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Bosses

As this is a giant list, you can use Control + F to find the boss your looking for, though the list is in the order that the game progresses through.

Darkside


HP: 300
STR: 6
DEF: 6
EXP: 60
Item: -
Strategy: You should already be acquainted with Darksides attack pattern from dive into the heart. However, the best is now stronger and now you must defeat it. Target one of its wrists and attack when Darkside props itself up on its claws. A number of shadows will appear at this point. While you do not need to defeat these pesky creatures, doing so eases the pressure and each slain shadow leaves behind a few green hp balls. You can deflect Darksides glowing projectiles with your keyblade. Hit the monsters head to earn two tech bonus points.

Guard Armor


HP: 700 (Armored Torso)
84 (Gauntlets)
196 (Hammerlegs)
STR: 8
DEF: 8
EXP: 110
Item: Brave warrior
Strategy: Guard armor is composed of five parts: two arms (Gauntlets), two feet (Hammerlegs), and a combined head and body (Armored Torso). You can only harm the torso after first damaging the limbs. Strike the feet from the side. Move away and wait as the gauntlets rotate. When the feet hang in the air above Sora, jump aside quickly, then attack again. You will be safe from the torsos strikes when you are positioned at the edge of the battle zone. When you see guard armor rotating its torso three times, it is preparing a special attack. You can combat this with a regular strike, or with guard, if you already possess this ability.

Queen Of Hearts


HP: 10 (Queen of hearts)
45 (Cards (Spades))
60 (Cards (Hearts))
-- (Tower)
STR: 9
DEF: 9
EXP: 100
Item: -
Strategy: The Queen of hearts deploys her guards. Hit her a few times and she will lose consciousness, which will give you some time to reprieve from the cards. If Donald, Goofy or both are caged, attack their cage to release them. Next concentrate your attacks on the cogwheels of the tower. The queen awakens after a short time, ordering a new wave of cards to attack you. Hurry to the throne and hit her majesty again, then continue to attack the tower.

Trickmaster


HP: 600
STR: 9
DEF: 9
EXP: 150
Item: Ifrit's Horn
Strategy: This long-limbed opponents weak spot is located high on its chest, and can only be attacked from an elevated position or if it bends down. The Trickmaster will temporarily collapse after receiving a few blows. Strike as often as possible before it unfolds its spindly limbs and straightens up. If you hit the clubs in the Trickmasters claws with Fire, they will ignite and hurt Sora if he is near them.

Cerberus


HP: 600
STR: 11
DEF: 10
EXP: 200
Item: Inferno Band
Strategy: Although the target automatically locks on to one of the monsters three heads, you can also damage its neck and parts of the chest. Try to place yourself behind Cerebus's left front leg to avoid the painful bits. Attack from this point and quickly jump away to avoid the shock wave when Cerebus rears up. Dodge Roll away from his flame attack in wide circles - or leap onto his back and strike at the center of a head. As you may fall off after this attack, you had best retreat a few paces after successfully landing a blow.

Sabor


HP: 180
STR: 12
DEF: 11
EXP: 150
Item: White Fang
Strategy: Your final fight with Sabor takes place in the Bamboo thicket. The leopard is now stronger than before. It is best to avoid his pouncing attacks using Dodge Roll and then to attack him from the side. Alternatively, use Sonic Blade: This stuns Savor for a short time, enabling you to get in a few strikes.

Clayton + Stealth Sneak


HP: 250 (Clayton)
750 (Stealth Sneak)
STR: 12
DEF: 11
EXP: 270
Item: Mega Potion (Stealth Sneak)
Strategy: You find Clayton waiting for you. You should avoid his gunshots with Dodge Roll, then attack. Once claytons hp has dropped below 70% and he is struck by Sora, the heartless disappear and the second battle begins. You can prevent Clayton from using a potion by attacking him directly. Even so he will begin the second battle with his HP fully restored. A rocky division separating from the area falls apart and Clayton is raised up by an invisible creature. Attack the Stealth Sneak first. It loses consciousness after a while and Clayton is thrown to the ground. This is advantageous to you, as Clayton can heal this creature with a potion only while he is sitting on it. Once on the ground, Clayton fires his shotgun. Approach him quickly and attack him again. the Stealth Sneak will also throw Clayton to the ground if you hit it with the finishing attack of a combo.. After the battle, Sora gains the power of healing in the form of the cure spell.

Opposite Armor


HP: 900 (Armored torso)
135 (Gauntlets)
270 (Hammerlegs)
STR: 15
DEF: 12
EXP: 390
Item: -
Strategy: Attack the arms first, followed by the legs and then the body. Once the armored torso is all that remains, your opponent will execute a powerful Bazooka attack. Quickly Dodge Roll and hide underneath your opponent. The leap up behind it and strike its back. Should opposite Armor move away, quickly follow it with a Dodge roll.

Pot Centipede


HP: 600
STR: 18
DEF: 15
EXP: 250
Item: Ray of Light
Strategy: The enemies body is composed of pot spiders. Once you destroy a few of these, more arrive from the surrounding area. The Pot Centipede will be unable to escape once you have eliminated all of the Pot Spiders. Attack from the front while it fights in the shape of a centipede. Strike at the read; the end without antennae, when it assumes its alternative shape.

Tiger Head


HP: 380
STR: 18
DEF: 15
EXP: 400
Item: -
Strategy: Regular opponents, such as Bandits, attack while you target the vulnerable part of the Tiger Head - its eyes. Either jump onto the nose or climb up the neck when the head is lowered. Then stand between the eyes and attack. To avoid falling off, do not execute lengthy combos. When the head shakes violently, simply wait until the vibrations subside before you strike again. You could theoretically leave this location during battle, but this would only serve to fully restore the Tiger Head's HP.

Jafar


HP: 500
STR: 18
DEF: 15
EXP: 600
Item: -
Strategy: Run straight towards Jafar at the begging of the lamp chamber battle. Dodge his lightning flashes, climb up to him and attack swiftly. If you attack Jafar as if to push him towards the keyhole, this will enable you to get in the maximum number of hits possible. Once your opponent is pushed off the ledge, for example, through attacking from the side - He floats away and is harder to reach. Evade Jafar's attacks and counter them when he strikes from a distance. If Jafar does not strike for some time, he is probably preparing blizzaga. In this case, quickly run to the outer wall of the room in order to evade the gust of wind. Whenever Jafar floats towards a platform, approach him quickly and attack with your powerful combos. IF Sora gets to close, Genie will attack him. You cannot stop or defeat Genie yet. Fortunately, he announces his attacks in advance, giving you time to dodge them.

Jafar-Genie


HP: 750
STR: 18
DEF: 15
EXP: 730
Item: -
Strategy: Jafar-Genie only targets Sora. When close he strikes out with his arms, whereas at a distance he launches fireballs. If he ends up too far away from Sora he will disappear briefly and re-emerge from the lava. As you cannot fall into the fiery pool, you can jump around freely. When battling Jafar-Genie, keep an eye on the magic lamp that lago carries around the room. As both lamp and spirit share HP, you can damage your opponent by striking the lamp! This should make the fight easier for you. Keep moving around and attack the lamp when the opportunity arises you can strike repeatedly whenever lago rests near a wall. There is a high probability of lago dropping HP balls and MP balls.

Parasite Cage


HP: 450
STR: 21
DEF: 17
EXP: 500
Item: -
Strategy: While this beasts back is armored and impervious to harm, both its torso and its head can sustain damage from attacks. If you attack from behind Sora's weapon will rebound with a dull thud. As a rule, attack from the villains right side, from Parasite Cage's perspective. As this boss only swings its arms and does not use any special attacks, you are in no great danger. If you position Sora correctly its arms usually miss your character.

Parasite Cage (2)


HP: 900
STR: 21
DEF: 17
EXP: 1000
Item: -
Strategy: Parasite cage is now more dangerous than he was during your first battle. this opponent can now use a long-range, dark attack. Try to close the distance, as in the first encounter and take your position below the monsters right arm. When Sora uses his standard attacks, he will jump up automatically. While this enables him to hit Parasite Cage's Head, it also brings Sora within reach of the villains arms. This way Sora risks being pushed into the acid lake,. To avoid this keep repeating little leaps and have Sora strike in mid-air, especially if Sora has the Air Combo Plus ability. Occasionally your opponent will be momentarily stunned. Use this opportunity to strike Parasite Cage's mouth directly, releasing a number of HP balls.

Ursula


HP: 450 (Ursula)
60 (Flotsam/Jetsam)
STR: 22
DEF: 19
EXP: 150
Item: -
Strategy: Its not particularly effective to attack Ursula directly. She simply counters with a dangerous spinning attack. Instead, take Triton's hint and attack Ursula's cauldron with magic: This is the source of her power. The cauldron is the bubbling pool at the center of the lair. Lock onto it and attack it with magic, such as fire. After about eight hits the cauldron begins to emit a colourful light. Ursula and her sidekicks are now briefly stunned. Quickly find the sea witch and strike her. Also call on your companions for help. When Ursula begins to move again, you should return to the cauldron and repeat the attack procedure. The cauldron also lights up whenever Ursula throws a magic potion into it. The use of MP-saving fire spells will also help you reach your goal. You do not need to consume you Ether rations when you run out hop MP; both Flotsam and Jetsam yield a great deal of MP when hit, so attack either of them when the need arises. If one of the pair becomes stunned, concentrate on the other. When the eels have become stunned, Ursula will eventually revive them. The only way to defeat them once and for all is to defeat Ursula. The battle only ends when Ursula's hp is reduced nearly to 0, and you make the cauldron glow one last time.

Ursula (2)


HP: 900
STR: 22
DEF: 19
EXP: 1500
Item: -
Strategy: Target the witches big head and strike it from the side or from behind. If you want to stay on the safe side, swim away after hitting her. This allows you to concentrate of the different attacks Ursula uses against you. She frequently casts bolts of lightning and announces her next attacks. When she yells "Get ready for this!" she spews bubbles, and an enormous bolt of lightning is preceded by her scream of "Impudent fools!".

Lock, Shock and Barrel


HP: 150 (Lock)
120 (Shock)
180 (Barrel)
STR: 24
DEF: 20
EXP: 540
Item: -
Strategy: Once in the Evil Playroom, a battle against Lock, Shock and Barrel begins. There is little to contemplate ion this confined space, so there isnt much of a strategy. Just keep attacking.

Oogie Boogie


HP: 450
STR: 24
DEF: 20
EXP: 2500
Item: Holy Circlet
Strategy: Your opponent runs around a raised gallery along the wall and cannot be reached by normal attacks from your lower level. Initially, there are also two Gargoyles in the chamber. Oogie Boogie then throws three dice at you. If they glow yellow, the will explode upon landing. Red dice remain where they land. The number of spots on the dice determines the attack, which will follow:

3 x 1: Circular Saw. Avoid the flying saw blade by jumping or by executing a Dodge roll.
3 x 2: Two Gargoyles appear. Defeat these Heartless.
3 x 3: Two Wight Knights appear. Defeat these Heartless.
3 x 4: Spike attack. Jump over the spikes or run around between them.
3 x 5: Two Search Ghosts appear. Defeat these Heartless.
3 x 6: HP Shower. 50 of Oogie Boogies HP are restored. You cannot prevent this, but you are able to attack Oogie Boogie with fire during this time.

After some time or if you have struck the die before they settle on the floor area of the gambling table, the five floor switches near the center of the game board light up. Look around for Oogie Boogie before stepping on the switch closest to him. The segment containing the switch becomes fenced and rises. You can then jump across to your opponent, dodge his blow and strike him repeatedly. You need to be quick, as you will be flung down again soon afterwards. Oogie Bogie then resumes throwing the dice.

Oogie Boogie (2)


HP: 90 x 7
STR: 24
DEF: 20
EXP: 2500
Item: -
Strategy: Giant Oogie Boogie draws energy from seven dark globs. Destroy these purple orbs to win the battle. A giant root near the river, to the right of Oogie Boogie leads up to the monsters back. Climb the two steps at the end of the path and walk left to reach the first orb. Now climb up a bit and over the wooden obstacle to find orb number 2. Next, return to the end of the path described above. Drop off the edge here to land near the third orb. Once you are back, leap on the wooden structure from the end of the path. Jump across to the right, landing on the wooden platform with the fourth dark glob. Now you can simply follow the path to reach orbs 5, 6 and 7. After you have destroyed three dark globs, Gargoyles will attack. In a addition, Oogie Boogie throws flames with his lantern.

Anti Sora


HP: 750
STR: 27
DEF: 21
EXP: 2000
Item: Ravens Claw
Strategy: Sora's shadow image uses a sweeping blow as a regular attack. As he needs to pause after executing this, you should dodge the blow and repeatedly strike your opponent from behind. after loosing a number of HP, Anti Sora will create mirror images with 1 HP each. If you have equipped the San ability, you can tell these apart from your real opponent by the tiny health bars when locked on. A thunder attack will quickly serve to do away with the phantoms. Anti Sora vanishes into the ground after taking three hits. He then emerges Behind Sora and strikes at his back. You can evade this blow by moving away - For example by executing a Dodge roll.

Captain Cook


HP: 900
STR: 27
DEF: 21
EXP: 3400
Item: -
Strategy: Run directly towards captain hook to evade his bomb attack and quickly strike him. Dodge sideways when your opponent begins to deal dagger blows and counter his assault. Refrain from using Fire, as hook will dart around uncontrollably if attack with Fire while airborne. You can ignore the enemy Battleships during combat: defeated ones are simply replaced.

Riku (Sword)


HP: 500
STR: 31
DEF: 24
EXP: 2000
Item: -
Strategy: Keep Riku occupied by sending Donald and Goofy into the fray with triangle. While he is occupied, attack him from behind. Should he still prove overpowering, the strike Riku only when he leaps into the air. In these instances, he will land close to Sora without attacking, each of the jars along the wall will yield six small HP balls when destroyed.

Maleficent


HP: 900
STR: 31
DEF: 24
EXP: 6000
Item: -
Strategy: Maleficent frights this battle from a hovering platform. Jump up and strike the witch from behind. If the platform hovers beyond your read, strike it from below until it descends. When you hear Maleficent conjuring the Meteors of Heaven, quickly run towards the outer walls of the Chapel to avoid their impact. Maleficent regularly summons Darkballs and defenders. Although they are not your primary opponents, defeated Darkballs drop HP, and Defenders leave behind MP balls.

Dragon


HP: 1200
STR: 31
DEF: 24
EXP: 6000
Item: -
Strategy: The best position for you to take up during your battle with the Dragon is the outer perimeter of the area. You will rarely be struck when you are near the free trunk. Target your opponent and cast Fire spells while press triangle causing your party members to attack. Unfortunately, this approach is time consuming and it requires a great number of ethers, You can recover a few MP by running up to the dragon and striking its head from the side while jumping. This will prevent you from being hit by its Fireaga breath. Avoid the shock waves emitted when your opponent rears up and stamps the ground. As while other boss battles, it is a good idea to summon Tinker Bell at the outset.

Riku (Keyblade)


HP: 900
STR: 31
DEF: 24
EXP: 8500
Item: -
Strategy: Move either to left or right, maintaining the initial distance between Sora and Riku. If Riku jumps to the side, try to strike him from behind: his next strike will be a vertical blow from above. Dodge this attack and repeatedly hit his back. Whenever Riku prepares an attack, it is wise to use the time to heal Sora. Riku takes on a dark complexion after losing a number of HP. He emits a murky glow and also has a better range in this state, move away from him until Riku turns back to normal. Your opponent announces another devastating attack with "Behold the power of Darkness" or "Open your heart to darkness". He is invulnerable while he executes this attack. He will rise up into the air and the crash to the ground creating a shock wave. Escape this with a Dodge roll and wait in a corner until Riku ceases to move across the battle zone.

Behemoth


HP: 1350
STR: 35
DEF: 27
EXP: 16000
Item: Omega Arts
Strategy: The Behemoth will take a large leap forward at the beginning of this battle, Dodge sideways and quickly climb up its hind legs and onto its back. From here concentrate on attacking its only venerable spot: its middle horn. Attack repeatedly, the reposition Sora to prevent him from falling off: you cannot reach the horn from the ground unless its head drops from exhaustion.

Chernabog


HP: 1500
STR: 40
DEF: 30
EXP: 15000
Item: -
Strategy: You should land near your opponents toes or on its shoulder and summon tinker bell. Aero magic for protection may also be of use. You must hit the monsters head - Preferably from the side while you are airborne. Chernabog breathes flames and casts various spells. Quickly move away when its body gives off wisps of fire, as soon after it will be shrouded in flames.

Ansem


HP: 1500
STR: 40
DEF: 30
EXP: 10000
Item: -
Strategy: As a rule, you should attack Ansem from the front and strike when you are in mid-jump. He will occasionally order his demon to protect him. The creature then adopts a defensive stance in front of his master, blocking frontal attacks. Execute a dodge roll to quickly move underneath Ansem, and then attack him from behind. Whenever Ansem shouts: "Submit!", the demon will suddenly take a swipe at Sora. Avoid this using Dodge roll. Once this attack hits, the demon hounds that character, striking or grabbing, while Ansem attacks with a spherical barrier surrounding his body. If Sora is grabbed by the demon, a new command: Freeze will periodically appear, drastically impending your attack capabilities. Although you cannot strike your opponent at this time, you can use attack abilities like Sonic Blade or Trinity Limit.

Darkside


HP: 900
STR: 40
DEF: 30
EXP: 8000
Item: -
Strategy: Sora must fight yet another Darkside. As before, hit the wrists or head of this massive Heartless. A few weak Shadows will appear during combat. They drop HP balls when defeated.

Ansem (2)


HP: 1200
STR: 40
DEF: 30
EXP: 20000
Item: -
Strategy: Sora remains on his own for now. Ansem and his guardian demon have learned some new tricks and are faster this time around. Close the gap between you and them using Dodge Rolls, or wait until Ansem attacks. Jump to avoid the shock wave as it spreads across the ground, and strike while airborne. Roll to the side when Ansem charges towards Sora, or use guard to block his blows. When Ansem's body begins to glow you can tell that he is preparing a dark attack. He will be immune to attacks until he has finished this move. Execute dodge rolls to the side until the attack has ended.

World Of Chaos


HP: 1500
STR: 40
DEF: 30
EXP: 20000
Item: -
Strategy: This battle develops over eight rounds:

1: Ansem is Sora's first opponent. He is positioned in front of the demonic head. Avoid the weapo9n he spins around at regular intervals and try to attack him from behind. Ansem uses a laser beam attack and summons airborne Bit Snipers. they will drop large HP balls when defeated. However, these creatures are minor opponents: defeating Ansem should be you main objective. When you opponents health is reduced to 0, Sora will automatically land inside the world of chaos.

2: Sora is now in a room with 16 shadows, which are entirely invisible but fro their yellow eyes. Lock on to one after the other and defeat these rather weak opponents, who will leave lots of HP balls behind. When they are all gone, a nucleus will appear. Strike it continually to destroy it. Your next battle will occur outside.

3: You must destroy the six small and two large cannons, which are to be found on top of the dome-like structure. They resemble purple thorns. Laser beams will attack you again, but you can ignore them. When you have eliminated the eight cannons, a multi-coloured energy field will appear above the dome. On your approach a message announcing the portal of darkness is displayed at the bottom of the screen.

4: This time, you must overcome numerous Darkballs in the dark room. Goofy is also here and will accompany you from this part on. As the defeated heartless drop a large number of MP balls, you should restore Sora's hp with cure at an early stage if necessary. Once all the Darkballs are defeated, a nucleus appears. As before, destroy it with direct blows.

5: Back outside, you must now destroy the face on the front of the monster. After a few attacks, it will raise its head or squint. At these moves you should evade the powerful attacks it is about to use. When the face is defeated, it will open its mouth. Simply fly inside.

6: This time you must overcome invisibles in the dark to make the nucleus appear. Defeated opponents drop HP balls and MP balls. Donald will rejoin you to this point, completing the party. the next round of the battle ensues outside once you have destroyed the nucleus.

7: You can now either destroy numerous cannons or concentrate on your actual target: the main purple nucleus below the dome. Once destroyed, Ansem will make his last stand.

8: Quickly summon tinker bell, then concentrate on destroying Ansem and with him, the entire world of chaos. Although Ansem does not use any new moves, the body behind him will absorb your characters MP. You can prevent this from happening by hitting the the three shining faces on the torso. When your opponent creates a huge energy sphere, you can avoid the ensuring explosion by hiding behind the Face underneath the main platform. In addition, you should concentrate on striking Ansem. Attacks from a distance by Mushu, Dumbo or Genie should also prove effective. Use your recovery items liberally, as this is the last battle in the game.