Characters / Kingdom Hearts: Enemy Creatures

Due to the lengthy periods of time passing between releases and many plot twists now being Late Arrival Spoilers, numerous spoilers, including many major ones, will be unmarked to prevent pages being dominated by large chunks of white space for decade-old spoilers. If you have not played a game in the series that was released before 2010, read at your own risk!

Throughout the Kingdom Hearts series, the Keyblade wielders face a variety of monsters created from darkness and hearts falling to it. This is a listing of those creatures.

See the main character index here.

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The Heartless

The cutest Eldritch Abomination you'll ever see.

"Anger... hatred... corruption, become power. Everything that exists, will be devoured!"
Sora's Heartless

The true antagonists of the story, Heartless are creatures of darkness born from the hearts within humans. 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 processs. As worlds also have hearts, this inevitably means they 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.

According 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.
  • Adorable Evil Minions: Albeit with a few genuinely scary exceptions.
  • Always Chaotic Evil
  • Animalistic Abomination: Several varieties including the Rabid Dog (dogs), the Sea Neon and Sheltering Zone (jellyfish) and the Powerwild and Bouncywild (monkeys).
  • As Long as There Is Evil: 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.
  • Asteroids Monster: The first game has the Sheltering Zone Heartless. Days has the Massive Possessor.
  • Bishonen Line: 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.
  • Cute Bruiser: Most of them look too cute to be an army of bloodthirsty creatures.
  • Eldritch Abomination
    • Lovecraft Lite: No one actually has an epic grade Freak Out when they show up, and even the most powerful of them can still be defeated. In addition, despite existing As Long as There Is Evil, it's noted that Sora and Co.'s efforts have made them somewhat less of a threat.
    • May be a Justified Trope, as it seems that just about every world has plenty of powerful inhabitants capable of fighting the heartless. In a universe of badass, why fear the monsters?
    • The stronger Pureblood Heartless also qualify.
  • Elite Mook: Invisibles are universally the strongest pureblood Heartless short of Darksides and other bosses. The strongest Emblem Heartless varies, but the Angel Star and Defender are commonly among the toughest.
  • Enemy Mine: 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.
  • Fisher Kingdom: 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.
  • Giant Mook: At least one a game, such as the Large Body or Fat Bandit. They also No Sell against front attacks except Aquatanks.
  • Greater Scope Villain: 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.
  • The Heartless: The Trope Namer.
  • I Fight for the Strongest Side: In the words of Saix, the Heartless ally with whoever's the strongest, which is why most of them defect from Maleficent's service to ally with the Organization.
  • Informed Flaw: 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.
  • Jagged Mouth : Goes with the Slasher Smile
  • The Legions of Hell: 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.
  • Light is Not Good: The Angel Stars.
  • Made of Evil: They are made of the darkness in people's hearts.
  • Manipulative Bastard: They've no problems taking advantages of people's inner greed and anger; even Maleficent, a Manipulative Bastard herself, was manipulated by them.
  • Meaningful Name: They were given the name "Heartless" because they act on pure instinct, with no emotion to speak of.
  • Metal Slime: Various mushroom-type Heartless, usually rare and/or hard to kill, but yield great rewards.
  • Mook Promotion: The Invisible Heartless gets one between games. While it was just a fast and fairly strong enemy in Kingdom Hearts I, it became an optional Damage-Sponge Boss in Days.
  • Nonindicative Name: They're called Heartless, but they are made out of hearts.
  • Non-Malicious Monster: 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.
  • Our Angels Are Different: The Angel Star looks like a Christmas light with angel wings.
  • Our Monsters Are Weird: 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.
  • Our Demons Are Different: The Invisible, Orcus and Dark Thorn Heartless all look demonic.
  • Palette Swap: Many of them have recolored stronger forms. The music-themed spellcasters all share the same appearance aside from color.
    • Most of these appear in either the Final Mix games or in Days. 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.
  • Red and Black and Evil All Over: Their sigil is a black heart with jagged red lines. Many stronger Heartless add red, purple and blue to their color scheme.
  • Slasher Smile: Some of them have those.
  • Sigil Spam: Emblem Heartless, who the apprentices branded to further distinguish them from the naturally-occuring "Pureblood" ones; presumably either the apprentices or Maleficent are responsible for the enormous emblem on the Hollow Bastion castle.
  • Shout-Out: Many Heartless are based on Final Fantasy enemies. Trick Ghosts, for example, bear great resemblance to the "Hungry" ghost enemies from Final Fantasy VII.
  • Supernatural Gold Eyes: The only exceptions are the ones that don't even have faces.
  • Theme Naming: The mushroom type Heartless are called "Color Fungus-type" (Blue Truffle, Gold Tricholoma), while the floating spellcaster Heartless are "Color Music-type" (Emerald Blues, Crimson Jazz).
  • The Virus: While there are multiple ways to create them, The Heartless mainly spread their kind by attacking live humans and forcibly swallowing them in darkness, thus transforming them, and then those new Heartless attack more people.
  • Was Once a Man: Downplayed, as most Heartless don't get to keep their sentience. It's still true, though.
  • Wingding Eyes: A common feature among Heartless.
  • You Have Outlived Your Usefulness: 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.
  • Zerg Rush: Their main "strategy". Since Sora is basically a One-Man Army, it usually fails.

    Data Heartless 

Sora's Heartless

Appearances: Kingdom Hearts | coded

The 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.

  • Arc Villain: He's the villain for seven out of eight chapters in coded.
  • Big Bad: Of coded.
  • Bishonen Line: Transforms into Anti-Sora, complete with Keyblade, after being defeated as a Darkside.
  • Bold Inflation: As one can tell by his all caps quotes.
  • Chekhov's Gunman: 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.
  • Climax Boss: He's only the second-to-last boss in coded, despite being the Big Bad.
  • Composite Character: It's Sora's heartless form being reformed to look like the Darkside, a reference to how the latter first appeared as Sora's shadow. It also possesses an attack that bears heavy resemblance to the Limit Break of Sora's Nobody, Roxas.
  • The Corruption: It is the source of all Bug Blox after all.
  • Evil Counterpart: 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.
  • Flat Character: 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.
  • From Nobody to Nightmare: Started out as a puny Shadow but has since turned into a Darkside.
  • Nice Job Breaking It, Hero!: 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.
  • Not-So-Harmless Villain: In the first game, it was just a little Shadow. It takes quite a few levels in badass in Coded.
  • Pillar of Light: One of its attacks heavily resembles Roxas's Magic Hour.
  • Playing with Fire: Along with An Ice Person. In its first form, he casts Debug Blizzard with his left hand and Debug Fire with his right.
  • Storm of Blades: Launches light Keyblades at you and calls on a barrage of them for its Desperation Attack.
  • This Was His True Form: 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.
  • Took a Level in Badass: Started out as a puny Shadow but has since turned into a Darkside.

     Individualized Heartless Entries 


Appears in: All Games except for the non-Final Mix Birth By Sleep and Dream Drop Distance
The most basic Pureblood Heartless, that take the form of twitchy, insect-like, humanoid shadows. they are a constant found in nearly every world traversed on foot.
  • The Goomba: They are literally in almost every single world in almost every single game, the only times they do not appear is as follows:
    • Atlantica: As the world is submerged, they were replaced with a specialized mook, the Sea Neons. And in the second, combat with heartless is traded for the much hated Rhythm Game mechanic, eliminating the need for any heartless at all.
    • The majority of Kingdom Hearts: Birth by Sleep, since they were not mass-produced at that point, however they do make an appearance in the Secret Level along with their other pure-blood brethren.
  • Fragile Speedster: 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).
  • Giant Mook: The Mega Shadow and the Gigas Shadow.
  • Living Shadow: Shadows can sink into the ground at any time to get to a different area, making them slightly annoying in a fight.
  • Mascot Mook: If there is any merchandise for heartless for Kingdom Hearts, odds are Shadows will be what its centered around.
  • Mind Rape: One Shadow, in a scene usually overlooked, screws with The Beast by appearing as Belle, a turning back into a shadow and running off. Though this is simple, Beast had recently 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 an indistinct Mook.
  • Palette Swap: Purple ones appear in the Dark Follower boss fight in 358/2 Days.
  • The Swarm: A flying swarm of them appears in one of the trailers for III and it's a single enemy called the Devil's Wave. It's also at its lowest power level.


Appears in: All games except Birth By Sleep and Dream Drop Distance
The second most common heartless, Soldiers are clad in constantly clanking helmets, boots, and large red claws. They are somewhat good in groups, but heavily telegraph their attacks.

  • Elite Mook : Soldiers have an uneasy seating between these two ranks amongst beginning heartless, while they are stronger and more threatening-looking than shadows, their goofy and heavily telegraphed attacks keep them from really being an overwhelming threat in groups.
  • Everything's Better with Spinning: They have two variations of a spinning kick, one thats more of a vertical lunging kick, and a horizontal spinning top-kick.
  • "Get Back Here!" Boss: A variant from 358/2 Days just runs away from you in groups, then swarms you when you kill one.
  • Took a Level in Badass: they have a triangle retain command in II for their spinning kick attack, and are generally harder to take out than in Kingdom Hearts I.
  • Tron Lines: In Space Paranoids.
  • Mascot Mook: Along with the Shadows and a few others, they are one of the most recognized heartless.
  • Palette Swap: Gets several in 358/2 Days. Most of them have a similar fighting style except for the Deserters, which just run away and then Zerg Rush you when you kill one. Final Mix versions of the games give it a bronze coloration.
  • Wolverine Claws: All of their fingers end in large red claws.


Appears in: Kingdom Hearts Final Mix, Chain of Memories, Days, II, Birth By Sleep, 0.2
Humanoid Pureblood Heartless, they are more intelligent and far more dangerous than Shadows.

  • Boss In Mooks Clothing: In the first game they use a variety of attack patterns unlike any other enemy, making it a Puzzle Boss sort of encounter to defeat them.
  • Creepy Long Fingers: They have large hands with very long claws that give this effect.
  • Elite Mook: Universally more stronger and dangerous than Shadows, and usually up there with Defenders and Invisibles as the most dangerous Heartless.
  • Me's a Crowd: In Final Mix when you get down to the last one.
  • Palette Swap: The larger Novashadow, which appears in Days.

Large Body and Fat Bandit

Appears in: All games except 358/2 Days and Birth By Sleep
A fat Heartless that is protected from frontal assaults due to its large bulk. Attacking from behind is the way to go.

  • Achilles' Heel: 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.
  • Balloon Belly: Fat Bandits will gain a huge one before unleashing a huge wave of fire.
  • Breath Weapon: Fat Bandits have a fire-based one.
  • Expy: Though Large Bodies do not appear in 358/2 Days, bosses based on them like Large Armor appear instead.
  • Fireballs: Fat Bandits spit them, though they can be bounced back.
  • Foe-Tossing Charge : Large Bodies due this on low health.
  • Giant Mook: One of the largest normal Heartless.
  • I Shall Taunt You: If you get hit with certain attacks, Large Bodies will briefly taunt for a moment.
  • Mighty Glacier: Their attacks are slow, but they have high health and attack power. Large Bodies, however, have some attacks that makes them surprisingly quick.
  • Palette Swap: 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.
  • Playing with Fire: The above-mentioned Fat Bandits.
  • Shockwave Stomp: Both can jump to release a shockwave on landing.
  • Tennis Boss: Bouncing their fireballs back at them stuns whatever they hit.
  • Turns Red: Large Bodies start charging at you when their health gets low. There's also an animation of them going berserk.

Mage Heartless

Appears in: All games except Birth By Sleep and Dream Drop Distance
These flying, elementally-aligned Heartless all look vaguely like the Black Mage of Final Fantasy fame and have a color and a type of music in their names.

Air Soldier

Appears in: Kingdom Hearts
A flying, vaguely humanoid Heartless with goggles and mechanical wings. Essentially an aerial variant of the Soldier.

  • Flight: Those wings aren't just for show.
  • "Get Back Here!" Boss: They sure do move around a lot, and they hit hard when they (or you) get close.
  • Glowing Eyes of Doom: One of the few aversions due to its goggles.
  • Goggles Do Nothing: Heartless aren't biological, so their eyes probably wouldn't be bothered by little things like air resistance.
  • Palette Swap: In a reverse of what happens to the Solder and Large Body, these guys are blue in Final Mix.
  • Winged Humanoid: Has mechanical wings.

Powerwild and Bouncywild

Appears in: Kingdom Hearts, Chain of Memories
Two monkey-like Heartless of opposite genders. Powerwilds are muscular and attack directly while Bouncywilds are thin and use slingshots.

  • Accessory-Wearing Cartoon Animal: Bouncywilds and Sniperwilds wear hairbows.
  • Banana Peel: Bouncywilds drop these. Stepping on one causes you to trip and drop an amount of munny proportional to how much you currently have.
  • Brats with Slingshots: Bouncywilds and Sniperwilds.
  • Close Range Combatant: Powerwilds will try to maul you.
  • Crosshair Aware: Sniperwilds do this when they attack. It can be avoided semi-reliably if you keep running.
  • Guys Smash, Girls Shoot: Powerwilds are close-range melee fighters, Bouncywilds use slingshots, and their respective designs are masculine and feminine.
  • Long-Range Fighter: Bouncywilds and Sniperwilds use slingshots.
  • Palette Swap: Final Mix turns the Powerwilds orange and the Bouncywilds pink. It also introduces the purple Sniperwilds, which are based on Bouncywilds.
  • Pink Girl, Blue Boy: Powerwilds are blue in the base version while Bouncywilds are pink in Final Mix.
  • Tennis Boss: Can be done with the Bouncywild's fairly well-telegraphed slingshot attack.
  • Tertiary Sexual Characteristics: The bow that Bouncywilds and Sniperwilds wear.
  • Zerg Rush: If a Sniperwild notices you and gets the message out before you can finish it off, you'll be attacked by infinitely-spawning Sniperwilds. Note that if this happens, then you have failed its challenge and won't be getting any more prizes until you next encounter it.

Bandit and Luna Bandit

Appears in: Kingdom Hearts, Chain of Memories (Bandit)note , II (Luna Bandit)
Sword-wielding Heartless that appears in Agrabah. The much more aggressive Luna Bandit appears instead in Kingdom Hearts II despite the regular bandits' model being used in a cutscene.

  • Dual Wielding: Luna Bandits do this and fight much more acrobatically.
  • Expy: The Luna Bandit fulfills much the same role in KHII as regular Bandits did in the first game.
  • Palette Swap: 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.
  • Sinister Scimitar: Both wield them. The Bandit wields one while Luna Bandits wield two, which are also red.
  • Technicolor Blade: The Luna Bandits have red and black scimitars.
  • Throwing Your Sword Always Works: Subverted. Bandits can throw their swords at you, but it can be blocked.

Pot Spider, Barrel Spider and Pot Scorpion

Appears in: Kingdom Hearts
Two 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.

  • Action Bomb: Barrel Spiders.
  • Animate Inanimate Object: Subverted. The actual Heartless is using them as a kind of shell.
  • Beware My Stinger Tail: The exclusive Pot Scorpion has one. Blocking this attack stuns it and renders it vulnerable for multiple hits.
  • Casting a Shadow: The Pot Scorpion launches globs of shadow that act as landmines when they land.
  • Chest Monster: All of them spawn from objects that drop orbs of various types.
  • Death-or-Glory Attack: Pot Spiders will jump at you, but blocking them causes them to shatter.
  • Exploding Barrels: Barrel Spiders weaponize this trope.
  • Foe-Tossing Charge: The Pot Scorpion does this. As with its stinger, blocking this attack stuns it.
  • Nigh Invulnerable: The Pot Scorpion is invincible until you stun it.
  • Spot the Imposter: 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.

Search Ghost

Appears in: Kingdom Hearts, Chain of Memories
A ghost Heartless that uses its searchlight eye to detect enemies. Capable of teleportation.

  • Bonus Boss: The Living Pod from Days is insanely powerful and only appears as a boss in various optional missions.
  • Damage-Sponge Boss: Days introduces the Hover Ghost and Living Pod, which most definitely are this.
  • Deadly Gas: The variants from Days will grab you and spray you with a health-draining gas.
  • Floating Limbs: Their main method of attack is to hit you with these.
  • Palette Swap: 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.
  • Revive Kills Zombie: Give items to the Grand Ghost to get prizes. Elixirs work best.
  • Super-Persistent Predator: 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 ran away from them.

Wight Knight

Appears in: Kingdom Hearts, Chain Of Memories, II
A thin, mummy-like Heartless that only appears in Halloween Town and attacks with claws.

  • Cyclops: Only has one eye showing.
  • Jump Physics: They can jump really high and their enemy card in Chain of Memories lets you do the same thing.
  • Lean and Mean: They're thinner than Jack Skellington and invariably hostile.
  • Mummy: Has the appearance of one.
  • Palette Swap: In the Final Mix games, its bandages look much dirtier.
  • Shout-Out: It looks like that mummy kid from the introduction of Nightmare Before Christmas.


Appears in: Kingdom Hearts, Chain of Memories
A flying Heartless that only appears in Halloween Town and attempt to blend in by taking the place of various statues.

Sea Neon and Sheltering Zone

Appears in: Kingdom Hearts, Chain of Memories
Slow-moving, jellyfish-like Heartless that appear in Atlantica. Their main attack is to swing their tentacles. The Sheltering Zone can split into three Sea Neons when defeated.

  • Asteroids Monster: The Sheltering Zone sometimes splits into Sea Neons when defeated.
  • Palette Swap: Final Mix turns them red, which makes sense since neon primarily emits red light.
  • Spin Attack: They are capable of doing this, but don't use it often.

Screwdiver and Aquatank

Appears in: Kingdom Hearts, Chain of Memories
Aquatanks 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.

  • Alluring Anglerfish: The Aquatank seems to be based on one due to its glowing antenna.
  • Blade on a Stick: Screwdivers wield these.
  • Heal It with Fire: Both absorb Thunder spells.
  • "Get Back Here!" Boss: DAMN YOU JET BALLOON!
    • Screwdivers also tend to jet around.
  • Jet Pack: Subverted. The Missiledivers glow like they have one, but seem to use propellers instead.
  • Palette Swap: 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.
  • Shock and Awe: The Aquatank uses lightning attacks.


Appears in: Kingdom Hearts, Chain of Memories
A Heartless that looks a stereotpical pirate. Wields a sword.

Air Pirate

Appears in: Kingdom Hearts, Chain of Memories, II
A flying Heartless with a pirate motif. Kingdom Hearts II adds the Aerial Viking, which appears in the Cavern of Remembrance.

  • Close Range Combatant: Primarily uses melee attacks, but will charge at distant targets.
  • Expy: The Air Battler and its variants play a similar role as flying melee fighters in Days.
  • Foe-Tossing Charge: Will do this if you hit them and run away. KH2 lets you use an absurdly effective reaction command when they doe this.
  • Palette Swap: 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.
  • Sky Pirate: Based on the concept.


Appears in: Kingdom Hearts
A Heartless in the shape of a ship with a pirate at the helm.


Appears in: Kingdom Hearts, Chain of Memories, Birth By Sleep Final Mix, coded, Chi
A spherical Pureblood Heartless.

  • Confusion Fu: 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.
  • Intangible Man: Has the same ability to turn into smoke that the Gargoyle has.


Appears in: Kingdom Hearts, Chain of Memories
An Emblem Heartless that resembles a dragon.


Appears in: Kingdom Hearts, Chain of Memories
A mage Heartless that uses magic of all three elements.

  • Anti-Magic: 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.
  • Blocking Stops All Damage/Deflector Shields: A secondary effect of its lightning spell is that most attacks will not hit itnote , instead showing a unique blocking effect.
  • Fire/Ice/Lightning: Knows spells for all three.
  • Fireballs: One of its spells shoots one.
  • Rare Random Drop: It rarely drops its staff. The odds of a drop are .05%; that equals a one in 2,000 chance.


Appears in: Kingdom Hearts, Chain of Memories
A large Heartless that carries a living shield.


Appears in: Kingdom Hearts, 358/2 Days, coded
Large, demonic Pureblood Heartless wielding swords.

  • BFS: They fight using giant swords.
  • Damage-Sponge Boss: 358/2 Days upgraded them to this.
  • Elite Mook: Universally, if they're not the toughest rank and file Heartless in the games they appear, they're in the top three.
  • Fallen Angel: It has angelic gold-tipped feathered wings on its forearm, suggesting that this Heartless is based on fallen angels.
  • Good Wings, Evil Wings: They have shriveled demon wings.
  • Our Demons Are Different: Their horns form a heart.
  • Palette Swap: Days has a purple variant called the Orcus, which isn't a damage sponge.
  • Playing with Fire: They can attack with rings of fireballs that converge on targets.
  • Shock and Awe: Days has them briefly surround themselves with lightning bolts when they recover from being stunned.
  • Torso with a View: Like Darkside, they have a heart-shaped hole in their chests.

Angel Star

Appears in: Kingdom Hearts
A light-using Heartless that looks like a Christmas light with wings.

Bit Sniper

Appears in: Kingdom Hearts
A small flying Heartless summoned by the final boss of the first game.

White Mushroom, Black Fungus, Rare Truffle and Pink Agaricus

Appears in: Kingdom Hearts (all), Chain of Memories (White Mushroom and Black Fungus)
A group of four Heartless based on mushrooms, each of which must be defeated a different way. The Pink Agaricus only appears in Final Mix.

  • Luck-Based Mission: The Black Fungus will only drop a piece of Vendor Trash worth 9999 Munny if it is finished off with a critical hit.
  • Nigh Invulnerable: The Black Fungus can become temporarily invincible.
  • Non-Malicious Monster: All of them except for the Black Fungus, which is hostile.
  • Palette Swap: The Mushroom XIII in II and the Gold Tricholoma in Coded.
  • Poisonous Person: The Black Fungus uses poison attacks.
  • Purple Is the New Black: The Black Fungus is mostly various shades of purple.
  • Puzzle Boss: Each has a different set of conditions for getting its reward. The Mushroom XIII also have their own challenges to complete.
  • Standard Status Effects: The Black Fungus inflicts poison with its attacks. This is changed to stunning Sora in Chain of Memories. The Gold Tricholoma can inflict Blind.


Appears in: Kingdom Hearts Final Mix
A large mechanical Heartless that can be found in Halloween Town.

  • Brain in a Jar: 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.
  • Flunky Boss: Always summons Gargoyles after getting its heads back in the jar.
  • Foe-Tossing Charge: It covers a fairly large range with one.
  • Lean and Mean: Very thin aside from the jar.
  • Sequential Boss: 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.


Appears in: Kingdom Hearts II
A humanoid heartless wearing a large hat and a robe. It is found in the Land of Dragons.

Bolt Tower

Appears in: Kingdom Hearts II
A tall, limbless Heartless that projects lightning with its antenna. It mostly appears in the Land of Dragons.

  • Palette Swap: A lighter color scheme that uses purple instead of black is used in Final Mix.
  • Press X to Not Die: 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.
  • Shock and Awe: Can grab Sora with lightning bolts, though the attack can be turned against it with a reaction command.
  • Use Your Head: It can bounce its head, which is on the lower edge of its body, out to attack.

Assault Rider

Appears in: Kingdom Hearts II
A centaur-like Heartless that appears in the Land of Dragons.

  • Palette Swap: Its color scheme is similar to the Bolt Tower's in each version.
  • Weapon Twirling: One of its attacks. It actually serves as a pretty good defense.

Rapid Thruster

Appears in: Kingdom Hearts II
A small flying Heartless that looks vaguely like a fish with a propeller in place of a tailfin. They often appear in swarms and show up in multiple worlds.

  • Palette Swap: Several gummi variants appeared during an event in Kingdom Hearts X.
  • Spin Attack: Fond of doing this. Its reaction command also involves Sora pulling one off.
  • The Swarm: They often appear in swarms.
  • This Is a Drill: One of the gummi themed variants in Kingdom Hearts X has drills on its sides.

Lance Soldier

Appears in: Kingdom Hearts II
A tall, thin, armored Heartless wielding a lance. They mostly appear in Beast's Castle. Final Mix adds the Lance Warrior, which appears in the Cavern of Remembrance.

  • Evil Weapon: The Lance has a mind of its own and can attack independently of the soldier and even drag it around.
  • Flight: The lance can drag it into a flying attack.
  • Ground Pound: 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.
  • Palette Swap: It's blue in the Final Mix version. The more powerful Lance Warrior appears in the Cavern of Remembrance.
  • Red and Black and Evil All Over: The Lance Warrior.
  • Spin Attack: Its strongest attack is one which is also the only one that isn't performed by its lance.

Gargoyle Knight and Gargoyle Warrior

Appears in: Kingdom Hearts II
These Heartless are the result of a Possessor taking over a statue. The Gargoyle Knight wields a sword while the Gargoyle Warrior wields an axe. They appear in Beast's Castle.

  • One-Hit Kill: A reaction command lets Sora banish the Possessor when they are stunned. Doing so also destroys the statue.
  • Our Gargoyles Rock: 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.
  • Rolling Attack: The Gargoyle Warrior can do this.
  • Spin Attack: The Gargoyle Warrior combines this with Foe-Tossing Charge for one of its attacks. Blocking the attack stuns it.
  • Tennis Boss: It can be bounced back.
  • Throwing Your Sword Always Works: The Gargoyle Warrior can do this with its axe. Averted with the sword-wielding Gargoyle Knight.

Hammer Frame

Appears in: Kingdom Hearts II
A Heartless that is shaped like a hammer. Primarily fought in Beast's Castle and Port Royal. Final Mix also has the Iron Hammer, which appears in the cavern of Remembrance.

  • Drop the Hammer: Its body being the hammer in this case.
  • Ground Pound: The shockwave from it has a pretty good radius.
  • Palette Swap: Gold in Final Mix, which also introduces the pastel-yellow and green Iron Hammer.
  • Spin Attack: Propels itself a pretty good distance with one.

Hook Bat

Appears in: Kingdom Hearts II
A Heartless that looks like a bat with a hook attaches to its body. Fought in Beast's Castle. Final Mix adds the Befuddler, which appears in the Cavern of Remembrance.

Creeper Plant

Appears in: Kingdom Hearts II, several variations appear in: Days, Kingdom Hearts X
A small flower-shaped Heartless that primarily appears in Olympus Coliseum and Halloween Town.

Trick Ghost

Appears in: Kingdom Hearts II
A ghost Heartless that changes its attack pattern when flipped over. Fought in the Underworld and Halloween Town. Final Mix introduces the Magic Phantom, which appears in Hollow Bastion's Cavern of Remembrance.

  • Casting a Shadow: Can fire orbs of darkness.
    • Tennis Boss: Bouncing them back causes them to flip over.
  • Extra Eyes: Has two pairs of eyes so that one pair is always above its mouth.
  • No Sell: The Magic Phantom is immune to physical attacks while flying.
  • Palette Swap: Acid green in Final Mix,, which also introduces the purple Magic Phantom.
  • Playing with Fire: When attacking with its candle.

Driller Mole

Appears in: Kingdom Hearts II
A small wheeled Heartless with a drill on its face. Fought in the Underworld and Halloween Town.

Rabid Dog

Appears in: Kingdom Hearts II, variations appear in: Days
A Heartless that looks like a small dog. Fought in the Underworld.

  • Hellhound: A dog Heartless that is fought in the Underworld.
  • Make Me Wanna Shout: Its bark is a sound-based attack.
  • Palette Swap: Red in Final Mix. Days introduces the green Snapper Dog and the red Bully Dog.


Appears in: Chain of Memories, II, Days
A Heartless resembling the horn ducks from Alice in Wonderland. Fought in Wonderland and Destiny Islands in COM and the Underworld in II and renamed to "Loudmouth" in Days.

  • Instrument of Murder: It can whack things with the horn it has in place of a mouth.
  • Magic Music: Its music can both heal and summon.
  • Making a Splash: Kingdom Hearts X has a variant called the Rainy Loudness.
  • The Medic: One of their abilities is an area-of-effect healing spell. Sora can hijack it to heal the party with a reaction command.
  • Palette Swap: Their color scheme is changed to blue with some red mixed in.
  • Shout-Out: It looks like the horn ducks from Alice in Wonderland, which explains their placement in COM.
  • Summon Magic: It can use its music to summon new Heartless, though only one per use.

Minute Bomb

Appears in: Kingdom Hearts II, variations appear in: Days
A Heartless that looks like a bomb with legs. Fought at Disney Castle and Timeless River.


Appears in: Kingdom Hearts II
A Heartless that looks like a plane with a pilot. Fought in Timeless River. Final Mix adds the Mad Ride, which appears in the Cavern of Remembrance.

Hot Rod

Appears in: Kingdom Hearts II
A Heartless that looks like a cartoon car. Fought in Timeless River.

  • Deliberately Monochrome: Palette-swapped to this in Final Mix in keeping with the rest of Timeless River.
  • Foe-Tossing Charge: Starts doing this once it gets below half health.
  • Hot Paint Job: The Mad Ride, a variant which appears in the Final Mix exclusive Cavern of Remembrance has one in addition to being colored red.
  • Turns Red: Becoms far more aggressive when its health gets low.

Cannon Gun

Appears in: Kingdom Hearts II, variations appear in: Days
A Heartless shaped like a cannon. Fought in Port Royal. Final Mix also has the Camo Cannon, which appears in the Cavern of Remembrance.

Tornado Step

Appears in: Chain of Memories, Kingdom Hearts II
A small blue Heartless with a hat with gloved arms on it. Fought in Port Royal and the Underworld in II and in Wonderland and Destiny Islands in COM.

  • Palette Swap: Red and orange in Final Mix.
  • Spin Attack: Its main method of attack. A reaction command lets you grab the Heartless and turn the attack against other enemies.
  • Weaponized Headgear: Its arms are attached to its hat and can be used as a propeller.

Fiery Globe/Icy Cube

Appears in: II (both), Days (Icy Cube)
Two tiny Heartless fought in Agrabah. The Fiery Globe looks like a sphere of half-melted rock with legs while the Icy Cube looks like an ice cube containing a sphere with legs. The Icy Cube frequents Halloween Town in Days with a larger variant called the Snowy Crystal.


Appears in: II
A somewhat humanoid Heartless that flies around on a crystal ball and uses ice attacks. Fought in Agrabah.

  • An Ice Person: Fires ice shards to attack.
  • Crystal Ball: Flies around on one and sometimes attempts to bludgeon Sora with it.
  • Harmless Freezing: Starts attempting to do this when its health gets low. A reaction command sends the attack right back at it.
  • Palette Swap: Final Mix changes its normally purple clothes to a sandy tan color.

Toy Soldier/Graveyard

Appears in: II
Two counterpart Heartless that look like jacks-in-the-box. The Toy Soldier is fought in Christmas Town while the Graveyard is encountered in Halloween Town.

Aerial Knocker

Appears in: II
A 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.


Appears in: II
A Heartless that looks like a monkey with a witch doctor's mask. Fought in the Pride Lands and is more powerful when riding a Living Bone. Final Mix added the Necromancer, which appears in the Cavern of Remembrance.

Living Bone

Appears in: II
A bestial Heartless with a skull for a head. Fought in the Pride Lands, though its head is sometimes missing.


Appears in: II
A magic-wielding Heartless that carries a book. Fought in Hollow Bastion from the second visit onward. Final Mix also has the Runemaster, which appears in the Cavern of Remembrance.

Surveillance Robot/Watcher

Appears in: II, Days (as Watcher)
A small flying robot Heartless. Appears mainly in Hollow Bastion.

Morning Star

Appears in: II, Days; Variants appear in: Days
A round, mechanical Heartless that appears in several worlds starting with Hollow Bastion.

  • Foe-Tossing Charge: Uses a homing one to get to distant targets.
  • Palette Swap: Blue in Final Mix and bronze and gold in X. There are also the Spiked Crawler and Scorching Sphere in Days and a gummi-block themed variant that appeared for an event in X.
  • Playing with Fire: Scorching Sphere.
  • Shockwave Stomp: Starts doing this at half health. It can be countered with a reaction command.
  • Spin Attack: Can do one with its arms extended.

Armored Knight

Appears in: II
A knight-themed Heartless that first appears in Hollow Bastion.


Appears in: II
A Heartless that appears in Space Paranoids. It runs in circles and shoots lasers.

Magnum Loader

Appears in: II
A fast-moving unicycle-themed Heartless that appears in Space Paranoids.

  • Deflector Shields: The green ones use these.
  • Foe-Tossing Charge: Used by the yellow variant.
  • Shout-Out: To the Magna Roader from Final Fantasy VI, which is also unicycle-themed.
  • Spin Attack: Has several different ones depending on whether it is faced in regular gameplay or on the Light Cycle.
  • Tactical Rock-Paper-Scissors: 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.
  • Tron Lines: 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.


Appears in: II
A quadrupedal Heartless that has both ground-based and aerial attacks. Fought in Space Paranoids. Final Mix adds the Reckless, which appears in the Cavern of Remembrance.

Bulky Vendor

Appears in: II, Days
A Heartless that resembles a gashapon machine and drops various prizes. Found on multiple worlds.

  • Animate Inanimate Object: A living gashapon machine or gumball machine, whichever is more familiar to the player.
  • "Get Back Here!" Boss: As its health decreases, it moves faster and faster.
  • Loot Command: Any of four reaction commands depending on how much health it has left. Lower health equals better loot.
  • Palette Swap: It's blue in Final Mix and the Days-exclusive Rare Vendor is black.
  • Rare Random Drop: Orichalcum. Exactly how rare it is depends on the reaction command.
  • Timed Mission: 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.



A large humanoid pureblood Heartless that first appears in the tutorial of the first game. Both its second appearance in the first game and its appearance in Sora's story in Chain of Memories are as the level boss for Destiny Islands.

Aqua encounters many of them in the Realm of Darkness during the events of 0.2 as they attempt to destroy what's left of Enchanted Dominion.
  • Attack of the 50-Foot Whatever
  • Casting a Shadow: All of its attacks in some form.
  • Chekhov's Gunman: When Destiny Islands showed up at the End of the World, did anyone really expect him to not show up?
  • Chest Blaster: They can fire homing projectiles from their chests. They can be bounced back.
  • Death from Above: 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.
  • Degraded Boss: Zigzagged in 0.2. Most of them have considerably less health than the bosses in the first game and Chain of Memories. A couple of them are much stronger even than their counterparts in those games, serving as full-on bosses.
  • Duel Boss: All battles against Darksides so far have had the player character alone.
  • Large and in Charge: The second one fought is stated in Jiminy's Journal to have led the Heartless that destroyed Destiny Islands.
  • Living Shadow: The one in the tutorial is introduced as one, though all things considered, it's most likely not the case for the other ones.
  • No Mouth
  • Palette Swap:
    • The Dark Follower in Days is purple, as are the Shadows it summons.
    • The Darkside Ω in X is red, with brightly-colored hands and feet.
  • Prehensile Hair: Averted. Despite looking like shriveled tentacles, its "hair" just sort of floats around its head.
  • Recurring Boss: Fought three times in the first game and many more times in 0.2 at varying levels of power.
  • Summon Magic: It can summon Shadow Heartless. Not only that, its Palette Swap can summon palette-swapped Shadows.
  • Torso with a View: The hole is, of course, heart-shaped. It fires energy blasts from it as well.
  • Warm-Up Boss: Serves as this a few times in the series.
  • Wings Do Nothing: 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.

Guard Armor/Opposite Armor

The Guard Armor is a large Heartless that 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.
  • Attack of the 50-Foot Whatever
  • Boss Room: 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.
  • Chest Blaster: A variation. One end of the Opposite Armor's torso can aim at Sora and fire a homing energy ball.
  • Cognizant Limbs: The Limbs can separate and attack at will. The feet are called Hammerlegs and the hands are called Gauntlets.
  • Didn't Need Those, Anyway: Part of both battles involves detroying the bosses' limbs.
  • Essence Drop: The limbs drop HP orbs when destroyed.
  • The Faceless: The Guard Armor and its palette swaps have their visors down, concealing their eyes. Averted with the Opposite Armor.
  • Floating Limbs: 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.
  • Foe-Tossing Charge: Not a charge exactly, but in Days, the Guard Armor and Powered Armor will walk at you, which can knock you back.
  • Palette Swap:
    • 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.
    • Days gives us the Powered Armor, which is blue.
    • The Guard Armor Ω in X is primarily gold with a blue-striped torso and red feet.
  • Recurring Boss: 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.
  • Spin Attack: 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.


This Heartless is the level boss for Wonderland in both the first game and Chain Of Memories. In the first game, it appears when Sora lights a pair of lamps on the ceiling of the Bizarre Room.
  • Attack of the 50-Foot Whatever: It's appearances seem to have it be taller than its opponents.
  • Breath Weapon: In Days, the 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.
  • Boss Arena Idiocy: 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.
  • Boss Room: The Bizarre Room.
  • Dual Boss: The 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.
  • Essence Drop: It drops HP orbs when stunned.
  • He Was Right There All Along: In Chain of Memories.
  • Incendiary Exponent: The Trickmaster has to light its batons on fire before it can shoot fireballs at you. The Crimson Prankster lights itself on fire and spins at you.
  • Let's Get Dangerous!: 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.
  • Monster Clown: Well, Monster Juggler, anyway.
  • Multiple Head Case: Averted. Despite having five heads stacked on top of each other, it single-mindedly attacks Sora and company.
  • Palette Swap:
    • Final Mix gives it a similar range of colors, but arranged differently and with chartreuse shoes.
    • The Crimson Prankster in Days has a lighter color scheme, and fights very differently to the Trickmaster.
    • The Trickmaster Ω in X is done up in silver, gold and navy blue. It also wears a top hat.
  • Pint-Sized Powerhouse / Sizeshifter: 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:
    • 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.
    • In Re: coded It shrinks even further when its beaten a few times as a Sequential Boss.
  • Playing with Fire: It can use its batons to shoot homing fireballs. The Crimson Prankster has a wider range of fire attacks.
  • Spin Attack: The Crimson Prankster does this while on fire.
  • Underground Monkey: X has Easter- and Christmas-themed variants that appear in events.

Stealth Sneak

Appearances: Kingdom Hearts | 358/2 Days
A large, chameleon-like Heartless that fights alongside Clayton in Deep Jungle in the first game.

Pot Centipede

Appearances: Kingdom Hearts
An insectoid Heartless that Jafar summons in the first game while kidnapping Princess Jasmine. It consists of a head and an abdomen with several pot spiders forming the rest of its body.
  • Big Creepy-Crawlies: One of the few insectoid Heartless in the series.
  • Broken Bridge: 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.
  • Casting a Shadow: The antennae on its abdomen segment use a darkness attack.
  • Flunky Boss: Any Pot Spiders it doesn't use as part or its body will just attack you.
  • "Get Back Here!" Boss: If it is joined with any Pot Spiders, it moves constantly.
  • Shock and Awe: It electrifies its front antennae to attack.
  • Spin Attack: Sometimes does this when not connected to any Pot Spiders. It's the only way it can move without them.

Parasite Cage

A 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.
  • Attack Its Weak Point: An orb of darkness inside its mouth is vulnerable while it's stunned. Hitting it does more damage than attacking the boss normally.
  • Boss Room: Monstro's bowels for the first battle and stomach for the second battle.
  • Breath Weapon: See Hollywood Acid below.
  • Combat Tentacles
  • Essence Drop: Attacking the orb of darkness in its mouth causes it to drop HP orbs.
  • Hollywood Acid: 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 Breath Weapon. In Chain of Memories, it spits it at you instead.
  • Palette Swap: In Final Mix, its lower body is orange, its head is a dull yellow and its tentacles are green.
  • Platform Battle: 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.
  • Poisonous Person: It can poison Sora with its breath attack.
  • Recurring Boss: The Parasite Cage is fought twice in Monstro, first in his bowels, then in his stomach.
  • Standard Status Effects: Its poison breath can poison Sora in the first game.
  • Squick: It's a living parasite inside a giant whale.
  • Status-Buff Dispel: Its enemy card in Chain of Memories does this once per battle if equipped.
  • Wake-Up Call Boss: 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.


Appearances: Kingdom Hearts | X
A large, quadrupedal Heartless that first appears when the Final Keyhole in Hollow Bastion is opened near the end of the first game.

Ansem, The Seeker Of Darkness

The Phantom

Appearances: Kingdom Hearts
A shrouded entity appearing in Neverland around the clock tower.
  • Attack Its Weak Point: 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.
  • Barrier Change Boss: The Phantom with 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.
  • Bedsheet Ghost: Its color scheme in Final Mix somewhat resembles this.
  • Black Cloak: Blue or white depending on the version, but the Grim Reaper look is still there.
  • Bonus Boss: One of four in the first game, not counting the tournaments.
  • Casting a Shadow: Can send out an orb of darkness that follows Sora and deals multiple hits.
  • The Faceless: Aside from the Guard Armor and its palette swaps, it is the only Heartless we've seen with no glowing yellow eyes visible.
  • Fire/Ice/Lightning: Its energy orb must be attacked with physical blows or one of these three spell types.
  • Palette Swap: In Final Mix, its cloak is light gray with smoke patterns on the sleeves.
  • One-Hit Kill: 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.
  • Shout-Out: Appears similar to Lord Ombra from the Peter Pan novel Peter and the Shadow Thieves.
  • Time Master: Uses the clock tower to inflict Doom on your party members one by one, and then eventually on Sora.
    • Timed Mission: He will use the clocktower to eliminate your team one by one. This can be slowed down with the Stop Spell.
    • Standard Status Effects: One of the few characters in the franchise to inflict Doom.

Kurt Zisa

Appearances: Kingdom Hearts
A large Heartless appearing in the Agrabah desert.
  • Anti-Magic: Can disable Sora's ability to cast magic.
  • Attack of the 50-Foot Whatever: It's at least as tall as Darkside.
  • Barrier Change Boss: Cycles between disabling Sora's magic and shielding itself from physical attacks.
  • Bonus Boss: One of four, not counting the tournaments.
  • Contest Winner Cameo: Named after a contest winner.
  • Dual Wielding: It's scimitars, which it uses after activating its Anti-Magic orbs.
  • Essence Drop: The glowing orbs that fuel its Anti-Magic ability drop HP orbs when destroyed. Using physical attacks on its shield causes it to drop MP orbs.
  • Loin Cloth: With the Heartless symbol on it.
  • Magic Missile Storm: Starts doing this when it puts up its shield when it Turns Red 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.
  • Multi-Armed and Dangerous: Six arms. One pair holds the swords, another generates its Anti-Magic ability.
  • 1-Dimensional Thinking: How Sora and co. try to escape getting crushed by it after the battle. Carpet has to save them.
  • Random Drop: Destroying the energy orbs that power its Anti-Magic 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.
  • Reptiles Are Abhorrent: Has a cobra's head.
  • Sequential Boss: It cycles through three modes until it is defeated.
  • Sinister Scimitar: Dual wields them after activating its Anti-Magic orbs. Its attacks with them become more aggressive as it increasingly Turns Red.
  • Spin Attack: It can use vertical and horizontal variations of this while flying through the air after it Turns Red.
  • Turns Red: It uses a wider range of abilities the more it is damaged.
  • Weapon Twirling: Does this as one of its initial attacks. It also twists its body around to make the attack hit in all directions.


Appearances: 358/2 Days
A large Heartless with a mechanical, vaguely insect-like appearance. It is fought by Roxas in Agrabah in Kingdom Hearts: 358/2 Days.
  • Blow You Away: It uses a whirlwind as a shield.
  • Dishing Out Dirt: It can send shockwaves through the sand.
  • Fast Tunnelling: When it goes out of sight.
  • Frickin' Laser Beams: It can fire one that causes an explosion.
  • Tennis Boss: 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.

Infernal Engine

Appearances: 358/2 Days
A large Heartless that looks like a giant wood box on wheels. Weapons come out of its mouth and there are several small archer Heartless on top. It is fought at Beast's Castle by Roxas in Kingdom Hearts: 358/2 Days.


Appearances: 358/2 Days
A large Heartless that looks like a coffin hanging from a purple flower with four thorny vines radiating from it. It is fought by Roxas in Halloweentown while he investigates the disappearances of the local Heartless in Kingdom Hearts: 358/2 Days.
  • Cannibalism Superpower: It got as powerful as it did by eating other Heartless.
  • Combat Tentacles: It is the source of the Tentaclaw enemies fought in previous missions.
  • Deadly Gas: It has two attacks that release poison clouds, which drain Roxas's health if he does not move away.
  • Dinner Deformation: If one of Tentaclaws swallows Roxas during the boss fight, one of these moves along the tentacle until the flower spits him out.
  • Gradual Grinder: Its poison gas can wear you down if you're not careful.
  • Marathon Boss: 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.
  • Poisonous Person: Its projectile attack releases poisonous pollen on impact and the flower spews clouds of poison.

Ruler of the Sky

Appearances: 358/2 Days
A large avian Heartless fought by Roxas in Neverland after being uncovered by Captain Hook in Kingdom Hearts: 358/2 Days.
  • Abnormal Ammo: Its mouth is a treasure chest which can shoot gold coins.
  • An Ice Person: It can summon pillars of ice around the battlefield.
  • Attack Its Weak Point: 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.
  • Bling of War: Its wings are made of golden swords and it has a (weaponized) treasure chest where its beak should be.
  • Bullet Seed: Since its mouth is a treasure chest, it does this with gold coins.
  • The Computer Is a Cheating Bastard: It can fly past the edge of the battlefield while you can't.
  • Dem Bones: Has a bird's skull for a head and visible ribs sticking out of its chest.
  • Foe-Tossing Charge: It uses this when its body starts glowing red.
  • "Get Back Here!" Boss: Until its tail is destroyed.
  • Giant Flyer: It's a Giant parrot Heartless with bladed wings and a large tail
  • Greed: Captain Hook's lust for treasure fueled by Pete's meddling caused it to appear.
  • Invisible Wall: It uses the one around the battlefield to its advantage.
  • Life Drain: His water attack has a chance of doing this.
  • Making a Splash: It fires homing balls of water from its tail.
  • Marathon Boss: Due to the fact that it actively moves away from you for most of the battle.
  • Pirate Parrot: Based on one.
  • Sequential Boss: 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.
  • Turns Red: It becomes more aggressive when its tail is destroyed (and, fortunately, becomes easier to hit).

Zip Slasher

Appearances: 358/2 Days
A blue Heartless that appears as an optional boss in some missions in various worlds in Kingdom Hearts: 358/2 Days. It appears to be a variation on KH2's Armored Knight with two blades and actual feet instead of pointy stubs.
  • Blade Below the Shoulder: It has two.
  • Blocking Stops All Damage: One of the few enemies in the game to be able to block arracks. It usually only does this when it's about to attack.
  • Bonus Boss: Only appears after the main objectives of the missions (some of which are early in the game) it appears in have been completed.
  • Boss in Mook Clothing: It's smaller than a lot of less-durable Heartless.
  • Damage-Sponge Boss: This is its main gimmick, though its attacks can be pretty severely damaging to a low-leveled player.
  • Dual Wielding: Unlike the Armored Knight, the Zip Slasher and its variants all have two blades.
  • Life Drain: Its spinning attack will heal it slightly if it hits you.
  • Making a Splash: Its spinning attack is water-based due to the game's element system being what determines added effects of attacks.
  • Marathon Boss: Due to its high health and defense.
  • Palette Swap: There are several similar enemies that have more abilities and appear as mini-bosses with different Elemental Powers including fire, ice, lightning and wind. They have their own entry below.
  • Spin Attack: The first move in its attack sequence. The second is a lunge forward.

Zip Slasher variants

There 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.


Appearances: 358/2 Days
A large wyvern-like Heartless that appears in Twilight Town during Mission 89 of Kingdom Hearts: 358/2 Days.


Appearances: II | 358/2 Days | X
A Heartless that first appears in Beast's Castle in Kingdom Hearts II. It looks like a puff of black smoke with a face and purple spikes. It also appears in Days as a regular enemy that attacks by enveloping is target. The Thresholder is the result of the Possessor taking control of a carving on a door.
  • Asteroids Monster: In Days, Possessors are regular enemies. Massive Possessors are large versions that split into regular Possessors upon dying.
  • Boss Room: The undercroft.
  • Casting a Shadow: The Thresholder can unleash homing balls of darkness.
  • Demonic Possession: Possessors can take control of inanimate objects, resulting in the Gargoyle Knight and Gargoyle Warrior enemies appearing.
  • Essence Drop: When the Thresholders health reaches zero, it drops HP orbs in addition to revealing the Possessor.
  • Exactly What It Says on the Tin: The Possessor, well, possesses things. The Thresholder is blocking the threshold between two rooms.
  • Flunky Boss: A Gargoyle Knight and a Gargoyle Warrior appear next to it at first. Once they're gone, swarms of Hook Bats start appearing.
  • "Get Back Here!" Boss: Averted with the Possessor only due to the battlefield being relatively small.
  • King Mook: 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.
  • Living Statue: The Thresholder is a living door carving thanks to the possessor's influence.
  • Mooks: Days and X have the Possessors as regular enemies.
  • Palette Swap: The Thresholder is less colorful in the Final Mix version.
  • Sequential Boss: 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.
  • Spikes of Doom: The Possessor has them, which explains why they deal damage by enveloping you in Days.
  • Stationary Boss: The Thresholder stays in place due to being a door.
  • Supernatural Is Purple: The Possessor's spikes are purple.

Shadow Stalker/Dark Thorn

Appearances: II
The first level boss in Beast's Castle in Kingdom Hearts II. The Shadow Stalker is a spherical pureblood Heartless wrapped in chains. Its second form, the Dark Thorn is a demonic-looking Heartless with thorns wrapped around its body.


Appearances: II
A lizard-like Heartless that appears during the boss battle with Barbossa in Kingdom Hearts 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.
  • Boss Room: Shares the Isla de Muerta's treasure room with Barbossa during their boss fight.
  • Flash Step: It will sometimes do this when you get close, appearing on another part of the wall.
  • Fog of War: Its only ability is to create this.
  • "Get Back Here!" Boss: It sometimes zips around the room when you get close, especially when Barbossa is at low health.
  • Ironic Name: 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.
  • Overly Long Tongue: Though it's not used for attacking.
  • Palette Swap: Gets one in Final Mix +. The palette swap has a pattern that looks like TV static superimposed on the new coloration.

Volcanic Lord/Blizzard Lord

Appearances: II
A pair of pudgy-looking Heartless that appear at the end of the first visit to Agrabah in Kingdom Hearts II. They use fire and ice attacks respectively.
  • Acrofatic: The Volcanic Lord can bounce at Sora to attack.
  • Agony of the Feet: The Volcanic Lord can inflict this on Sora's allies.
  • An Ice Person: The Blizzard Lord.
  • Asteroids Monster: 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.
  • Breath Weapon: The Blizzard Lord can use this.
  • Dual Boss: 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.
  • "Get Back Here!" Boss: Subverted. See Dual Boss above.
  • Harmless Freezing: The Blizzard Lord can inflict this upon Sora's allies.
  • Magic Staff: Both of them use this.
  • Mook Maker: They can split into several Fiery Globe or Icy Cube Heartless respectively.
  • Palette Swap: Subverted. The staffs have different designs and their pants have different patterns.
  • Playing with Fire: The Volcanic Lord.

Prison Keeper

Appearances: II
A large, mechanical-looking Heartless summoned by Maleficent to aid Lock, Shock and Barrel during the first visit to Halloween Town in Kingdom Hearts II.
  • Cephalothorax: While its does have a cage hanging from the bottom of its head, its arms are attached to the head as well.
  • Eat Me: A reaction command allows you to hit it from the inside when it tries to power up again. It spits you out afterward.
  • "Get Back Here!" Boss: 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.
  • Mega Manning: It gains new powers by eating Lock, Shock and Barrel. They're perfectly fine afterward.
  • Palette Swap: Gets one in Final Mix +.
  • Sequential Boss: See Mega Manning above. Once you go through all three phases, it goes to a fourth phase where it can use all of the attacks it used before.
  • Spam Attack: After eating Shock, it can shoot energy projectiles from its claws.
  • Spin Attack: One that hits you with the cage.
  • Tennis Boss: After eating Lock, it shoots giant fireballs that can be deflected back at it.

Storm Rider

Appearances: II
A large flying Heartless that attack the imperial city at the end of the second visit to the Land of Dragons. Many of its design elements come from Chinese dragons.

Grim Reaper

Appearances: II
A large Heartless summoned by Luxord during the second visit to Port Royal. It becomes an invincible undead monstrosity when Luxord steals four of the medallions.
  • Blow You Away: It uses Wind to teleport and suck in treasure.
  • Greed: Luxord describes this Heartless as "a veritable maelstrom of avarice."
  • Man on Fire: Runs around on fire when hit with a Fire spell. In its undead form, this causes it to drop medallions left and right.
  • Mini-Boss: When fought on the ship, it only has access to its default form.
  • Notice This: Any medallions it drops have a very visible gleam effect.
  • Recurring Boss: You fight it twice. It's more powerful the second time.
  • Palette Swap: Gets one in Final Mix +.
  • Standard Status Effects: In it's normal state it's effected 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.
  • The Undead: The second time you fight it.
  • Wings Do Nothing: Its undead form has filigree wings, but it floats anyway.


Appearances: II
A Heartless so large that trees grow on its back. It appears at the end of the second visit to the Pride Lands in Kingdom Hearts II. It looks like a Witch Doctor riding a giant version of the Living Bone Heartless with tusks and an extra pair of legs. The other section looks like a witch doctor. It is Scar's Heartless, which should tell you something about how rotten the guy was.

Mushroom XIII

Appearances: Kingdom Hearts II: Final Mix
A 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.
  • Fairy Battle: No. 13 is the only one you don't need to challenge.
  • Friendly Enemy: 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.
  • Healing Factor: No. 5 regenerates HP very quickly. You have to overwhelm its healing to defeat it.
  • Infinity+1 Sword: 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.
  • Me's a Crowd: No. 4, 6, 10, and 12 summon copies of themselves.
  • Puzzle Boss: 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.
  • Tennis Boss: No. 2 requires Sora to reflect its projectiles back at it.
  • The Last of These Is Not Like the Others: The challenge for No. 13 is to beat the other twelve, and nothing else.
  • This Looks Like A Job For Aqua Man: 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.
  • Timed Mission: Many of them have to be beaten within a time limit.

Dark Hide

A massive bestial pureblood Heartless fought in the Realm of Darkness in Birth By Sleep Final Mix.
  • Chained by Fashion: 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.
  • Doppelgänger Attack: Yes, the afterimages can hurt you.
  • Foe-Tossing Charge: It can run across the battlefield as an attack.
  • Giant Space Flea from Nowhere: While all the Bonus Bosses appear with little backstory, this one's existence is canon. Justified in that it appears in the Realm of Darkness where of course anything could attack you at any time without warning or reason.
  • Jagged Mouth: Like several other Heartless.
  • "Jaws" First-Person Perspective: A terrestrial variant when it charges at Aqua.
  • Large and in Charge: Rivals the Darkside as one of the largest Pureblood Heartless ever seen.
  • Lightning Bruiser: Its size does nothing to slow it down.
  • Leitmotif: "Hunter of the Dark", its boss theme. Aside from Xehanort's Heartless, it's the only Heartless to get its own background music.
  • No Name Given: Not until the 2.5 Remix version of Birth By Sleep, anyway. Before then, fans either called it "Red Eyes" for having said feature, which was unique among Heartless, or "Hunter of the Dark" after its boss theme.
  • Playing with Fire: It can send giant fireballs along the ground.
  • Red Eyes, Take Warning: They're the first thing you see due to it being invisible at first.
  • See the Invisible: Due to its glowing red eyes.
  • True Final Boss: Actually the last enemy of the Secret Episode, replacing Terra-Xehanort in this regard for Kingdom Hearts: Birth by Sleep.
  • Turns Red: Once its health gets low enough, it starts creating afterimages to attack, indicated by is starting to glow various colors. It also becomes visible and stops charging out of the trees once you attack it enough.

Trident Tail

Appearances: X
A series of whale-like Heartless that appeared as raid bosses in Kingdom Hearts X. Each variant is a different color.
  • Beware My Stinger Tail: As the name suggests, that have a trident in place of a tail fin and can use it to attack.
  • Flying Seafood Special: It's a flying whale. It even has wings instead of fins.
  • Hot Paint Job: The Omega variant has a dark fire pattern.
  • Mechanical Monster: There's a mechanical variant called a Submarine Carp that also acts as a raid boss.
  • Palette Swap: The base version is blue. Variants have red, green and light blue color schemes and a fire pattern.
  • Weaponized Offspring: 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.

Wretched Witch

Appearances: X
A Heartless called on by the Queen in an attempt to stop the Player and the Seven Dwarves

Enraged Elk

Appearances: X
A Heartless summoned by Gaston in Beast's Castle to attack the player, Belle and Maurice.


Appearances: X
An unusually strong sort of Heartless that attack The Player and Skuld.
  • Fallen Hero: They are Keyblade wielders that fell to darkness.
  • It Can Think: While most Heartless are mindless beings driven by instinct, Black Costumes possess or rather retain their human intelligence and can even speak.

Demon Tide

A 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.
  • Darker and Edgier: Notably the first time the Heartless have ever actually been referred to as "demons".
  • Fastball Special: 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.
  • Not-So-Harmless Villain: Individual Shadows are among the weakest enemies in the series. A swarm of them is a force to be reckoned with.
  • Red Eyes, Take Warning: The eyes of the swarming Shadows will glow red when they're about to attack.
  • Red Sky, Take Warning: During the final battle of 0.2, it turns the sky blood-red after taking enough damage.
  • The Swarm: Individual Shadows can be killed, but the Tide continues to generate new Shadows as you kill them. The numbers are never-ending.
  • Tornado Move: Once its health starts getting low, the Tide
  • Turns Red: 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.
  • The Worm That Walks: The Demon Tower form is closer to this due to being more compact and moving and attacking much more cohesively.
  • Zerg Rush: Think Shadows are harmless? You'll be changing your tune when fighting hundreds of them at once.

Corrupted Baymax

Appearances: Kingdom Hearts III
Serving as the main antagonist of San Fransokyo, a lost machine turned into a Heartless by Xehanort. Here's some concept art featuring Sora and Baymax fighting this entity in the sky.

The Nobodies


"A Nobody doesn't have a right to know. Nor does it even have the right to be."

What's left behind when a heart is lost. Don't take "Nobody" literally: they are the body (and ill-defined "soul") of the person, though usually warped to something unrecognizable as human. Those who had the strongest will before losing their heart, however, can retain human form: see Organization XIII. Because they lack hearts, they have no emotions, only putting on the illusion of feeling based on their memories of how they expressed themselves when they were human. Of course, come KH3D, we now know that the strongest of them (Organization XIII) will eventually grow new hearts naturally).

They come in far fewer 'types' than the Heartless; Dusks and Creepers fill the 'generic mook' role, while every other type corresponds to an Organization XIII in some way and certain types appear whenever and wherever the member who lords over that particular type appears.
  • Attack of the 50-Foot Whatever: The Twilight Thorn.
  • Cold Sniper: Snipers.
  • Dance Battler: Dancers.
  • Eldritch Abomination: All of the lesser Nobodies count (see Humanoid Abomination below), but the Twilight Thorn stands out due to its massive size coupled with its unnatural movements.
  • Eldritch Starship: The Nobody Gummi enemies. Whether they're alive like the Heartless is unknown. Also, the Dreadnought and the fleet escorting it, which look like flying castle towers.
  • Elite Mooks: To the Heartless. Nobodies are only born when particularly strong hearts are lost, so they're not as common as Heartless but are more powerful and have some minor form of intelligence instead of just going on instinct.
    • The Nobodies are an unusual example of this trope in that most Nobody varieties qualify.
  • Evil Weapon: Berserkers wield "cursed hammers". This probably explains the "Berserk" Reaction Command and the fact that it seems to drag them around.
    • Creepers can turn into these.
  • The Faceless: Most varieties, but look closely at the Dragoons.
  • Fantastic Racism: Not by them, but rather of them. Most anyone who talks about Nobodies, up to and including Sora, talks about them as being emotionless abominations that do not deserve to exist, often in arguments with members of the Organization XIII themselves. This is most prominent in II, but is toned down in later ones, to the point where in 3D, Sora's next outing with Riku, Sora is appalled by injustices done to the Organization XIII by Xemnas himself, and tells Roxas that he always wanted to tell him he deserves as much as anyone to be his own person, not just to be Sora.
  • Hidden Eyes: half of the mook varieties have their eyes covered by their attire. The other half is The Faceless.
  • Hoist by Their Own Petard: How Reaction Commands around lesser Nobodies seem to operate, using their own powers against them.
  • Humanoid Abomination: In direct opposition to The Heartless (who take on more monstrous forms as they become stronger), the strongest Nobodies are human-like in appearance. They also move and walk in ways that highlight how un-human they are, such as "swimming" through solid matter or walking on air. Characters in II also comment that by the nature of their existences, they are unnatural abominations that should not exist, though later games have toned down the Fantastic Racism.
  • Intangible Man: Assassins can phase through solid objects.
  • It Can Think: As Yen Sid explains in II, this is the main differences between the Heartless and the Nobodies. While the Heartless are essentially mindless animals who function on instinct, the Nobodies retain their intelligence and can think and plan.
  • It Was with You All Along: As Dream Drop Distance reveals, Xemnas lied about the nature of Nobodies to further the Xehanorts' schemes. Nobodies do start without hearts, but as they connect to others, they develop emotion, and can grow new ones. By refusing to accept their own emotions and connections, the hearts are suppressed, allowing others to put their own in their place, specifically Xehanort's.
  • Nice Hat: Dancers wear one.
  • Our Zombies Are Different: Believe it or not, they are merely reanimated corpses... very powerful, intelligent corpses that can fly, walk on walls, and contort their bodies in downright impossible fashions.
  • Power of the Void: Sorcerers attack with Hard Light cubes of Pure Energy, being Xemnas' personal type. Also technically, all Nobodies are beings born of Nothingness.
    • The Twilight Thorn's main attack, which fires thorned streamers at its target, is similar to one of Xemnas's attacks.
  • Shapeshifter Weapon: Creepers shapeshift into various forms freely, including swords and spears.
  • Sigil Spam: A white, inverted Heartless / Mark of Mastery logo based on Master Xehanort's armor. Every lesser Nobody type has it emblazoned somewhere on their bodies, some of them are even shaped like one (Twilight Thorn and the Gamblers, for example), most of the Organization XIII members have it on their person (for example, Demyx's sitar's basically a giant, blue Nobody symbol), and the Organization's castle is pretty much made entirely out of them.
  • Theme Naming: Except for Dusks and Creepers, all the "lower" Nobody types are named after Final Fantasy job classes.
  • Uncanny Valley: An Invoked Trope in how the lesser Nobodies move; inexplicably elongating, enlarging, and compressing their limbs, curling themselves up into various shapes, and bending, twisting, and contorting their bodies in ways that seem wholly unnatural.
  • Undying Loyalty: Implied in the Dusk fight in II if taking into account Roxas' actions at the end of Days. The Dusk Roxas fights still calls him "my liege", in spite of the fact that Roxas abandoned the Organization. Also, late in II, upon coming to The World That Never Was, Roxas still has control of Samurai Nobodies, in spite of fighting them on the way out of the Castle That Never Was weeks prior. An exception seems to have been made for Axel and his Assassins, however, so perhaps it was just Roxas, or because the situation was less dire for the Organization XIII as a whole at the time.
    • Or perhaps the Samurai Nobodies were just random Nobodies wandering around Dark City, and Sora's Battle in the Center of the Mind with Roxas coincidentally occurred at the same time.

    Individualized Nobody Entries 


The weakest of the nobodies, creepers are strange crawling creatures which can shape shift into different forms of weapons and objects. Despite being the weakest nobody, they are surprisingly not the first encountered, that honor goes to the slightly stronger Dusks.
  • The Goomba: Pretty much the shadow heartless counterpart, minus the common appearance in all worlds.
  • Shapeshifter Weapon: Can turn into a spear, teleport and slam down onto a target similar to one of Xaldin's attacks or turn into a sword and swing itself around.


The most often seen enemy force of the nobodies, Dusks are nimble creatures who move in erratic patterns. They can also attack with their limbs moving them in bizarre directions. They also can be the punishment transformation any Organization member by Xemnas.
  • Baleful Polymorph: Errant Organization members are threatened with being turned into Dusks.
  • Jagged Mouth: Hidden behind the zipper on its face.
  • Mooks: The most seen flunky of the entire Organization. Like the Shadows you will see Dusks around the worlds most often.


A type of Nobody controlled by Axel. Assassins are thin humanoids with spiked arms and spindly legs and can "dive" into the ground to ambush targets.
  • Action Bomb: Can do this once their health starts getting low. A reaction command causes the resulting blast to hit enemies instead.
  • Blade Below the Shoulder: Their arms are covered in these.
  • Guide Dang It: Random drops from Assassins are the only source of twilight gems in the game, which you'll need if you plan to get Save the King for Goofy. Too bad they'll only spawn in one room after a certain point in the story.
  • Intangible Man: They have a strange habit of "swimming" through the floor while attacking.

Twilight Thorn

A giant Nobody that's pretty much the Nobodies' answer to the Darkside Heartless that Sora encounters in the beginning of the first game.
  • Astonishingly Appropriate Appearance: Basically, it's a giant, animated Nobody symbol.
  • Attack of the 50-Foot Whatever: The biggest kind of Nobody seen so far.
  • Beam Spam: It constantly shoots thorny tendrils of energy.
  • Expy: It has the same role in Roxas' Awakening that the Darkside did in Sora's; a giant, Mook summoning horror that serves as the game's first boss.
  • Humanoid Abomination: Can inexplicably stretch and contort its arms (along with every other part of its body, even its HEAD) in various ways. And it just gets more random and more disturbing as its fight with Roxas goes on...


These kinds of Nobodies follow Demyx's orders in the Organization. They seem to move around a lot in a dancing pattern. They debut in Hollow Bastion in Kingdom Hearts II, during the turning point in the story.


The Nobodies who follow under Xaldin's control in the Organization, which make their first appearance in the second visit to Beast's Castle in Kingdom Hearts II. They use their lances along with a jumping ability to fight.
  • Blade on a Stick: They wield bladed lances, and occasionally drop one that Donald can use.
  • Cool Helmet: Take a close look at those dragon heads. Their ‘‘real’’ faces are at the base.
  • Dynamic Entry: They appear lance first and dive at the ground for a Shockwave Stomp.
  • Flash Step: Their movements are technically this rather than actual teleportation, but the difference is academic. Then again, there's a visible shattering effect in the space around them when they do it, so it could be a mix of the two.
  • Shockwave Stomp: Their "jump" attack has them slam into the ground and create a shockwave. The Jump reaction command that you can learn from them lets you in on the action.
  • Spin Attack: They can do a vertical spinning slash that also lets you learn their Jump attack.
  • Teleport Spam: One of their attacks has them Flash Step up to you before slashing you, moving this way repeatedly if necessary. Blocking it lets you learn and use their jump attack as a reaction command. They also teleport into the air for their own jump attack.


The Nobodies who are controlled by Xigbar who can use their guns to attack from far away. They appear for the first time during Sora's second visit to the Land of Dragons.
  • Automatic Crossbows: They wield laser crossbows, and occasionally transform into larger ones.
  • Space Master: Like their master, they can stand on air and warp around the battlefield at will.
  • Teleport Spam: See above.
  • Tennis Boss: Their shots can be bounced back when hit normally or up to three times with the Warp Snipe reaction command.


Nobodies who serve under Luxord, they appear as animate clothes that wield dice and cards to fight, but are easily tempted into games of chance using Reaction Commands. They appear with Luxord for the first time during Sora's second visit to Port Royal.


Sword-wielding Nobodies who once took orders from Roxas.
  • Diagonal Cut: The Duel Stance reaction command results in either Sora or the Nobody doing this depending on the player's reflexes. If Sora does it, it also hits surrounding enemies.
  • Dual Wielding: With katanas, of course.
  • Katanas Are Just Better: It'd be odd if an enemy based of Samurai didn't wield them.
  • Mook Chivalry: Their reaction command results in a one-on-one standoff with Sora while the rest of the battlefield freezes.
  • Sheath Strike: Their combo attack adds the katanas' scabbards to an already large flurry of attacks, allowing them to quadra-wield briefly.
  • Time Stands Still: Their reaction command causes this while in progress. Allies and enemies alike will freeze in mid-attack and projectiles stop in their tracks until either Sora or the Nobody performs their move.


The nobodies who are under the command of Saix of Organization XIII.
  • BFS: Their weapons are even taller than their bodies.
  • Dynamic Entry: They’ll occasionally spawn with a diving attack, much like the Dragoons.
  • Evil Weapon: Berserkers wield "cursed hammers". This probably explains the "Berserk" Reaction Command and the fact that it seems to drag them around.
  • Giant Mook: Easily the biggest regular Nobodies, second only to the Twilight Thorn.
  • Ground Pound: One of their more devastating attacks, where they shrink themselves, but enlarge their hammers to massive size and pound the ground with them in a jackhammer-like fashion. The last leg of this attack counts as a Shockwave Stomp, and it can take of a HUGE chuck of health off Sora, too.


The nobodies under the command of the superior of Organization XIII Xemnas, they appear as pulsating robed figures. They don't attack the player directly, using invulnerable cubes of Hard Light to fight. They're the last lesser Nobody type encountered, and only appear in the final world, The World That Never Was.
  • Elite Mook: Immune to all elemental magic, has no Reaction Command, only appears in the final world, and can DEMOLISH you with its cubes if you're not careful.
  • Hard Light: Their cubes.
  • In the Hood: They appear to be wearing hooded robes, with the hoods closed over their faces.
  • No Sell: They’re immune to elemental magic, though Magnet and Reflect work just fine.
  • Powers Do the Fighting: They prefer to float at a distance while using their cubes to attack.
  • Power of the Void: Sorcerers attack with Hard Light cubes of Pure Energy, being Xemnas' personal type.
  • Sinister Geometry: They attack with floating cubes and are the strongest of the Nobodies.

    Organization XIII 

The Unversed


"The negativity took shape as these monsters. They are what I feel -— a horde of fledgling emotions under my control."
Appearances: Birth by Sleep

The Unversed are a horde of fledgling emotions that feed on negativity and have taken monster form. When Yen Sid informs him of their appearance, Eraqus charges Terra and Aqua with wiping them out and discovering their source.

  • Emotion Eater: They apparently feed on negative emotions, though this is largely an Informed Ability.
  • Eldritch Abomination
  • Expy/Suspiciously Similar Substitute: In terms of appearance and behaviour, there really isn't much that separates the Unversed from the Heartless. Of course, Birth by Sleep takes place before the Heartless were a world-spanning threat, so the Heartless themselves couldn't be used.
    • One could argue that they are extremely similar to The Noise, after all; both of them are extensions of negative emotions and appear to be very similar in design.
  • The Heartless: Ironically, they're more true to the trope than the trope namers themselves; the Unversed are actually born from emotions (in this case, just Vanitas's emotions) whereas the eponymous Heartless don't originate from the host themselves, but from being forcibly transformed.
  • Made of Evil: They're composed of negative emotions.
  • No Ontological Inertia: Once Vanitas is destroyed, barring Gameplay and Story Segregation in the Final Episode, the Unversed vanish from the worlds.
  • Red Eyes, Take Warning
  • The Usual Adversaries

     Individualized Unversed Entries 


The fodder of the Unversed. strange, inky, twitchy creatures sink into the ground fairly often to avoid attacks.
  • Expy/Suspiciously Similar Substitute: While as a whole unversed are this for Heartless, These act suspiciously similar to Shadows in particular, what with being able to flatten on the ground and being the weakest and most common type.
  • The Goomba
  • The Heartless: Specifically, based on their entry an movements, they appear to represent antsy-ness and impatience.
  • Living Shadow


Unversed that run forward and attack with various claw swipes.
  • Artificial Stupidity: on purpose, judging by the journal. Scrappers always move in straight lines befor stopping to chang direction or attack, which allow them to be wide open for attacks.
  • Expy/Suspiciously Similar Substitute: Of the Soldier heartless. The weakest of the more advanced types, bipedial unarmed fighters that are also ridiculously common

Bruisers and Buckle Bruisers

jiggly brutes who punch, charge and jump to fight. Buckle Bruisers are dressed up with shields and gladiator armor as an upgraded variation.


Wheel Master

Appearances: Birth by Sleep
An Unversed faced by Terra in the Enchanted Dominion.

Symphony Master

Appearances: Birth by Sleep
An Unversed which attacked the Castle of Dreams, putting an end to the ball. It serves as Terra's boss for the world.

Mad Treant

Appearances: Birth by Sleep
An Unversed faced by Ventus in the Dwarf Woodlands.


Appearances: Birth by Sleep
A giant Unversed that Ventus chases after in Deep Space.

Cursed Coach

Appearances: Birth by Sleep
An Unversed fought by Aqua outside the Castle of Dreams

Trinity Armor

Appearances: Birth by Sleep
A trio of Unversed which serve as the boss of Radiant Garden, faced by all three protagonists at once.
  • Combining Mecha: Its main gimmick. Each component resembles a flying vehicle, and their combined form is vaguely robotic.
  • Detachment Combat: It can freely combine and separate during battle, and the pieces each have their own HP bars.
  • Expy: Its appearance, name, and battle style have a lot in common with the Guard/Opposite Armor from KH1.
  • Frickin' Laser Beams: In a number of flavors, including electric.
  • Playing with Fire: The torso armor and combined form can shoot fireballs.

Mimic Master

Appearances: Birth by Sleep
An Unversed fought in the Mirage Arena.

Iron Imprisoner

Appearances: Birth by Sleep
A Unversed fought in the Mirage Arena.
  • Bonus Boss: Fighting it is entirely optional along with the rest of the Mirage Arena.
  • Chained by Fashion: It is covered in chains that restrain its power.
  • Drop the Hammer: It wields a hammer as its main weapon.
  • Meaningful Name: "Iron Imprisoner" refers both to its own imprisonment, and the fact it can trap the player in the cage it wields on its hammer.
  • Playing with Fire: It attacks primarily with fire-themed abilities.
  • Rage Helm: The first three forms wear one. Its actual face is even angrier.
  • Red Eyes, Take Warning: As with all unversed, it has red eyes.
  • Sealed Evil in a Can: It starts off sealed, with its armed chained to its chest and its legs in a gibbet.
  • SNK Boss: Iron Imprisoner IV. It can easily stunlock you into certain death unless you have abilities to stop it, it attacks furiously with little chance to counter attack, and its attacks do heavy damage and are difficult to avoid.
  • Spin Attack: All of them can rapidly spin around to attack.
  • Took a Level in Badass: Each incarnation gradually frees itself from its bindings, becoming stronger and faster, until its fourth form is unrestrained.

Vanitas Remnant

Appearances: Birth by Sleep
A shade of Vanitas spawned in the Keyblade Graveyard after his destruction.
  • A.I. Breaker: An infamous one involves leading him along until you run behind a certain big rock, opposite of Vanitas Remnant, and he'll try to get you by running into the rock instead of around it like an idiot. You can then proceed to spam Strike Raids (which naturally clip through the environment) until he dies.
  • Casting a Shadow
  • Glass Cannon: Played with; visually, he has only one health bar and a relatively pitiful amount of HP, but he has defense ratings that border on nigh-invulnerable and resists everything. That being said, having a Fixed Damage Attack like Tornado, on the other hand...
  • Last of His Kind: In a sense, he can be considered the last of the Unversed in existence.
  • No Cure for Evil: Famous for averting it; he heals himself to full HP if the player heals themselves.
    • Loophole Abuse: But only with Cure commands, items and attack commands that also heal get no reaction.
  • Playing with Fire
  • Sword Beam
  • Teleport Spam

The Dream Eaters


The Dream Eaters are the Heartless to the worlds in sleep. Sleeping worlds can't be invaded by the Heartless, so when a Heartless would normally be born in such worlds, a Dream Eater is created instead. They come in two varieties — Spirits, who are friendly, and Nightmares, who are malicious.
  • Adorable Evil Minions: Zigzagged. Spirits are all cute or at least friendly-looking, but Nightmares run the gamut from just as cute to genuinely threatening.
  • Adventurer Outfit: As its name would suggest, Iceguin Ace's attire resembles an ace pilot.
  • Ambiguous Gender: Most Dream Eaters, but especially Meow Wow and it's cousins Flowbermeow and Meowjesty, based on their journal entries.
  • Astral Projection: Aura Lion and Keeba Tiger.
  • Bears are Bad News/Panda-ing to the Audience: Kooma Panda can invoke both with its Nightmare and Spirit variations.
  • Big, Friendly Dog/Mega Neko: Meow Wow, Flowbermeow, and Meowjesty.
  • A Boy and His X: Not only are Spirit-Type Dream Eater recruitable and can be raised like pets, Sora and Riku also develope quite adorable relationships with their starter Dream Eaters, Meow Wow and Komory Bat, the first of which Sora ends up lovingly nicknaming "Eata". Sora ends up keeping all his Dream Eaters for companionship in the end, when he decides to embark on a journey on his own.
    • In X, the browser game, the player is accompanied by a Dream Eater that can speak, named Chirithy.
  • Cephalothorax: Pricklemane.
  • Chest Monster: Jestabocky, which is very annoying when looking for chests you possibly missed. Perhaps in this form he's a Chestabocky.
  • Knight in Shining Armor: The Kyroo series of Dream Eaters. Sir Kyroo is a winged frog that wields a lily pad and cucumber-like vegetable, which gives the appearance of a knight. Chef Kyroo gives off the same imagery, but with a chef's hat and weilding a pan and a pot lid. Lord Kyroo is a frog who is also a proper knight, wearing a cape and weilding an actual Rapier and shield. In addition to the usual movements of the other Kyroos, he blows a kiss with a visible heart coming out. He's also a Bonus Boss, and the only Nightmare (if he is one) that doesn't seem to want to kill you, but rather says "I challenge thee", something the player can decline, and leaves the battle once the player deals a fair amount of damage. The actual fight has him running away pretty cowardly, ironically enough, but once defeated he gives the recipe for a spirit version of himself that fights like a proper knight. They're Knights Errant, travelling with the player.
  • Cool Board: 2.8 adds a Zolephant variant based on Reaper Beat that wields a black skateboard.
  • Cute Kitten: Necho Cat and Frootz Cat.
  • Dance Battler: Necho Cat and Frootz Cat.
  • Dark is Not Evil: They're expressions of darkness, just like the Heartless, but many are perfectly non-antagonistic.
  • Dem Bones: Skelterild and Fishboné.
  • De-Power: Staggercep Dream Eaters have an attack that can prevent Sora and Riku from using commands.
  • Detachment Combat: Skelterild and Fishboné.
  • Dinosaurs Are Dragons: Tyranto Rex and Skelterwild are based on Dinosaurs but have Draconic traits.
  • Eldritch Abomination
  • Elemental Embodiment: Of Darkness, more or less-they aren't actually corrupted hearts like the Heartless, they seem to be creations of Darkness itself, devoid of any foreign influence. Each Dream Eater is also associated with one element, which will determine it's strengths and weaknesses as apropriate:
    • An Ice Person: Ducky Goose, Iceguin Ace, Juggle Pup, R & R Seal, and Skelterwild.
    • Casting a Shadow: Fishbone, Frootz Cat, Ghostabocky, Keeba Tiger, Komory Bat, Majik Lapin, Necho Cat, Peepsta Hoo, Toximander, and Woeflower.
    • Light The Way: Aura Lion, Flowbermeow, Halbird, and Pegaslick, as well as the boss Spellican.
    • Making a Splash: Fin Fatale, Sir Kyroo, Tatsu Steed, Wheeflower, and Zolephant, as well as the boss Chill Clawbster.
    • Non-Elemental: The Dream Eaters not mentioned elsewhere go here, as well as these bosses: Hockomonkey (both versions), Queen Buzzerfly, Wargoyle (both versions), Brawlamari, Holey Moley, and Anti Black Coat Nightmare.
    • Playing with Fire: Chef Kyroo, Drak Quack, Eaglider, Hebby Repp, Ryu Dragon, Sudo Neku, Tatsu Blaze, Tyranto Rex, and Yoggy Ram, as well as the boss Char Clawbster.
    • Shock and Awe: Cyber Yog, Electricorn, Jestabocky, Lord Kyroo, and Thunderaffe, as well as the boss Commantis.
  • Elemental Rock-Paper-Scissors: Fire > Blizzard > Thunder > Water > Fire... Light and Dark-type Dream Eaters are both strong and weak against each other. Fire-type Dream Eaters also have a slight weakness against Blizzard, while Blizzard-type Dream Eaters have a slight resistance against Water. The seventh type of Dream Eaters don't really have a weakness or resistance, but may be a little weak against all elements if they are physically inclined.
  • Exactly What It Says on the Tin/You Are The Translated Foreign Word: The Japanese names of the different species tend to be very cut-and-dried or bilingually redundant. The English version's names, when not adapting puns, retain this redundancy, but tend to go for odd spellings for the Japanese portion of the name, such as adapting "Kaeru Chef" as "Chef Kyroo".
  • Expy: Story-wise, mentioned in-universe; it's mentioned that they're the equivalent of Heartless in places where the Heartless can't spawn. Gameplay-wise, they avert it though; while Nobodies and Unversed had equivalents/analogues to certain Heartless enemies, the Dream Eaters lack any of those.
    • The Kyroos appear to be expies of Frog from Chrono Trigger, being knightly frogs. They also have their own version of his jumping slash, and Lord Kyroo acts very chivalrous and speeks in Ye Olde Butcherede Englishe just like Frog despite being a Nightmare. Their Link Attack with Sora, Decussation, is basically Frog and Chrono's X-Strike dual tech spammed repeatedly. The base Sir Kyroo is also water elemental.
  • Supernatural Gold Eyes: Spirits apparently have golden eyes when in a neutral mood but can change to turquoise or green in other circumstances.
  • Feathered Fiend: Halbird, Eaglider.
  • Hair-Raising Hare: Me Me Bunny and Majik Lapin.
  • The Heartless: Much like their Trope Namer cousins. Inverted for Spirits, who are born of powerful positive emotions, and it shows.
  • Light 'em Up: Dream Eaters such as Pegaslick can use light based attacks such as Spark.
  • Light is Not Good: Some Nightmares such as Pegaslick are able to use light-based attacks.
  • Lighter and Softer: Unlike the other creatures on this page, they're not a threat to the universe at large, and some of them are willing to help the player as Mons. There's also the fact that most of them come in the form of technicolor cartoony animals regardless of whether they're Spirits or Nightmares.
  • Lucky Translation/Woolseyism: A little bit of column A, a little bit of column B. Wandanyan's name doesn't simply mean Wonder Meow, but it is also a pun on the onomatopoeia for a dog's bark, (wanwan). By using the English onomatopoeia "bow wow" for the pun, they were able to keep the spirit of Wandanyan's name as Meow Wow.
  • The Man Behind the Monsters: Notably averted, unlike the other monster species, who were all created and/or led by an individual villain. Perhaps this is one reason why certain Dream Eaters are benevolent.
  • Mascot Mook: Possibly due to overwhelming popularity, Meow Wow is THE Dream Eater, with a giant baloon based on Flombermeow in Traverse Town and its face adorning all the icons in the spirits menu, and is also the trophy in the Flick Rush. They're also the picture above.
  • Mini-Boss: A normal Dream Eater will occasionally serve as this. The Tyranto Rex is an especially good example of this.
  • Monster Clown: Jestabocky. Their Japanese name, "Obake Pierrot", is basically a direct translation of the trope's name.
  • Mons: The spirits, which very similar to Spectrobes (another Disney property interestingly enough), can be created and used as your party fighting alongside you. They grow stronger with battle, but can also be trained using Toys and simply petting them. In return, they get more competent AI and can unlock commands.
  • Obviously Evil: It's not exactly difficult to tell a Nightmare from a Spirit.
  • One-Gender Race: Ducky Goose. Their journal entry hints that they are all male.
    • Same with Aura Lion, Drill Sye and the Kyroo triplets
  • Our Dragons Are Different: Ryu Dragon and Drak Quack.
  • Our Ghosts are Different: Jestabocky and Ghostaboky.
  • Palette Swap: The Spirits and Nightmares are this to each other. They're both brightly colored, but Spirits tend to be pink, turquoise, and white while Nightmares tend to be purple, yellow, and black. There are also special Nightmare variants that use paler colors than regular Nightmares.
  • Panthera Awesome: Aura Lion and Keeba Lion.
  • Pegasus: Pegaslick.
  • Piranha Problem: Fin Fatale and Fishboné.
  • Pun: A great many of their names amount to this, with varying degrees of lameness. For example, "Holey Moley".
  • Red Eyes, Take Warning: Nightmares.
  • Repetitive Name: Many, but not all of them have names that consist of the English name of the animal they resemble followed by a phonetic variant of the equivalent Japanese word (or vice versa).
  • Rhino Rampage: Drill Sye.
  • Robe and Wizard Hat: Majik Lapin
  • Seahorse Steed: Sora can invoke this trope with Tatsu Steed and Tatsu Blaze.
  • Sigil Spam: Interesting in that they have two different ones. Spirits have their own Sigil and so do the Nightmares.
  • Stock Dinosaurs: Three: the T. rex-based Tyranto Rex and Skelterwild, and the Triceratops-based Cera Terror.
  • Turns Red: Several Dream Eaters will invoke this trope literally.
  • The Usual Adversaries
  • Unicorn: Electricorn.



Appearances: Dream Drop Distance

A mandrill Nightmare summoned by Unknown/ Young Xehanort in Traverse Town. It has two forms: the Brute form and the Mage form, who fights Sora and Riku respectively. The Brute form is also the first of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.
  • Cognizant Limbs: The Mage form's hands. The Mage form can also split up into hands that attack you with various things from the arena. Defeating all the hands allows you to attack Hockomonkey without it retaliating for a while.
  • Floating Limbs: The Mage form shows this the most, though the Brute form can also do this.
  • Maniac Monkeys
  • Playing with Fire: The Mage form, which can shoot Fireballs.
  • Stage Magician: Hockomonkey's Mage form is reminiscent of these.
  • Warm-Up Boss
    • Wake-Up Call Boss: The Mage form that Riku faces is more difficult to handle than the Brute form whom Sora faces. And on the second visit, the Brute form's stats have been boosted, in addition to the fight taking place in a smaller area that makes its attacks harder to avoid.
    • Recurring Boss: Faced once with Sora and once with Riku. Then faced once again with Sora on your second visit to Traverse Town.

Queen Buzzerfly

Appearances: Dream Drop Distance

A bee Nightmare that is only faced during Dive sequences. Faced first by Riku, then much latter by Sora.
  • Flunky Boss: Spawns Buzzerflys to attack you, and you have to destroy them to expose its weak spot.
    • Recurring Boss: Faced by Riku in his Dive to La Cité des Cloches, and later by Sora in his Dive to The World That Never Was.
  • Giant Space Flea from Nowhere: Almost too literally. The only hint you get that you're going to have to fight it is that the music for the Dive sequence is different than normal.


Appearances: Dream Drop Distance

A gargoyle Nightmare under the command of Frollo, who can appear with or without wings. The wingless version eventually fights Sora, while the winged version assaults Riku. The wingless version is also the second of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.
  • Gameplay and Story Integration: Depending on what order you beat it at least; When beaten by Riku, it loses its wings and seemingly falls to its death, and when first confronted by Sora it falls from the same area without its wings into the Church's square.
  • Good Wings, Evil Wings: The winged version is most certainly of the evil kind.
  • Our Gargoyles Rock
  • Playing with Fire: Both versions.
  • Recurring Boss: The wingless version is faced once with Sora, while the winged one assaults Riku before fighting him for real. The wingless version is also one of the boss Nightmares sumoned by Spellican to fight Sora on the second visit to Traverse Town.
  • Spin Attack: One of the attacks of the wingless version.
  • Unskilled, but Strong: Noticeably, while flying its very agile and has some graceful movements, when fighting Sora on the ground, It trips itself up a lot more with its strongest attacks, but is still just as powerful.


Appearances: Dream Drop Distance

An octopus Nightmare that is only faced during Dive sequences. Faced first by Sora, then later by Riku.
  • Combat Tentacles: Can be used for head-on attacking, as well as laser-firing. Including a really big one that can only be avoided by going behind rocks that appear during the fight with Riku.
  • Everything's Squishier with Cephalopods
  • Giant Space Flea from Nowhere: Almost literally. The only hint you get that you're going to have to fight it is that the music for the Dive sequence is different than normal.
  • Frickin' Laser Beams: Can use these.
    • Wave Motion Gun: For its second fight against Riku. You have to hide behind a rock to avoid it.
  • Recurring Boss: Faced once by Sora during the Dive sequence for the Grid, then latter by Riku during the Dive sequence for Country of the Musketeers.


Appearances: Dream Drop Distance

A mantis Nightmare commanded by CLU-2, faced by Riku in the Grid. In actuality, its actually a Spirit repurposed into helping CLU.
  • Big Creepy-Crawlies
  • Brainwashed and Crazy: About halfway though the boss fight (and as the finishing blow) its giant spinning ring becomes four legs and it turns into a large Spirit Dream Eater, which are benevolent by nature, meaning its being influenced by an outside force. This explains its unfocused, twitchy movements; The red lightening that continuously strikes the disk in its head from CLU's ship is the cause.
  • Dying as Yourself: It fades away as its original Spirit persona when defeated.
  • Red Eyes, Take Warning: Notable in that, unlike other Nightmares, its eyes are in a curved, teardrop design, hinting at its true nature.
  • Recurring Boss: Faced once by Riku while on a hoverbike, then again at the very end of his story in the Grid.
  • Shock and Awe

Chill Clawbster

Appearances: Dream Drop Distance

A giant lobster Nightmare with ice lasers that show up out of nowhere in Prankster's Paradise when Pinocchio and Jiminy are swallowed by Monstro, who then proceeds to freeze Monstro alive. It's fought by Sora immediately after that.
  • An Ice Person: Uses mostly ice attacks and froze Monstro alive.
  • Frickin' Laser Beams: Of the ice element.
  • Gameplay and Story Integration: Though its up to interpretation, some believe Chill Clawbster turned into Char Clawbster after being eaten in Sora's story and appearing in Monstro's insides In Riku's, adopting a more parasitic lifestyle and heat-based abilities from Monstro's stomach acid. Like Wargoyle this is somewhat based on the order you finish the two versions of the world.
  • "Get Back Here!" Boss: Tends to move about on the battlefield, and attempts to flee once weakened. It does not flee in rematches, where you have to take its HP down the normal way.
    • Tactical Suicide Boss: If only it hadn't smashed the ice one last time, allowing Sora to free Monstro and take up the chase.
  • Giant Space Flea from Nowhere
  • Heli Critter: Can use its tail as a propeller, as well as its front two claws.
  • Power-Up: Can do this infrequently during battles, which gives it access to the real guns.
  • Underground Monkey: Averted, Both lobster bosses have notable differences from each other, and possess different attacks.

Char Clawbster

Appearances: Dream Drop Distance

A giant lobster Nightmare with fire projectiles that Riku encounters inside Monstro. It is also the last of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.
  • Gameplay and Story Integration: Arguably, if you consider both lobsters to be the same creature. A popular theory is that Chill Clawbster, after being eaten by Monstro adjusted to its new surroundings by using the creatures stomach acid to create its heat-based attacks, losing the cold-based ones. And Like Wargoyle this is somewhat dependent on which version of the world you finish first.
  • "Get Back Here!" Boss: Uses the large area it has to its advantage, and can switch to the ceiling as well. It doesn't have as big advantage during its fight with Sora on his second visit to Traverse Town.
  • Giant Space Flea from Nowhere: Though it is at least hinted a little bit beforehand, unlike its counterpart.
  • Heli Critter: It doesn't fly due to the more confined space compared to Chill Clawbster, but it does still possess the ability to spin its claws and tail like its counterpart to speedily move and attack.
  • Playing with Fire: Uses mostly fire attacks.
  • Power-Up: Same deal as its chillier counterpart.
  • Recurring Boss: Faced once with Riku in Monstro, then once with Sora as one of the Nightmares summoned by the Spellican.
  • Underground Monkey: Averted, Both lobster bosses have notable differences from each other, and possess different attacks.

Holey Moley

Appearances: Dream Drop Distance

A mole Nightmare faced by Riku in Country of the Musketeers.
  • Affably Evil: compared to other Nightmares at the very least, like Wargoyle or Spellican.
  • Breather Boss: comes with being in the Breather Episode of the game.
  • Disproportionate Retribution: It trips Riku, and pokes him in the back when it very clearly had an opening to do something worse, Riku's response is to destroy it outright.
  • Floating Limbs: An unusual case, At first Holey's Arms appear to be attached, but after a while it teleports its head underground, and many arms sprout from holes. Should you beat those, Holey reveals itself again, but won't have his arms for a little bit.
  • "Get Back Here!" Boss: Whack-A-Mole style. The area it fights in is pretty large as well, to give it the advantage.
  • Giant Space Flea from Nowhere
  • Improbable Weapon User: Keeping with its goofy look, two of Holey's attacks are summoning Carrots that home in on you, and some sort of bomb it tosses when you're closer to it.
  • Knight in Shining Armor: Styled after the musketeer version. but acts more like a less-benevolent trickster.
  • Poke the Poodle: Compared to other Nightmares at least, Holey's actions are excessively tame.
  • Thinking Up Portals: how it attacks and moves around the backstage area.


Appearances: Dream Drop Distance

A pelican Nightmare first encountered during the heroes' second visit to Traverse Town, where it summons Nightmares to stop Sora, Riku, and the TWEWY cast. It latter appears in Symphony of Sorcery, where it interferes with Yen Sid's reckless apprentice at the time: Mickey Mouse.
  • Attention Whore
  • Death from Above: Can bombard you with stars...
  • Evil Sorcerer
  • "Get Back Here!" Boss: Through dimensions and other worlds. It's basically its Modus Operandi.
    • Boss Rush: Responsible for one of these, that happens to Sora during his second visit to Traverse town.
    • Flunky Boss: Summons Nightmare Dream Eaters to deal with Sora and Riku and the TWEWY cast. It can also summon brooms during its fight with Sora in Symphony of Sorcery.
    • Recurring Boss: Well, kind off. The first time you face it in Traverse Town, it summons Nightmare bosses you've fought before to try to finish Sora off. It fights Sora for real when he catches up to it in Symphony of Sorcery.
  • Ignored Enemy: When Riku first comes across it fighting Beat and Rhyme, They stop mid-battle to talk about insults, jokes and introductions. At first its reasonably calm, looking back forth between its chatting adversaries, but as the conversation drags on, it quickly gets mad and brings their focus back to it by summoning another wave of Dream Eaters to attack.
  • Laser Blade: Can turn its broomstick into one.
  • Shock and Awe
  • Soundtrack Dissonance: After finally being cornered at Symphony of Sorcery, Sora must fight and defeat it... To the tune of Paul Dukas' L'apprenti sorcier, as it was played in Fantasia. This is keeping with the theme of this particular world, in which the melody and sound effects take front stage, utilizing classical pieces played in the Disney movie.
  • Summon Magic: How it brings forth its Dream Eater minions, and brooms.
  • Turns Red: When low on health, it begins to use its more dangerous spells.

Anti Black Coat
Appearances: Dream Drop Distance

A mysterious entity shrouded in a black longcoat, it is a Nightmare spawned from the darkness in Sora's heart, and is the one trapping him in a nightmare in Dream Drop Distance. It wears a black coat but has magenta patterns on the edges and never shows its face.

Dark Chirithy