing except that it's weaponized and has a much longer range.
1426* BossArenaIdiocy: Averted in the first game and subverted in ''Chain of Memories''. The only way you can hit this boss is to get up on the table at the center of the room and attack its faces. In both games, it can collapse the table. In the first game, it can also cause the table to spin.
1427* BossRoom: The Bizarre Room.
1428* DualBoss: The [[PaletteSwap Crimson Prankster]] is an unusual case. It splits into two. If one copy is defeated and the other is left standing, the first one is revived with the same health as the second.
1429* EssenceDrop: It drops HP orbs when stunned.
1430* HeWasRightThereAllAlong: In ''Chain of Memories''.
1431* IncendiaryExponent: The Trickmaster has to light its batons on fire before it can shoot fireballs at you. The [[PaletteSwap Crimson Prankster]] lights itself on fire and spins at you.
1432** One can take this away from it in ''I'' by casting Ice on the stove to put it out. It's tricky to target, though.
1433* LetsGetDangerous: In terms of feel in any case, ''coded'' gives it "Tension Rising" as its boss theme, music which is usually saved for more serious battles that involve Nobodies.
1434* MonsterClown: Well, Monster Juggler, anyway.
1435* MultipleHeadCase: Averted. Despite having five heads stacked on top of each other, it single-mindedly attacks Sora and company.
1436* PaletteSwap:
1437** ''Final Mix'' gives it a similar range of colors, but arranged differently and with chartreuse shoes.
1438** The Crimson Prankster in ''Days'' has a lighter color scheme, and fights very differently to the Trickmaster.
1439** The Trickmaster Ω in ''χ'' is done up in silver, gold and navy blue. It also wears a top hat.
1440* PintSizedPowerhouse: Its actually one of ''the smallest'' Heartless on-record. Or is it? as its rather tough to say because Wonderland itself is extremely screwy anyway:
1441** To give you an idea, Sora and company shrink once to fight it in the Bizarre Room (and subsequently, the Heartless in general also shrink to fight them), where its as tall as the low table and stove, This means its size is comparable to Donald.
1442** In ''Re: coded'' It shrinks even further when its beaten a few times as a SequentialBoss.
1443* PlayingWithFire: It can use its batons to shoot homing fireballs. The Crimson Prankster has a wider range of fire attacks.
1444* StaticStunGun: If hit with Thunder, the Trickmaster will immediately become stunned and fall over.
1445* SpinAttack: The Crimson Prankster does this while on fire.
1446* UndergroundMonkey: ''χ'' has Easter- and Christmas-themed variants that appear in events.
1447[[/folder]]
1448
1449[[folder:Stealth Sneak]]
1450[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stealth_sneak.png]]
1451->'''Appearances:''' ''I'' | ''358/2 Days''
1452
1453A large, chameleon-like Emblem Heartless that fights alongside Clayton in Deep Jungle in the first game. Stealth Sneak is capable of making itself invisible via camouflage, but you can still identify its location due to a telltale blur.
1454----
1455* ChameleonCamouflage: It resembles a chameleon, and can turn invisible until reaching a damage threshold.
1456* DegradedBoss: DoubleSubverted. The [[PaletteSwap Sneak Army]] is stronger and appears multiple times in the Hades Cup, but you're even stronger by comparison by that point.
1457* DualBoss: With Clayton.
1458* EyeBeams: Homing ones. It also can't be killed when using this attack.
1459* HomingLaser: Its EyeBeams will follow targets.
1460* HorseOfADifferentColor: Clayton is riding it when it first appears.
1461* PaletteSwap: The dark gray Sneak Army, which is fought in a tournament, but only gets named in ''Final Mix''. ''Final Mix'' also gives the normal Stealth Sneak a pattern of dark lines on a solid green body rather than the regular camo pattern. Two variants, Veil Lizard and Lurk Lizard, appear in ''Days''.
1462* RandomDrop: Has a chance of dropping healing items when defeated.
1463* RazorWind: It can shoot a small one at its targets.
1464* UnblockableAttack: Its RazorWind attack.
1465* SkippableBoss: Sort of. You don't actually have to defeat it, just beating Clayton automatically ends the boss fight.
1466* VisibleInvisibility: Its camouflage ability is a type 2, appearing as a large blur.
1467* TheWorfEffect: It knocks Tarzan halfway across the battlefield when it first appears. The trope is subverted if Tarzan is in your team during the battle, in which case [[GameplayAndStorySegregation he will not have taken any damage]].
1468[[/folder]]
1469
1470[[folder:Pot Centipede]]
1471[[quoteright:196:https://static.tvtropes.org/pmwiki/pub/images/pot_centipede.png]]
1472->'''Appearances:''' ''I''
1473
1474An insectoid Heartless that Jafar summons in ''I'' while kidnapping Princess Jasmine. It consists of a head and an abdomen with several pot spiders forming the rest of its body.
1475----
1476* BigCreepyCrawlies: One of the few insectoid Heartless in the series.
1477* BrokenBridge: The piles of junk that block off some of the entrances to different parts of Agrabah can be destroyed by this boss walking through them. Even if it doesn't, the roadblocks will all be gone after you defeat it.
1478* CastingAShadow: The antennae on its abdomen segment use a darkness attack.
1479* FlunkyBoss: Any Pot Spiders it doesn't use as part or its body will just attack you.
1480* GetBackHereBoss: If it is joined with any Pot Spiders, it moves constantly.
1481* MiniBoss: Not really connected to anything, and serves more as an obstacle to stop you from fighting Jafar then and there.
1482* ShockAndAwe: It electrifies its front antennae to attack.
1483* SpinAttack: Sometimes does this when not connected to any Pot Spiders. It's the only way it can move without them.
1484[[/folder]]
1485
1486[[folder:Parasite Cage]]
1487[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/parasite_cage.png]]
1488->'''Appearances:''' ''I'' | ''Chain of Memories''
1489
1490A large, pink Heartless found within Monstro in the first game and ''Chain of Memories'' that can use its mouth as a cage. In both appearances, it drags Pinocchio off to another area.
1491----
1492* AttackItsWeakPoint: An orb of darkness inside its mouth is vulnerable while it's stunned. Hitting it does more damage than attacking the boss normally.
1493* BossRoom: Monstro's bowels for the first battle and stomach for the second battle.
1494* BreathWeapon: It absorbs the HollywoodAcid surrounding it to spew at Sora.
1495* CombatTentacles: Not only can they whack you around, they can also absorb fluids to spit at opponents!
1496* EssenceDrop: Attacking the orb of darkness in its mouth causes it to drop HP orbs.
1497* HollywoodAcid: Used as a hazard on the battlefield. In the first game, it uses its tentacles to suck it some of Monstro's stomach acid and use it as a BreathWeapon. In ''Chain of Memories'', it spits it at you instead.
1498* OptionalBoss: In ''I'', beating Ursula and Oogie Boogie before Parasite Cage will allow you to skip the fights.
1499* PaletteSwap: In ''Final Mix'', its lower body is orange, its head is a dull yellow and its tentacles are green.
1500* PlatformBattle: In ''Chain of Memories'', the only way to avoid being hurt by the acid is to stay of the four circling platforms in front of the boss.
1501* PoisonousPerson: It can poison Sora with its breath attack.
1502* RecurringBoss: The Parasite Cage is fought twice in Monstro, first in his bowels, then in his stomach.
1503* StatusEffects: Its poison breath can poison Sora in the first game.
1504* StationaryBoss: It's firmly rooted in place.
1505* StatusBuffDispel: Its enemy card in ''Chain of Memories'' does this once per battle if equipped.
1506* WakeUpCallBoss: The Parasite Cage is the mid-game boss, and where the game has a difficulty spike. If you've been slacking off on leveling up or avoiding Heartless a lot, this is your wake-up call to get your act together, as things are only going to get more difficult from here.
1507[[/folder]]
1508
1509[[folder:Behemoth]]
1510[[quoteright:336:https://static.tvtropes.org/pmwiki/pub/images/behemoth_6.png]]
1511->'''Appearances:''' ''I'' | ''χ[chi]''
1512
1513A large, quadrupedal Heartless that first appears when the Final Keyhole in Hollow Bastion is opened near the end of the first game.
1514----
1515* AmazingTechnicolorBattlefield: When you fight it in Hollow Bastion and both times you fight one in the End of the World.
1516* AttackItsWeakPoint: Its horn.
1517%%* CastingAShadow
1518* DegradedBoss: It is slightly weaker when you fight it at the End of the World. ''Final Mix'' averts this by using the weaker Arch Behemoth instead.
1519* FoeTossingCharge: It can jump across the battlefield at you.
1520* MiniBoss: The Arch Behemoth acts as this for the End of the World in ''Final Mix'', where it replaces the original game's regular Behemoth. The Destroyed Behemoth replaces the stronger Behemoth found in the Hades Cup.
1521* PaletteSwap: It is blue in ''Final Mix'', which also gives the Arch Behemoth and Destroyed Behemoth, which take on flame patterns. ''χ[chi]'' downplayed this the Halloween-themed Hocus Pocus, whose body was a red-and-black recolor of the standard Behemoth, but changed the head to a jack-o-lantern and put a miniature haunted house on its rump.
1522** ''VideoGame/KingdomHeartsII'' was originally going to have a gray Behemoth, but it was removed due to technical issues.
1523%%* PurpleIsPowerful
1524* RecurringBoss: Appears multiple times in the VeryDefinitelyFinalDungeon and is always fought alone. ''Final Mix'' replaces it with the Arch Behemoth. In either case, the one fought at the end of the Final Dimension area is the only repeatable boss outside the tournaments.
1525[[/folder]]
1526
1527[[folder:Ansem, The Seeker Of Darkness]]
1528->''See entry at the [[Characters/KingdomHeartsXehanortsIncarnations Xehanort's Incarnations page]]''
1529[[/folder]]
1530
1531[[folder:Phantom]]
1532[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phantom_67.png]]
1533->'''Appearances:''' ''I''
1534
1535A shrouded entity found in Neverland at the clock tower, only appearing after the Final Keyhole is locked.
1536----
1537* AttackItsWeakPoint: The Phantom has a heart at the bottom of the cloak that must be destroyed to destroy the boss. It's not visible all the time.
1538* BarrierChangeBoss: The Phantom will change the color of the heart at his base to determine what attacks the player must use to damage him. Red means Fire, Blue means Blizzard, Yellow means Thunder, and White means you have to attack it physically.
1539* BedsheetGhost: Its color scheme in ''Final Mix'' somewhat resembles this.
1540* BlackCloak: Blue or white depending on the version, but the Grim Reaper look is still there. Despite this, it's not a Pureblood Heartless but an Emblem one.
1541* CastingAShadow: Can send out an orb of darkness that follows Sora and deals multiple hits.
1542* ColorCodedForYourConvenience: The colour of its heart indicates what attack you need to use against it. When it's red, use Fire, when it's blue, use Blizzard, when it's yellow, use Thunder and when it's white, hit it.
1543* TheFaceless: It is one of the few Heartless we've seen with no glowing yellow eyes visible.
1544* FireIceLightning: Its energy orb must be attacked with physical blows or one of these three spell types.
1545* TheGrimReaper: It's appearance gives the look of a Reaper, and while not having a scythe to attack, it's claws and Doom-based attacks are enough for it to wipe out your team.
1546* LightIsNotGood: Its ''Final Mix'' PaletteSwap boasts some pretty bright robes for a deadly Heartless that fights with powerful Dark magic.
1547* PaletteSwap: In ''Final Mix'', its cloak is light gray with smoke patterns on the sleeves.
1548* NoSavingThrow: Once he casts Doom, there is no way for the player to undo the spell for the remainder of the battle, nor are they able to revive party members that have fallen to it. Because the spell is [[TimedMission activated after a set amount of time]], the player is only capable of stalling it out by casting Stop on the clock.
1549* OneHitKill: Every time he inflicts Doom, one of your party members is going to die when the clock makes a full revolution, and you cannot revive them if they are killed by Doom.
1550* ShoutOut: Appears similar to Lord Ombra from the Peter Pan novel ''Peter and the Shadow Thieves''.
1551* RaceAgainstTheClock: The fight against the Phantom takes place around the Clock Tower, and it will use said tower to cast a Doom spell to one of the members of your party or even yourself. You must put the clock down by using the Stop spell, so it's doesn't make anyone's time to go up, but once the stop spell has cleared after a certain amount of time, [[DeadlyEuphemism tick tock...]]
1552* StatusEffects: One of the few characters in the franchise to inflict Doom, which will automatically kill Sora once time runs out. The effect can be slowed down by casting Stop on the clock tower's hands.
1553* {{Superboss}}: One of four in the first game, not counting the tournaments. It's also one of the few with a reward for defeating it -- the last Stop spell upgrade. In the original Japanese [=PS2=] release of the game, it was in fact the only {{Superboss}} period which is why it has a spell reward.
1554* TimeMaster: Uses the clock tower to inflict Doom on your party members one by one, and then eventually on Sora.
1555* TimedMission: He will use the clock tower to eliminate your team one by one. This can be slowed down with the Stop Spell.
1556[[/folder]]
1557
1558[[folder:Kurt Zisa]]
1559[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kurt_zisa.png]]
1560->'''Appearances:''' ''I''
1561
1562A large Heartless found in the Agrabah desert, only appearing after the Final Keyhole is locked.
1563
1564Originally [[RegionalBonus didn't appear in the Japan version, just international ones]], as it was named after a RealLife person from the US who won a contest.
1565----
1566* AntiMagic: Can cast Silencega to disable the party's ability to cast magic. The only way to dispel its curse is by destroying the magic orbs it carries with melee attacks.
1567* AttackOfTheFiftyFootWhatever: It's at least as tall as Darkside.
1568* BarrierChangeBoss: Cycles between disabling Sora's magic and shielding itself from physical attacks.
1569* DualWielding: Its scimitars, which it uses after activating its AntiMagic orbs.
1570* EssenceDrop: The glowing orbs that fuel its AntiMagic ability drop HP orbs when destroyed. Using physical attacks on its shield causes it to drop MP orbs.
1571* LoinCloth: With the Heartless symbol on it.
1572* MagicMissileStorm: Starts doing this when it puts up its shield when it TurnsRed enough. Unusually, the attacks move through the sand and then burst out and fly at you when they're right next to you rather than just flying through the air.
1573* MultiArmedAndDangerous: Six arms. One pair holds the swords, another generates its AntiMagic ability.
1574* NinjaPirateZombieRobot: In addition to being a giant spider-limbed Heartless with the head of a cobra, Kurt Zisa makes mechanical sounds while moving (such as gear whirring while recovering from a hard landing).
1575* OneDimensionalThinking: How Sora and co. try to escape getting crushed by it after the battle. [[WesternAnimation/{{Aladdin}} Carpet]] has to save them.
1576* PowerFloats: When it creates a barrier against physical attacks, Kurt Zisa begins floating around the battlefield while it resorts to spellcasting.
1577* RandomDrop: Destroying the energy orbs that power its AntiMagic ability sometimes nets you a healing item or two in addition to the normal HP orbs. As with other drops, this is influenced by the Lucky Strike ability.
1578* ReptilesAreAbhorrent: Has a cobra's head reminiscent of Jafar's staff.
1579* SequentialBoss: It cycles through three modes until it is defeated.
1580* SinisterScimitar: Dual wields them after activating its AntiMagic orbs. Its attacks with them become more aggressive as it increasingly TurnsRed.
1581* SpinAttack: It can alternate vertical and horizontal variations of this while flying through the air after it TurnsRed. Horizontal spins can be jumped over, while vertical spins must be dodge rolled.
1582* {{Superboss}}: It's an optional boss that only appears after you lock the Final Keyhole.
1583* TurnsRed: It uses a wider range of abilities the more it is damaged.
1584* WeaponTwirling: Does this as one of its initial attacks. It also twists its body around to make the attack hit in all directions.
1585[[/folder]]
1586
1587!!Debuted in ''[=358/2=] Days''
1588[[folder:Antlion]]
1589[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/antlion.png]]
1590->'''Appearances:''' ''358/2 Days''
1591
1592A large Heartless with a mechanical, vaguely insect-like appearance. It is fought by Roxas in Agrabah in ''VideoGame/KingdomHearts358DaysOver2''.
1593----
1594* BlowYouAway: It uses a whirlwind as a shield.
1595* DishingOutDirt: It can send shockwaves through the sand.
1596* FastTunnelling: When it goes out of sight, it always gets to another part of the battle field in a matter of seconds.
1597* EnergyWeapon: It can fire one that causes an explosion.
1598* MechanicalMonster: It has the appearance of a machine with a vaguely insectoid head.
1599* TennisBoss: It will launch explosives at you later in the battle. Knocking enough of them back to it will stun it. This is the only way to get through its whirlwind shield.
1600[[/folder]]
1601
1602[[folder:Infernal Engine]]
1603[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infernal_engine.png]]
1604->'''Appearances:''' ''358/2 Days''
1605
1606A large Emblem Heartless that looks like a medieval siege engine. Weapons come out of its mouth and it is accompanied by several small archer Heartless on top. It is fought on the bridge at Beast's Castle by Roxas in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' during Mission 50.
1607----
1608* AdvancingBossOfDoom: Subverted. While it will menacingly creep forward all the time, it always stops short, for whatever reason, of crushing Roxas against the back wall.
1609* AnnoyingArrows: The archers fire these.
1610* AttackItsWeakPoint: The BatteringRam it uses for its FoeTossingCharge attack.
1611* BatteringRam: Its weakest point.
1612* CrosshairAware: Similar to attacks by the cannon Heartless, a crosshair will appear under Roxas when the archers fire their arrows.
1613* ExplodingBarrels: One of its attacks involves rolling these across the battlefield.
1614* {{Expy}}: Perhaps a more lighthearted take on ''Final Fantasy'''s [[RecurringBoss Demon Wall]].
1615* FoeTossingCharge: It uses a BatteringRam for this. It is at its most [[AttackItsWeakPoint vulnerable]] while this attack is charging.
1616* MookMaker: It spits out crates of Soldier Heartless when its archers are gone.
1617* PlayingWithFire: It has a cannon that shoots fireballs.
1618* ShockAndAwe: The archers' arrows are a lightning-elemental attack.
1619* SiegeEngines: Modeled after a siege tower.
1620* TennisBoss: Bouncing the fireballs back eliminates the archers.
1621* TheWorfEffect: It throws the Beast over the wall prior to the battle.
1622[[/folder]]
1623
1624[[folder:Leechgrave]]
1625[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/leechgrave.png]]
1626->'''Appearances:''' ''358/2 Days''
1627
1628A large Emblem Heartless that looks like a coffin hanging from a purple flower with four thorny vines radiating from it, with a peculiar habit of cannibalizing its brethren. It is fought by Roxas in Halloween Town during Mission 66 while he investigates the disappearances of the local Heartless in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''.
1629----
1630* CannibalismSuperpower: It got as powerful as it did by eating other Heartless.
1631* CombatTentacles: It is the source of the Tentaclaw enemies fought in previous missions.
1632* DamageOverTime: Its poison gas drains health so long as Roxas is in its area of effect.
1633* DeadlyGas: It has two attacks that release poison clouds, which drain Roxas's health if he does not move away.
1634* DinnerDeformation: If one of Tentaclaws swallows Roxas during the boss fight, one of these moves along the tentacle until the flower spits him out.
1635* MarathonBoss: Its weak point (the coffin) attacks you if you step near it, possesses extremely high defense, and can only be stunned and weakened by knocking out all the Tentaclaws, and even then you only get a few precious seconds to attack before it gets back up. If you've not been grinding, this back-and-forth cycle can take an exceedingly long time.
1636* PoisonousPerson: Its projectile attack releases poisonous pollen on impact and the flower spews clouds of poison.
1637[[/folder]]
1638
1639[[folder:Ruler of the Sky]]
1640[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ruler_of_the_sky.png]]
1641->'''Appearances:''' ''358/2 Days''
1642
1643A large, avian Emblem Heartless with a treasure chest for a mouth and dominion over ice. The darkness of [[WesternAnimation/PeterPan Captain Hook]]'s heart causes the Ruler of the Sky to manifest in Neverland during Mission 78 of ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'', where it proceeds to attack Roxas. It's weak to Fire magic.
1644----
1645* AbnormalAmmo: Its mouth is a treasure chest which can shoot gold coins.
1646* AnIcePerson: It can summon pillars of ice around the battlefield.
1647* AttackItsWeakPoint: The tail at first. Once it's gone, you need to attack the gem on its chest while it's trying to shoot coins at you.
1648* AscendedMeme: In an amusing and unconventional way. Ruler of the Sky is often considered ThatOneBoss for a number of reasons, one of which is the difficulty of hitting it. In the manga adaptation of ''Days'', the roles are reversed, as the Ruler has a terrible time landing a hit on Roxas and Axel, and becomes visibly and increasingly hostile and irritated as they keep avoiding it.
1649* BlingOfWar: Its wings are made of golden swords and it has a (weaponized) treasure chest where its beak should be.
1650* BulletSeed: Since its mouth is a treasure chest, it does this with gold coins.
1651* CastFromMoney: Inverted. Its coin attack gives you munny for every coin that connects. The downside is that the attack is still, an attack, [[SplashDamage so the flung metal takes away HP.]]
1652* TheComputerIsACheatingBastard: It can fly past the edge of the battlefield while [[InvisibleWall you can't]].
1653* DemBones: Has a bird's skull for a head and visible ribs sticking out of its chest.
1654* FoeTossingCharge: It uses this when its body starts glowing red.
1655* GetBackHereBoss: Until its tail is destroyed.
1656* GiantFlyer: It's a giant parrot Heartless with bladed wings and a large tail.
1657* {{Greed}}: Captain Hook's lust for treasure fueled by Pete's meddling caused it to appear.
1658* InvisibleWall: It uses the one around the battlefield to [[TheComputerIsACheatingBastard its advantage]].
1659* LifeDrain: His water attack has a chance of doing this.
1660* MakingASplash: It fires homing balls of water from its tail.
1661* MarathonBoss: Due to the fact that it actively moves away from you for most of the battle.
1662* PirateParrot: Based on one.
1663* SequentialBoss: It flies around shooting water orbs, then charges and fires coins at you when each segment of its tail is destroyed. Once all of the segments are destroyed, it will cycle through all three attacks with the addition of creating icy spires to slow you down.
1664* TurnsRed: It becomes more aggressive when its tail is destroyed (and, fortunately, becomes easier to hit).
1665[[/folder]]
1666
1667[[folder:Zip Slasher]]
1668[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zip_slasher.png]]
1669->'''Appearances:''' ''358/2 Days''
1670
1671A blue Heartless that appears as an optional boss in some missions in various worlds in ''VideoGame/KingdomHearts358DaysOver2''. It appears to be a variation on ''[[Videogame/KingdomHeartsII II]]''[='=]s Armored Knight with two blades and actual feet instead of pointy stubs.
1672----
1673* BladeBelowTheShoulder: It has two.
1674* BlockingStopsAllDamage: One of the few enemies in the game to be able to block attacks. It usually only does this when it's about to attack.
1675* BossInMookClothing: It's smaller than a lot of less-durable Heartless.
1676* DamageSpongeBoss: This is its main gimmick, though its attacks can be pretty severely damaging to a low-leveled player.
1677* DualWielding: Unlike the Armored Knight, the Zip Slasher and its variants all have two blades.
1678* LifeDrain: Its spinning attack will heal it slightly if it hits you.
1679* MakingASplash: Its spinning attack is water-based due to the game's element system being what determines added effects of attacks.
1680* MarathonBoss: Due to its high health and defense.
1681* OptionalBoss: Only appears after the main objectives of the missions (some of which are early in the game) it appears in have been completed.
1682* PaletteSwap: There are several similar enemies that have more abilities and appear as mini-bosses with different ElementalPowers including [[PlayingWithFire fire]], [[AnIcePerson ice]], [[ShockAndAwe lightning]] and [[BlowYouAway wind]]. They have their own entry below.
1683* SpinAttack: The first move in its attack sequence. The second is a lunge forward.
1684[[/folder]]
1685
1686[[folder:Zip Slasher variants]]
1687[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zipslasher_army.png]]
1688[[caption-width-right:350:Clockwise from the top-left: Heat Saber, Chill Ripper, Stalwart Blade, Blitz Spear, Dual Blade, and Zip Slasher]]
1689->'''Appearances:''' ''358/2 Days'' | ''χ[chi]''
1690
1691There are several larger and less durable variants of the Zip Slasher that appear as normal bosses and have a wider range of attacks and correspond to other elements.
1692----
1693* AnIcePerson: Most of the Chill Ripper's attacks deal ice damage and inflict HarmlessFreezing.
1694* BladeBelowTheShoulder: Much like the Zip Slasher, though there's a lot more variation.
1695* BlowYouAway: Two of the Dual Blade's attacks deal wind damage and can air-toss the player, as can one of the Stalwart Blade's attacks.
1696* DamageIncreasingDebuff: The Stalwart Blade's ShockwaveStomp is a time-elemental attack and has a chance of rewinding your defense.
1697* ElementalPowers: All of them have access to a single element, save for the Stalwart Blade which has wind-, earth-, and time-elemental attacks.
1698* FoeTossingCharge: They can all do one after taking a moment to charge and blocking it stuns them.
1699* GroundPound: Their jumping attack ends with one that releases a shockwave. The Heat Saber causes an explosion instead and the Blitz Spear accompanies its shockwave with lightning strikes.
1700* HealItWithFire: All of them absorb their respecting element except for the Stalwart Blade, which instead absorbs fire, ice and lightning instead of wind, which it's aligned with.
1701* MiniBoss: The Blitz Spear is an optional one encountered in the Undercroft during the search for Xaldin.
1702* PaletteSwap: Of the blue Zip Slasher. Most of them have gray armor while the Stalwart Blade is red. ''χ[chi]'' takes this further, turning the Heat Saber's armor red, the Chill Ripper's blue, and Blitz Spear's green, adds blue highlights to the Dual Blade's armor and gives the Dual Durandal fully gray armor.
1703* SerratedBladeOfPain: The Heat Saber and Chill Ripper's blades are serrated.
1704* PercentDamageAttack: The Stalwart Blade's FoeTossingCharge is earth-elemental and so has a high chance of halving your HP.
1705* PlayingWithFire: Most of the Heat Saber's attacks deal fire damage and inflict [[DamageOverTime Ignite]].
1706* ShockAndAwe: Most of the Blitz Spear's attacks deal lightning damage and Jolt the player.
1707* SpinAttack: The same one that the Zip Slasher has, but with different effects.
1708* StatusEffects: The heat Saber inflicts Ignite, the Chill Ripper freezes you, and the Blitz Spear inflicts Jolt, which is essentially paralysis that deals damage when it wears off, and the Dual Blade air-tosses you. The Stalwart Blade can air-toss you, rewind your defense, and halve your HP. The ''Kingdom Hearts χ''-exclusive Dual Durandal also inflicts paralysis.
1709[[/folder]]
1710
1711[[folder:Wyvern variants]]
1712->'''Appearances:''' ''358/2 Days''
1713
1714Though the Wyvern itself never appears in ''358/2 Days'', several elemental variations of it appear as mission targets. Each has a different elemental affinity and BreathWeapon. The Dustflier has its own entry below.
1715----
1716* BewareMyStingerTail: The Tailbunker has a massive spiked club on its tail that it uses for somersault attacks.
1717* BreathWeapon: Each has a different one. The Tailbunker, Avalanche, and Phantomtail all fire homing orbs of their respective element from their mouths, the Wavecrest spews a directed stream of water, and the Windstorm exhales a pair of whirlwinds.
1718* ElementalDragon: Fire for the Tailbunker, ice for the Avalanche, water for the Wavecrest, illusion for the Phantomtail, and wind for the Windstorm, with breath attacks to match. Oddly, the Windstorm has only a resistance to wind while being immune to fire and ice.
1719* FoeTossingCharge: They share the original Wyvern's corkscrew charge. Unlike the Wyvern, they can also do a normal midair charge.
1720* HeadSwap: The Wavecrest and Avalanche have a more triangular head than the original Wyvern and have a prominent crest. The Phantomtail and Windstorm instead have more prominent jaws and forward-facing ears. The Tailbunker has the jaw but its head is otherwise more angular.
1721* HomingProjectile: The Tailbunker, Avalanche, and Phantomtail all fire homing attacks of their respective elements from their mouths.
1722* OurWyvernsAreDifferent: They're all variations of the Wyvern's model with {{Head Swap}}s and different wing designs.
1723* PaletteSwap: The Avalance and Wavecrest share the same model with different colors, as do the Windstorm and Phantomtail.
1724* ShockwaveStomp: The Tailbunker, Avalanche, and Windstorm can all crash down to create a non-elemental shockwave.
1725[[/folder]]
1726
1727[[folder:Dustflier]]
1728[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dustflier.png]]
1729->'''Appearances:''' ''358/2 Days''
1730
1731A large wyvern-like Heartless that appears in Twilight Town during Mission 89 of ''VideoGame/KingdomHearts358DaysOver2''.
1732----
1733* AIRoulette: Out of every two attacks, the first is a ShockwaveStomp. The other is randomly selected.
1734* BreathWeapon: "''[[OhCrap Meteor]]'' Breath". The fireballs fly at you in a very fast salvo, though they're not homing once they start moving.
1735* DamageSpongeBoss: Has health and defense comparable to [[BullyingADragon taking on the Zip Slasher at level 5]]. It gets even more health in Mission Mode.
1736* DeathFromAbove: Its BreathWeapon, which is a salvo of exploding fireballs.
1737* GiantFlyer: Like the Storm Rider below, this heartless is a giant dragon-like breed. But this heartless is fought in a comparably small area, its large enough that its landing causes shockwaves.
1738* {{Fireballs}}: Can unleash an entire salvo of them as one of its attacks.
1739* FlunkyBoss: It has respawning Shadows as backup. They're not much of a threat, but they can interfere with targeting.
1740* FoeTossingCharge: This is its ''weakest'' attack.
1741* MarathonBoss: You'll spend a lot more time dodging it than attacking, especially if you wind up with a status effect.
1742* OurWyvernsAreDifferent: It's a variant of the Tailbunker, which in turn is based on the Wyvern from the first game.
1743* PaletteSwap: Of the Tailbunker from earlier Twilight Town missions.
1744* PlayingWithFire: Its BreathWeapon, which is a salvo of exploding fireballs.
1745* PlanarShockwave: Its shockwaves radiate outward into empty air if the Dustflier lands on the stairs, making it harder to dodge.
1746* ShockwaveStomp: One that has a HUGE range.
1747* SpamAttack: Its meteor breath sends a salvo of fireballs at you.
1748* StatusEffects: The shockwave attack randomly selects from several of these. Its BreathWeapon inflicts burn.
1749* {{Superboss}}: Defeating it is the optional objective in Mission 89 and it only appears after you defeat six other giant Heartless.
1750[[/folder]]
1751
1752!!Debuted in ''II''
1753[[folder:Possessor/Thresholder]]
1754[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/possessor.png]]
1755[[caption-width-right:350:Possessor]]
1756[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thresholder.png]]
1757[[caption-width-right:350:Thresholder]]
1758->'''Appearances:''' ''II'' | ''358/2 Days'' | ''χ[chi]''
1759
1760The Possessor is a Heartless that first appears in Beast's Castle in ''[[VideoGame/KingdomHeartsII II]]''. It looks like a puff of black smoke with a face and purple spikes. As its name suggests, the Possessor is capable of taking control of inanimate objects. Smaller Possessors inhabit the statues in Beast's Castle to become Gargoyle Knights and Gargoyle Warriors, while a larger variant takes control of a door carving to become the Thresholder boss.
1761
1762The Possessor also appears in ''358/2 Days'' as a regular enemy, with normal and large variants. Here, it attacks by enveloping its target to deal DamageOverTime.
1763----
1764* AsteroidsMonster: In ''Days'', Possessors are regular enemies. Massive Possessors are large versions that split into regular Possessors upon dying.
1765* BossRoom: The undercroft.
1766* CastingAShadow: The Thresholder can unleash homing balls of darkness.
1767* DamageOverTime: The Possessor's only attack in ''Days'' is to engulf Roxas and do this with its spikes.
1768* DemonicPossession: Possessors can take control of inanimate objects, resulting in the Gargoyle Knight and Gargoyle Warrior enemies appearing.
1769* EssenceDrop: When the Thresholders health reaches zero, it drops HP orbs in addition to revealing the Possessor.
1770* ExactlyWhatItSaysOnTheTin: The Possessor, well, possesses things. The Thresholder is blocking the threshold between two rooms.
1771* ExtendableArms: In its Threshholder form, it extends its arms to swipe at the party members.
1772* FlunkyBoss: A Gargoyle Knight and a Gargoyle Warrior appear next to it at first. Once they're gone, swarms of Hook Bats start appearing.
1773* GateGuardian: The Thresholder is this due to being a Possessor that took over a carving on a door. This also gives it the advantage of being said door. Its ''Final Mix'' PaletteSwap even provides the page picture for the trope.
1774* GetBackHereBoss: Averted with the Possessor only due to the battlefield being relatively small.
1775* KingMook: The Thresholder is this to the Gargoyle Knight and Gargoyle Warrior enemies with the twist that it appears at the same time as the first example of each.
1776* LivingStatue: The Thresholder is a living door carving thanks to the possessor's influence.
1777* MiniBoss: The Thresholder serves as one in Beast's Castle.
1778* {{Mooks}}: ''Days'' and ''χ'' have the Possessors as regular enemies.
1779* PaletteSwap: The Thresholder is less colorful in the ''Final Mix'' version.
1780* SequentialBoss: Bringing the Thresholder's health to zero will allow you to force the Possessor to appear. The Possessor will fly around the room for a short time before possessing the door again. Rinse and repeat until the boss is defeated.
1781* SpikesOfDoom: The Possessor has them, which explains why they deal damage by enveloping you in ''Days''.
1782* StationaryBoss: The Thresholder stays in place due to being a door.
1783[[/folder]]
1784
1785[[folder:Shadow Stalker/Dark Thorn]]
1786[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shadow_stalker.png]]
1787[[caption-width-right:300:Shadow Stalker]]
1788[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/dark_thorn.png]]
1789[[caption-width-right:300:Dark Thorn]]
1790->'''Appearances:''' ''II''
1791
1792The Shadow Stalker and Dark Thorn are the bosses of the first visit to Beast's Castle in ''[[VideoGame/KingdomHeartsII II]]''. The Shadow Stalker is a spherical Pureblood Heartless wrapped in chains that is very similar in appearance to the Darkball, but it acts like a Possessor with the ability to inhabit inanimate objects. It mainly fights by taking control of the Ballroom to attack Sora and friends.
1793
1794After the Shadow Stalker is defeated, it turns into the Dark Thorn, a demonic-looking Heartless with thorns wrapped around its body that vaguely resembles the Beast. While the Dark Thorn loses its possession capabilities upon transformation, it is able to turn itself invisible.
1795----
1796* AmazingTechnicolorBattlefield: The [[EvilMakeover corrupted]] ballroom.
1797* BossRoom: The corrupted ballroom.
1798* CastingAShadow: The Dark Thorn's primary ranged attack is to fire off several homing balls of darkness. It can also cause puffballs of darkness with Heartless eyes to spawn from the floor, similar to one of the Hydra's attacks.
1799* ChainedByFashion: Both of them.
1800* DemonicPossession: The Shadow Stalker attacks by controlling the back windows, the chandelier, the floor and a random pillar InThatOrder.
1801* EvilMakeover: It does this to the ballroom as the battle starts.
1802* FallingChandelierOfDoom: The Shadow Stalker does this before shooting lasers out of two points on the chandelier's edge. The Dark Thorn actually pulls the chandelier down and rides it around the room, something that you can do as well with the proper reaction command.
1803* KingMook: The Shadow Stalker is this to the Possessor Heartless.
1804* OneWingedAngel: The Dark Thorn form is this to the Shadow Stalker.
1805* SequentialBoss: Its two forms are fought successively.
1806* ShoutOut: [[invoked]]WordOfGod says that the Dark Thorn's design was based on [[VideoGame/FinalFantasyX Ifrit]].
1807* SpinAttack: The Dark Thorn uses these.
1808* TorsoWithAView: The Dark Thorn has a heart-shaped hole it its chest.
1809* VisibleInvisibility: Type 2. The Dark Thorn appears as a shimmer while invisible.
1810[[/folder]]
1811
1812[[folder:Illuminator]]
1813[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/illuminator.png]]
1814->'''Appearances:''' ''II''
1815
1816A lizard-like Heartless that appears during the boss battle with Barbossa in ''[[VideoGame/KingdomHeartsII II]]''. It uses the lantern on its tail to darken the room, making Barbossa invincible until it is defeated. It also respawns occasionally during the battle.
1817----
1818* BossRoom: Shares the Isla de Muerta's treasure room with Barbossa during their boss fight.
1819* FlashStep: It will sometimes do this when you get close, appearing on another part of the wall.
1820* FogOfWar: Its only ability is to create this.
1821* GetBackHereBoss: It sometimes zips around the room when you get close, especially when Barbossa is at low health.
1822* IronicName: It is a being of darkness that causes everything to be hidden in shadow. The name on the other hand means something that lights up an area.
1823* OverlyLongTongue: Though it's not used for attacking.
1824* PaletteSwap: Gets one in ''Final Mix +''. The palette swap has a pattern that looks like TV static superimposed on the new coloration.
1825* WallCrawl: Though this doesn't actually serve any practical purpose, given that it has no directly offensive abilities to speak of.
1826[[/folder]]
1827
1828[[folder:Volcanic Lord and Blizzard Lord]]
1829[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/volcanic_lord.png]]
1830[[caption-width-right:350:Volcanic Lord]]
1831[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/blizzard_lord.png]]
1832[[caption-width-right:350:Blizzard Lord]]
1833->'''Appearances:''' ''II'', ''Dark Road''
1834
1835A pair of pudgy-looking Heartless that appear at the end of the first visit to Agrabah in ''VideoGame/KingdomHeartsII''. They use fire and ice attacks respectively.
1836----
1837* {{Acrofatic}}: The Volcanic Lord can bounce at Sora to attack.
1838* AgonyOfTheFeet: The Volcanic Lord can inflict this on Sora's allies.
1839* AnIcePerson: The Blizzard Lord.
1840* AsteroidsMonster: The Volcanic Lord and Blizzard Lord can split into Fiery Globes or Icy Cubes and then reform after taking a certain amount of damage. If one does this, the other starts attacking immediately.
1841* BreathWeapon: The Blizzard Lord can use this.
1842* DualBoss: Subverted. One attacks while the other floats around nearly out of range. You can attack the floating one, but you can't lock on and there is a chance of any hits being blocked. You can also fight them individually in one of the Paradox Cup tournaments.
1843* FatBastard: Both of them are fat, and given that they're Heartless, the "bastard" part is self-explanatory.
1844%%* GetBackHereBoss: Subverted.
1845* HarmlessFreezing: The Blizzard Lord can inflict this upon Sora's allies.
1846* MagicStaff: Both of them use this.
1847* MookMaker: They can split into several Fiery Globe or Icy Cube Heartless respectively.
1848* PaletteSwap: Subverted. While they are very similar in overall form, there are several differences besides just color: their heads, staves, and capes are all shaped differently and their pants have different patterns. They're also, like their component Heartless, notably among the few enemies whose palettes are unchanged in the Final Mix.
1849* PlayingWithFire: The Volcanic Lord.
1850[[/folder]]
1851
1852[[folder:Prison Keeper]]
1853[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/prison_keeper.png]]
1854->'''Appearances:''' ''II''
1855
1856A large, mechanical-looking Heartless summoned by Maleficent to aid Lock, Shock and Barrel during the first visit to Halloween Town in ''[[VideoGame/KingdomHeartsII II]]''. The Prison Keeper has several different attack patterns, which it changes by temporarily swallowing one (or all) of its charges.
1857----
1858* {{Cephalothorax}}: While its does have a cage hanging from the bottom of its head, its arms are attached to the head as well.
1859* EatMe: A Reaction Command allows you to hit it from the inside when it tries to power up again. It spits you out afterward.
1860* GetBackHereBoss: When it's not trying to bite its target, it's usually floating around high enough that you have to jump off of the highest point in the area to get at it.
1861* MechanicalMonster: A Heartless that resembles a robot.
1862* MegaManning: It gains new powers by eating Lock, Shock and Barrel. They're perfectly fine afterward.
1863* PaletteSwap: Gets one in ''Final Mix +''.
1864* SequentialBoss: It gets a phase each time it swallows one of the masked troublemakers. Once you go through all three phases, it goes to a fourth phase where it can use all of the attacks it used before.
1865* SpamAttack: After eating Shock, it can shoot energy projectiles from its claws.
1866* SpinAttack: One that hits you with the cage.
1867* TennisBoss: After eating Lock, it shoots giant fireballs that can be deflected back at it.
1868%%* WingdingEyes
1869[[/folder]]
1870
1871[[folder:Storm Rider]]
1872[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/storm_rider.png]]
1873->'''Appearances:''' ''II''
1874
1875A large flying Heartless based on Chinese dragons that attacks the Imperial City at the end of the second visit to the [[WesternAnimation/{{Mulan}} Land of Dragons]]. The Storm Rider's size and capacity to fly require climbing on to its back to attack its horns and deal damage.
1876----
1877* AttackItsWeakPoint: Destroying the nubs on its shoulders will stun it. Actually getting up on its back to do so is [[GetBackHereBoss another matter]]. Attacking its horns is the only way to defeat it.
1878* BarrierWarrior: Downplayed. It uses barriers to trap you near its WaveMotionGun attack.
1879* DragonRider: Sora uses Reaction Commands to get onto its back during the fight.
1880* GetBackHereBoss: Though the whirlwinds help with getting to the boss, they're not always effective.
1881* GiantFlyer: It's a very large dragon Heartless and the 3rd largest enemy Sora has faced (after Ansem's OneWingedAngel form and the Groundshaker).
1882* LightningFireJuxtaposition: The lightning to Mushu's fire. This contrast is emphasized even further with its being a gigantic divine beast compared to Mushu being a ShoulderSizedDragon.
1883* OurDragonsAreDifferent: Apparently, it was an actual dragon that was corrupted by the Heartless. Design-wise, it's a pretty bog-standard Eastern dragon, albeit with a flat and slightly human-like face as well as four insect-like legs with cymbals for feet.
1884* PaletteSwap: Gets one in ''Final Mix +''. Specifically the blue colors get replaced with vermilion hues.
1885* ShockAndAwe: Scattered Thunder casts, Electric barriers and and a Electric WaveMotionGun, [[LightningFireJuxtaposition a marked contrast]] to Mushu's Fire attacks.
1886* ThrowDownTheBomblet: It can drop a whole bunch of explosive spheres while flying across the battlefield air raid-style.
1887* VertebrateWithExtraLimbs: It has two arms/wings and four insect-like legs that end in cymbals. This isn't too far off from how Western dragons have six limbs (with their wings forming one pair), but the configuration of the Storm Rider's limbs is completely different.
1888* WaveMotionGun: A stationary version of this is its ultimate attack.
1889[[/folder]]
1890
1891[[folder:Grim Reaper]]
1892[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grim_reaper.png]]
1893[[caption-width-right:350:Normal State]]
1894[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cursed_grim_reaper.png]]
1895[[caption-width-right:350:Cursed State]]
1896->'''Appearances:''' ''II''
1897
1898A large Heartless summoned by Luxord during the second visit to Port Royal. While not much of a challenge when first fought, it becomes an invincible undead monstrosity when Luxord steals four of the cursed Aztec medallions. It's extremely weak to magic.
1899----
1900* BlowYouAway: It uses Wind to teleport and suck in treasure.
1901* DesperationAttack: After the final time it transforms into its undead state by absorbing ''all'' of the medallions, it will enlarge its three floating skull minions to unleash {{Ground Pound}}s all over the boss arena.
1902* FisherKingdom: While most of the (emblem) heartless gave this by default, The Grim Reaper takes it up to 11, since not only fits the world it's invaded like a ring to a finger, but it also uses the gimmicks of said world to it's advantages.
1903* {{Greed}}: Luxord describes this Heartless as "a veritable maelstrom of avarice."
1904* HarmlessFreezing: Most noticeable in its undead form, where despite being frozen by a Blizzard spell it won't take damage (constrast to to its default form where it will). It will, however, drop medallions.
1905* ImmortalityInducer: It steals the medallions from the chest in order to gain the curse and use it to its advantage. It can only be truly damaged when all 882 pieces are returned to the chest, and after taking a certain amount of damage it will drain the chest of more medallions to start the next phase of the fight (culminating in the final phase where it will absorb ''all'' of the pieces) and more often attempt to suck out the pieces from the chest.
1906* InNameOnly: It looks like a grim reaper with a scythe, but doesn't have any death-based abilities.
1907%%* {{Mayincatec}}
1908* ManOnFire: Runs around on fire when hit with a Fire spell. In its undead form, this causes it to drop medallions left and right.
1909* MiniBoss: When fought on the ship, it only has access to its default form.
1910* MythologyGag: His appearance as a GrimReaper give mind of being inspired by the Aztec God of Death [[https://en.wikipedia.org/wiki/Mictl%C4%81nt%C4%93cutli Mictlāntēcutli]].
1911* NoticeThis: Any medallions it drops have a very visible gleam effect.
1912* PaletteSwap: Gets one in ''Final Mix +'', as seen in the picture of its cursed form.
1913* PuzzleBoss: The Grim Reaper is actually a fairly straight-forward and easy boss in its default state. What makes it difficult is needing to force it ''back'' into said state from its undead form by forcing it to drop all the medallions and return them to the chest while keeping it from collecting the fallen medallions or sucking them straight out of the chest. Once it takes a certain amount of damage, it will suck up more medallions and go back to being undead, repeating the cycle.
1914* RecurringBoss: You fight it twice. It's more powerful the second time.
1915* StatusEffects: In its normal state it's affected by Sora's magic the same way the undead pirates are. Blizzard freezes it in place, Fire sends it running, on fire, and Thunder stuns it. This carries over to its undead state, but without damage and forcing it to drop medallions.
1916* TheUndead: The second time you fight it.
1917* WasOnceAMan: Implied, according to Luxord, the Grim Reapers seems to be drawn out the darkness from the Cursed Medallions, which theorically means is the manifestation of Cortez and the Conquistadors' darkness.
1918->''Luxord:" The darkness of men's hearts—drawn to these cursed medallions; and this Heartless—a veritable maelstrom of avarice: I wonder, are they worthy to serve Organization XIII?
1919* WeakToMagic: Not only does magic cause it to suffer from StatusEffects, it's also the only way to force it to drop the medallions outside of using the Reaction Commands, and it generally takes a decent amount of damage from magic attacks anyways.
1920* WingsDoNothing: Its undead form has filigree wings, but it floats anyway.
1921[[/folder]]
1922
1923[[folder:Groundshaker]]
1924[[quoteright:332:https://static.tvtropes.org/pmwiki/pub/images/groundshaker.png]]
1925->'''Appearances:''' ''II''
1926
1927A Heartless so large that trees grow on its back. It appears at the end of the second visit to the Pride Lands in ''VideoGame/KingdomHeartsII''. It looks like a WitchDoctor riding a giant version of the Living Bone Heartless with tusks and an extra pair of legs. It is Scar's Heartless, which should tell you something about how rotten the guy was.
1928----
1929* AttackItsWeakPoint: The mask on the witch doctor and the eyes on the main body.
1930* AttackOfTheFiftyFootWhatever: It's the second-largest Heartless in the series right after the OneWingedAngel form of Xehanort's Heartless.
1931* CameBackStrong: This is the second time that Scar comes back as a Heartless, this time having lost his original form.
1932* EarlyInstallmentWeirdness: It was the first of three Heartless bosses in the series to be reborn from a Disney villain, 12 years before Grim Guardianess and Sköll in ''III'' (aside from the many Heartless bosses in ''χ[chi]'' that bear an ''even closer'' resemblance to their original selves). However, Scar is also fought in his original lion form (possibly due to the two-"episode" structure of Disney worlds in ''II''), whereas Mother Gothel and Hans are not fought as humans and transform before they are fought, and their transformation into Heartless is the climax of a single "episode" taking place in each of their worlds.
1933* ExtraEyes: Both the "mount" and the "rider"'s mask have four eyes each, just like the Trick Ghost. They rotate their heads to indicate what attack patterns they'll use.
1934* HorseOfADifferentColor: The "mount" is based on a ''Triceratops''.
1935* {{Kaiju}}: Certainly big enough to qualify.
1936* KillerGorilla: The "rider" is a giant ape with permanently crossed legs. Its "face" is a two-sided tribal mask hiding its actual, standard Heartless face inside its neck.
1937* KingMook: To the Shaman and Living Bone Heartless.
1938* MaskPower: The mask serves as one of the Heartless's vulnerable areas.
1939* MonsterSuit: You'd be forgiven for thinking that both of its bodies are separate Heartless, like with the Living Bone and Shaman, but in reality the "mount" seems to be an empty husk for the "rider" to control by merging into it. When the "rider" is separate and visible and Sora can jump on the Heartless' head, the "mount" is completely immobile, not even having an idle animation.
1940* MorphicResonance: Despite the "rider" body mostly being simian in design, both halves of its mask vaguely resemble Scar's face. This trope is even more pronounced in ''Final Mix'' where the "rider" is colored brown and both faces on its mask are colored like Scar's.
1941* OneWingedAngel: Technically, this thing is Scar's Heartless. It's the first original Heartless design to have clearly transformed from a Disney villain, though unlike with the Grim Guardianess and Sköll in ''III'', both Scar's original self and his Heartless are fought.
1942* OptionalBoss: The Pride Lands are optional, so you don't have to fight Groundshaker.
1943* PaletteSwap: It gets one in ''Final Mix +'', which adds crimson accents to the "mount" and changes the "rider" to a brown coloration, making it more closely resemble its original self.
1944* PlanarShockwave: Sometimes its shockwaves just go right over you despite you standing being right next to its feet.
1945* PlayingWithFire: It can use a homing fire attack with a VERY long range.
1946* ThePowerOfHate: It is implied that it was Scar's hatred for Simba that caused him to become this.
1947* RapidFireFisticuffs: The "rider" section does this when it goes invisible.
1948* ShockwaveStomp: Causes this just by walking. A chain of reaction commands even involves you dodging them.
1949* ShockAndAwe: The WitchDoctor form with launch lightning bolts at you.
1950* WasOnceAMan: It was formed from the many ghosts of Scar left over from the darkness in his heart, and while he was never human to begin with he was a sapient lion who acted human like all animals in his world.
1951* WingdingEyes: The main body has them.
1952* WitchDoctor: The "rider" section of the Heartless.
1953* TheWormThatWalks: It's formed from the many ghosts of Scar, though this is {{subverted|trope}} in that all of Scar's ghosts are projections of a single being.
1954[[/folder]]
1955
1956[[folder:Mushroom XIII]]
1957[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mushroom_xiii.png]]
1958->'''Appearances:''' ''Kingdom Hearts II: Final Mix''
1959
1960A series of thirteen Heartless thematically based on Organization XIII. They are optional bosses, of a sort, that can be challenged to minigames to appease these and win prizes.
1961----
1962* AmbiguousGender: Averted with three of the Mushrooms. 1 and 5 are male, and 10 is female.
1963* FairyBattle: No. 13 is the only one you don't need to challenge.
1964* FriendlyEnemy: Like most mushroom Heartless, they're not malevolent. Though some of them knock Sora around in their challenges, none of them can actually kill him or even try to.
1965* HealingFactor: No. 5 regenerates HP ''very'' quickly. You have to overwhelm its healing to defeat it.
1966* InfinityPlusOneSword: Defeating all of them nets Sora the Winner's Proof, rivaling the Ultima Weapon for the best Keyblade in the game. They can also drop new ultimate weapons for Goofy and Donald, the Ultimate Mushroom and Premium Mushroom.
1967* MesACrowd: No. 4, 6, 10, and 12 summon copies of themselves.
1968* PuzzleBoss: All of them must be appeased in a certain manner to defeat them -- Sora must land enough hits in a time limit, Sora has to fight swarms of clones, the boss is immune to damage under normal means, etc.
1969* TennisBoss: No. 2 requires Sora to reflect its projectiles back at it.
1970* ThisLooksLikeAJobForAquaman: Many of them require Sora to rapidly attack in a short time limit, making Wisdom Form and/or Berserk Charge the only feasible way to win their fights.
1971* TimedMission: Many of them have to be beaten within a time limit.
1972[[/folder]]
1973
1974!!Debuted in ''coded''
1975[[folder:Sora's Heartless]]
1976[[quoteright:258:https://static.tvtropes.org/pmwiki/pub/images/Soras_Heartless_6788.png]]
1977[[caption-width-right:258:"RAGE... HATRED... GLITCHES TO FEED MY DARKNESS... AND SOON, HEARTS TO SATE MY HUNGER!"]]
1978
1979->"LONG HAVE THE FALLEN WANDERED. NOW THEY SHALL SERVE THE WILL OF DARKNESS."\
1980'''Appearances:''' ''I'' | ''coded''
1981
1982The source of the Bug Blox in ''coded'' and ''Re:coded'', he's a massive Heartless wishing to break out into the real world. Despite taking the form of a Darkside, he's much stronger and more intelligent than such a form would make you think. His true identity and true form are revealed at the end of the game.
1983-----
1984* ArcVillain: He’s one of the three main antagonists not to be an incarnation of Xehanort (the others being Marluxia from ''Chain of Memories'' and Saix of ''358/2 Days''). Data-Sora’s Heartless is the villain of the game for seven out of eight chapters in ''coded''.
1985* BishonenLine: Transforms into Anti-Sora, complete with Keyblade, after being defeated as a Darkside.
1986* BoldInflation: As one can tell by his all caps quotes.
1987* ChekhovsGunman: Sora briefly turns into a Heartless in the first game, and most people probably didn't think to differentiate it as a character from Sora at all given that it kept his consciousness. Turns out it didn't just disappear, though.
1988* ClimaxBoss: He's only the second-to-last boss in ''coded'', despite being the BigBad.
1989* CompositeCharacter: It's Sora's Heartless form being reformed to look like a Darkside, a reference to how the latter first appeared as Sora's shadow. It also possesses an attack that bears heavy resemblance to the LimitBreak of Sora's Nobody, Roxas.
1990* TheCorruption: It is the source of all Bug Blox after all.
1991* EvilCounterpart: To Sora. Data-Riku even comments that as Sora got stronger killing Heartless, their data was absorbed by his Heartless so it could grow stronger too.
1992* FlatCharacter: Those two lines of dialogue at the top of his profile and under his picture? They're about all he says the entire game, and you don't even confront him until the final battle. Justified, as he's really just a Shadow Heartless pumped full of power, and by nature Heartless are driven by instinct and lack higher intelligence.
1993* FromNobodyToNightmare: Started out as a puny Shadow but has since turned into a Darkside.
1994%%* GlowingEyesOfDoom
1995* LightEmUp: It fights almost exclusively with Light attacks.
1996* LightIsNotGood: Despite its heavy use of light attacks, it is still TheVirus and a member of TheHeartless.
1997%%* LivingShadow
1998* NiceJobBreakingItHero: No one ever thought about the fact that when the data Heartless are killed, they don't fade into hearts like real Heartless, and thus never thought about what happened to that destroyed data. Turns out this guy was absorbing it to grow stronger and stronger.
1999* PillarOfLight: One of its attacks heavily resembles Roxas's Magic Hour.
2000* PlayingWithFire: Along with AnIcePerson. In its first form, he casts Debug Blizzard with his left hand and Debug Fire with his right.
2001* StormOfBlades: Launches light Keyblades at you and calls on a barrage of them for its Desperation Attack.
2002* ThisWasHisTrueForm: He is only defeated when Mickey separates him from the power he got from corrupting the journal and reduces him back to the form of a lowly Shadow.
2003* TookALevelInBadass: Started out as a puny Shadow but has since turned into a Darkside.
2004* TookALevelInJerkass: When Sora turned into a Heartless, he retained his kind-hearted personality. The digital representation of his Heartless is a ravenous monster.
2005* TronLines: His Darkside form has glowing Blox-like patterns across its body.
2006* TheVirus: It's an actual computer virus.
2007[[/folder]]
2008
2009!!Debuted in ''Birth by Sleep''
2010[[folder:Dark Hide]]
2011[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_hide.png]]
2012->'''Appearances:''' ''Birth by Sleep Final Mix''
2013
2014A massive, bestial Pureblood Heartless fought in the Realm of Darkness in ''Birth By Sleep Final Mix''.
2015----
2016* AnimalisticAbomination: This thing can best be described as a Heartless ''apex predator''.
2017* TheCameo: In ''Kingdom Hearts III: Re:Mind'', it appears in flashback during Aqua's HeroicBSOD.
2018* CastingAShadow: It fires off orbs of darkness that try to suck you in for one of its attacks. He can also cover himself in darkness, making it more harder to see when he attacks during the first phase of his fight.
2019* ChainedByFashion: Similar to the Dark Thorn, it has shackles on its ankles. In this case, they're connected to anchor-like objects in the style of a ball-and-chain, though they don't slow the Dark Hide down at all.
2020* DoppelgangerAttack: Yes, the afterimages can hurt you.
2021* FoeTossingCharge: It can run across the battlefield as an attack. Its pre-battle cutscene also has it try to ambush Aqua this way.
2022* FogOfWar: Creates it during the first phase of the battle, where it keeps trying to ambush Aqua from the trees.
2023* JaggedMouth: Like several other Heartless.
2024* JawsFirstPersonPerspective: A terrestrial variant when it charges at Aqua.
2025* LargeAndInCharge: Rivals the Darkside as one of the largest Pureblood Heartless ever seen.
2026* LightningBruiser: Its size does nothing to slow it down.
2027* {{Leitmotif}}: "Hunter of the Dark", its boss theme. It was exclusive to it for a time before becoming a general Heartless boss theme in ''0.2'' and ''III''.
2028* NoNameGiven: The original ''Birth by Sleep Final Mix'' did not show its name, so fans either called it "Red Eyes" for having said feature, which was unique among Heartless at the time, or "Hunter of the Dark" after its boss theme. It was finally named in the ''2.5'' version.
2029* PlayingWithFire: It can send giant fireballs along the ground.
2030* RedEyesTakeWarning: They're the first thing you see due to it being invisible at first.
2031* SeeTheInvisible: Due to its glowing red eyes.
2032* StealthyColossus: It can hide itself perfectly in the dark, which it does in order to hunt Aqua. Once it thinks it has her cornered, though, it drops all pretense of subtlety and charges her before flitting in and out of the trees for repeated ambushes.
2033* TrueFinalBoss: It's the ultimate final boss of ''VideoGame/KingdomHeartsBirthBySleep Final Mix'', replacing Terra-Xehanort in this regard from the base game.
2034* TurnsRed: Once its health gets low enough, it starts creating afterimages to attack, indicated by it starting to glow various colors. It also becomes visible and stops charging out of the trees once you attack it enough.
2035[[/folder]]
2036
2037!!Debuted in ''χ[chi]''
2038[[folder:Trident Tail]]
2039[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trident_tail.png]]
2040->'''Appearances:''' ''χ[chi]''
2041
2042A series of whale-like Heartless that appeared as raid bosses in ''Kingdom Hearts χ''. Each variant is a different color.
2043----
2044* BewareMyStingerTail: As the name suggests, that have a trident in place of a tail fin and can use it to attack.
2045* FlyingSeafoodSpecial: It's a flying whale. It even has wings instead of fins.
2046* HotPaintJob: The Omega variant has a dark fire pattern.
2047* MechanicalMonster: There's a mechanical variant called a Submarine Carp that also acts as a raid boss.
2048* PaletteSwap: The base version is blue. Variants have red, green and light blue color schemes and a fire pattern.
2049* WeaponizedOffspring: Whether they're actually offspring or not is debatable, but it stores smaller versions of itself in its mouth and sends them out to attack.
2050[[/folder]]
2051
2052[[folder:Wretched Witch]]
2053[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/wretched_witch.png]]
2054->'''Appearances:''' ''χ[chi]''
2055A Heartless called on by the Queen in an attempt to stop the Player and the Seven Dwarves
2056----
2057* TemptingApple: In reference to the [[WesternAnimation/{{Snow White|AndTheSevenDwarfs}} Evil Queen]] using a poisoned apple on Snow White, it uses apples as weapons.
2058* ThrowDownTheBomblet: Attacks with exploding apples.
2059* WickedWitch: As the name suggests, based on this trope. Specifically, the one that appears in ''WesternAnimation/{{Snow White|AndTheSevenDwarfs}}''.
2060[[/folder]]
2061
2062[[folder:Enraged Elk]]
2063[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/enraged_elk.png]]
2064->'''Appearances:''' ''χ[chi]''
2065
2066A Heartless summoned by Gaston in Beast's Castle to attack the player, Belle and Maurice.
2067----
2068* ImprovisedWeapon: Wields a piece of a statue from the roof of Beast's castle.
2069* SkullForAHead: Has an elk's skull for the upper half of its head.
2070[[/folder]]
2071
2072[[folder:Mean Maiden]]
2073[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/mean_maiden.png]]
2074[[caption-width-right:300:Mean Maiden]]
2075->'''Appearances:''' ''[[VideoGame/KingdomHeartsX Unchained χ[chi] ]]''
2076
2077A Heartless summoned by the darkness in Lady Tremaine's heart in Castle of Dreams to attack Cinderella.
2078----
2079* CoolCrown: It wears a crown.
2080* LittleBitBeastly: It has a mostly humanoid appearance but also has a cat's ears and tail.
2081* RightHandCat: It is accompanied by two cat Heartless, the Sly Cat and the Wily Cat.
2082* StaffOfAuthority: It wields a staff.
2083[[/folder]]
2084
2085[[folder:Werewolf]]
2086[[quoteright:438:https://static.tvtropes.org/pmwiki/pub/images/werewolf_khux.png]]
2087->'''Appearances:''' ''[[VideoGame/KingdomHeartsX Unchained χ]]''
2088
2089A lupine Heartless that appears in various worlds. The countdown above its head decreases each time it's hit.
2090----
2091* CanisMajor: Its default form is a blue wolf the size of a person that attacks by biting.
2092* ChainedByFashion: It has shackles on its forelegs, similar to the Dark Hide.
2093* OurWerewolvesAreDifferent: When the countdown above its head hits 0, it changes into a more anthropomorphic form and mauls the player on its next turn. The counter resets afterward.
2094* WolverineClaws: It attacks with its claws in its transformed state.
2095[[/folder]]
2096
2097[[folder:Darkling]]
2098->'''Appearances:''' ''χ[chi]''
2099[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/darkling_khux_5.png]]
2100An unusually strong sort of Heartless that attack The Player and Skuld.
2101----
2102* DualBoss: They frequently come in pairs, but they come at you in a group of three in your first encounter with the health bar to prove it.
2103* FallenHero: They are Keyblade wielders that fell to darkness.
2104* ItCanThink: While most Heartless are mindless beings driven by instinct, Darklings possess -- or rather retain their -- human intelligence and can even speak, reiterating the Foretellers' instructions to gather as much Lux as possible.
2105-->'''Darkling:''' ive... Ux... Give me.. Give me Lux!
2106* WasOnceAMan: These Heartless are born from the darkness of previous Keyblade Wielders.
2107[[/folder]]
2108
2109[[folder:Weapon Master]]
2110[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/weapon_master_8.png]]
2111->'''Appearances:''' ''χ[chi]''
2112
2113A Heartless boss in a special event.
2114----
2115* {{Homage}}: The Weapon Master's appearance is heavily inspired by Gilgamesh from the ''Franchise/FinalFantasy'' series. Its golden sword even does very little damage in reference to Excalipoor. Even better, Battle on the Big Bridge plays during its boss fight.
2116* NerfArm: One of its weapons is a golden sword that does pathetic damage to the player before revealing itself to be a Heartless in its own right and repeatedly bopping the Weapon Master on the head.
2117* WalkingArmory: Since it's based on Gilgamesh, this is to be expected.
2118[[/folder]]
2119
2120[[folder:Mysterious Sir]]
2121[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mysterious_sir.png]]
2122->'''Appearances:''' ''χ[chi]''
2123
2124A Heartless boss in a special event.
2125----
2126* FireIceLightning: One of its attacks is to have its Warring Triad Heartless attack with magic. The Demon uses fire, the Goddess uses lightning, and the Fiend uses ice.
2127* GoodWingsEvilWings: It has twin silver and gold wings on its back.
2128* {{Homage}}: The Mysterious Sir's appearance is heavily inspired by Kefka Palazzo's final form from ''VideoGame/FinalFantasyVI''. It is also accompanied by three Gummi Copter-like Heartless inspired by the Warring Triad: Demon, Fiend, and Goddess, has an attack based on the Light of Judgment, and even has "Dancing Mad" as its boss battle theme, suggesting that it might outright ''be'' the ''Kingdom Hearts'' incarnation of Kefka.
2129* LightEmUp: One of its attacks calls down a beam of light from above, similar to Kefka's Light of Judgment.
2130* OurAngelsAreDifferent: It is based on Kefka's angelic god form, after all.
2131[[/folder]]
2132
2133[[folder:Martial Monkey]]
2134[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/martial_monkey.png]]
2135->'''Appearances:''' ''χ[chi]''
2136
2137A Heartless boss in Agrabah.
2138----
2139* CaptainErsatz: It seems to be modeled after the Franchise/{{Pokemon}} Infernape design-wise, particularly considering that both monsters are based on Sun Wukong (a public domain character) and have near-identical color schemes and FlamingHair.
2140* FlamingHair: Most likely a reference to how Sun Wukong was almost distilled by Samadhi fires, which earns him [[MagicalEye Gold Pupil Fire Eyes]].
2141* MonkeyKingLite: A Heartless based on Sun Wukong.
2142* MythologyGag: Its appearance in Agrabah may seem random given that Sun Wukong is from Chinese literature. But then you remember Aladdin in the original fairy tale is a Chinese guy travelling to Middle East.
2143* ShoutOut: Its design is clearly inspired by Sun Wukong from ''Literature/JourneyToTheWest''.
2144[[/folder]]
2145
2146[[folder:Shiva]]
2147[[quoteright:336:https://static.tvtropes.org/pmwiki/pub/images/shiva_khux.png]]
2148->'''Appearances:''' ''χ[chi]''
2149
2150A Heartless boss in a special event.
2151----
2152* AnIcePerson: It attacks with blasts of ice and summoned snowmen.
2153* AnthropomorphicFood: Its body is made of ice cream cones.
2154* HandBlast: One of its attacks is to fire bursts of ice from its "hands" until the player is covered in it.
2155* {{Homage}} To the various versions of Shiva from the ''Franchise/FinalFantasy'' series, though it's very different from its various inspirations as compared to any of the other ''Final Fantasy''-themed Heartless.
2156* {{Snowlems}}: One of its attacks is to conjure three penguin-like snowmen. One of them is a Heartless in its own right.
2157[[/folder]]
2158
2159[[folder:Ifrit]]
2160[[quoteright:529:https://static.tvtropes.org/pmwiki/pub/images/ifrit_khux.png]]
2161->'''Appearances:''' ''χ[chi]'', ''Dark Road''
2162
2163A Heartless boss in a special event.
2164----
2165* CrissCrossAttack: After using its minions to light itself on fire, it repeatedly rushes the player from different directions before slamming down from above.
2166* {{Homage}} To the more bestial versions of Ifrit, particularly the one from ''VideoGame/FinalFantasyX''.
2167* IncendiaryExponent: With the help of the coal-like heartless around it, it can use its pyre to set itself ablaze before rushing the player.
2168* PlayingWithFire: It and its minions wield fire attacks against the player.
2169* ZergRush: Its other attack is to just direct the coal-like Heartless to rush the player themselves.
2170[[/folder]]
2171
2172!!Debuted in ''A Fragmentary Passage''
2173[[folder:Demon Tower / Demon Tide]]
2174[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/demon_tide.png]]
2175->'''Appearances:''' ''0.2 Birth by Sleep -A Fragmentary Passage-'' | ''III''
2176
2177A huge swarm of Shadows surrounding a single dark orb. It attacks at several points throughout ''A Fragmentary Passage'' in the form of a "Demon Tower" before going all-out as the final boss of the story.
2178----
2179* DarkerAndEdgier: Notably the first time the Heartless have ever actually been referred to as "demons".
2180* FastballSpecial: One of the Tide's favorite attacks is flinging individual Shadows as projectiles. Better dodge this, because if you get hit by just one you'll probably get hit by about a dozen more in quick succession.
2181* FinalBoss: The Demon Tide is the final challenge of ''A Fragmentary Passage''.
2182* {{Leitmotif}}: "Wave of Darkness", its two-part final boss theme.
2183* NotSoHarmlessVillain: Individual Shadows are among the weakest enemies in the series. A swarm of them is a force to be reckoned with.
2184* ItCanThink: After Sora defeats it in the Keyblade Graveyard, the Demon Tide does something unprecedented -- it stops attacking, seemingly realizing it can't defeat him, and lashes out a swath of swarming tendrils of Shadows, consuming all the remaining Emblem Heartless, Nobodies, and Unversed to increase its mass into what can only be called a dark hurricane. [[BigDamnHeroes Only a last-minute assist from Ephemer and the wills of the fallen Keyblade wielders]] give Sora the means to stop it in this state.
2185* RecurringBoss: The Demon Tower/Tide is fought four times in ''0.2'', and four times in ''III'', not counting cutscenes.
2186-->'''Sora:''' ''(After at least five more Demon Towers appear in a cutscene) This'' again?
2187* RedEyesTakeWarning: The eyes of the swarming Shadows will glow red-orange when they're about to attack.
2188* RedSkyTakeWarning: During the final battle of ''0.2'', it turns the sky blood-red after taking enough damage.
2189* SurrealHumor: One rips off Mickey's shirt. The other gives Riku a haircut. While the latter instance is a touch more life-threatening, both characters wind up walking away from the encounter mostly untouched.
2190* TheSwarm: Individual Shadows can be killed, but the Tide continues to generate new Shadows as you kill them. The numbers are never-ending.
2191* TornadoMove: Once its health starts getting low, the Tide reshapes itself into a whirling funnel around its core, widening or narrowing as necessary to attack.
2192* TurnsRed: At around half health, the Tide reorganizes itself as a tornado and becomes considerably more difficult, attacking much more frequently and with attacks that are extremely hard to avoid.
2193* TheWormThatWalks: The Demon Tower form is closer to this due to being more compact and moving and attacking much more cohesively. This aspect becomes much more evident when the swarm acts cleverly in the face of imminent defeat, forming limbs to ensnare the other hostile races.
2194* ZergRush: Think Shadows are harmless? You'll be changing your tune when fighting hundreds of them at once.
2195[[/folder]]
2196
2197!!Debuted in ''III''
2198[[folder:Supreme Smasher]]
2199[[quoteright:581:https://static.tvtropes.org/pmwiki/pub/images/supreme_smasher_khiii.png]]
2200->'''Appearances:''' ''III''
2201Three enormous centaur-like dragon toys found inside Galaxy Toys. They are possessed by Marionette Heartless and forced to fight Sora.
2202----
2203* AttackOfThe50FootWhatever: Relatively speaking. Compared to a person they're only a couple of feet tall, similar to Angelic Amber, but they tower over the heroes, plus they have a lot more mass and bulk than Amber.
2204* BreathWeapon: They fire laser beams from their mouths, sweeping the beam from directly in front of themselves out in a straight line.
2205* EnergyWeapon: From their mouths, which they sweep very quickly and can catch you off guard if you're not careful.
2206* FoeTossingCharge: One of their more dangerous attacks, they assume a shoulder-down pose and slide very quickly toward Sora, dealing damage on impact and following up with a spinning slash attack. Any of Sora's friends who happen to be in the way are knocked aside.
2207* GlowingEyesOfDoom: Their eyes are a solid shining yellow, like nearly all other Heartless.
2208* MarionetteMotion: They "walk" with a bouncing motion and their upper bodies and arms move with stiff jerky motions, as if a child was playing with them and moving their joints.
2209* OurDragonsAreDifferent: They're dragon toys built like centaurs, with a humanoid upper body and a four-legged lower body.
2210* PlayingWithFire: Surprisingly averted, while they do emit some heat ripples they don't have any fire-based attacks.
2211* ShockAndAwe: The structures on their backs emit several electric bolts that converge then fire a single bolt that tracks Sora for a few seconds.
2212* SpectacularSpinning: They can twirl their upper bodies around in a circle dealing a strong clawing attack.
2213* WolfpackBoss: Individually they don't have that much health and are relatively easy to avoid, but you have to face three of them in an enclosed arena.
2214[[/folder]]
2215
2216[[folder:Angelic Amber]]
2217[[quoteright:603:https://static.tvtropes.org/pmwiki/pub/images/angelic_amber_khiii.png]]
2218->'''Appearances:''' ''III''
2219A doll found inside Galaxy Toys, and another victim of Heartless possession.
2220----
2221* AnimalEaredHeadband: She wears a headband with white rabbit ears on them. The left ear has an Emblem Heartless symbol on it.
2222* AttackOfThe50FootWhatever: Relatively speaking. She's only a couple feet tall, but she towers over the likes of Buzz, Woody, and the toy form of Sora. In fact, Sora barely reaches her knee.
2223* CreepyDoll: She's a doll controlled by darkness.
2224* ElegantGothicLolita: She's dressed in this style, with a frilly black dress and ribbons in her hair.
2225* GlowingEyesOfDoom: Her irises glow with a bright amber-orange color. After she's freed from possession they return to their normal emerald-green.
2226* GrievousHarmWithABody: Two of her attacks involve using herself as a weapon, slamming herself down onto Sora and headbutting him.
2227* MarionetteMotion: She moves as if she were pulled by invisible strings.
2228* PrincessCurls: The only parts of her hair that aren't like this are the two foremost bangs in front of her ears.
2229* PurpleIsPowerful: The shockwave she makes and the rings she generates are purple/violet in color.
2230* ShockwaveStomp: One of her attacks has her fly to the ceiling and crash straight down onto Sora or his allies, creating a large energy shockwave.
2231* SpectacularSpinning: Two of her attacks do this. One is a drilling headbutt while trying to ram into Sora, the other is a stationary ballerina-like twirl that creates several energy rings around herself.
2232* TragicMonster: More so than other toy enemies. She's possessed and used by Heartless against Sora, and defeating her makes Buzz's heart waver greatly in addition to seemingly rendering her lifeless. The journal makes a point to say that her face seems melancholic.
2233* TheVoiceless: Never speaks or emotes even after being exorcised, despite being in a world where LivingToys are the primary lifeform.
2234[[/folder]]
2235
2236[[folder:King of Toys]]
2237[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/king_of_toys_khiii_0.png]]
2238->'''Appearances:''' III
2239
2240A huge, mechanical Emblem Heartless in the shape of a flying saucer. It was summoned by Young Xehanort to cover his escape in Toy Box. Unlike several of the other enemies fought in Toy Box, it is a true Heartless that merely resembles a toy.
2241----
2242* BlowYouAway: Its ultimate attack is to create a funnel cloud around itself.
2243* BossArenaIdiocy: When charging up its TornadoMove, a single block appears high above its head. Sora can airstep up to it and perform a diving attack on the Heartless, cancelling the attack and grounding it so all five of the heroes can beat up on it.
2244* DeflectorShields: Has a force field protecting it from attacks from below.
2245* EverythingIsSmashableArea: Its movements knock over the buildings in the block city on its battlefield. Some of the taller buildings will even topple just from your trying to run up them. The whole thing is reset to an intact state after it uses its TornadoMove.
2246* FlyingSaucer: Its design is based on one.
2247* MacrossMissileMassacre: Whether it's moving or stationary, its favorite move is to spam missiles.
2248* MechanicalMonster: This Heartless is a giant flying saucer with the ability to fire missiles and generate electric barriers around itself.
2249* PurpleIsPowerful: Its main color is purple, and it is a very powerful Heartless.
2250* ShockAndAwe: It can generate an electric barrier around its body and creates an electrified ring around itself as it charges its TornadoMove.
2251* TornadoMove: It can whip up a massive whirlwind around itself that pulls up all of the inanimate toys on the battlefield with it before charging around. The block city resets to an intact state afterward.
2252* ToyTime: Taken even further than the rest of Toy Box as while most of the world merely contains toys that are often large enough to run around in, this boss's battlefield is a PocketDimension completely made from toys.
2253[[/folder]]
2254
2255[[folder:Grim Guardianess]]
2256[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grim_guardianess_khiii.png]]
2257->'''Appearances:''' III
2258
2259The huge Emblem Heartless of Mother Gothel that looks like a cross between a tree and a gorgon, and is encountered by Sora and company in the Kingdom of Corona.
2260----
2261* BotanicalAbomination: The average Heartless often falls under some category of EldritchAbomination. This creature in particular is a [[WhenTreesAttack giant, mobile tree-creature]] that ''regurgitates live blackbirds''.
2262* CreepyCrows: It can barf up a murder of [[CastingAShadow shadowy crows]] for one of its attacks.
2263* DesperationAttack: After suffering some damage, The Grim Guardianess will teleport to the Tower and from there she'll cast various attacks from trapping you in roots and branches, or dropping down explosive apples at you.
2264* GetBackHereBoss: Despite its size, it is constantly moving, either levitating or slithering about by its tale. It will even sometimes teleport into the top of the tower, forcing the player to weave their way through the root-walls it summons and avoid its long-ranged attacks to get to it.
2265* GreenThumb: It can conjure flowers that will restrain Sora with vines, and make wooden fences erupt from the ground to block him off.
2266* MorphicResonance: The branches and leaves on its head resemble Mother Gothel's bushy hair, complete with a few small wooden "locks" hanging down its face.
2267* MultiArmedAndDangerous: It has four arms.
2268* PepperSneeze: One of its attacks is that it sheds pollen that causes uncontrollable sneezing (manifested as the "Sneeze" command replacing the "Attack" one, [[DamnYouMuscleMemory causing a stun effect for a moment if pressed]]).
2269* PersonalityPowers: Many of the Guardianess's moves involve restraining Sora and his friends (like sneezing pollen to slow them down, flowers that grab them and root-walls jutting from the ground), reminiscent of Mother Gothel's life goal of keeping Rapunzel imprisoned. This is something that Jiminy Cricket takes note of in his journal entry for it.
2270* {{Treants}}: A serpentine tree-like Heartless.
2271* WasOnceAMan: It's Mother Gothel's Heartless.
2272[[/folder]]
2273
2274[[folder:Sköll]]
2275[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skll.png]]
2276->'''Appearances:''' ''III''
2277
2278The massive ghost-like wolf Emblem Heartless of Hans fought in a place reminiscent of the mountains around Arendelle.
2279----
2280* AttackOfThe50FootWhatever: This thing is bigger than Marshmallow, who is already a giant snowman.
2281* BeastOfTheApocalypse: His design evokes Fenrir from Myth/NorseMythology, a giant wolf who breaks free from his bindings and swallows the sun (similar to the Heartless's ability to coat the sky in darkness), kickstarting the end of the world. Even the name "Sköll" is often interpreted as just being an alternate name for Fenrir.
2282* CanisMajor: This wolf's head is bigger than Sora's whole body.
2283* CastingAShadow: It periodically turns itself into a massive orb of darkness and lowers itself toward the battlefield in order to crush Sora and friends. It can also spit dark fireballs that inflict [[StatusEffects blindness]]. Upon its defeat, it tries to do this again only to explode instead.
2284* ColonyDrop: During his DesperationAttack, Skoll will go towards the "sun" at the arena, and then envelop it and himself in darkness, turning into a giant ball of darkness that slowly descends upon the arena, raining down Wolf Heads as well. You need the help of Marshmallow to push it away before it crashes down and deals massive damage to the party.
2285* DesperationAttack: After suffering some damage, Skoll will go towards the sun and then turn into a giant dark ball that drops down to the arena, as well as dropping down Wolf Heads to hinder your progress.
2286* DetachmentCombat: Its paws are FloatingLimbs, giving its swipe attacks incredible reach.
2287* FoeTossingCharge: It likes to tear around the battlefield, sending anything it hits flying.
2288* AnIcePerson: Its head, paws, and shoulders are coated with ice.
2289* MeaningfulName: On top of being named after a monstrous wolf of Myth/NorseMythology, the word "Sköll" means "Treachery" and "Mockery" in Old Norse, words that describe Hans perfectly.
2290* MookMaker: Summons a pack of smaller ice wolf heads with shadow tails that fly around and bite at Sora and his allies every so often, with a huge onslaught of them dropping from the Ragnarok Orb Sköll creates before it starts to come down.
2291* NamesToRunAwayFromReallyFast: No AlliterativeName like Stealth Sneak or cutesy name like Trickmaster or even a real person's name like Kurt Zisa. Nope, this thing is directly named after the wolf demon who seeks to devour Söl and chases her across the sky every day.
2292* ReligiousAndMythologicalThemeNaming: Takes its name from [[https://en.wikipedia.org/wiki/Sköll a monstrous, sun-chasing wolf]] in Norse mythology.
2293* SuperScream: Its howls can stun Sora and inflict {{Knockback}}, though they don't inflict any damage.
2294* WasOnceAMan: It's Hans' Heartless.
2295[[/folder]]
2296
2297[[folder:Raging Vulture]]
2298->'''Appearances:''' III
2299[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/raging_vulture_khiii.png]]
2300An enormous pterodactyl Emblem Heartless faced by Sora in the Caribbean after the party and the crew of the Black Pearl escape from Davy Jones' Locker.
2301----
2302* BreathWeapon: A stream of fireballs from its mouth to attack the Black Pearl with, and a flamethrower-type breath against Sora.
2303* CallBack: To the Ruler of the Sky from ''Days''. It also has the swirl eyes of Groundshaker and back-spikes to grab onto similar to the Storm Rider from ''II''.
2304* {{Expy}}: Between its body shape and its fire attacks, it seems rather similar to Rodan.
2305* GetBackHereBoss: Sora has to chase it down, in mid-air, in order to clobber it.
2306* GiantFlyer: It's a VERY big beast with a long skeletal neck, a parrot-like head, and bat-like wings equipped with cannons.
2307* PlayingWithFire: Has fire breath and {{fireballs}}.
2308[[/folder]]
2309
2310[[folder:Lightning Angler]]
2311[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lightning_angler_khiii.png]]
2312->'''Appearances:''' III
2313
2314A gigantic anglerfish-like Emblem Heartless that Sora and company encounter underwater while in the Caribbean.
2315----
2316* ChestMonster: An anglerfish that uses a chest for a lure; it succeeds in luring in Sora, Donald and Goofy through it, which is how its boss battle starts.
2317* MixAndMatchCritter: It has anglerfish-like lures mounted on catfish-like whiskers.
2318* ShockAndAwe: As its name suggests, it uses lightning-based attacks when it's not just charging at you.
2319* SecretTestOfCharacter: Implied to at least partially be influenced by Calypso to test Sora's mettle underwater, judging on how it coincidentally opens a way forward after its defeat.
2320* SchmuckBait: Pretends to be a treasure chest, which just happens to have two conspicuous glowing fronds next to it. This is enough to lure in Sora.
2321[[/folder]]
2322
2323[[folder:Catastrochorus]]
2324[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/catastrochorus_khiii.png]]
2325->'''Appearajnces:''' III
2326A huge Emblem Heartless that is actually comprised of three Heartless in one tyrannosaurus-like package, making a ruckus in downtown San Fransokyo.
2327----
2328
2329* BreathWeapon: Fire breath.
2330* DinosaursAreDragons: It has the appearance of a cartoony ''T. rex'' and can breathe fire.
2331* FoeTossingCharge: It has one such attack which can deal a chunk of damage if not dodged.
2332* MagmaMan: It's back houses a cauldron-like volcanic Heartless.
2333* MultipleHeadCase: Three Heartless that share a body, though it's unknown how much of the volcano and tail Heartless are fused to the main ''Tyrannosaurus'' body[[note]]the volcano's upper jaw is detached while the electric Heartless seems to be "sitting" inside the tail[[/note]] and whether they would instead count as TheDividual.
2334* PlayingWithFire: The ''Tyrannosaurus'' head can breathe fire, and the volcano on its back can attack by spewing fiery ejecta.
2335* ShockAndAwe: It can shoot lightning from it's tail, which houses a cloud-like Heartless.
2336* TRexpy: It resembles a horned tyrannosaur with a volcano on its back and a tail shaped like an electrical plug.
2337* TwoBeingsOneBody: You'd be forgiven for thinking this is one Heartless, but this is actually three Heartless in one body. The main fire-breathing dinosaur Heartless, the volcanic Heartless in the back, and the storm cloud Heartless in the tail.
2338[[/folder]]
2339
2340[[folder:Darkubes]]
2341[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/darkubes_khiii.png]]
2342->'''Appearances:''' III
2343
2344A giant Heartless in San Fransokyo that's made up of black cubes.
2345----
2346* LineOfSightName: The other members of Big Hero 6 aren't taken with the name, but none of them can think of a better alternative.
2347* MythologyGag: Twice over. As a group they resemble the microbots from ''WesternAnimation/BigHero6'', and the characters even mistake them for the microbots at first. Individually, the blocks all have the same pattern on their sides as the Blox from ''VideoGame/KingdomHeartsCoded''.
2348* YouHaveOutlivedYourUsefulness: Once it fights Sora, Dark Riku revives it and culls the Heartless immediately so Dark Baymax can make his debut.
2349[[/folder]]
2350
2351[[folder:Dark Baymax]]
2352[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_baymax.png]]
2353->'''Appearances:''' ''III''
2354
2355Serving as the boss of San Fransokyo, this is a lost machine retrieved from an alternate dimension by Dark Riku, overloaded with data from the Darkubes.
2356----
2357* CameBackWrong: EmptyShell variety. He's the original Baymax in body only [[ChekhovsGun (and possibly Hiro's combat chip)]]. His original programming (and one would assume his heart) is safely installed in good!Baymax.
2358* EvilKnockoff: Of Baymax. Or rather, "evil original", since this is Baymax's original body turned into a Heartless.
2359* RedRightHand: The armor of its right hand has been replaced by Darkubes.
2360* WalkingSpoiler: For ''WesternAnimation/BigHero6''. Suffice it to say this character was ''present'' in the movie, but anything more would be spoiling.
2361[[/folder]]
2362
2363[[folder:The Lich]]
2364[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lich_21.png]]
2365->'''Appearances:''' III
2366
2367Sora encounters this Pureblood Heartless after being swallowed up by the Demon Tide and he constantly chases after it through various worlds while it attempts to steal the hearts of his friends. According to Young Xehanort, it's a special Heartless.
2368----
2369* ArcVillain: Of the Final World, being Sora's main obstacle in bringing his friends back from the dead.
2370* BlowYouAway: It can summon a whirlwind in front of itself to knock Sora into the air.
2371* DoppelgangerAttack: It creates exploding afterimages of itself as it moves. Making matters worse, if you're locked onto it, the lock is transferred to the afterimage.
2372* DownTheRabbitHole: According to Young Xehanort, this is its purpose.
2373-->'''Young Xehanort:''' The Lich you've been fighting--it's not like other Heartless. It exists to usher hearts down to the depths of darkness. If you chase it, you condemn your heart to that same abyss.
2374* ElementalPowers: As the battle progresses and it attempts to steal more characters' hearts, it gains access to more of them.
2375* FlunkyBoss: It summons different types of Heartless to back it up in different worlds.
2376* TheGrimReaper: Essentially acts as this, especially given its place as a special Heartless.
2377* AnIcePerson: It can use ice projectiles while in Arendelle.
2378* MagicMissileStorm: Its fire and lightning spells each fire six projectiles and it can use them back-to-back.
2379* MakingASplash: Uses water spells while in the Caribbean.
2380* OurLichesAreDifferent
2381* PlayingWithFire: A fireball barrage is one of its default moves. It has a few variations of this attack.
2382* SequentialBoss: Sora has to track it down and beat it seven times, one for each of his friends and allies and each in a different world with different sets of attacks. Its final phase has it using all of its attacks.
2383* ShockAndAwe: It can fire homing electric spells while in Toy Box.
2384* SmallRoleBigImpact: As Young Xehanort notes, its something of a {{Psychopomp}} that brings hearts from all worlds further down into the darkness. This ability to worldhop forces Sora to frequently use the Power of Waking and time travel to a point before everyone is lost, which are implied to contribute to him disappearing in the epilogue after rescuing Kairi.
2385* TorsoWithAView: Has a heart-shaped hole in its chest, much like several other Pureblood Heartless.
2386* YourSoulIsMine: It attempts this on each of Sora's friends at the beginning of each section of its boss fight.
2387[[/folder]]
2388
2389[[folder:Dark Inferno]]
2390[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_inferno.png]]
2391->'''Appearances:''' ''III''
2392
2393This Pureblood Heartless is the {{Superboss}} of ''VideoGame/KingdomHeartsIII'' and the first boss of the ''Re:Mind'' DLC.
2394----
2395* BattleAura: It gains a fiery purple aura after losing a third of its health. After losing two-thirds, the aura TurnsRed and the Dark Inferno becomes much more aggressive, in addition to becoming immune to Fire.
2396* DualWielding: Carries two large swords and definitely knows how to use them to inflict some vicious combos.
2397* KingMook: {{Downplayed|Trope}} in that the weaker versions don't appear in ''III'', but it's basically a dual-wielding, {{Superboss}} version of the Invisibles.
2398* LightningBruiser: Don't let its bulky appearance fool you, it moves fast and hits pretty hard as well. Even if it is a step down in danger level from previous {{Superboss}}es it's still a very credible threat and shouldn't be taken lightly.
2399* PaletteSwap: Dark Inferno χ has all of the orange features of Dark Inferno turn yellow.
2400* MagicMissileStorm: It can launch a swarm of dark fireballs which [[HomingProjectile home in]] on Sora.
2401* TookALevelInBadass: Inverted with Dark Inferno χ. Since the Re:Mind Episode of the DLC is balanced as a part of the main story, this version of the Dark Inferno was given two major nerfs: having only half of the main game version's health and not gaining a BattleAura as the fight progresses.
2402* WakeUpCallBoss: Dark Inferno might be the {{Superboss}} of ''Kingdom Hearts III'', but Dark Inferno χ is the first boss of the ''Re:Mind'' DLC.
2403* WingedHumanoid: {{Downplayed}}, but it has a pair of small bat-like wings on its back.
2404[[/folder]]
2405
2406[[folder:The Flantastic Seven]]
2407->'''Appearences:''' ''III''
2408
2409[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cherry_flan_khiii.png]]
2410 [[caption-width-right:200:Cherry Flan]]
2411[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/strawberry_flan_khiii.png]]
2412 [[caption-width-right:200:Strawberry Flan]]
2413[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/orange_flan_khiii.png]]
2414 [[caption-width-right:200:Blood Orange Flan]]
2415[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/banana_flan_khiii.png]]
2416 [[caption-width-right:200:Banana Flan]]
2417[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/grape_flan_khiii.png]]
2418 [[caption-width-right:200:Grape Flan]]
2419[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/honeydew_flan_khiii.png]]
2420 [[caption-width-right:200:Honeydew Flan]]
2421[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/watermelon_flan_khiii.png]]
2422 [[caption-width-right:200:Watermelon Flan]]
2423
2424Seven large Heartless in the shape of fruit flans that play minigames with Sora and reward him with extremely rare cooking ingredients (and perhaps a few other things) when he gets a high enough score. They are Cherry Flan, Strawberry Flan, Blood Orange Flan, Banana Flan, Grape Flan, Honeydew Flan, and Watermelon Flan. Each one is hidden on a different world and must be found before it'll give up any goodies, so get out there and get to searching!
2425----
2426* AnthropomorphicFood: Large Heartless that look like flan, each with a crown showing what type of fruit it rewards for beating its minigame.
2427* CoolCrown: Each one wears a crown with a different type of fruit on it. This is used to show what type of ingredient they offer for beating their minigame.
2428* {{Expy}}: They're named after and look like the Flan species of monsters from the ''Final Fantasy'' series.
2429* FriendlyEnemy: Despite being Heartless none of them are actively malicious towards Sora and will not interact with him unless he seeks them out first. Some of them are hostile during their minigames, but their attacks are harmless and they'll even give Sora prizes for doing well enough to earn a high score.
2430** Despite this, six of the seven are labeled in the journal as malicious (or at least annoying) monsters that need to be taken out. For example, the Honeydew Flan is called evil by extension of its crown being called also evil, and the journal recommends Sora take out the Watermelon Flan before it can form a nefarious plan.
2431* GentleGiant: They're all pretty huge with some of them being larger than most Heartless in fact, and are much more harmless and playful than other Heartless as well.
2432* GiantFood: Giant fruit flan Heartless.
2433* MesACrowd: Each has the ability to summon different versions of itself for the various minigames they play.
2434* NonMaliciousMonster: They're giant Heartless, but mostly keep to themselves until Sora interacts with them. A few will attack during their minigames, though this isn't actually harmful to Sora and will at worst end the current minigame if the attack succeeds. They also give out rare ingredients as prizes.
2435* SuspiciouslySimilarSubstitute: To the Mushroom Heartless from the earlier games, which similarly are Heartless that aren't so much "enemies" as they are givers of mini-games that can yield great rewards.
2436[[/folder]]
2437
2438!!Debuted in ''Dark Road''
2439[[folder:Hringhorn]]
2440->'''Appearences:''' ''Dark Road''
2441
2442[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/hringhorn_heartless_3.png]]
2443An extremely dangerous Heartless that clashed with many Keyblade wielders in an assault on Scala Ad Caelum, but only Xehanort and Eraqus stood a real chance against it.
2444----
2445* {{BFS}}: Its hands are massive swords, longer than Young Xehanort is tall.
2446* {{Familiar}}: [[spoiler:It's the manifestation of Baldr's darkness, and is at his beck and call]].
2447* FinalBoss: Of ''Dark Road''.
2448* HeroKiller: [[spoiler:Hringhorn killed Vidar, Vala and Vali to bring forth the eighth, ninth and tenth darknesses for Baldr's plan to summon Kingdom Hearts]].
2449* MeaningfulName: It gets its name from "Hringhorni", a ship from Myth/NorseMythology. "Hringhorni" is Old Norse for "ship with a circle on the stem", as represented by the ring on Hringhorn's helm. [[spoiler:More importantly, it's the name of Baldr's ship, and it's described to be the greatest of all ships. A fitting name for Baldr's {{familiar}}, and one of the most deadly Heartless there is]].
2450* TorsoWithAView: When it's holding both of its swords together, they form a hole in the shape of its Heartless emblem.
2451* WaveMotionTuningFork: It can fire lasers from the middle of the ring on its helm.
2452[[/folder]]

Top