Due to lengthy periods between releases and the prevalence of Late Arrival Spoilers, spoilers from installments before 2010 may be unmarked. Read at your own risk.
Throughout the Kingdom Hearts franchise, the Keyblade wielders face a variety of monsters created from darkness and hearts falling to it. This is a listing of those creatures.
Appearances: Kingdom Hearts | Chain of Memories | Kingdom Hearts II | Birth by Sleep | 358/2 Days | coded | Dream Drop Distance | χ [chi] | 0.2 Birth by Sleep -A Fragmentary Passage- | Kingdom Hearts III
Heartless are creatures of darkness born from the hearts within sentient and sapient beings. They are driven only by instinct to seize hearts from other beings and destroy them, either by attacking them or manipulating them into darkness, creating more Heartless in the process. As worlds also have hearts, this inevitably means the Heartless are drawn to worlds to destroy the world's heart and plunge it into darkness. Heartless come in two varieties — Pureblood, formed naturally, and Emblem, formed by forced production.
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: Most Heartless are cute and cartoony, though there are some genuinely scary exceptions.
- Always Chaotic Evil: They are by their very nature a threat to all life, as they instinctively seek out hearts and cannot be reasoned with.
- 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.
- Bishōnen 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.
- 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.
- Equal-Opportunity Evil: Unlike the Nobodies, which only go after those with powerful, strong hearts, the Heartless don't care whether their targets are human or not - as long as that being has a Heart and Darkness, then they'll be there to go after them.
- 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; they come from the darkness in people's hearts, and feast on hearts, from individuals to planets and beyond.
- I Fight for the Strongest Side: In the words of Saïx, the Heartless ally with whoever's the strongest, which is why most of them defect from Maleficent's service to ally with the Organization.
- 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.
- Invincible Villain: Without a Keyblade or the Power of Light, it's virtually impossible to fight off the Heartless for good and many worlds have fallen into Darkness strictly because the inhabitants had no way of truly harming them.
- Jagged Mouth: A common feature, often with a 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 to increase their number and power; 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. Their name actually refers to their seeming lack of emotion.
- 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.
- Played entirely straight with the Mushroom family of Heartless, save for the Black Fungus. The White Mushroom, Rare Truffle, and Pink Agaricus are all friendly and never attack the player. They either need the player's help in some form or another, or are there to challenge the player in some way. If successful, they happily jump around for a bit and toss out huge rewards. The Mushroom XIII look evil, but are more or less the same. Some are more aggressive than other, but at the end of the day it's all just a challenge. Defeating all twelve of them results in the thirteenth descending down like some cute, fungus-like angel to present the Winner's Proof Keyblade.
- 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 stronger variants that are this. Most of these appear in either the Final Mix games, Days or χ.
- The Final Mix games also give most of the regular Heartless more psychedelic color schemes. Additionally, one of the bosses in Days, a Darkside palette swap, can summon Shadows that are purple rather than the normal blueish color.
- 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-occurring "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.
- Super-Persistent Predator: In the words of Squall, "They'll come at you from out of nowhere, and they'll keep coming after you, so long as you wield the Keyblade." This is the in-universe reasoning for why they appear around Sora when the player walks around a world.
- 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 Usual Adversaries: Though the machinations of higher villains drive the plots, the Heartless make up the vast bulk of what the heroes have to fight in any given game.
- The Virus: While there are multiple ways to create them, The Heartless mainly spread their kind by attacking humans and other sentient beings, killing them, and forcibly swallowing them in darkness, thus transforming them, and then those new Heartless attack more people.
- Was Once a Man: Downplayed, as most Heartless don't get to keep their sentience. It's still true for most of them, 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" is to rush their prey en mass. Since Sora is basically a One-Man Army, it usually fails.
Appearances: I | 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.
- Bishōnen 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 a Darkside, a reference to how the latter first appeared as Sora's shadow. It also possesses an attack that bears heavy resemblance to the 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.
- Light 'em Up: It fights almost exclusively with Light attacks.
- Light Is Not Good: Despite its heavy use of light attacks, it is still The Virus and a member of The Heartless.
- 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.
- 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.
- Took a Level in Jerkass: When Sora turned into a Heartless, he retained his kind-hearted personality. The digital representation of his Heartless is a ravenous monster.
- Tron Lines: His Darkside form has glowing Blox-like patterns across its body.
- The Virus: It's an actual computer virus.
The most basic Pureblood Heartless, Shadows take the form of twitchy, insect-like, humanoid shadows. They are a constant found in nearly every world traversed on foot, though they become less common as the individual games progress and more powerful Heartless are introduced.
- Badass Adorable: Cute - but a nightmare to catch if they decide to mess around with you.
- The Goomba: They are in almost every single world in almost every single game, acting as the weakest form of foe.
- 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: Mega-Shadows are giant Shadows. Gigas Shadows are even bigger.
- I Shall Taunt You/I Have Your Wife: One Shadow screws with The Beast by appearing as Belle, then turning back into a shadow and running off. Though this is simple, Beast had recently clawed his way through space for Belle so this understandably makes him go into a blind anger and abandon Sora temporarily, not bad for an indistinct Mook.
- Living Shadow: Shadows can sink into the ground at any time to get to a different area, making them slightly annoying to fight.
- Mascot Mook: Shadows are the most iconic Heartless, almost always used to represent them as a whole.
- Metal Slime: Gigas Shadows in Final Mix are met in a special encounter in Wonderland. They are quite durable and if they land even a single hit on Sora they will immediately vanish. They're also the only source of the Fury Stone crafting material.
- Palette Swap: Purple ones appear in the Dark Follower boss fight in 358/2 Days.
Soldier & High Soldier
Soldiers are the most common Emblem Heartless and the second most common Heartless overall. They are clad in constantly clanking helmets and boots and sporting large red claws. They are somewhat threatening in groups, but heavily telegraph their attacks. Kingdom Hearts III also introduces a variant called the High Soldier.
- Cowardly Mooks: Deserters in 358/2 Days appear in large groups but simply run in circles and flee if you get close — until you kill one, which prompts all of the others to retaliate in unison.
- Everything's Better with Spinning: They have two variations of a spinning kick, one that's more of a vertical lunging kick, and a horizontal spinning top-kick.
- Invisibility: Stealth Soldiers, as their name suggests, are invisible until they are hit enough times.
- Mascot Mook: They are second only to Shadows as the most recognized and ubiquitous Heartless.
- Palette Swap: Final Mix versions of the games give it a bronze coloration. The first Final Mix also introduces the Stealth Soldier. 358/2 Days has the Sergeant, Commander, and Deserter variants.
- 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.
- Wolverine Claws: All of their fingers end in large red claws.
Neoshadows are humanoid Pureblood Heartless that are more intelligent and far more dangerous than Shadows. Found on a variety of worlds, they are either reserved for endgame as an Elite Mook or start appearing around the mid-game to replace their weaker brethren.
A larger, recolored variant called the Novashadow appears as a boss in 358/2 Days during Mission 65.
- Boss in Mook's 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.
- The Cameo: Briefly appear in a flashback in Birth by Sleep, summoned by Master Xehanort to test Ventus. He refuses to fight them, and they beat the stuffing out of him.
- 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.
- Nerf: They've never been as strong as they are in Final Mix, mercifully. Also applies to the versions in the last mission of 358/2 Days, which've had their strength dramatically reduced.
- Palette Swap: The Novashadow in Days is purple.
- The Worf Effect: The first sight of Roxas was him taking on a whole horde of these guys, and annihilating them with his keyblades. Later depictions of events in II and 358/2 Days only reduce the amount of Neoshadows he fights, but he still creams them.
Large Body, Fat Bandit & Helmed Body
Large Bodies are fat Emblem Heartless that are protected from frontal assaults due to their large bulk. Attacking from behind or using magic is the way to go if you want to defeat them. Fat Bandits are similar, though they have an Arabian-inspired appearance and access to fire attacks. Large Bodies can be found in multiple worlds while Fat Bandits largely stay in Agrabah. In addition to bringing back the Large Body, Kingdom Hearts III also introduces a variant called the Helmed Body, which wears a helmet.
- 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.
- Fat and Proud: The mannerisms of Large Bodies seems to indicate this, as the unique animations they make upon connecting certain attacks include beating their stomachs with pride.
- 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.
- Immune to Flinching: They are very difficult to stun thanks to their bulk. You need to juggle them into the air somehow or block certain attacks to get them to flinch.
- Jiggle Physics: Their round, jiggly bellies constantly shake with their movements, and Kingdom Hearts III has them wobble when hit in their guts.
- Kevlard: Their roundness automatically blocks physical attacks at the front.
- 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 biggest difference between Fat Bandits and Large Bodies is that Fat Bandits mostly use fire attacks.
- Shield-Bearing Mook: Their bulk acts as a natural shield that blocks standard melee attacks from the front.
- Shockwave Stomp: They can jump to release a shockwave on landing.
- Slide Attack: Games from II and onward have Large Bodies penguin-slide at you when they get to low health. They move very quickly when doing this, bypassing their normal sluggishness. Taken Up to Eleven with the Helmed Bodies, who can slide much further and faster than regular Large Bodies and even change direction and do highly damaging spins mid-slide.
- 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.
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. Each variant can generally found in multiple worlds.
- Anthropomorphic Food: Variants appear in Kingdom Hearts χ that are based on macarons and rice cakes. The Watermelon Heartless are a Double Subversion as they keep the regular visual aesthetic of this group while still having a more rounded look.
- Blow You Away: The Emerald Blues, Spring Metal, and Malachite Bolero use wind attacks.
- Fire, Ice, Lightning: Red Nocturne, Blue Rhapsody and Yellow Opera respectively, with Green Requiem rounding them out with Cure magic. They also appear ...In That Order as you progress through the early levels.
- Flight: The first Heartless you meet that are capable of this.
- "Get Back Here!" Boss: They were guilty of this in KHI, especially in high areas due to their flying abilities. Emerald Serenade is the center of two missions based around this, speeding up as they take more damage while staying on a single path. Grey Caprice can also become this in groups due to its ability to switch places with you and then despawn if you're too far from its spawn point.
- Having a Blast: Three of Crimson Jazz's abilities create explosions out of thin air.
- Heal It with Fire: Or any other element as appropriate, or all of them in the case of the Green Requiem. Averted in KH2, which does not implement elemental absorption.
- An Ice Person: Blue Rhapsody. The Watermelon Heartless and its size-differentiated variants use ice attacks.
- Life Drain: Turquiose March does this due to the element system in Days being more of status effect system with Elemental RockPaperScissors for fire, ice and lightning being tacked on.
- Logical Weakness: The ones in the first game give extra experience when hit with gravity. Red Nocturne and Blue Rhapsody also do this when hit by the opposite element in addition to being stunned.
- Making a Splash: The Turquoise March and Marine Rumba use water attacks.
- The Medic: Green Requiem.
- Metal Slime: Black Ballade splits into several clones when confronted and Sora must track down and destroy the real one. Hitting the fakes too many times will cause it to run away, but defeating it earns a unique crafting material.
- Mythology Gag: On top of resembling a typical Final Fantasy Black Mage, their naming convention is a reference to the Black Waltz line.
- Palette Swap: They all share the same appearance aside from color.
- Planar Shockwave: Crimson Jazz can generate these.
- Playing with Fire: Red Nocturne, Crimson Jazz, Vermilion Samba, and Scarlet Tango all use fire attacks. The Fireworks Heartless and its size-differentiated variants in Kingdom Hearts χ also use fire attacks.
- Pure Energy: Silver Rock uses generic energy attacks.
- Robe and Wizard Hat: They ARE based on the Black Mage, after all.
- Shell Game: Black Ballade's challenge is based on one. Using the pause button is highly recommended to tell the copies apart.
- Shock and Awe: Yellow Opera and Black Ballade as well as the Gold Beat use lightning attacks.
- Standard Status Effects Courtesy of the ones from 358/2 Days.
- Scarlet Tango inflicts Burn, Yellow Opera returns to inflict Shock note , Pink Concerto inflicts Blind, Sapphire Elegy inflicts Flip-Foot and Striped Aria lowers your defense stat.
- Tennis Boss: Can be done with Red Nocturne's homing fireballs.
- Time Master: Striped Aria uses time magic, though it only comes into play as a status effect.
- Theme Naming: Their names all follow the format of "[Color name] [Music-related term]".
- 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.
- The Bus Came Back: After being absent from the mainline games for years, they finally make a reappearance in III, albeit with a new Grecian-inspired design due to mainly appearing in Olympus.
Powerwild and Bouncywild
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.
- The Bus Came Back: Powerwilds return in III after making their last appearance (discounting χ) in Chain of Memories.
- 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.
- Fridge Brilliance: They appear in Chain of Memories in Olympus Colosseum since the Deep Jungle world was Dummied Out. It seems like a random use of assets, until one realizes that Colosseums kept wild animals as part of the fighting spectacle.
- 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.
- Metal Slime: Like other Heartless variants introduced in the first Final Mix Sniperwilds are encountered in one specific place, require complex tactics to overcome, and drop exclusive materials. They don't flee, but failing their challenge means they won't drop any prizes even if you do defeat them, so the effect is the same.
- 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.
- Stealth-Based Mission: Sniperwilds must be defeated without letting them spot you and raise the alarm.
- 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 spamming unblockable attacks.
Bandit and Luna Bandit
Sword-wielding Emblem Heartless that appear in Agrabah. The much more aggressive Luna Bandit appears instead in II despite the regular bandits' model being used in a cutscene.
- 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
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 charge and you and explode to deal damage.
- 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.
A ghost Heartless that uses its searchlight eye to detect enemies. Although Jiminy's Journal states they are mainly found in Atlantica, they're just as common in Halloween Town. Capable of teleportation.
- 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.
- Mythology Gag: The fact that only healing items will damage it is a reference to undead enemies in the Final Fantasy series, with a notable example being that a Phoenix Down can One Kit KO the Phantom Train in Final Fantasy VI.
- 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: The Grand Ghost is immune to all normal attacks. It can only be defeated by using healing items on it. Stronger items yield better rewards.
- 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.
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.
A flying Heartless that only appears in Halloween Town. It attempts to blend in by taking the place of various statues.
- "Get Back Here!" Boss: Especially around Oogie Boogie's manor.
- Intangible Man: Can turn into a puff of smoke at will.
- Our Gargoyles Rock: The sometimes take the place of various decorative gargoyles.
- Palette Swap: They are much more colorful in Final Mix.
- Supernatural Is Purple: In the base game only.
- Technicolor Fire: They can spit purple fireballs.
- Tennis Boss: Their fireball attack can be knocked back at them. Subverted in that it can miss or go through them when they turn into smoke.
Sea Neon and Sheltering Zone
Slow-moving, jellyfish-like Heartless that appear in Atlantica. Their main attack is to swing their tentacles. The Sheltering Zone can split into Sea Neons when destroyed.
- Asteroids Monster: The Sheltering Zone splits into three Sea Neons when defeated, unless the finishing blow is either a magic spell or a critical hit.
- 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
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.
- Eyepatch of Power: In keeping with the pirate motif.
- Pirate: Based on the regular seafaring kind.
- Wingding Eyes: Has one spiral eye on its bandanna and an X on its eyepatch.
II Final Mix introduces the Aerial Viking, a stronger variant that 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, just without pirate motif.
- 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.
An Emblem Heartless in the shape of a ship with a Pirate at the helm. It can attack by firing its cannons.
- Battleship Raid: In miniature due to its health and only appearing after you can fly in Neverland.
- Cool Ship: A miniature pirate ship.
- "Get Back Here!" Boss: Retains the ability to fly during tournaments, where you can't fly.
- Palette Swap: It's purple in Final Mix.
- Tennis Boss: You can send its missiles back at it by blocking to destroy its cannons.
Darkballs are spherical Pureblood Heartless found in Hollow Bastion. They have movement patterns similar to a deflating balloon, and can be difficult to predict in battle.
- 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.
Flying Emblem Heartless that look like the creature of their namesake. They can be found in Hollow Bastion.
While 358/2 Days doesn't have the actual Wyvern, it does has a number of variants with different elemental properties. These variants are treated as either mooks or bosses depending on the mission.
- Foe-Tossing Charge: Fond of doing these.
- "Get Back Here!" Boss: Has a nasty habit of flying past platform edges.
- Our Dragons Are Different: The only draconic-looking non-boss Heartess.
- Palette Swap: Blue in Final Mix.
Wizards are Emblem Heartless clad in a Robe and Wizard Hat that use magic of the three primary elements. They are immune to most magic, so don't bother. They are generally found in Hollow Bastion.
- 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: Wizards rarely drop their staves, which can be used by Donald as a weapon. The odds of a drop are .05%; that equals a one in 2,000 chance.
- Robe and Wizard Hat: Well, what did you expect?
- Teleporters and Transporters: They can warp around the battlefield.
- Tennis Boss: Its fireballs can be bounced back if the player has fast enough reflexes.
Large Emblem Heartless that carry living shields. Attacking Defenders from the front won't do much, so try to get behind them to deal damage. They are typically found in Hollow Bastion.
A red variant called the Eliminator can occasionally be encountered in Re:coded. It is the most powerful non-boss enemy the game, sporting high HP and capable of inflicting any Standard Status Effects at random with its attacks.
- Breath Weapon: The shield has an ice breath attack.
- Fireballs: The shield can shoot homing ones.
- Living Weapon: The shield's face can move.
- No Mouth: The main body doesn't have a mouth.
- Palette Swap: The Eliminator from Coded, which is red.
- Rare Random Drop: Defenders may drop their shields when killed in I, which Goofy can use as a weapon. Like the Wizard, it's only a .05% chance.
- Shield Bash: Its physical attacks are these.
- Shield-Bearing Mook: Their shields block all attacks from the front and also double as their primary form of attack.
- Wingding Eyes: The main body has these.
Invisibles are large, demonic Pureblood Heartless that wield swords and are capable of flight. As their name suggests, they have the ability to turn themselves invisible (which also temporarily makes them invincible). They are generally found near the end of the games they appear in as one of the most powerful Heartless species encountered.
A recolored variant called the Orcus appears in 358/2 Days, which is treated as a boss.
- Bilingual Bonus: The kanji on their swords, only present in I and Days, mean "Hard Core".
- 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 has stronger attacks but 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.
Angelic Heartless that look like Christmas lights with wings and oddly use light-based attacks. They are found towards the end of I and coded as one of the more powerful Heartless species encountered.
- Blocking Stops All Damage: Can block with its wings.
- Good Wings, Evil Wings: Inverted. It has angelic wings.
- Light 'em Up: Unusually for a Heartless.
- Light Is Not Good: They may look angelic and use light magic, but they are still creatures of darkness.
- Tennis Boss: One of its attacks can be deflected back at it.
A small flying Pureblood Heartless summoned by the final boss of I.
- Foe-Tossing Charge: They mainly attack by charging Sora.
- Good Wings, Evil Wings: They have bat-like wings.
White Mushroom, Black Fungus, Rare Truffle, and Pink Agaricus
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.
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.
- Chinese Vampire: Seems to be based on the Jiangshi of Chinese folklore.
- Paper Talisman: Has one inscribed with the Heartless symbol attached to its hat.
- Spin Attack: Capable of doing this.
- Supernatural Is Purple: Their robes colored in shades of purple.
- Zombie Gait: A variation. They move using hopping motions similar to their mythological inspiration.
A tall, limbless Emblem Heartless that projects lightning with its antenna and is immune to Thunder magic. Bolt Towers mostly appear in the Land of Dragons, but they can also be found in Disney Castle during the Heartless invasion.
- 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.
- Button Mashing: It requires hitting the button several times.
- 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 Riders are centaur-like Emblem Heartless that wield spears. They are bulkier than most other enemies, their weapon provides them with a long reach, and they are capable of making far jumps to close distance. They are found in the Land of Dragons.
- 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.
These small flying Emblem Heartless look vaguely like fish with propellers in the place of their tailfin. They often appear in swarms and show up in multiple worlds.
- Palette Swap: Several gummi variants appeared during an event in Kingdom Hearts χ.
- 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 χ has drills on its sides.
Lance Soldiers are tall, thin, armored Emblem Heartless wielding lances. Said lances have minds of their own and don't always cooperate with their owners, which can lead to some erratic attack patterns. Immune to Thunder magic. They mostly appear in Beast's Castle.
II Final Mix adds the Lance Warrior, a far stronger variant that 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
These Heartless are the result of a Possessor taking over a statue. Gargoyle Knights wield swords while Gargoyle Warriors wield axes, and both are immune to the three types of elemental magic. They can be found in Beast's Castle.
- An Axe to Grind: The Gargoyle Warrior wields one.
- Demonic Possession: They're the result of Possessor Heartless hijacking statues found in Beast's Castle.
- Foe-Tossing Charge: The Gargoyle Knight does a flying one while the Gargoyle Warrior combines a charge with a Spin Attack. In both cases, blocking the attack stuns them.
- Hidden in Plain Sight: Since Gargoyle Knights and Gargoyle Warriors are possessed statues, they wait out in the open as part of the scenery of Beast's Castle.
- Living Statue: They technically are statues, just possessed ones.
- 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 Frames are Emblem Heartless that take on the appearance of anthropomorphic hammers. They attack by slamming their hammer heads on the ground to create shockwaves. The cartoonish nature of Hammer Frames lends itself to Timeless River (where they are first introduced), but they are also fought in Beast's Castle and Port Royal.
II Final Mix also has the Iron Hammer, a far stronger variant found 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 Bats are Emblem Heartless that are exactly what they sound like: bats with hooks attached to their bodies. They primarily attack by screeching and are found mainly in Beast's Castle. II Final Mix adds the Befuddler, a stronger variant that appears in the Cavern of Remembrance.
- Bat Out of Hell: A rather cute take on this trope.
- Grievous Harm with a Body: Its reaction command lets you do this.
- Make Me Wanna Shout: Has a short range sonic attack.
- Palette Swap: Bright red in Final Mix which also introduces the white and purple Befuddler.
Small flower-shaped Emblem Heartless that attack by firing seeds. They're planted into the ground, but a Reaction Command can uproot them and produce some HP Orbs. In II, they primarily appear in Olympus Coliseum and Halloween Town.
- An Ice Person: The Blizzard Plant uses ice based attacks.
- Bullet Seed: They attack by firing seeds from their mouths.
- Casting a Shadow: The Dark Plant in Kingdom Hearts χ uses darkness based attacks.
- Non-Elemental: The Dire Plant and the Creeper Plant itself use non-elemental attacks.
- Playing with Fire: The Fire Plant.
- Poisonous Person: The Poison Plant.
- Ground Pound: The variants from Days can do this with their heads.
- Standard Status Effects: The Fire Plant can inflict Burn and the Blizzard Plant can inflict Freeze.
- Tennis Boss: Its seeds can be bounced back at it. The same holds true for the Dire Plant.
A ghost Heartless that changes its attack pattern when flipped over. Fought in the Underworld and Halloween Town. II Final Mix introduces the Magic Phantom, a stronger variant that appears in Hollow Bastion's Cavern of Remembrance.
- 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.
Small Emblem Heartless on wheels with drills on their faces. They like to dig underground to avoid damage before attacking, but it's possible to track them while they do so. Fought in Olympus Coliseum's Underworld and Halloween Town.
- Dig Attack: Its preferred method of attack.
- Drill Mole: Based on the concept.
- Palette Swap: Orange and yellow in Final Mix.
- This Is a Drill: Has one in place of a nose.
Rabid Dog/Bad Dog and variants
Emblem Heartless that look like a small blue dogs. They attack by barking or biting, though neither is particularly threatening. Very weak to magic in 358/2 Days. They can be fought in Olympus Coliseum and Port Royal.
Larger variants called the Snapper Dog and Bully Dog appear in358/2 Days. They can be found in various worlds.
- 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.
Crescendo/Loudmouth and variants
These Emblem Heartless resemble the horn ducks from Alice in Wonderland. They don't pose much a threat by themselves, but they are able to heal and summon other Heartless by playing Magic Music. Fought in Wonderland and Destiny Islands in Chain of Memories and Olympus Coliseum in II.
In 358/2 Days, they are renamed to "Loudmouth" and gain the ability to fire Aero magic to fight back. Regardless, they are still not very dangerous on their own. There are also two variants called Flare Note and Bubble Beat, which are large and shoot fire and water, respectively.
- Helpful Mook: In II, the Crescendo's Reaction Command causes them to drop a large amount of HP orbs.
- 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 χ has a variant called the Rainy Loudness.
- Mook 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.
Emblem Heartless that look like bombs with legs. While they are weak to Fire magic, it will cause them to explode (possibly damaging anybody nearby for a large amount of damage) or start a 5-second countdown for a Suicide Attack. Fought at Disney Castle and Timeless River.
358/2 Days introduces larger variants of with different explosion types. The Skater Bomb has an icy explosion that can freeze victims, while the Storm Bomb has a wind-based explosion that can Air Toss.
- Action Bomb: Their self-destruct attack is preceded by a countdown and can be triggered with fire magic.
- Elemental Powers: It and its Days exclusive variants have them.
- Multiple Reference Pun: 'Minute' could refer to their timed fuse (though it's obviously nowhere near an actual minute long) or their small size.
- O.O.C. Is Serious Business: Blocking their tackle breaks the top of their shell, which causes them to abruptly stop doing anything and curl up in a way similar to a Troubled Fetal Position.
- Palette Swap: Gray in Final Mix.
- Use Your Head: Mostly uses a headbutt attack.
Emblem Heartless that look like planes fused with their pilots. They can attack by shooting their machine guns or ramming into foes. Fought in Timeless River.
- Astonishingly Appropriate Appearance: Even by Heartless standards, the Aeroplanes seem tailor made for a specific battle. The first time they are introduced they are attacking Lilliput, a tiny but militaristic society isolated on an island. They are short (but still comparatively large to Lilliput) fighter pilot heartless in equally small airplanes that resemble an old timey airforce that would have a tactical advantage against an island nation.
- Foe-Tossing Charge: Uses these a lot.
- More Dakka: Shoots bullets from guns on its wings.
- Palette Swap: Green in Final Mix as opposed to the usual blue.
Emblem Heartless that look like cartoon cars. They have high HP and will go berserk after taking a large amount of damage, causing them to charge around the battlefield while being difficult to hit. Fought in Timeless River.
II Final Mix also has the Mad Ride, a stronger variant that appears in the Cavern of Remembrance.
- 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: They become far more aggressive when their health gets low. The Mad Ride, fittingly for its red paint job, can go into their Foe-Tossing Charge state when blocked.
Cannon Gun and variants
Cannon Guns are Emblem Heartless shaped like cannons. They typically don't due well at melee range, excelling instead at firing from afar. Their crosshairs are visible to you, so make sure you're out of the line of fire. Fought in Port Royal and Space Paranoids.
II Final Mix also has the Camo Cannon, a stronger variant that appears in the Cavern of Remembrance.
358/2 Days includes more variants: Ice Cannon, Jumbo Cannon, and Switch Cannon. Ice Cannons can freeze their targets, Jumbo Cannons are just bigger and stronger versions of the normal Cannon Gun, and Switch Cannons teleport their targets next to them when they hit.
- Crosshair Aware: When it fires into the air, a crosshair appears on the ground below the projectile.
- Elemental Powers: Happens with its Days exclusive variants.
- Palette Swap: Orange in Final Mix, which also introduces the Camo Cannon.
- Tron Lines: In Space Paranoids.
- Weaponized Teleportation: The Days exclusive Switch Launcher deals damage while teleporting the player next to it.
A small blue Heartless with a hat with gloved arms on it. Fought in Wonderland and Destiny Islands in Chain of Memories and Port Royal and the Underworld in II .
- 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 and Icy Cube
Two tiny Heartless fought in Agrabah that are weak to Blizzard magic and Fire magic, respectively. Fiery Globes look like a sphere of half-melted rock with legs, and Icy Cubes look like ice cubes containing a sphere with legs. While not much of a threat due to sporting low HP, they can be a problem when encountered in high numbers.
In 358/2 Days, Icy Cubes frequent Halloween Town. There is also a larger variant called the Snowy Crystal with far more HP, but its weakness to Fire magic still applies.
- An Ice Person: The Icy Cube and the Snowy Crystal.
- Harmless Freezing: The Icy Cube and Snowy Crystal can inflict this in Days.
- Foe-Tossing Charge: The Icy Cube and Snowy Crystal use this in Days.
- Palette Swap: Notably averted. Their appearance remains unchanged in Final Mix +.
- Playing with Fire: Fiery Globe.
- Shockwave Stomp: The Snowy Crystal can do this.
- Zerg Rush: They're small and weak and usually appear in large numbers. Not nearly as numerous as the Rapid Thrusters, though.
Fortunetellers are humanoid Emblem Heartless that resemble Arabian belly dancers. They fly around on crystal balls and use Blizzard magic to attack. 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.
- Miss Fanservice: Downplayed, They're shapely female heartless dressed in Belly Dancer garb, but they are still cartoonishly proportioned.
- Palette Swap: Final Mix changes its normally purple clothes to a sandy tan color.
- Smurfette Principle: The only heartless with an unmistakably female design at the time of 2's release, paving the way for more, particularly in Union χ.
Toy Soldier and Graveyard
These counterpart Emblem Heartless look like jack-in-the-boxes, which contain several forms they use to attack. The main difference between them is that Toy Soldiers have a form that can attack from afar while Graveyards have a form that can summon ghosts and fly. Both have high HP and are very strong.
Toy Soldiers are encountered in Christmas Town, while Graveyards are encountered in Halloween Town.
- An Axe to Grind/Sinister Scythe: Both of them can send out a spring-loaded pumpkin that attacks with both of these.
- Close-Range Combatant: The Graveyard's attacks are both short range, though it compensates by moving around a lot.
- Foe-Tossing Charge: They can do this when on the ground.
- Our Ghosts Are Different: The Graveyard can summon ghost constructs to attack.
- Palette Swap: The Toy Soldier gets one in Final Mix.
- Scary Jack-in-the-Box: They're both based on the concept. The Toy Soldier combines this with a nutcracker with an actual musket.
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.
- Boxing Battler: Prefers hooks and jabs.
- Feathered Fiend: One of a very fire bird-themed Heartless.
- Palette Swap: Recolored to blue in Final Mix. The Aerial Champ is gold and red.
- Red Boxing Gloves: Has these on its legs.
Shamans are Emblem Heartless that look like monkeys wearing witch doctor masks. They attack with blue fire magic, can temporarily become invincible, and are occasionally found riding Living Bones. Fought in the Pride Lands.
II Final Mix also has the Necromancer, a more powerful variant that appears in the Cavern of Remembrance.
- Maniac Monkeys: God help you if you don't take them down quickly in the tournaments.
- Nigh Invulnerable: While flying around as a mask.
- Palette Swap: Its Final Mix palette swap uses more black, purple and blue. There's also the Necromancer.
- Playing with Fire: Fights using magic fire.
- Rare Random Drop: Both the Shaman and Necromancer have a very low chance of dropping their staves, which Donald can use as a weapon.
- Technicolor Fire: Blue.
- Will-o'-the-Wisp: Can surround Sora with these. A reaction command allows him to attack with them.
- Witch Doctor: Based on one.
Large Emblem Heartless that take on the appearance of undead reptilian beasts, occasionally missing their heads. Living Bones have high HP, are very strong, and may be found with a Shaman riding on their backs. Fought in the Pride Lands.
- Foe-Tossing Charge/Spin Attack: Combines the two to potentially deadly effect.
- Man Bites Man: It will bite if it has its head.
- Non-Human Undead: It's some sort of undead beast.
- Power-Up Mount: For the Shaman.
- Red and Black and Evil All Over: The color scheme for its Final Mix Palette Swap.
- Shockwave Stomp: Can do three in succession with increasing range.
Bookmaster and Runemaster
Bookmasters are humanoid Emblem Heartless that carry large books, which they use to cast elemental magic or smack nearby Keyblade wielders. They're immune to the same type of magic they're able to cast, so don't bother trying unless it's Magnet or Reflect. Fought in Hollow Bastion from the second visit onward. II Final Mix also has the Runemaster, a more powerful variant that appears in the Cavern of Remembrance.
- Blocking Stops All Damage: The Runemaster can do this with its book.
- Fire, Ice, Lightning: They have spells for each.
- Magic Missile Storm: Their fire and lightning spells.
- Palette Swap: Green in the base version, yellow in Final Mix and the Runemaster is silvery-purple.
- Rare Random Drop: Both the Bookmaster and the Runemaster rarely drop their books, which Goofy can use as a shield.
- Throw the Book at Them: It can hit things with its book.
- Tron Lines: In Space Paranoids.
Surveillance Robot/Watcher and variants
Surveillance Robots (Watchers in 358/2 Days) are small robotic Emblem Heartless that fly around and shoot lasers to attack. They appear mainly in Hollow Bastion in II.
358/2 Days also has Guardians and Destroyers, which are essentially larger and stronger Watchers.
- Frickin' Laser Beams: Attacks solely with these. How it does so depends on the game.
- One Steve Limit: Averted, there is also the Heartless that Ansem calls which is known as Guardian.
- Palette Swap: The Days-exclusive Guardian and Destroyer.
- Tron Lines: The ones in Space Paranoids have red lines.
- Wave Motion Gun: Can be turned into one with the appropriate reaction command.
A round, mechanical Heartless covered in spikes 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 χ. There are also the Spiked Crawler and Scorching Sphere in Days and a gummi-block themed variant that appeared for an event in χ.
- 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 Knights are knight-themed Heartless that first appear in Hollow Bastion during the second visit. They are actually very frail despite their armor.
- Blade Below the Shoulder: Fights with a sword attached to its left arm.
- Foe-Tossing Charge: Its reaction command, Rising Sun, lets you do this up to five times.
- The Straight and Arrow Path: A bow-wielding variant called the Armored Archer appears in Kingdom Hearts χ.
A yellow Heartless that appears in Space Paranoids. It runs in circles and shoots lasers.
- Frickin' Laser Beams: Its main method of attack.
- Pure Energy: Can fire a homing ring made of energy.
- Spin Attack: Its only close-range move.
- Tron Lines: Yellow ones.
A fast-moving unicycle-themed Heartless that appears in Space Paranoids. It attacks by ramming its foes.
- 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 RockPaperScissors: 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.
- Palette Swap: Each color indicates a variant that uses a different attack.
Devestators are quadrupedal Emblem Heartless that have both ground-based and aerial attacks. They are very dangerous due to having high HP and attack power. Fought in Space Paranoids.
II Final Mix adds the Reckless, a more powerful variant that appears in the Cavern of Remembrance.
- Law of Chromatic Superiority: The Reckless is red and much more powerful that the Devastator.
- Nice Job Fixing It, Villain!: One of these is responsible for the hole in the arena wall that allows Tron, Sora, Donald and Goofy to escape the Light Cycle.
- Palette Swap: The Reckless, which is red.
- Shock and Awe: Discharges electricity while transforming.
- Spin Attack: Can do one while flying.
- Tron Lines: Purple.
Emblem Heartless that resemble gashapon machines and drop various rare items. In II you need to catch them and use a Reaction Command before their automatically-depleting HP hits zero, while in 358/2 Days you need to kill them before they run away. They are found in multiple worlds, though they don't always show up.
A larger variant called the Rare Vendor appears in 358/2 Days. Rare Vendors have more HP and drop more valuable prizes than Bulky Vendors.
- Animate Inanimate Object: A living gashapon machine or gumball machine, whichever is more familiar to the player.
- Cowardly Mooks: They flee from you as soon as they spawn and never attack, eventually despawning if you don't catch/kill them.
- 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: Bulky Venders have a small chance to drop the rare Orichalcum. Exactly how likely the chance of the drop is depends on when you use their Reaction Command.
- 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.
Large Armor and variants
These bulky Emblem Heartless are somewhat similar in appearance to the Large Body, though they wear armor that protects them from attacks directed anywhere but their heads. There are four types: Large Armors, Clay Armors, Solid Armors, and Land Armors.
Armors can potentially be knocked down if you hit them on their heads enough, providing a safe opening. They also have a huge weakness to specific types of elemental magic: Large Armors are weak to Fire, Clay Armors are weak to Thunder, Solid Armors are weak to Blizzard, and Land Armors are weak to Aero.
- Attack Its Weak Point: You need to hit them on the head to deal damage.
- Spin Attack: It always follows up with one after recovering from being stunned.
- Underground Monkey: Besides the basic Large Armors, there are recolored variants (Clay Armors, Solid Armors, and Land Armors) with different elemental weaknesses.
Cymbal Monkey and Tricky Monkey
Emblem Heartless that vaguely resemble monkeys and carry cymbals. They hide in chests waiting to strike unsuspecting players, though they can be quickly dispatched by reflecting their initial attack with a guard.
- Chest Monster: They lurk in fake chests and attack when you open them.
- Instrument of Murder: Their Weapon of Choice is a pair of cymbals.
- Interface Screw: Getting hit by one of their attacks will flip your controls for a short period of time.
- Tennis Boss: Oddly enough, their sound-based attacks can be deflected back at them. Doing so will even usually one-shot them.
These Emblem Heartless heavily resemble the book-toting Bookmasters, but they sport a blue coloration and function differently. Instead of attacking, Barrier Masters support other Heartless by conjuring barriers that make their allies invincible. You need to stun the Barrier Masters and knock their books away (or just kill them) to dispel their barriers. Also, they are not immune to magic like Bookmasters are, so feel free to throw spells their way.
- Deflector Shields: They conjure barriers that protect other Heartless from damage.
- Palette Swap: A blue version of the Bookmaster with very different powers.
- Power Crutch: Barrier Masters need their spellbooks to use their magic. Knocking the books away will disrupt their ability to maintain their barriers.
- Support Party Member: Barrier Masters don't attack, instead opting to support other Heartless with their magic.
Small Emblem Heartless that resemble insects. Creepworms have extremely low HP and are completely harmless, but you sometimes have to search for them and they have a tendency to run. They are found in Halloween Town.
- Big Creepy-Crawlies: While small by Heartless standards, Creepworms are big for insectoids. They're roughly the size of medium dogs.
- Stealthy Mook: They occasionally hide themselves, necessitating that you examine the scenery of Halloween Town to draw them out.
- Playing with Fire: Just as its name suggests, it controls fire.
- Making a Splash: Just as its name suggests, it controls water.
- Attack Its Weak Point: Its hard stone spikes are impervious to attack, so it can only be hurt by hits to the face.
- Dishing Out Dirt: Just as its name suggests, it controls earth.
Strange cat-like Heartless that hide out inside pots. They are usually encountered in large groups and can sometimes be found guarding valuables like treasure chests.
- Palette Swap: Subverted. The variants are distinguished primarily by the color of their pots, but they also have different designs.
- Piñata Enemy: The rarer Vitality Popcats, Magic Popcats, Focus Popcats and Munny Popcats drop large quantities of their respective prizes.
Rock Troll & Metal Troll
Large lumbering brutes that attack with powerful blows. These tanky and aggressive Heartless commonly appear throughout KHIII as minibosses.
- Degraded Boss: The first one that is encountered near the beginning of the game is treated like a proper boss battle and gives Sora, Donald and Goofy a pretty decent challenge. Afterwards, it begins appearing alongside groups of weaker Heartless during some of the larger battles.
- Spikes of Villainy: They have some impressive shoulder pads.
- Top-Heavy Guy: Just look at them up there. It's a wonder they can even move at all with all that heavy armor they wear.
Satyr & Mechanitaur
- Demonic Possession: They can transform ordinary toys into vicious Heartless by possessing them.
A female humanoid Heartless commonly encountered in the worlds of Tangled and Frozen. Despite its beautiful and graceful appearance it is a ruthless combatant that can use its parasol to fire lasers at its foes.
- Graceful Ladies Like Purple: It wears an elegant outfit consisting of a fancy purple, pink and white dress and hat.
- Lady of War: It looks like a gentle southern belle type with its dress and parasol, but make no mistake, it's still a dangerous enemy with some pretty powerful attacks and decent HP to boot.
- Parasol of Pain: It's called a Parasol Beauty for a reason. Those little umbrellas they carry aren't just part of their outfit, they can use them to fire powerful lasers at anyone who comes near.
- Smurfette Principle: Among the few outwardly female Heartless, along with Fortunetellers, Bouncywilds and Union χ bosses below.
- King Mook: Is essentially a larger and tougher Puffball that can spawn and command regular Puffballs in a battle.
- Mook Maker: They use their dandelion-like seeds to spawn Puffballs to back them up.
- Zerg Rush: A Puffball is barely stronger than your average Shadow, but they always come in large groups.
A mechanical type of flying heartless found in the Caribbean, that looks like a cross between a insect and a lizard. They mainly feature in the fight against the Raging Raven, but can be encounter on the islands and seas.
- Gasshole: The multi-colored clouds they release come out of their back ends and trail behind them quite a distance in order for the player to Flowmotion slide and catch up.
- Helpful Mook: Once Sora Mounts one, Vaporflies tend to offer no further resistance and allow Sora to use their guns and missiles.
- Horse of a Different Color: At least in the Raging Raven fight, Sora can mount a Vaporfly to combat the boss like a fighter pilot.
Transparent fish heartless encountered underwater in The Caribbean. They change color to indicate what magic they are weak to.
- Mook: The underwater kind, in this case.
- Suspiciously Similar Substitute: To the Sea Neons from "Kingdom Hearts", both are transparent, swimming, mook level Heartless with simple attacks to ease players unused to underwater combat.
These mudskipper-humanoid-like heartless are often encountered on The Caribbean, where they often run about blowing bubbles that cause sneezing.
- Non-Indicative Name: Called Spear Lizards, but they look more akin to fishmen.
Skeleton pirate heartless with no legs dressed in tattered red captains garb, suspended by the anchors latched on thin air.
- Dem Bones: The fact that they hang suspended in the air also gives them a Ghost Pirate vibe.
- Elite Mook: By far the most dangerous heartless introduced in the Caribbean, the hardly stagger and can float out of reach, among other things. Hardly surprising that they tend to lead other heartless on boarded ships.
- Top-Heavy Guy: despite having no legs, they have broad upper-bodies that narrow at the waist, giving this effect.
High-tech purple tri-cycled heartless that shift between close-fighting flying modes and missile flinging wheeled modes to fight.
- Meaningful Name: Laser blades come out of their tires to make their wings when they shift from the wheeled forms to their flying forms.
Darkside is a large, humanoid Pureblood Heartless that first appears in the tutorial of I and acts as the boss of Destiny Islands. It's slow and predictable, though it's still capable of being a threat thanks to its ability to spawn Shadows and fire energy blasts. Darkside can be damaged by hitting its hands or head, with the head being more vulnerable.
A variant called the Dark Follower appears in 358/2 Days. It is colored purple instead of black and far more powerful, but it uses the same attack patterns.
- 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. These 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. The Darkside faced at the beginning of Enchanted Dominion is a full-fledged boss. Then a few more appear throughout, and these are weaker, with a pitiful amount of health by comparison. But the boss at the end of the area is yet another, this one leading a mob of other Darksides, and thus even stronger than the first.
- Duel Boss: All battles against Darksides so far have had the player character alone.
- Flunky Boss: It can sink its fist into the ground to create a pool of darkness from which Shadows spawn.
- Large and in Charge: The second one fought is stated in Jiminy's Journal to have led the Heartless that destroyed Destiny Islands.
- Leitmotif: "Destiny's Force" is a general boss theme in the first game, but later entries came to associate it with the Darkside in particular.
- 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 χ is red with brightly-colored hands, feet and 'hair'.
- The one in III is transparent and appears to be made of light.
- 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.
- Stationary Boss: They never move their legs at all.
- Theme Naming: With the debut of its Nobody counterpart Twilight Thorn in II, their names are references to the horror anthology series Tales from the Darkside and The Twilight Zone.
- Took a Level in Badass: Sure, you've fought this guy many, many times over the course of the series. Sure, Sora now has infinite airdashes and can reach his head off a regular jump attack now. Sure, Darkside himself does not have any new moves at all. But if you're playing III on Critical mode, do NOT underestimate him.
- 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. As intimidating as it is, its attacks tend to be rather slow and heavily telegraphed.
- 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.
A more powerful variant of Guard Armor, called the Powered Armor, appears in 358/2 Days as a part of Mission 89's Boss Bonanza.
- 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 destroying 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 χ 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.
The Trickmaster is an Emblem Heartless that acts as the boss of Wonderland in I, Chain Of Memories, and coded. In I, it appears when Sora lights a pair of lamps on the ceiling of the Bizarre Room and must be fought in a shrunken state. In Re:coded, it is battled twice as part of the Rail Shooter section of Wonderland.
A variant called the Crimson Prankster appears as a boss in 358/2 Days during Mission 69, also found in the Bizarre Room of Wonderland. It's a single Heartless that splits itself in two, with the copies acting independently of one another to fight Roxas. Both must be defeated around the same time to slay the Crimson Prankster.
- Attack of the 50-Foot Whatever: Its 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.
- One can take this away from it in I by casting Ice on the stove to put it out. It's tricky to target, though.
- 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 χ 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: χ has Easter- and Christmas-themed variants that appear in events.
A large, chameleon-like Emblem Heartless that fights alongside Clayton in Deep Jungle in the first game. Stealth Sneak is capable of making itself invisible via camouflage, but you can still identify its location due to a telltale blur.
- Chameleon Camouflage: See Visible Invisibility below.
- Degraded Boss: Double Subverted. The Sneak Army is stronger and appears multiple times in the Hades Cup, but you're even stronger by comparison by that point.
- Dual Boss: With Clayton.
- Eye Beams: Homing ones. It also can't be killed when using this attack.
- Horse of a Different Color: Clayton is riding it when it first appears.
- Palette Swap: The dark gray Sneak Army, which is fought in a tournament, but only gets named in Final Mix. Final Mix also gives the normal Stealth Sneak a pattern of dark lines on a solid green body rather than the regular camo pattern. Two variants, Veil Lizard and Lurk Lizard, appear in Days.
- Random Drop: Has a chance of dropping healing items when defeated.
- Razor Wind: It can shoot a small one at its targets.
- Unblockable Attack: Its Razor Wind attack.
- The Unfought: Sort of. You don't actually have to actually fight it in Final Mix, just beating Clayton automatically ends the boss fight.
- Visible Invisibility: Its camouflage ability is a type 2, appearing as a large blur.
- The Worf Effect: It knocks Tarzan halfway across the battlefield when it first appears. The trope is subverted if Tarzan is in your team during the battle, in which case he will not have taken any damage.
An insectoid Heartless that Jafar summons in I while kidnapping Princess Jasmine. It consists of a head and an abdomen with several pot spiders forming the rest of its body.
- 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.
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.
- Stationary Boss: It's firmly rooted in place.
- 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.
A large, quadrupedal Heartless that first appears when the Final Keyhole in Hollow Bastion is opened near the end of the first game.
- Amazing Technicolor Battlefield: When you fight it in Hollow Bastion and both times you fight one in the End of the World.
- Attack Its Weak Point: Its horn.
- Casting a Shadow
- Degraded Boss: It is slightly weaker when you fight it at the End of the World. Final Mix averts this by using the Arch Behemoth instead.
- Dummied Out: From Kingdom Hearts II due to causing the game to lag.
- Foe-Tossing Charge: It can jump across the battlefield at you.
- Palette Swap: It is blue in Final Mix, which also gives the Arch Behemoth and Destroyed Behemoth, which take on flame patterns.
- Kingdom Hearts II was originally going to have a gray Behemoth, but it was removed due to technical issues.
- Purple Is Powerful
- Recurring Boss: Appears multiple times in the Very Definitely Final Dungeon and is always fought alone.
Ansem, The Seeker Of Darkness
A shrouded entity found in Neverland at the clock tower, only appearing after the Final Keyhole is locked.
- 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.
A large Heartless found in the Agrabah desert, only appearing after the Final Keyhole is locked.
Originally didn't appear in the Japan version, just international ones, as it was named after a Real Life person from the US who won a contest.
- 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: It's an optional boss that only appears after you lock the Final Keyhole.
- Dual Wielding: Its 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.
- Loincloth: 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 reminiscent of Jafar's staff.
- 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.
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, it always gets to another part of the battle field in a matter of seconds.
- Frickin' Laser Beams: It can fire one that causes an explosion.
- Mechanical Monster: It has the appearance of a machine with a vaguely insectoid head.
- 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.
A large Emblem Heartless that looks like a medieval siege engine. Weapons come out of its mouth and it is accompanied by several small archer Heartless on top. It is fought on the bridge at Beast's Castle by Roxas in 358/2 Days during Mission 50.
- Advancing Boss of Doom: Subverted. While it will menacingly creep forward all the time, it always stops short, for whatever reason, of crushing Roxas against the back wall.
- Annoying Arrows: The archers fire these.
- Attack Its Weak Point: The Battering Ram it uses for its Foe-Tossing Charge attack.
- Battering Ram: Its weakest point.
- Crosshair Aware: Similar to attacks by the cannon Heartless, a crosshair will appear under Roxas when the archers fire their arrows.
- Drop the Hammer: One of its weapons is a large hammer on a mechanical arm.
- Exploding Barrels: One of its attacks involves rolling these across the battlefield.
- Expy: Perhaps a more lighthearted take on Final Fantasy's Demon Wall.
- Foe-Tossing Charge: It uses a Battering Ram for this. It is at its most vulnerable while this attack is charging.
- Mook Maker: It spits out crates of Soldier Heartless when its archers are gone.
- Playing with Fire: It has a cannon that shoots fireballs.
- Shock and Awe: The archers' arrows are a lightning-elemental attack.
- Tennis Boss: Bouncing the fireballs back eliminates the archers.
- The Worf Effect: It throws the Beast over the wall prior to the battle.
A large Emblem Heartless that looks like a coffin hanging from a purple flower with four thorny vines radiating from it, with a peculiar habit of cannibalizing its brethren. It is fought by Roxas in Halloween Town during Mission 66 while he investigates the disappearances of the local Heartless in 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
A large, avian Emblem Heartless with a treasure chest for a mouth and dominion over ice. The darkness of Captain Hook's heart causes the Ruler of the Sky to manifest in Neverland during Mission 78 of 358/2 Days, where it proceeds to attack Roxas. It's weak to Fire magic.
- 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.
- Ascended Meme: In an amusing and unconventional way. Ruler of the Sky is often considered That One Boss for a number of reasons, one of which is the difficulty of hitting it. In the Manga adaptation of Days, the roles are reversed, as the Ruler has a terrible time landing a hit on Roxas and Axel, and becomes visibly and increasingly hostile and irritated as they keep avoiding it.
- 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.
- Cast from Money: Inverted. Its coin attack gives you munny for every coin that connects. The downside is that the attack is still, an attack, so the flung metal takes away HP.
- 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).
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 II'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 attacks. 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.
- Blade Below the Shoulder: Much like the Zip Slasher, though there's a lot more variation.
- Elemental Powers:
- Foe-Tossing Charge: They can all do it and blocking it stuns them.
- Ground Pound: Their jumping attack ends with one that releases a shockwave. The Heat Saber causes an explosion instead and the Blitz Spear accompanies its shockwave with lightning strikes.
- Heal It with Fire: All of them absorb their respecting element except for the Stalwart Blade, which instead absorbs fire, ice and lightning instead of wind, which it's aligned with.
- Mini-Boss: The Blitz Spear is an optional one encountered in the Undercroft during the search for Xaldin.
- Palette Swap: Of the Zip Slasher.
- Serrated Blade of Pain: The Heat Saber and Chill Ripper's blades are serrated.
- Spin Attack: The same one that the Zip Slasher has, but with different effects.
- Standard Status Effects: The heat Saber inflicts Ignite, the Chill Ripper freezes you, and the Blitz Spear inflicts Jolt, which is essentially paralysis that deals damage when it wears off. The Kingdom Hearts χ-exclusive Dual Durandal also inflicts paralysis.
A large wyvern-like Heartless that appears in Twilight Town during Mission 89 of Kingdom Hearts: 358/2 Days.
- A.I. Roulette: Out of every two attacks, the first is a Shockwave Stomp. The other is randomly selected.
- Bonus Boss: Defeating it is the optional objective in Mission 89 and it only appears after you defeat six other giant Heartless.
- Breath Weapon: "Meteor Breath". The fireballs fly at you in a very fast salvo, though they're not homing once they start moving.
- Damage-Sponge Boss: Has health and defense comparable to taking on the Zip Slasher at level 5. It gets even more health in Mission Mode.
- Giant Flyer: Like the Storm Rider below, this heartless is a giant dragon-like breed. But this heartless is fought in a comparably small area, its large enough that its landing causes shockwaves.
- Fireballs: Can unleash an entire salvo of them as one of its attacks.
- Flunky Boss: It has respawning Shadows as backup. They're not much of a threat, but they can interfere with targeting.
- Foe-Tossing Charge: This is its weakest attack.
- Marathon Boss: You'll spend a lot more time dodging it than attacking, especially if you wind up with a status effect.
- Our Dragons Are Different: It's a variant of the Tailbunker, which in turn is based on the Wyvern from the first game.
- Palette Swap: Of the Tailbunker from earlier Twilight Town missions.
- Playing with Fire / Death from Above: Its Breath Weapon, which is a salvo of exploding fireballs.
- Shockwave Stomp: One that has a HUGE range.
- Planar Shockwave: It radiates outward into empty air if the Dustflier lands on the stairs, making it harder to dodge.
- Spam Attack: Its meteor breath sends a salvo of fireballs at you.
- Standard Status Effects: The shockwave attack randomly selects from several of these. Its Breath Weapon inflicts burn.
The Possessor is a Heartless that first appears in Beast's Castle in II. It looks like a puff of black smoke with a face and purple spikes. As its name suggests, the Possessor is capable of taking control of inanimate objects. Smaller Possessors inhabit the statues in Beast's Castle to become Gargoyle Knights and Gargoyle Warriors, while a larger variant takes control of a door carving to become the Thresholder boss.
The Possessor also appears in 358/2 Days as a regular enemy, with normal and large variants. Here, it attacks by enveloping its target to deal Damage Over Time.
- 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.
- Damage Over Time: The Possessor's only attack in Days is to engulf Roxas and do this with its spikes.
- 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.
- Gate Guardian: The Thresholder is this due to being a Possessor that took over a carving on a door. This also gives it the advantage of being said door. Its Final Mix Palette Swap even provides the page picture for the trope.
- "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.
- Mini-Boss: The Thresholder serves as one in Beast's Castle.
- Mooks: Days and χ 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
The Shadow Stalker and Dark Thorn are the bosses of the first visit to Beast's Castle in II. The Shadow Stalker is a spherical Pureblood Heartless wrapped in chains that is very similar in appearance to the Darkball, but it acts like a Possessor with the ability to inhabit inanimate objects. It mainly fights by taking control of the Ballroom to attack Sora and friends.
After the Shadow Stalker is defeated, it turns into the Dark Thorn, a demonic-looking Heartless with thorns wrapped around its body that vaguely resembles the Beast. While the Dark Thorn loses its possession capabilities upon transformation, it is able to turn itself invisible.
- Amazing Technicolor Battlefield: The corrupted ballroom.
- Boss Room: The corrupted ballroom.
- Casting a Shadow: The Dark Thorn's primary ranged attack is to fire off several homing balls of darkness. It can also cause puffballs of darkness with Heartless eyes to spawn from the floor, similar to one of the Hydra's attacks.
- Chained by Fashion: Both of them.
- Demonic Possession: The Shadow Stalker attacks by controlling the back windows, the chandelier, the floor and a random pillar ...In That Order.
- Evil Makeover: It does this to the ballroom as the battle starts.
- Falling Chandelier of Doom: The Shadow Stalker does this before shooting lasers out of two points on the chandelier's edge. The Dark Thorn actually pulls the chandelier down and rides it around the room, something that you can do as well with the proper reaction command.
- King Mook: The Shadow Stalker is this to the Possessor Heartless.
- One-Winged Angel: The Dark Thorn form is this to the Shadow Stalker.
- Sequential Boss: Its two forms are fought successively.
- Shout-Out: Word of God says that the Dark Thorn's design was based on Ifrit.
- Spin Attack: The Dark Thorn uses these.
- Torso with a View: The Dark Thorn has a heart-shaped hole it its chest.
- Visible Invisibility: Type 2. The Dark Thorn appears as a shimmer while invisible.
A lizard-like Heartless that appears during the boss battle with Barbossa in 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 and Blizzard Lord
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. While they are very similar in overall form, there are several differences besides just color: their heads, staves, and capes are all shaped differently and their pants have different patterns. They're also, like their component Heartless, notably among the few enemies whose palettes are unchanged in the Final Mix.
- Playing with Fire: The Volcanic Lord.
A large, mechanical-looking Heartless summoned by Maleficent to aid Lock, Shock and Barrel during the first visit to Halloween Town in II. The Prison Keeper has several different attack patterns, which it changes by temporarily swallowing one (or all) of its charges.
- 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.
A large flying Heartless based on Chinese dragons that attacks the Imperial City at the end of the second visit to the Land of Dragons. The Storm Rider's size and capacity to fly require climbing on to its back to attack its horns and deal damage.
- Attack Its Weak Point: Destroying the nubs on its shoulders will stun it. Actually getting up on its back to do so is another matter. Attacking its horns is the only way to defeat it.
- Barrier Warrior: Downplayed. It uses barriers to trap you near its Wave Motion Gun attack.
- "Get Back Here!" Boss: Though the whirlwinds help with getting to the boss, they're not always effective.
- Giant Flyer: It's a very large dragon Heartless and the 3rd largest enemy Sora has face (After Ansem's One-Winged Angel form and the Groundshaker)
- Lightning/Fire Juxtaposition: The lightning to Mushu's fire.
- Our Dragons Are Different: Apparently, it was an actual dragon that was corrupted by the Heartless.
- Palette Swap: Gets one in Final Mix +. Specifically the blue colors get replaced with vermilion hues.
- Shock and Awe: Scattered Thunder casts, Electric barriers and and a Electric Wave Motion Gun, a marked contrast to Mushu's Fire attacks.
- Throw Down the Bomblet: It can drop a whole bunch of explosive spheres while flying across the battlefield air raid-style.
- Wave Motion Gun: A stationary version of this is its ultimate attack.
A large Heartless summoned by Luxord during the second visit to Port Royal. While not much of a challenge when first fought, it becomes an invincible undead monstrosity when Luxord steals four of the cursed Aztec medallions. It's extremely weak to magic.
- 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 +, as seen in the picture of its cursed form.
- Standard Status Effects: In its normal state it's affected by Sora's magic the same way the undead pirates are. Blizzard freezes it in place, Fire sends it running, on fire, and Thunder stuns it. This carries over to its undead state, but without damage.
- The Undead: The second time you fight it.
- Wings Do Nothing: Its undead form has filigree wings, but it floats anyway.
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. It is Scar's Heartless, which should tell you something about how rotten the guy was.
- Attack Its Weak Point: The mask on the witch doctor and the eyes on the main body.
- Attack of the 50-Foot Whatever: It's the second-largest Heartless in the series right after the One-Winged Angel form of Xehanort's Heartless.
- Kaiju: Certainly big enough to qualify.
- Came Back Strong: This is the second time that Scar comes back as a Heartless.
- Extra Eyes: Both the "mount" and the "rider"'s mask have four eyes each, just like the Trick Ghost. They rotate their heads to indicate what attack patterns they'll use.
- King Mook: To the Shaman and Living Bone Heartless.
- Mask Power: The mask serves as one of the Heartless's vulnerable areas.
- One-Winged Angel: Technically, this thing is Scar's Heartless.
- Palette Swap: It gets one in Final Mix +.
- Playing with Fire: It can use a homing fire attack with a VERY long range.
- The Power of Hate: It is implied that it was Scar's hatred for Simba that caused him to become this.
- Rapid-Fire Fisticuffs: The "rider" section does this when it goes invisible.
- Shockwave Stomp: Causes this just by walking. A chain of reaction commands even involves you dodging them.
- Planar Shockwave: Sometimes they just go right over you despite you standing being right next to its feet.
- Wingding Eyes: The main body has them.
- Witch Doctor: The "rider" section of the Heartless.
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.
- Ambiguous Gender: Averted with three of the Mushrooms. 1 and 5 are male, and 10 is female.
- 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.
A massive, bestial Pureblood Heartless fought in the Realm of Darkness in Birth By Sleep Final Mix.
- Animalistic Abomination: This thing can best be described as a Heartless apex predator.
- Casting a Shadow: It fires off orbs of darkness that try to suck you in for one of its attacks.
- 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. Its pre-battle cutscene also has it try to ambush Aqua this way.
- Fog of War: Creates it during the first phase of the battle, where it keeps trying to ambush Aqua from the trees.
- 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. It was exclusive to it for a time before becoming a general Heartless boss theme in 0.2 and III.
- No Name Given: The original Birth by Sleep Final Mix did not show its name, so fans either called it "Red Eyes" for having said feature, which was unique among Heartless at the time, or "Hunter of the Dark" after its boss theme. It was finally named in the 2.5 version.
- 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.
- Stealthy Colossus: It can hide itself perfectly in the dark, which it does in order to hunt Aqua. Once it thinks it has her cornered, though, it drops all pretense of subtlety and charges her before flitting in and out of the trees for repeated ambushes.
- 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 it starting to glow various colors. It also becomes visible and stops charging out of the trees once you attack it enough.
A series of whale-like Heartless that appeared as raid bosses in Kingdom Hearts χ. 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.
- Tempting Apple: In reference to the Evil Queen using a poisoned apple on Snow White, it uses apples as weapons.
- Throw Down the Bomblet: Attacks with exploding apples.
- Wicked Witch: As the name suggests, based on this trope. Specifically the one that appears in Snow White.
A Heartless summoned by Gaston in Beast's Castle to attack the player, Belle and Maurice.
- Improvised Weapon: Wields a piece of a statue from the roof of Beast's castle.
- Skull for a Head: Has an elk's skull for the upper half of its head.
A Heartless summoned by the darkness in Lady Tremaine's heart in Castle of Dreams to attack Cinderella.
- Cool Crown: It wears a crown.
- Right-Hand Cat: It is accompanied by two unnamed cat Heartless.
- Staff of Authority: It wields a staff.
- Dual Boss: They frequently come in pairs, but they come at you in a group of three in your first encounter with the health bar to prove it.
- Fallen Hero: They are Keyblade wielders that fell to darkness.
- It Can Think: While most Heartless are mindless beings driven by instinct, Darklings possess — or rather retain their — human intelligence and can even speak, reiterating the Foretellers' instructions to gather as much Lux as possible.Darkling: ive... Ux... Give me.. Give me Lux!
A Heartless boss in a special event.
- Blade on a Stick: Its primary weapon is a naginata.
- Homage: The Weapon Master's appearance is heavily inspired by Gilgamesh from the Final Fantasy series.
- Walking Armory: Since it's based on Gilgamesh, this is to be expected.
A Heartless boss in a special event.
- Good Wings, Evil Wings: It has twin silver and gold wings on its back.
- Homage: The Mysterious Sir's appearance is heavily inspired by Kefka Palazzo's final form from Final Fantasy VI. It is also accompanied by three Gummi Copter-like Heartless inspired by the Warring Triad: Demon, Fiend, and Goddess.
- Our Angels Are Different: It is based on Kefka's angelic god form, after all.
A Heartless boss in Agrabah.
- Flaming Hair: Most likely a reference to how Sun Wukong was almost distilled by Samadhi fires, which earns him Gold Pupil Fire Eyes.
- Monkey King Lite: A Heartless based on Sun Wukong.
- Mythology Gag: Its appearance in Agrabah may seem random given that Sun Wukong is from Chinese literature. But then you remember Aladdin in the original fairy tale is a Chinese guy travelling to Middle East.
- Shout-Out: Its design is clearly inspired by Sun Wukong from Journey to the West.
- Simple Staff: It wields staff that looks like Sun Wukong's Ruyi Jingu Bang.
Demon Tower / 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.
- Final Boss: The Demon Tide is the final challenge of A Fragmentary Passage.
- Leitmotif: "Wave of Darkness", its two-part final boss theme.
- 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.
- It Can Think: After Sora defeats it in the Keyblade Graveyard, the Demon Tide does something unprecedented — it stops attacking, seemingly realizing it can't defeat him, and lashes out a swath of swarming tendrils of Shadows, consuming all the remaining Emblem Heartless, Nobodies, and Unversed to increase its mass into what can only be called a dark hurricane. Only a last-minute assist from Ephemer and the wills of the fallen Keyblade wielders give Sora the means to stop it in this state.
- Recurring Boss: The Demon Tower/Tide is fought four times in 0.2, and four times in III, not counting cutscenes.Sora: (After at least five more Demon Towers appear in a cutscene) This again?
- Red Eyes, Take Warning: The eyes of the swarming Shadows will glow red-orange 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 reshapes itself into a whirling funnel around its core, widening or narrowing as necessary to attack.
- 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. This aspect becomes much more evident when the swarm acts cleverly in the face of imminent defeat, forming limbs to ensnare the other hostile races.
- Zerg Rush: Think Shadows are harmless? You'll be changing your tune when fighting hundreds of them at once.
Serving as the main antagonist of San Fransokyo, a lost machine turned into a Heartless by Xehanort.
- Artificial Limbs: Thanks to Microbots.
- Came Back Wrong: Empty Shell variety. He's the original Baymax in body only (and possibly Hiro's combat chip). His original programming (and one would assume his heart) is safely installed in good!Baymax.
- Evil Knockoff: Of Baymax. Or rather, "Evil Original," since the copy in this case is the Baymax fighting alongside Hiro and Sora.
- Walking Spoiler: For Big Hero 6. Suffice it to say this character was present in the movie, but anything more would be spoiling.
Three enormous centaur-like dragon toys found inside Galaxy Toys. They are possessed by Marionette Heartless and forced to fight Sora.
- Attack of the 50-Foot Whatever: Relatively speaking. Compared to a person they're only a couple of feet tall, similar to Angelic Amber, but they tower over the heroes, plus they have a lot more mass and bulk than Amber.
- Breath Weapon: They fire laser beams from their mouths, sweeping the beam from directly in front of themselves out in a straight line.
- Everything's Better with Spinning: They can twirl their upper bodies around in a circle dealing a strong clawing attack.
- Foe-Tossing Charge: One of their more dangerous attacks, they assume a shoulder-down pose and slide very quickly toward Sora, dealing damage on impact and following up with a spinning slash attack. Any of Sora's friends who happen to be in the way are knocked aside.
- Frickin' Laser Beams: From their mouths, which they sweep very quickly and can catch you off guard if you're not careful.
- Glowing Eyes of Doom: Their eyes are a solid shining yellow, like nearly all other Heartless.
- Marionette Motion: They "walk" with a bouncing motion and their upper bodies and arms move with stiff jerky motions, as if a child was playing with them and moving their joints.
- Instant Awesome: Just Add Dragons!: They're dragon toys built like centaurs, with a humanoid upper body and a four-legged lower body.
- Playing with Fire: Surprisingly averted, while they do emit some heat ripples they don't have any fire-based attacks.
- Shock and Awe: The structures on their backs emit several electric bolts that converge then fire a single bolt that tracks Sora for a few seconds.
- Wolfpack Boss: Individually they don't have that much health and are relatively easy to avoid, but you have to face three of them in an enclosed arena.
A doll found inside Galaxy Toys, and another victim of Heartless possession.
- Animal-Eared Headband: She wears a headband with white rabbit ears on them. The left ear has an Emblem Heartless symbol on it.
- Attack of the 50-Foot Whatever: Relatively speaking. She's only a couple feet tall, but she towers over the likes of Buzz, Woody, and the toy form of Sora. In fact, Sora barely reaches her knee.
- Creepy Doll: She's a doll controlled by darkness.
- Elegant Gothic Lolita: She's dressed in this style, with a frilly black dress and ribbons in her hair.
- Everything's Better with Spinning: Two of her attacks do this. One is a drilling headbutt while trying to ram into Sora, the other is a stationary ballerina-like twirl that creates several energy rings around herself.
- Glowing Eyes of Doom: Her irises glow with a bright amber-orange color. After she's freed from possession they return to their normal emerald-green.
- Grievous Harm with a Body: Two of her attacks involve using herself as a weapon, slamming herself down onto Sora and headbutting him.
- Marionette Motion: She moves as if she were pulled by invisible strings.
- Princess Curls: The only parts of her hair that aren't like this are the two foremost bangs in front of her ears.
- Purple Is Powerful: The shockwave she makes and the rings she generates are purple/violet in color.
- Shockwave Stomp: One of her attacks has her fly to the ceiling and crash straight down onto Sora or his allies, creating a large energy shockwave.
- Tragic Monster: More so than other toy enemies. She's possessed and used by Heartless against Sora, and defeating her makes Buzz's heart waver greatly in addition to seemingly rendering her lifeless. The journal makes a point to say that her face seems melancholy.
- You Gotta Have Blue Hair: Her hair is blue. Of course, she is a toy, so that's not particularly far-fetched.
King of Toys
A huge, mechanical Emblem Heartless in the shape of a flying saucer. It was summoned by Young Xehanort to cover his escape in Toy Box. Unlike several of the other enemies fought in Toy Box, it is a true Heartless that merely resembles a toy.
- Blow You Away: Its ultimate attack is to create a funnel cloud around itself.
- Deflector Shields: Has a force field protecting it from attacks from below.
- Everything Breaks/Everything-Is-Smashable Area : Its movements knock over the buildings in the block city on its battlefield. Some of the taller buildings will even topple just from your trying to run up them. The whole thing is reset to an intact state after it uses its Tornado Move.
- Flying Saucer: Its design is based on one.
- Macross Missile Massacre: Whether it's moving or stationary, its favorite move is to spam missiles.
- Shock and Awe: It can call down lightning bolts and generate an electric barrier around its body.
- Tornado Move: It can whip up a massive whirlwind around itself that pulls up all of the inanimate toys on the battlefield with it before charging around. The block city resets to an intact state afterward.
- Toy Time: Taken even further than the rest of Toy Time as while most of the world merely contains toys that are often large enough to run around in, this boss's battlefield is a Pocket Dimension completely made from toys.
The huge Emblem Heartless of Mother Gothel that looks like a cross between a tree and a gorgon, and is encountered by Sora and company in the Kingdom of Corona.
- Botanical Abomination: The average Heartless often falls under some category of Eldritch Abomination. This creature in particular is a giant, mobile tree-creature that regurgitates live blackbirds.
- Creepy Crows: It can barf up a murder of shadowy crows for one of its attacks.
- "Get Back Here!" Boss: Despite its size, it is constantly moving, either levitating or slithering about by its tale. It will even sometimes teleport into the top of the tower, forcing the player to weave their way through the root-walls it summons and avoid its long-ranged attacks to get to it.
- Green Thumb: It can conjure flowers that will restrain Sora with vines, and make wooden fences erupt from the ground to block him off.
- Multi-Armed and Dangerous: It has four arms.
- Pepper Sneeze: One of its attacks is that it sheds pollen that causes uncontrollable sneezing.
- Personality Powers: Many of the Guardianess's moves involve restraining Sora and his friends (like sneezing pollen to slow them down, flowers that grab them and root-walls jutting from the ground), reminiscent of Mother Gothel's life goal of keeping Rapunzel imprisoned. This is something that Jiminy Cricket takes note of in his journal entry for it.
- Treants: A serpentine tree-like Heartless.
The massive ghost-like wolf Emblem Heartless of Hans fought in a place reminiscent of the mountains around Arendelle.
- Attack of the 50-Foot Whatever: This thing is bigger than Marshmallow, who is already a giant snowman.
- Beast of the Apocalypse: His design evokes Fenrir from Norse Mythology, a giant wolf who breaks free from his bindings and swallows the sun (similar to the Heartless's ability to coat the sky in darkness), kickstarting the end of the world. Even the name "Sköll" is often interpreted as just being an alternate name for Fenrir.
- Canis Major: This wolf's head is bigger than Sora's whole body.
- Casting a Shadow: It periodically turns itself into a massive orb of darkness and lowers itself toward the battlefield in order to crush Sora and friends. It can also spit dark fireballs that inflict blindness.
- Detachment Combat: Its paws are Floating Limbs, giving its swipe attacks incredible reach.
- An Ice Person: Its head, paws and shoulders are coated with ice.
- Make Me Wanna Shout: Its howls can stun Sora and inflict Knockback, though they dont inflict any damage.
- Meaningful Name: On-top of being named after a monstrous wolf of Norse Mythology, the word "Sköll" means "Treachery" and "Mockery" in Old Norse, words that describe Hans perfectly.
- Mook Maker: Summons a pack of smaller ice wolf heads with shadow tails that fly around and bite at Sora and his allies every so often, with a huge onslaught of them dropping from the Ragnarok Orb Sköll creates before it starts to come down.
- Names to Run Away from Really Fast: No alliterative name like Stealth Sneak or cutesy name like Trickmaster or even a real person's name like Kurt Zisa. Nope, this thing is directly named after the wolf-demon who seeks to devour Söl and chases her across the sky every day.
- Religious and Mythological Theme Naming: Takes its name from a monstrous, sun-chasing wolf in Norse mythology.
- Was Once a Man: It's Hans' Heartless.
- Breath Weapon: A stream of fireballs from its mouth to attack the Black Pearl with, and a flamethrower-type breath against Sora.
- Call-Back: To the Ruler of the Sky from Days. It also has the swirl eyes of Groundshaker and back-spikes to grab onto similar to the Storm Rider from II.
- "Get Back Here!" Boss: Sora has to chase it down, in mid-air, in order to clobber it.
- Giant Flyer: It's a VERY big beast with a long skeletal neck and parrot-like head and bat-like wings equipped with cannons.
- Playing with Fire: Has fire breath and fireballs.
A gigantic anglerfish-like Emblem Heartless that Sora and company encounter underwater while in the Caribbean.
- Alluring Anglerfish: Has a fake treasure chest in addition to its glowing lures, which are on its chin.
- Chest Monster: An anglerfish that uses a chest for a lure.
- Mix-and-Match Critter: It has anglerfish-like lures mounted on catfish-like whiskers.
- Shock and Awe: As its name suggests, it uses lightning-based attacks when it's not just charging at you.
- Secret Test of Character: Implied to at least partially be influenced by Calypso to test Sora's mettle underwater, judging on how it coincidentally opens a way forward after its defeat.
- Schmuck Bait: Pretends to be a treasure chest, which just happens to have two conspicuous glowing fronds next to it. This is enough to lure in Sora.
A giant Heartless in San Fransokyo that's made up of black cubes.
- Line-of-Sight Name: The other members of Big Hero 6 aren't taken with the name, but none of them can think of a better alternative.
- Mythology Gag: Twice over. As a group they resemble the microbots from Big Hero 6, and the characters even mistake them for the microbots at first. Individually, the blocks all have the same pattern on their sides as the Blox from Kingdom Hearts coded.
- You Have Outlived Your Usefulness: Once it fights Sora once, and Dark-Riku revives it, he cuts the Heartless down almost immediately so Dark Baymax can make his debut.
Sora encounters this Pureblood Heartless after being swallowed up by the Demon Tide, and he constantly chases after it through various worlds while it attempts to steal the hearts of his friends. According to Young Xehanort, it's a special Heartless.
- Doppelgänger Attack: It creates exploding afterimages of itself as it moves. Making matters worse, if you're locked onto it, the lock is transferred to the afterimage.
- Down the Rabbit Hole: According to Young Xehanort, this is its purpose.Young Xehanort: The Lich you've been fighting—it's not like other Heartless. It exists to usher hearts down to the depths of darkness. If you chase it, you condemn your heart to that same abyss.
- Elemental Powers: As the battle progresses and it attempts to steal more characters' hearts, it gains access to more of them.
- An Ice Person: It can use ice projectiles while in Arendelle.
- Blow You Away: It can summon a whirlwind in front of itself to knock Sora into the air.
- Making a Splash: Uses water spells while in the Caribbean.
- Playing with Fire: A fireball barrage is one of its default moves. It has a few variations of this attack.
- Shock and Awe: It can fire homing electric spells while in Toy Box.
- Flunky Boss: It summons different types of Heartless to back it up in different worlds.
- The Grim Reaper: Essentially acts as this, especially given its place as a special Heartless.
- Magic Missile Storm: Its fire and lightning spells each fire six projectiles and it can use them back-to-back.
- Sequential Boss: Sora has to track it down and beat it seven times, one for each of his friends and allies and each in a different world with different sets of attacks. Its final phase has it using all of its attacks.
- Small Role, Big Impact: As Young Xehanort notes, its something of a Psychopomp that brings hearts from all worlds further down into the darkness. This ability to world hop forces Sora to both misuse the power of waking and time travel to a point before everyone is lost, which are implied to contribute to him disappearing in the epilogue after rescuing Kairi.
- Torso with a View: Has a heart-shaped hole in its chest, much like several other Pureblood Heartless.
- Your Soul Is Mine: It attempts this on each of Sora's friends at the beginning of each section of its boss fight.
- Battle Aura: It gains a fiery purple aura after losing a third of its health. After losing two-thirds, the aura Turns Red and the Dark Inferno becomes much more aggressive.
- Dual Wielding: Carries two larges swords and definitely knows how to use them to inflict some vicious combos.
- Lightning Bruiser: Don't let's its bulky appearance fool you, it moves fast and hits pretty hard as well. Even if it is a step down in danger level from previous Bonus Bosses it's still a very credible threat and shouldn't be taken lightly.
- Magic Missile Storm: It can launch a swarm of dark fireballs which home in on Sora.
- Winged Humanoid: Downplayed, but it has a pair of small bat-like wings on its back.
The Flantastic Seven
Seven large Heartless in the shape of fruit flans that play minigames with Sora and reward him with extremely rare cooking ingredients (and perhaps a few other things) when he gets a high enough score. They are Cherry Flan, Strawberry Flan, Blood Orange Flan, Banana Flan, Grape Flan, Watermelon Flan and Honeydew Flan. Each one is hidden on a different world and must be found before it'll give up any goodies, so get out there and get to searching!
- Anthropomorphic Food: Large Heartless that look like flan, each with a crown showing what type of fruit it rewards for beating its minigame.
- Cool Crown: Each one wears a crown with a different type of fruit on it. This is used to show what type of ingredient they offer for beating their minigame.
- Friendly Enemy: Despite being Heartless none of them are actively malicious towards Sora and will not interact with him unless he seeks them out first. Some of them are hostile during their minigames, but their attacks are harmless and they'll even give Sora prizes for doing well enough to earn a high score.
- Giant Food: Giant fruit flan Heartless.
- Me's a Crowd: Each has the ability to summon different versions of itself for the various minigames they play.
- Non-Malicious Monster: They're giant Heartless, but mostly keep to themselves until Sora interacts with them. A few will attack during their minigames, though this isn't actually harmful to Sora and will at worst end the current minigame if the attack succeeds. They also give out rare ingredients as prizes.
Appearances: I Final Mix | Chain of Memories | II | Birth by Sleep | 358/2 Days | coded | Dream Drop Distance | III
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:
- Compared 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, with there being thirteen high-ranking types that serve particular organization members.
- Empty Shell: They're the bodies of people whose hearts were stolen by the Heartless. They have no emotions of any kind, but the Nobodies of people with particularly strong hearts retain their memories and human appearance.
- Evil Weapon:
- 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 and with Sora's next outing with Riku, Sora is outraged 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 3D reveals, Xemnas lied about the nature of Nobodies to further Master Xehanort's 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 like Master Xehanort to put their own in their place.
- Living Clothes: Subverted. The lesser nobodies all wear bodysuits and move and shape-shift like there is nothing inside of them, but there is a shadowy body in there. The Dusk uses a zipper as "teeth", but has another mouth behind that. The Dragoon shows its eyes.
- Nice Hat: Dancers wear one.
- Nonindicative Name: Just like the Heartless are corrupted hearts, the Nobodies are heartless bodies.
- Our Zombies Are Different: Believe it or not, they are 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.
- As of III, when first coming to Twilight Town and Sora and Co. ask around about Roxas, they appear and speak again, saying "You wish to find our liege?", implying they still have loyalty in spite of technically being enemies. The Nobodies in service to Roxas, Axel, Xaldin, and Demyx do not appear, suggesting they were only loyal due to their own liege. A group of Dusks is later shown to save Hayner and attack Ansem, Seeker of Darkness despite being part of Organization, having joined Vexen in his betrayal.
- The Usual Adversaries: To a lesser degree than the Heartless, but they still qualify for this in II and III.
- Was Once a Man: Downplayed when it comes to the lesser Nobodies, but there's generally a large focus on the Bishōnen Line Nobodies who are attempting to become whole again, and the lesser ones are still implied to be much more sentient than the Heartless.
- Weapon of Choice:
- Barefisted Monk: Dancers.
- BFS/Drop the Hammer: Berserkers.
- Blade Below the Shoulder: Assassins, all down their arms.
- Blade on a Stick: Dragoons.
- Death Dealer: Gamblers.
- Knife Nut: Ninjas (combined with Blade Below the Shoulder).
- Natural Weapon: Dusks.
- Pure Energy: Sorcerers.
- Dual Wielding/Katanas Are Just Better: Samurai.
- Shapeshifter Weapon: Creepers (see above).
- Sinister Scythe: Reapers.
- Sniper Rifle: Snipers.
- The Goomba: They're basically the Nobody equivalent of Shadows, though markedly less ubiquitous.
- Shapeshifter Weapon: Can turn into a spear to teleport and slam down onto a target similar to one of Xaldin's attacks, or turn into a sword and swing itself around.
The Reaction Command for Dusks is "Reversal", which is unique in that it can be triggered at any time. It allows Sora/Roxas to slide behind a targeted Dusk, confusing it and any other Dusks nearby.
- 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.
While Assassins are first fought by Roxas during the prologue of II, they do not fight Sora until the final visit to Twilight Town.
- 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.
- Taking You with Me: Assassins can explode, which destroys them and deals a large amount of damage to anybody nearby. They may attempt to blow up in Sora's face to kill him.
- 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.
- Bishōnen Line: Averted. It's the only Nobody boss that doesn't look human.
- Beam Spam: It constantly shoots thorny tendrils of energy.
- Chekhov's Skill: Using Reversal to dodge around thorns, which comes back during the final battle.
- Enemy Without: Its true nature is strongly implied to be Roxas' heart struggling to break through Diz's memory manipulation. Played With in that, while it does fight Roxas, its more about memories violently trying to resurface than duplicity in the character's soul:
- Roxas' model with the black hood up is seen very briefly standing behind him before Twilight Thorn inexplicably appears in Dive to the Heart as the boss.
- If you allow the fight to go on long enough, Twilight Thorn will go into a phase where it contorts itself into a circular shape and floats above the arena, making the light but eerie sound of a heartbeat.
- 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.
- Giant Space Flea from Nowhere: Beyond the thematic similarity to the Darkside Heartless, it's never explained why it's in Roxas's Dive to the Heart and we never see another one.
- Its strongly implied that Thorn is a reflection of Roxas' Nobody identity trying to reawaken while in the simulation detailed in Enemy Without .
- 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...
- Lightning Bruiser: Can very quickly slither across the battlefield when it needs to.
- Theme Naming: The katakana indicate that its name is probably actually meant as Twilight Zone (this is possibly a Writing Around Trademarks situation), meaning it and the Darkside Heartless are named after the horror anthology series The Twilight Zone and Tales from the Darkside.
Dancers are first fought in Hollow Bastion after visiting Space Paranoids, and they can later be found in Twilight Town and The World That Never Was.
- Dance Battler: Howd you guess?
- Grapple Move: A lengthy throwing animation that takes a hefty chunk out of Sora's health. Thankfully, it's heavily telegraphed.
- Kick Chick: Their primary form of attack.
- Power Glows: They glow when they're about to use their Grapple Move.
- The Smurfette Principle: Theyre the only generic Nobodies with an obviously feminine design, and one of the most brightly colored (in pink, of course).
- 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.
- Rare Random Drop: Whenever a Dragoon is killed, there's a small chance that it will drop its lance. A Nobody Lance can be used as a decently strong wand for Donald.
- 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.
- Too Many Belts: It has like a dozen pink belts around its "dragon head".
- Automatic Crossbows: They wield laser crossbows, and occasionally transform into larger ones.
- Gravity Is Purple: They look like purple bodysuits and have a cap of the same color covering the top half of their heads. Fittingly, they utilize powers over gravity much like Xigbar.
- Laser Sight: While charging up their projectiles, their crossbows aim using a red laser sight.
- 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.
- Astonishingly Appropriate Appearance: Much like Twilight Thorn before it, it's pretty much an animate Nobody symbol.
- Baleful Polymorph: If you fail their "Play Game" Reaction Command, Gamblers will turn Sora into a card or die temporarily.
- Call-Back: Their cards have pictures of four of the Organization members from Castle Oblivion.
- Floating Limbs: Difficult to tell until III, but their head, shoulders and body are separated.
- Improbable Weapon User: They alternate between using floating cards and rolling boulder-sized dice to attack.
- Piñata Enemy: Whenever you succeed at the "Play Game" Reaction Command, every grounded Gambler in the room will drop at least 100 munny on the spotnote . Their coffers are bottomless, so it's possible to farm them for munny indefinitely as long as you don't kill them.
- Rare Random Drop: Gamblers have a small chance to drop the Nobody Guard, a decently powerful shield for Goofy.
- Tennis Boss: Their dice can be bounced back at them for multiple hits.
Samurai are one of the few Nobodies that appear in 358/2 Days, where they act as a rare enemy only seen in a small selection of missions in The Castle That Never Was. They have far more health than in II, though their attack patterns are somewhat less aggressive and their Reaction Command is not available for use. Due to their significant power advantage over Roxas when first encountered, Samurai act largely as obstacles that initially should be avoided instead of fought.
- 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. They even use the scabbards, so they're technically quadruple wielding.
- 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.
- BFS: Their weapons are even taller than their bodies.
- Bonus Boss: A minor example in the postgame of III, where a lone Berserker acts as the final opponent in the Arendelle Battlegate. It's the only one in the game, but it makes up for it with how much tougher it is than its II counterparts or any Nobody encountered in the main game.
- Dynamic Entry: Theyll occasionally spawn with a diving attack, much like the Dragoons.
- Evil Weapon: Berserkers wield "cursed hammers" that seem to drive their rage, as if Sora steals one with a Reaction Command he too goes into a mad frenzy.
- 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.
- Shield-Bearing Mook: The Berserkers' large hammers deflect melee attacks from the front.
- Took a Level in Badass: The sole Berserker in III has the strength of a boss to make up for being the only one.
- Weapon Wields You: Their hammers appear to be dragging them around much of the time. Their bio in III even asks, "Is the Nobody swinging the hammer, or the hammer swinging the Nobody?"
- Bonus Boss: A lesser example in the postgame of III, where a single Sorcerer appears at the end of the Battlegate in Twilight Town, and is much stronger and healthier than the ones in II.
- Elite Mook: They're completely immune to all forms of elemental magic, have no Reaction Command, only appear in the final world, and can DEMOLISH you with their cubes if you're not careful.
- Hard Light: Their cubes are holographic light constructs, but they still hurt.
- Immune to Flinching: Sorcerers are extremely difficult to stun, as they're still able to manipulate their Hard Light cubes to attack while taking damage.
- In the Hood: They appear to be wearing hooded robes, with the hoods closed over their faces.
- Kung Fu-Proof Mook: Sorcerers are completely immune to standard offensive magic. You have to rely on your other attacking options to hurt them.
- Metal Slime: They're the only enemies in II that drop Twilight Crystals, a material needed to create the Ultima Weapon. But they're also exceedingly rare, to the point where they only appear in the final world and among the last wave of enemies in the last section of the Transport to Remembrance and nowhere else. Once you've cleared Xemnas's final battle, no more than TWO Sorcerers exist, and they only appear in Naught's Approach, the third-to-last section of the World That Never Was, and nowhere else (at least in the original game, they also appear in the Cavern of Remembrance in Final Mix). In III, they became even rarer as they only appear in the battle gate next to the Twilight Town mansion and it's also a single enemy with a massively inflated health bar akin to a Mini-Boss.
- 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.
- Teleporters and Transporters: They can teleport short distances to break out of a combo, and leave their cubes behind to attack.
- Took a Level in Badass: In III, only a single Sorcerer appears in the postgame, but it has the strength of a boss.
- Combat Tentacles: While in their grounded transformation, they can shoot thorn whips out to attack.
- Elemental Shapeshifter: Of a sort: due to a Nobody's ability to contort their forms, they can flip over and twist their lower halves into various types of plants to act as shields or weapons.
- Everything's Better with Spinning: The lower halves of their bodies are constantly spinning like propellers, in place of feet.
- Flower Motifs: Like Marluxia, they even scatter flower petals as they move.
- In the Hood: Unlike Sorcerers, their open hoods are pointed and better resemble classical executioner masks.
- Odd Name Out: Unlike all other Nobody types, they are not named after a Final Fantasy class.
- Sinister Scythe: Fitting for their names.
- Spin Attack: Their primary form of melee attack.
- Spin to Deflect Stuff: They are highly resistant to most forms of attack due to this.
- Weak to Fire: Though their floral transformations can shield them from most attacks, they share a plant's natural weakness: Fire.
- A Wolf in Sheep's Clothing: The first Reaper the party meets disguises itself as a conspicuously large nyctinastic flower. Luckily, the Heartless already tried this ruse, putting the team on guard.
- Blade Below the Shoulder/Knife Nut: They have knives in place of hands, but are capable of launching them and creating more at-will.
- Braids of Action: Built into their helmets.
- Combat Pragmatist: Fittingly. Their first appearances are in the ice labyrinth, where the arena itself attempts to attack you, allowing the Ninjas to free themselves from your combos.
- Confusion Fu: As mid-range combatants, most of their tactics involve running circles around their targets and creating distance while summoning clones to distract, then electing either to shoot enemies from relatively close-up or dash in for a Spin Attack.
- Flechette Storm: Like Larxene, they are capable of firing silos of kunai to attack.
- Fragile Speedster: While they have higher than average run speed and can launch themselves across the battlefield, they also pause to open themselves to attack and are easily locked into combos.
- Me's a Crowd: Their main gimmick, but defeating the real one will destroy the others.
- Hartman Hips: The most feminine aspect of their design.
- Highly Visible Ninja: While they wear the traditional black, they have little in the way of stealth, preferring to stay at mid-range of their victims and instead send in clones as distractions.
- Ninja Run: Their run animation uses this.
- Shock and Awe: They charge their weapons with electricity before shooting them, and can emit an electrical charge while airborne to break out of a combo.
- The Smurfette Principle: As with the Dancers in II (albeit less obviously so), Ninjas are the only feminine Nobody Mooks in III.
- Spin Attack: They can jump into melee range and perform a pirouette with their knives extended to attack.
Appearances: Birth by Sleep | III
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.
- III demonstrates this better, as they appear exclusively in Monstropolis, where they take advantage of the Monster's Inc. facility in order to scare kids and feed on their fear.
- Expy/Suspiciously Similar Substitute: In terms of appearance and behavior, 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: Subverted. Once Vanitas is destroyed, the Unversed vanish from the worlds, only for III to reveal they survived and went into hiding to find a world viable to reviving Vanitas.
- Red Eyes, Take Warning: In contrast to the Heartless's Supernatural Gold Eyes, the Unversed have red ones.
- The Goomba: Floods are the most common and basic Unversed faced, found in just about every world in Birth by Sleep.
- The Heartless: Specifically, based on their entry and movements, they appear to represent antsy-ness and impatience.
- Living Shadow: They appear out of the shadows on the ground and can hide back in them as well.
- Suspiciously Similar Substitute: Floods act suspiciously similar to Shadow Heartless. They are both the most basic enemy type and are able to sink into the ground to avoid damage.
- Artificial Stupidity: On purpose, judging by the journal. Scrappers always move in straight lines before stopping to change direction or attack, which allow them to be wide open for attacks.
- Suspiciously Similar Substitute: Of the Soldier heartless. The weakest of the more advanced types, bipedal unarmed fighters that are also ridiculously common.
Bruiser and Buckle Bruiser
- Jiggle Physics: Unlike most other heavy-set enemies like Large Bodies and Berserkers, Bruisers can be hit from the front, allowing their stomachs to wobble every time they are hit.
- Shockwave Stomp: They can belly flop to create a large shockwave.
- Suspiciously Similar Substitute: Both are very similar to the Large Body Heartless. They are bulky enemies that are difficult to stun, with Bruckle Brusiers also having the Large Body's trait of deflecting frontal attacks.
- Top-Heavy Guy: Their main feature is their large, jiggly bellies suspended upon tiny legs.
Ventus encounters Monotruckers in Dwarf Woodlands, while Terra fights them at Olympus Coliseums during the Games. Aqua will never encounter them in the story, only the Mirage Arena.
- Blade Below the Shoulder: They have sharp pickaxes instead of hands, which they use to attack.
Archravens first appear in Enchanted Dominion, and can later be found in Radiant Garden and Neverland.
- Airborne Mook: Since they're based on birds, they can fly. They generally use this ability to stay out of your reach.
- Bandit Mook: Archravens will do they best to swipe any kind of loot dropped by other Unversed, and then proceed to fly away.
- Palette Swap: Archravens are normally black, but the Final Mix version makes gives them a green tint.
Shoegazers are generally found in the Castle of Dreams.
- Blocking Stops All Damage: The Shoegazers' Defend Command prevents them from taking any damage while it's active.
- Defend Command: Shoegazers can tuck their heads back into their shoes, protecting them from damage for a short period.
- Our Monsters Are Weird: They're basically giant shoes that are trying to kill you.
- Palette Swap: Shoegazers are predominantly blue in Birth by Sleep, while the Final Mix version makes them red.
- Chest Monster: Spiderchests pretend to be large treasure chests. They attack when you "open" them.
- Four-Legged Insect: While they are called Spiderchests, they only have 3 legs instead of 8.
- Money Spider: Spiderchests drop large amounts of Munny when killed.
- Poisonous Person: They can spew sludge that inflicts Poison.
- Palette Swap: Jellyshades come in a number of colors (blue, orange, purple, yellow, red, green, and pink), but these are purely aesthetic differences.
- Zerg Rush: To make up for the fact that individual Jellyshades aren't going to do much, they may be fought in very large numbers to overwhelm you. These swarms are often treated as Boss Battles in their own right.
Mandrakes are first encountered in Radiant Garden, and are later found in Olympus Coliseum, Neverland and the Keyblade Graveyard.
- Long-Range Fighter: They shoot leaves over a VERY long distance, which only works to their advantage since they're generally there well before you're close enough for the other enemies to spawn around them.
- Palette Swap: Mandrakes are mostly green in Birth by Sleep, but the Final Mix version of the game makes them orange.
- Plant Mooks: They're evil, anthropomorphic plants.
- Poisonous Person: Mandrakes can release a purple powder that will poison you on contract.
Chrono Twisters are first encountered in Radiant Garden, and they proceed to appear as semi-common enemies for the rest of the game.
- Astonishingly Appropriate Appearance: They're Time Masters shaped like hourglasses.
- Time Master: They can cast Stop magic, freezing you in time for a short period.
Sonic Blasters are generally found in Deep Space.
- Frickin' Laser Beams: Their main form of attack is to fire lasers from their dish.
- Palette Swap: They're predominantly blue in Birth by Sleep, but the Final Mix version of the game makes them red.
Triple Wreckers are found mainly in Neverland.
- Color-Coded for Your Convenience: Each head is a color corresponding to the type of magic it uses (red is Fire, blue is Blizzard, and yellow is Thunder), so you'll know how a Triple Wrecker will attack based on which head is in control.
- Fire, Ice, Lightning: Triple Wreckers use Fire, Blizzard, and Thunder magic.
- Multiple Head Case: Each Triple Wrecker is made up of three heads, which alternate between each other to determine who's in control of the body.
- Shared Life Meter: The three heads only have one pool of HP between them.
- Asteroids Monster: When a Blobmob is defeated, it splits into two smaller copies. Once the copies get small enough, they just die normally.
- Blob Monster: As their name would suggest, Blobmobs are large, antagonistic blob creatures that vaguely resemble jellyfish.
- Piñata Enemy: Killing a single Blobmob gives you a lot of EXP. Since Blobmobs split into two when defeated, you can earn a very substantial amount of EXP from fighting them.
- Suspiciously Similar Substitute: They are basically a land-based version of the Sheltering Zone Heartless, being jellyfish-like monsters that split into smaller versions of themselves when defeated.
- Cowardly Mooks: They don't fight and will actively run away from you, eventually despawning.
- Metal Slime: Prize Pods only spawn in a specific spot in each world, though they are not guaranteed to appear when you reach said spot. Once they show up, they will try to flee instead of fight, eventually teleporting away if you don't kill them quickly. They also drop ice cream ingredients, which cannot be obtained from anywhere else.
- Piñata Enemy: They drop ice cream ingredients whenever you hit them.
- Balloon Belly: This Unversed can fill its belly with air and bounce around the battlefield to attack enemies.
- The Spiny: The spiky shell on its back prevents attacks to that area.
- Eating the Enemy: The Spiked Turtletoad can eat Sora if he's not careful.
Snake-like Unversed that make their appearance in Monstropolis. They can be eaten by a Spiked Turletoad, granting it a turret. They can also pump out poison while clinging to pipes and poles.
A giant Unversed that faces Terra in the Enchanted Dominion. It has the appearance of an anthropomorphic spinning wheel, using its thread and wheel to attack.
- An Arm and a Leg: Each arm is breakable, which can disable certain attacks.
- Animate Inanimate Object: It looks like a giant angry spinning wheel.
- Deadly Disc: A very large wheel with spikes on it that bounces off any surfaces it encounters.
- Foe-Tossing Charge: Once it Turns Red from its spindle and wheel being destroyed, it will gallop around the room to ram you.
- Fisher Kingdom: It takes appearance of spinning wheel, a reference to the spinning wheel that Aurora touched and cursed her to deep sleep.
- Red and Black and Evil All Over: The original version, the Wheel Master sports a predominantly red and black color scheme. Its Final Mix palette uses white and blue instead.
- Shockwave Stomp: It can jump into the air and then slam down on top of you, creating a shockwave that can hit you if it doesn't nail the landing.
- You Will Not Evade Me: Its spindle arm can shoot entangling threads.
An Unversed which attacks the Castle of Dreams while Terra is present, putting a temporary end to the ball. It prefers to let its floating instruments attack, but will engage Terra itself once they are destroyed.
- Attack Drone: Starts off with three: A drum, a trumpet, and a violin, each with its own attack pattern.
- Musical Assassin: It resembles a conductor and attacks with flying instruments.
- Spread Shot: A wave of small batons.
- Throwing Your Sword Always Works: Its other baton attack.
- Turns Red: The more instruments it loses, the more aggressive it gets. Once all three are gone, it resorts to Shockwave Stomps and baton attacks.
An Unversed that faces Ventus in the Dwarf Woodlands. Like its name suggests, it's a walking tree.
- Fisher Kingdom: It is based on living trees that Snow White saw in her hallucination.
- Shockwave Stomp: After quite a leap.
- Playing with Fire: Oddly enough for a tree, it can launch Meteors out of its head.
- Poisonous Person: It drops fruits that leave toxic puddles on the ground.
- When Trees Attack: A thorny and poisonous tree at that.
A giant Unversed that Ventus encounters while traveling between the worlds, which he chases into Deep Space.
- Blob Monster: It looks like a triangular jellyfish.
- Combat Tentacles: Three of them.
- Giant Space Flea from Nowhere: It attacks Ventus out of the blue while he's still between worlds, the only Unversed to do so.
- Invisibility: Not good for much, since it won't shake the player's targeting.
- Screw This, I'm Outta Here!: After a brief fight in space it flies off into the councilwoman's ship, which forces Ven to chase down and corner it.
- Shock and Awe: Can use Thunder spells in its second fight.
- Unexpected Gameplay Change: The first battle against it takes place between worlds, with Ventus using his Hover Board to fight.
An Unversed that appears to be a demonic version of Cinderella's pumpkin carriage. It shows up at the Castle of Dreams after being attracted to the darkness exuding from Lady Tremaine and her daughters, where it attacks Cinderella and fights Aqua.
- Fisher Kingdom: It takes appearance of twisted version of Cinderella's pumpkin carriage.
- Jagged Mouth: Well, it is a pumpkin, after all...
- Hubcap Hovercraft: During its bomb attack.
- Living Ship: Superficially, at least. It resembles Cinderella's pumpkin carriage, but you probably don't want to ride it.
- Vacuum Mouth: One of its attacks. It can chew on Aqua if it works.
A trio of robotic Unversed that transform themselves to combine into a large mecha, though they separate after taking enough damage. They serve as the boss of Radiant Garden, faced by all three protagonists at once.
- Beam Spam: It can spin in place to send lasers in all directions.
- 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.
An Unversed fought solely in the Mirage Arena that's dressed like a college student attending their graduation. It wields a large book, which it uses to cast various spells and attack.
- Doppelgänger Attack: Manifests clones of the party members from its pages.
- Interface Screw: Its beams of darkness carry the Blind status effect, which reduces your camera to a small fish-eye lens at the center of the screen.
- Playing with Fire: One of its attacks has it fly around, leaving a trail of fire.
- Throw the Book at Them: While it doesn't throw the book it does hit the ground with it to make a shockwave.
- Yin-Yang Bomb: Sends out beams of light and darkness.
An Unversed fought solely in the Mirage Arena. It has four different forms, with each being more powerful than the last.
- 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 arms 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.
A shade of Vanitas that spawns in the Keyblade Graveyard after his destruction. It has low HP for a Bonus Boss with only one bar, but it takes very little damage and will heal itself whenever Cure magic is used.
- 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.
- Boss Banter: Like the original Vanitas, he'll constantly taunt you.
- Casting a Shadow: Most of his attacks are darkness based.
- 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...
- 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: He can use Dark Firaga.
- Sword Beam: Of both the slashing and the beam from the tip of the sword variety.
- Teleport Spam: It has moves that make it teleport all over the place.
Lump of Horror
An Unversed Vanitas created through numerous canisters full of scream energy. It is fought in Monstropolis, where it attacks Sora's party on Randall's orders.
The Dream Eaters
—Master of Masters
Appearances: χ [chi] | Dream Drop Distance | III
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. Before the Keyblade War, Spirits were assigned to Keyblade Wielders in training to assist them in battle. But if, and when, a wielder falls to darkness, their Spirit would become a Nightmare and plant even more darkness in people's hearts.
- 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 its cousins Flowbermeow and Meowjesty, based on their journal entries.
- Astral Projection: Aura Lion and Keeba Tiger.
- Balloon Belly: Some Dream Eaters become visibly stuffed upon eating the oversized treats you feed them.
- 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.
- Bunnies for Cuteness: Me Me Bunny and Majik Lapin.
- Cephalothorax: Pricklemane.
- Chest Monster: Jestabocky, which is very annoying when looking for chests you possibly missed. Perhaps in this form he's a Chestabocky.
- Cool Board: 2.8 adds a Zolephant variant based on Reaper Beat that wields a black skateboard.
- Cool Pet: 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". In χ, the browser game, the player is accompanied by a Dream Eater named Chirithy that can speak.
- 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: Skelterwild and Fishboné.
- De-Power: Staggercep Dream Eaters have an attack that can prevent Sora and Riku from using commands.
- Demoted to Extra: After Dream Drop Distance, they're reduced to being a usable summon/spell in III. Can be justified since Sora returns from the sleeping worlds in III.
- Detachment Combat: Skelterwild and Fishboné.
- Dinosaurs Are Dragons: Tyranto Rex and Skelterwild are based on dinosaurs but can breathe fire.
- 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 its strengths and weaknesses as appropriate:
- 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 RockPaperScissors: 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—for instance, "Kōmori Bat" is simply the word "bat" repeated in Japanese, then English. 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".
- Exotic Eye Designs: Spirits' eyes take on a variety of weird shapes, which can change depending on their disposition, unlike Nightmares, who all share the same flat red disks.
- Expy: Story-wise, mentioned in-universe; it's mentioned that they're the equivalent of Heartless in places where the Heartless can't spawn. They avert it gameplay-wise 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 speaks 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.
- Feathered Fiend: Halbird, Eaglider.
- Hair-Raising Hare: Me Me Bunny and Majik Lapin, as Nightmares.
- The Gambler: Juggle Pup and R & R Seal attack by rolling giant dice. If they're unlucky, a particularly bad roll can backfire on them.
- The Heartless: Much like their Trope Namer cousins. Inverted for Spirits, who are born of powerful positive emotions, and it shows.
- Japanese Beetle Brothers: KO Kabuto is a rhinoceros beetle, Kab Kannon is a Hercules beetle, Staggerceps is a stag beetle.
- 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 wielding a pan and a pot lid. Lord Kyroo is a frog who is also a proper knight, wearing a cape and wielding 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.
- 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.
- Possibly subverted as of χ: The Chirithy species were created by the Master of Masters to help Keybladers, but the player character has a Nightmare Chirithy who expresses malice. On the other hand, the Dandelions are told by Ava to follow the Master of Masters's instructions on how to create Spirits to keep the survivors from dealing with the pain of having nightmares or remembering the Keyblade War, and so far, the Spirits don't seem corruptible...
- Mascot Mook: Meow Wow is THE Dream Eater, with a giant balloon based on Flowbermeow in Traverse Town and its face adorning all the icons in the spirits menu and the trophy in the Flick Rush. It's also the only Dream Eater from 3D to reappear in III.
- 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.
- Non-Ironic Clown: Their Spirit versions.
- 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.
- Mood Ring Eyes: All Spirits have yellow eyes by default, but they can change to numerous other colors to match the Dream Eater's disposition.
- 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 Ghostabocky.
- 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.
- Personality Powers: A Spirit's "disposition", aka personality, directly dictates its AI behavior and which of its abilities it will use. It can be changed by petting them in certain spots.
- 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".
- Rabbit Magician: Majik Lapin.
- Red Eyes, Take Warning: Nightmares.
- Repetitive Name: Many 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.
- Ridiculously Cute Critter: Most of the smaller Spirits, especially Meow Wow and Chirithy.
- Robe and Wizard Hat: Majik Lapin
- Seahorse Steed: Sora can invoke this trope with Tatsu Steed and Tatsu Blaze.
- Sigil Spam: Like Emblem Heartless, all Dream Eaters are branded with a distinctive logo. Notably, there are two different versions of the emblem for Spirits and Nightmares: the former is pink and rounded while the latter is purple with sharp lines and a bat-wing motif and looks a lot like the Heartless sigil.
- Stock Dinosaurs: Three: the T. rex-based Tyranto Rex and Skelterwild, and the Triceratops-based Cera Terror.
- Tanuki: Catanuki, a Meow Wow variant exclusive to the HD version.
- Turns Red: Several Dream Eaters will invoke this trope literally.
- The Usual Adversaries: Although it's subverted since there are also the Spirit variants that help you.
- Unicorn: Electricorn.
- Yin-Yang Bomb: Implied to be the actual reason for the Spirits' Dark Is Not Evil. They come from positive emotions (often associated with Light) instead of negative ones (unlike the Obviously Evil Nightmares), Riku — a Light-leaning character (despite his Casting a Shadow proficiency) — temporarily becomes one to save Sora from a Nightmare, and χ reveals a Wielder's Spirit partner will become a Nightmare if he/she's corrupted by Darkness.
A mandrill Nightmare that Young Xehanort summons 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.
- Bilingual Bonus: The "Hocko-" is derived from "hako", Japanese for "box".
- 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.
- Evil Sorcerer: However, it's pretty amateurish compared to the Spellican.
- 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.
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.
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.
- 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 summoned 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.
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.
- 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.
- Tentacled Terror: He is based on an octopus, with blades on several of its tentacles.
A mantis Nightmare commanded by CLU-2, which Riku faces in the Grid.
- Big Creepy-Crawlies: It's based on a praying mantis.
- 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: A lot of its attacks use electricity.
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. It proceeds to freeze Monstro alive and 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: With no foreshadowing whatsoever, when Sora reaches Monstro he finds it frozen by this Dream Eater.
- 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.
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.
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.
- 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.
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: It gets very angry when Riku, Beat and Rhyme ignore it to have a conversation.
- Death from Above: Can bombard you with stars...
- Colony Drop: And meteors.
- Evil Sorcerer: It's a Nightmare that attacks with magic and can summon others to fight for it.
- "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.
- 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
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.
- Beam Spam: It can fire a large barrage of blasts that poison Riku if they hit.
- Black Cloak: The same one that is prevalent throughout the series except this one has purple designs all over it.
- Casting a Shadow: A lot of its attacks are of the dark nature. His HP to 1 attack even directly appears from a shadow on the ground.
- Darker and Edgier: Much more terrifying than other Nightmare bosses.
- Dual Wielding: It can use up to two Laser Blades at a time.
- Enemy Without: Manifests from within Sora and is a Nightmare-level Dream Eater.
- Evil Counterpart: Specifically one to Riku, who became a Spirit to protect Sora during the exam.
- The Faceless: Except for the eyes, nothing is seen of the face at all.
- Glowing Eyes: The only visible facial feature, setting it apart from many other Black Cloak and In the Hood figures in Kingdom Hearts.
- Good Colors, Evil Colors: Black, purple, and red? This thing screams evil.
- HP to 1: The Life Drain attack mentioned below inflicts this on you. Then he gets mad and starts zooming in for a sword combo before you can heal...
- Humanoid Abomination: Aside from the lack of the face, it looks completely human but it is a Nightmare.
- In the Hood: It always has its hood up, although there isnt much to actually conceal with it.
- Laser Blade: Like Xemnas and the Unknown it wields two, but its are purple and black.
- Life Drain: Can drain Riku's HP into health orbs it absorbs for itself.
- No Cure for Evil: Averted.
- Nothing Is Scarier: A hood obscuring everything but a Mook-like pair of eyes is rather creepy.
- Power Floats: When it isnt teleporting all over the place it moves by floating slightly above the ground
- Red and Black and Evil All Over: Many of its attacks are red and black.
- Red Eyes, Take Warning: Like Vanitas before Ven's connection with Sora, all you can make out of its face is a pair of glowing red eyes.
- Sigil Spam: A Nightmare emblem appears on its back when it notices the Spirit on on Riku's clothing, and the emblem appears in several of its attacks.
- Teleport Spam: It constantly teleports away when you get to close, turning the fight into something of a "Get Back Here!" Boss battle.
- Theme Song Reveal: Averted. Its battle theme takes cues from "Hunter of the Dark", the battle theme for the giant red-eyed Heartless Aqua fights in the Realm of Darkness, but they have no connection.
A Chirithy that has been corrupted by the power of darkness, turning it into a Nightmare.