Kingdom Hearts Final Mix
Kingdom Hearts Chain of Memories
Kingdom Hearts Re:Chain of Memories
Kingdom Hearts II
Kingdom Hearts II Final Mix
Kingdom Hearts 358/2 Days
Kingdom Hearts Birth by Sleep
Kingdom Hearts Birth by Sleep Final Mix
Kingdom Hearts χ
Kingdom Hearts Union χ
Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-
Kingdom Hearts III
Kingdom Hearts III Re Mind
Kingdom Hearts Melody of Memory

Neoshadow

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
Oh no! The water! I'm in big trouble if I don't fetch it!
Fantasia Mickey B 6★ KHUX.png
This article requires cleanup or improvement.

Please help out by editing this page. Please see the Manual of Style and editing help before getting started.

Issues: missing BBSFM stats

Neoshadow

Neoshadow Render

Field sprite in Chain of Memories

Neoshadow KHD.png

Neoshadow KHX.png

Japanese ネオシャドウ
Rōmaji Neoshadō

Type Pureblood Heartless
Games Kingdom Hearts Final Mix
Kingdom Hearts Chain of Memories
Kingdom Hearts II
Kingdom Hearts 358/2 Days
Kingdom Hearts Birth by Sleep Final Mix
Kingdom Hearts χ
Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-
Kingdom Hearts III
Kingdom Hearts Melody of Memory
Variations
Novashadow
Neoshadow

Kingdom Hearts
A Heartless that travels in packs.
Combining their powers allows them to attack Sora while also healing themselves. Leaving even just one alive will result in a never-ending battle.
Kingdom Hearts Chain of Memories
A nimble Heartless that swims through the shadows.
Kingdom Hearts Re:Chain of Memories
An extremely agile Heartless.
It dives into shadows before it pops up in front of its enemy and delivers a rolling attack. The Neoshadow moves in the shadows, making it a difficult opponent to fight.
Kingdom Hearts II
It produces a shadow on the ground before attacking. Catch it off guard right after it attacks.
Once it tries to jump and attack, use the reaction command Aerial Dance for a flurry of attacks!
Kingdom Hearts 358/2 Days
A Pureblood Heartless that flows across the ground as a shadow, completely immune to attack.
It may unleash a shockwave as it emerges, so stay on guard.
Block when it charges you to earn a few precious seconds during which you can deal double damage.
Kingdom Hearts Birth by Sleep
A Heartless whose heart has been lost within the darkness.
It looks and acts like a Shadow, but is more agile.
Kingdom Hearts Union χ
Album
KINGDOM HEARTS (2002)
A Heartless that believes in strength in numbers. Quite the team player.

KH III Neoshadow
KINGDOM HEARTS III (2019)
These Heartless appear everywhere and hit hard and fast with their jump attacks.

Battle
A fearsome foe and jack-of-all-trades boasting boosted attack power, poison, and more. Charge your special attack gauge before engaging in this battle!
Kingdom Hearts III
These souped-up Shadows hit hard and fast with their jump attacks; if they're in the air, better get out of there.

Once they melt into the ground, they're beyond the reach of most attacks, but that's nothing a little Water magic can't fix. Fight puddles with puddles!

HP STR DEF MP rec EXP
End of the World 150 40 30 55 400[1]
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x0.5
Percentage Stop Stun Other
x0 x0.2 x0.5 x0.5
Rewards
Defeat 1st to 6th Neoshadow
(15) MP prize x5

Defeat 7th Neoshadow
(1) HP prize x20, (5) HP prize x5
Stormy Stone (35%)
World(s)
End of the World
Floor HP AP EXP
Sora Riku

12F B1F 236 12 269
13F 250 13 289
Physical Fire Ice Lightning Neutral
x1.0 x1.0 x1.0 x1.0 x1.0
Stun Percentage Stop
Warp Bind Confuse Terror
World(s)
Castle Oblivion
Enemy Card
Neoshadow enemy card from original CoM
Ability Duration Cost
Bio 1 reload 25 CP
Description
Causes enemies HP to gradually drop.
Drop Rate Sell
Regular Map Card Boost
3% 7.5% 10 Moogle Points
Floor HP AP EXP
Sora Riku Regular Beginner

12F B1F 221 166 14 169
13F 235 176 15 189
Physical Fire Ice Lightning Neutral
x1.0 x1.0 x1.0 x1.0 x1.0
Stun Percentage Stop Warp
Bind Confuse Terror Magnet Freeze
Duel Stats No. of Cards Time
5 cards 6 s
World(s)
Castle Oblivion
Enemy Card
Neoshadow (card).png
Ability Duration Cost
Bio 1 reload 25 CP
Description
Causes enemies HP to gradually drop.
Drop Rate Sell
Regular Map Card Boost
3% 7.5% 20 Moogle Points
Location HP Strength Defense EXP
Radiant Garden
Post-episode 2, pre-episode 3
74 32 18 159
Radiant Garden
Episode 3
92 42 24 310
The Land of Dragons
Episode 2
76 34 19 170
Beast's Castle
Episode 2
77 34 19 182
Olympus Coliseum
Episode 2
82 37 21 220
Port Royal
Episode 2
79 35 20 194
Agrabah
Episode 2
84 37 21 234
Halloween Town
Episode 2
86 39 22 248
Pride Lands
Episode 2
89 40 23 278
The World That Never Was 100 45 26 400
Physical Fire Blizzard
×1.0 ×1.0 ×1.0
Thunder Dark Neutral
×1.0 ×1.0 ×1.0

Rewards
MP prize (1) ×2, Munny (5) ×2
Lucid Crystal (8%), Bright Crystal (4%)
World(s)
Radiant Garden, The Land of Dragons, Beast's Castle, Olympus Coliseum, Port Royal, Agrabah, Halloween Town, Pride Lands, The World That Never Was
Cup HP Strength Defense
Titan Cup

Match 5: 3 Neoshadow

86 39 22
Titan Paradox Cup

Match 5: 3 Neoshadow

150 70 41
Hades Paradox Cup

Match 17: 4 Neoshadow
Match 26: 1 Neoshadow

181 87 51
Physical Fire Blizzard
×1.0 ×1.0 ×1.0
Thunder Dark Neutral
×1.0 ×1.0 ×1.0
Cup HP Strength Defense
Titan Cup

Match 5: 3 Neoshadow

92 42 24
Titan Paradox Cup

Match 5: 3 Neoshadow

150 70 41
Hades Paradox Cup

Match 17: 4 Neoshadow
Match 26: 1 Neoshadow

181 86 51
Physical Fire Blizzard
×1.0 ×1.0 ×1.0
Thunder Dark Neutral
×1.0 ×1.0 ×1.0
Mission HP EXP STR/DEF
Story Mode Mission Mode
29 440 1320 4 32
38 440 1320 4 32
44 440 1320 5 32
93 440 1320 52 32
Fire Blizzard Thunder Aero
x1.35 x1.60 x0.60 x1.70
Ignite Freeze Jolt Air-Toss
x0.40 x0.40 x0.40 x0.40
Defense Power Adjustment Heart Points
• Full Body: 1.37
Flinch? Bloom-Out?
X
Rewards

Missions 15-35
Combo Tech (30%)
Missions 36-50
Lightning Shard (80%)
Missions 73-93

Story Mode
Munny x21, HP prize (large) x2, HP prize (small) x4
Mission Mode
Munny x11, HP prize (large) x1, HP prize (small) x2
World(s)
Beast's Castle, Twilight Town, The World That Never Was
Location HP EXP Strength Defense
Realm of Darkness 122 48 26 15
Physical Fire Blizzard Thunder Dark Other
? ? ? ? ? ?
Stun Freeze Mini Blind Ignite Confuse
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Bind Poison Slow Stop Sleep Death
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Zero Gravity Magnet Warp
x1.0 x1.0 x1.0

Rewards

Shop LV 8
Pulsing Crystal (?%), Mega-Potion (?%), Collision Magnet (?%)

World(s)
Realm of Darkness
Location HP Strength Defense EXP
Twilight Town 63 25 12 23
San Fransokyo 142 52 26 219
San Fransokyo
(The Final World cleared)
153 55 28 266
Keyblade Graveyard
(Battlegate 0)
177 63 32 371
The Final World 153 55 28 266
Scala ad Caelum 177 63 32 371
Physical Fire Blizzard Thunder Water
×1.0 ×1.0 ×1.0 ×0.7 ×1.0
Aero Dark Neutral Rapid-fire
×1.0 ×0.7 ×1.0 ×1.0
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 ×1.1

Rewards
HP prize (1) ×3, Focus prize (5) ×2[2]
Writhing Stone (8%), Wellspring Stone (8%), Writhing Gem (4%)
World(s)
Twilight Town, San Fransokyo, Keyblade Graveyard, The Final World, Scala ad Caelum

The Neoshadow is a Pureblood Heartless introduced in the secret video "Another side, Another story..." in Kingdom Hearts. It first appeared as an enemy in Kingdom Hearts Final Mix.

Story[edit]

Kingdom Hearts Birth by Sleep[edit]

Back when Ventus was the apprentice of Master Xehanort, Xehanort called the boy to the Keyblade Graveyard and then summoned a swarm of Neoshadows for him to fight. Ventus was not strong enough to win with only his light, and although Xehanort ordered him to use the power of darkness to win, Ventus refused and was defeated. Xehanort decided to use his Keyblade to forcefully extract the darkness within Ventus's heart, creating Vanitas.

While Aqua is traversing the Realm of Darkness, she battles Neoshadows, along with a few other Pureblood Heartless.

Kingdom Hearts 358/2 Days[edit]

After returning to the World That Never Was in order to reclaim Kingdom Hearts and revitalize Xion, Roxas is attacked by several Neoshadows. He eliminates them, but is forced to side with Riku in order to finish off the rest of the continuously spawning Heartless. As soon as the Heartless are taken care of, however, the two Keyblade wielders turn on each other.

Kingdom Hearts II[edit]

Saïx summons several Neoshadows to attack Sora when he reaches the Hall of Empty Melodies. One of them also shows up in the next room, Naught's Skyway, to attack Mickey Mouse.

Kingdom Hearts III[edit]

In Twilight Town, Xemnas and Ansem, Seeker of Darkness confront Sora, Donald, and Goofy over Sora's intention to bring Roxas back. When Xemnas claims Roxas can only be returned by Sora giving himself up to darkness, Ansem summons several Neoshadows while proclaiming that "the shadows are never out of reach".

Design[edit]

A Neoshadow has a more humanoid body structure than a normal Shadow, but shares the same pitch black skin and spherical, glowing yellow eyes. Its crooked antennae are quite long and fall back behind the Heartless. It seems to be rather muscular, and its hands are very large, each one sporting five clawed fingers. Its feet, like those of a normal Shadow, are long and lack digits, but a Neoshadow's feet more resemble boots. Its body is also lined by several faint, blue veins of color.

In Kingdom Hearts Final Mix, the Neoshadow will initially release five unique olive-green hearts within bubbles upon each defeat. These drift to the ground and spawn new Neoshadows, up until the final Neoshadow is defeated, at which point it will release a normal pink heart.

The name "Neoshadow" is derived from the prefix "neo-", which means "new", and "shadow".

Strategy[edit]

Kingdom Hearts Final Mix[edit]

The Neoshadow is stronger and faster than a Shadow, and is more strategic in combat. The Neoshadows are among the most difficult common enemies, working together as a team to defeat Sora. Fighting Neoshadows is a multi-stage battle, and the stages change based on how many Neoshadows are alive. At the beginning of the fight, there are seven Neoshadows, who will attack by jumping into the air and spinning, then launching at Sora similar to the Bandit. They will also use basic melee strikes and sink into the floor to avoid attacks, similar to a Shadow. At this point in the fight, they are vulnerable to Stop magic, but not to Gravity magic.

After there are only four Neoshadows remaining, they change tactics and sink into shadowy portals that appear beneath them on the ground. Afterwards, nine of these portals will appear around Sora, and the Neoshadows will choose random portals to jump out of and attack simultaneously. After attacking, they land on the ground for a brief moment, then the portals reappear beneath them and they sink back into the ground. The only time they can be hurt at this stage is right when they land on the ground, before the portals appear beneath them once again. If a single blow connects with one of them, it opens a short window to execute a combo. At this point, Stop magic no longer affects them.

Once there are only two Neoshadows left, they change tactics once more. In this stage of the fight, a single Neoshadow will wander around the room, and has access to all the attacks and abilities of the earlier stages (instead of several portals appearing on the ground like stage two of the fight, the Neoshadow will just use it as a way to get close to Sora to attack him). It also retains the immunity to Stop magic. While this Neoshadow attacks Sora, the other one appears as a black portal beneath Sora, then partially emerges from it to grab Sora's leg, which prevents him from moving, attacking, or using magic for a brief period. To counter this, Sora can jump when the portal appears beneath him, but cannot hurt this Neoshadow in any way. Instead, Sora must focus on the other Neoshadow that moves around the room, and attempt to kill it instead.

When there is a single Neoshadow remaining, it will move to the center of the room and attempt to summon more Neoshadows. Six portals will appear on the ground in a circle around it, and new Neoshadows will appear within them, attempting to climb out of the portals back into the room. Instead of going after the last remaining Neoshadow, Sora must focus his attacks on the ones emerging from the portals, who will emerge as fully healed Neoshadows after several seconds. Once the emerging Neoshadows are slain, Sora can direct his attention to the final Neoshadow, and defeat it to end the fight. If Sora fails to defeat the new Neoshadows after a certain amount of time, they will emerge from the portals and the fight will reset to whichever stage corresponds to the new number of Neoshadows (7-5 for Stage 1, 4-3 for Stage 2, or 2 for Stage 3).

Technique Element Tech Power Bonus Guard?
Cooperation Rush (連携突進
Renkei Tosshin
?)
None x0 6 Repellable
(Recoil: 100)
All Neoshadow charge in turn.
Shadow Out (シャドウアウト
Shadou Auto
?)
None x0 8 Repellable
(Recoil: 100)
Appears from a shadow on the ground, spins, and sinks back into the ground.
Scratch Attack (ひっかき攻撃
Hikkaki Kōgeki
?)
None x0.1 4 Repellable
(Recoil: 40)
Scratches while making a small jump forward.

A Neoshadow can temporarily prevent Sora from moving and attacking by grabbing his leg.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts Chain of Memories[edit]

Neoshadows can use high valued cards, making mere combos hard to use unless they're valued 8 or 9, and sleights are recommended. The Neoshadows' tendencies to melt into the ground make clearing waves with Trinity Limit reliant on luck.

In Kingdom Hearts Re:Chain of Memories, utilizing Riku's strategy of performing aerial spinning strikes in Dark Mode while Warp Break is in effect is easier when fighting in a Feeble Darkness or Martial Waking room, as it decreases the chance of the Neoshadows breaking Riku's cards.

Deck

Card 0 1 2 3 4 5 6 7 8 9
Neoshadow Neoshadow
[KH CoM]
X X X X X X X
Neoshadow Neoshadow
[KH Re:CoM]
X X X X X X X
Attacks

Technique Element Status Power Cards
Scratch Attack (ひっかき攻撃
Hikkaki Kōgeki
?)
Physical x1.3[KH CoM]
x1.8[KH Re:CoM]
Neoshadow enemy card from original CoMNeoshadow (card).png
Steps forward and swings its arm down to scratch. Has a wide attack range at the top of the screen.
Shadow Out (シャドウアウト
Shadou Auto
?)
Neutral x1.0[KH CoM]
x1.5[KH Re:CoM]
Neoshadow enemy card from original CoMNeoshadow (card).png
Floating on its back in the air, chases the opponent while spinning its body like a discus.

Kingdom Hearts II[edit]

Similar to Shadows, Neoshadows sink into shadows in the ground, though they are more aggressive and attack after emerging using Shadow Out. After attacking, they idle for a short duration in which they are open to attack. When damaged, they often counter with Claw Attack, Aerial Rush, or Drop Claw Attack.

A powerful Reaction Command, Wind Dance,[3] can be used to eliminate or intensely damage Neoshadows.

Technique Element Power Guard?
Shadow Out (シャドウアウト
Shadou Auto
?)
Physical x1.0
Hit 2+: x0.25
O
Leaps out of the shadows and spins around.
Claw Attack (引っかき攻撃
Hikkaki Kōgeki
?, lit. "Scratch Attack")
Physical x1.0
Hit 2+: x0.5
O
Lightly jumps forward and scratches with both claws.
Aerial Rush (空中突進
Kūchū Tosshin
?)
Physical x1.5 O
Rises into the air, then charges in a straight line.
Drop Claw Attack (落下引っかき攻撃
Rakka Hikkaki Kōgeki
?, lit. "Drop Scratch Attack")
Physical x1.0
Jumps high, then scratches with its claws during its descent.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Reaction Commands
Reaction Command Element Power Description
Wind Dance[3] (エリアルダンス
Eriaru Dansu
?, lit. "Aerial Dance")
Physical Lunge: x0.5
Swing: x0.1 (Final hit: x3.0)
Can be used when a Neoshadow uses Drop Claw Attack.
Jump and lunge repeatedly at the enemy overhead, then swing the Keyblade wildly.

Kingdom Hearts 358/2 Days[edit]

Neoshadows may prove annoying in groups, so it is advised to keep track of their movements and be ready to block if one begins its charging attack. Glide and Air Slide can be used when it's about to emerge from its Shockwave attack for an easy dodge, where the Neoshadow will then be open to punishment. The usage of magic is advised, as Neoshadows are weak to all magic except Thunder, though physical combos remain effective as long as caution is taken to block any incoming attacks.

While Roxas is dual-wielding Oathkeeper and Oblivion, Neoshadows will most easily fall with physical combos, with one Y-Combo being enough to instantly vanquish a Neoshadow.

Technique Element Status Power Block?
Scratch Attack (ひっかき攻撃
Hikkaki Kōgeki
?)
Attack Command 1.43
Jumps forward and scratches at the target several times.
Rush (突進
Tosshin
?)
Attack Command 1.54
Jumps in the air and charges head-first at the target.
Shock Wave (衝撃波
Shōgekiha
?)
Attack Command Flower Blind (40%) 1.70 X
Dives into the ground, then after a few seconds launches itself up below the target, creating a shock wave upon emerging.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts Birth by Sleep Final Mix[edit]

Kingdom Hearts III[edit]

They have the same attacks as in previous games, but can no longer heal themselves. Their attacks can be blocked, but can also send Sora flying if not blocked. However, if Sora quickly uses Aerial Recovery and then Payback Strike, then the Neoshadow will be staggered and open to a full combo or two, which can easily reduce their HP to 0. Their Air Rush attack will trigger Risk Dodge if blocked.

Water attacks and magic can be used to get the Neoshadows out of the ground, just like for regular Shadows.

Technique Element Status Power Block? Repel LV
Scratch (引っかき
Hikkaki
?)
Physical 1.2 2
Scratches with both hands.
Fall Scratch (落下引っかき
Rakka Hikkaki
?)
Physical 1.2 △ (Risk Dodge) 3
Jumps high, swoops, and scratches with both hands.
Aerial Rush (空中突進
Kūchū Tosshin
?)
Physical 1.5 ◯ (Risk Dodge) 3
Curls its body and rams opponents from a low altitude.
Shadow Out (シャドウアウト
Shadou Auto
?)
(emergence) Physical 1.0 2

(sideways spin) Physical 0.65 2
Melts into the ground and approaches opponents, then jumps out and drops down while spinning sideways.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Notes and references[edit]

  1. ^ Only the last Neoshadow grants EXP.
  2. ^ Neoshadows drop Munny (10) ×4 when defeated in the Battlegate instead.
  3. ^ a b "Wind Dance" is also referred to as "Aerial Dance" in Jiminy's Journal.