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Darkside: Difference between revisions

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{{game|KH1|FM1|COM|REC|KH2|FM2|358|KHC|RCO|BBS|FMB|DDD|DHD|KHX|UCX|AFP|KH3|3RM}}
{{game|KH1|FM1|COM|REC|KH2|FM2|358|KHC|RCO|BBS|FMB|DDD|DHD|KHX|UCX|AFP|KH3|3RM}}
{{suite}}
{{suite}}
{{cleanup|Add the missing attack tables.}}
{{Character
{{Character
  |name=Darkside
  |name=Darkside
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  |game3=Kingdom Hearts 358/2 Days
  |game3=Kingdom Hearts 358/2 Days
  |game4=Kingdom Hearts coded
  |game4=Kingdom Hearts coded
  |game5=Kingdom Hearts χ
  |game5=Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-
  |game6=Kingdom Hearts III
|game6=Kingdom Hearts χ
  |game7=Kingdom Hearts III
  |type=Pureblood Heartless
  |type=Pureblood Heartless
  |spec=HeartlessBoss
  |spec=HeartlessBoss
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  |KHXbattlename=Fragments of Sorrow
  |KHXbattlename=Fragments of Sorrow
  |KHXbattlefile=Fragments of Sorrow KHHD.ogg
  |KHXbattlefile=Fragments of Sorrow KHHD.ogg
  |UXbattlename=Destiny's Force<ref>Before 4.3.0 update.</ref>
  |UXbattlename=Destiny's Force
|UXbattlenamen=<ref>Before 4.3.0 update.</ref>
  |UXbattlefile=Destiny's Force KHHD.ogg
  |UXbattlefile=Destiny's Force KHHD.ogg
  |UXbattlename2=The Deep End<ref>After 4.3.0 update.</ref>
  |UXbattlename2=The Deep End
|UXbattlename2n=<ref>After 4.3.0 update.</ref>
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlefile2=The Deep End KHHD.ogg
  |UXbattlename3=Fragments of Sorrow<ref>During [[Quest 2: Combat 101]].</ref>
  |UXbattlename3=Fragments of Sorrow
|UXbattlename3n=<ref>During [[Quest 2: Combat 101]].</ref>
  |UXbattlefile3=Fragments of Sorrow KHHD.ogg
  |UXbattlefile3=Fragments of Sorrow KHHD.ogg
  |UXbattlename4=Night of Tragedy <ref>During [[Quest 500: Corridor of Darkness Pt. 10]].</ref>
  |UXbattlename4=Night of Tragedy
|UXbattlename4n=<ref>During [[Quest 500: Corridor of Darkness Pt. 10]].</ref>
  |UXbattlefile4=Night of Tragedy KHBBSFM.ogg
  |UXbattlefile4=Night of Tragedy KHBBSFM.ogg
  |s1=Dark Follower
  |s1=Dark Follower
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  |CP=99
  |CP=99
  |COMworld=Destiny Islands
  |COMworld=Destiny Islands
|358heart=—
  |358HP=7.50
|358munny=—
  |358HP=6.00
  |358EXP=12.65
  |358EXP=12.65
  |358DEF=1.74
  |358flinch=X
|358STUN=—
  |358M1=14
  |358M1=14
  |358LVL1=6
  |358LVL1=6
|358part1=Head
|358partdef1=1.74
|358part2=Arms
|358partdef2=3.55
  |358fire=x0.59
  |358fire=x0.59
  |358bliz=x0.67
  |358bliz=x0.67
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===''Kingdom Hearts Chain of Memories''===
===''Kingdom Hearts Chain of Memories''===
The Darkside follows a set attack pattern. It starts with Dark Punch, followed by Homing Darkness, Shock Wave, and finally Sphere of Darkness, before repeating.
The battle takes place in an arena where the protagonist gets pushed to either left or right side due to the wind.
====Sora's Story====
====Sora's Story====
This memory-based incarnation of the Darkside utilizes the same tactics as its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. If a [[Gimmick Card]] appears, a plank of driftwood will appear that Sora can hop upon and float up to the Darkside's head to deal extra damage, or when the Darkside is about to blast an orb from its body, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to summon Shadows, which requires its arm to be immobilized, and there will be an opportunity to attack its head. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards.
This memory-based incarnation of the Darkside utilizes tactics similar to its ''Kingdom Hearts'' counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. When the Darkside is about to use Homing Darkness, one can use a [[Card Break]] to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to use Dark Punch, which requires its arm to be immobilized, and there will be an opportunity to attack its head. Defeating all shadows appearing because of the Dark Punch will cause the Darkside to drop a [[Gimmick Card]], making a plank of driftwood appear that Sora can hop upon and float up to the Darkside's head to deal extra damage. A combination of high-numbered [[Attack Cards]] as well as Cure Cards are recommended, along with [[Enemy Cards]] such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards. The Darkside tends to warp away before preparing to attack, making Omnislash unreliable for this boss during any circumstances other than when it uses Dark Punch, as Cloud disappears when no target is present.


====Reverse/Rebirth====
====Reverse/Rebirth====
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening where it slams its arm into the ground.
The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize [[Dark Mode]], [[Dark Firaga]] being the most reliable Sleight in his arsenal, considering he only has two. [[Dark Break]] can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening from either Dark Punch or Shock Wave where it slams its arm into the ground.
{{CoMDeck
|card1=Darkside
|v10=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|com=*
|enemy=*
}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Slams its fist into the ground, making two Shadows appear. The Shadows disappear when it raises its fist.}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x0.8|{{sleight|Darkside|com=*}}|Punches the ground and generates a shock wave.}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.}}
{{atk-c|com|note=The Darkside follows a set attack pattern that repeats as follows: Dark Punch, Homing Darkness, Shock Wave, Sphere of Darkness.}}


In ''Kingdom Hearts Re:Chain of Memories'', the only difference is the Gimmick Card causes large plateaus to rise from the ground. The most optimal way to make use of this card is to do so while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head. The Darkside still executes the same tactics as its ''Kingdom Hearts'' counterpart, but much faster and thus can be hard to avoid without card breaks.
===''Kingdom Hearts Re:Chain of Memories''===
Compared to the original game, the differences are the fact the Gimmick Card now causes large plateaus to rise from the ground, the severely toned down HP on Sora's story, the absence of the wind physics in the arena, and the fact the Darkside remains permanently targettable. The Darkside executes the exact same tactics as its ''Kingdom Hearts'' counterpart, but sped up, and thus can be hard to avoid without card breaks.
 
The most optimal way to make use of the Gimmick Card is to use it while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head.  
{{CoMDeck
{{CoMDeck
|card1=Darkside
|card1=Darkside
|v10=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|v10=◯|v11=◯|v12=◯|v13=◯|v14=◯|v15=◯|v16=◯|v17=◯|v18=◯
|card2=Darkside
|v20=◯|v21=◯|v22=◯|v23=◯|v24=◯|v25=◯|v26=◯|v27=◯|v28=◯
|enemy=*
|enemy=*
}}
}}
{{atk-o|com}}
{{atk-o|com}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.0{{KHCoM}}<br>x1.8{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||7, 8}}|Slams its fist into the ground, making two Shadows appear. The Shadows disappear when it raises its fist.{{KHCoM}}<br>Pounds its right fist into the ground. The technique ends and the used card disappears, but immediately after, 1-3 Shadows appear from under the ground (3-5 Shadows when the Darkside has 30% HP or less remaining). After about 15 seconds, or when a Gimmick Card is used, the Shadows will disappear.{{ReCoM}}}}
{{atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi}}|Neutral|—|x1.8|{{sleight|Darkside||||Cards valued 7, 8}}|Pounds its right fist into the ground. The technique ends and the used card disappears, but immediately after, 1-3 Shadows appear from under the ground (3-5 Shadows when the Darkside has 30% HP or less remaining). After about 15 seconds, or when a Gimmick Card is used, the Shadows will disappear.}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x0.8{{KHCoM}}<br>x1.4{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||0~8}}|Punches the ground and generates a shock wave.{{KHCoM}}<br>Swings its right hand down and hits the ground, creating a shock wave that covers almost the entire field. The shock wave can be avoided by jumping in the air, but the arm might damage the opponent if they are too close.{{ReCoM}}}}
{{atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha}}|Neutral|—|x1.4|{{sleight|Darkside||||Cards valued 0~8}}|Swings its right hand down and hits the ground, creating a shock wave that covers almost the entire field. The shock wave can be avoided by jumping in the air, but the arm might damage the opponent if they are too close.}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.0{{KHCoM}}<br>x1.6{{ReCoM}}|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||2, 3, 6, 7, 8}}|Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.{{KHCoM}}<br>Places both knees on the ground, and fires multiple guided bullets from the hole in its abdomen 3-4 times. Normally, it fires in the order of [2 bullets > 4 bullets > 6 bullets], but when its HP drops below 50%, the number increases to [4 bullets > 4 bullets > 6 bullets > 6 bullets]. The bullets will accurately pursue Sora and Riku, but can be avoided by dodging past them.{{ReCoM}}}}
{{atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}|Neutral|—|x1.6|{{sleight|Darkside||||Cards valued 2, 3, 6, 7, 8}}|Places both knees on the ground, and fires multiple guided bullets from the hole in its abdomen 3-4 times. Normally, it fires in the order of [2 bullets > 4 bullets > 6 bullets], but when its HP drops below 50%, the number increases to [4 bullets > 4 bullets > 6 bullets > 6 bullets]. The bullets will accurately pursue Sora and Riku, but can be avoided by dodging past them.}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside|com=*}}<br>{{sleight|Darkside|||6, 8}}|Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.{{KHCoM}}<br>Puts its left hand in the ground, takes out a sphere, and sends it flying overhead. The sphere splits up in the sky and falls down in various places. The left hand can also inflict damage when going underground.{{ReCoM}}}}
{{atk|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai}}|Neutral|—|x1.0|{{sleight|Darkside||||Cards valued 6, 8}}|Puts its left hand in the ground, takes out a sphere, and sends it flying overhead. The sphere splits up in the sky and falls down in various places. The left hand can also inflict damage when going underground.}}
{{atk-c|com}}
{{atk-c|com}}


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A Darkside serves as the first boss of the game. As such, it serves as a basic tutorial towards Sora's combat skills and dodging.
A Darkside serves as the first boss of the game. As such, it serves as a basic tutorial towards Sora's combat skills and dodging.


As usual, the Darkside's hands are its primary weak points, though its head can become vulnerable after a while. When it slams its fist into the ground to summon Shadows, prepare to use [[Block]] to guard the shockwave. It can also launch orbs of darkness from its chest, which can be blocked back to it, and from its hands, which can only be dodged. So long as Sora attacks and dodges when necessary, the Darkside will fall with ease. Defeating the Darkside awards Sora with [[Fire]] and [[Water]] magic.
The speed of the Darkside's attacks has been increased, where it is comparable to its ''Kingdom Hearts Re:Chain of Memories'' counterpart. As usual, its hands are its primary weak points, though its head can become vulnerable after a while. When it slams its fist into the ground to summon Shadows, prepare to use [[Block]] to guard the shockwave. It can also launch orbs of darkness from its chest, which can be blocked back to it, and from its hands, which can only be dodged. So long as Sora attacks and dodges when necessary, the Darkside will fall with ease. Defeating the Darkside awards Sora with [[Fire]] and [[Water]] magic.


Another Darkside is fought in ''Kingdom Hearts III Re Mind'', appearing in [[Scala ad Caelum]] after four of Kairi's heart fragments have been found. While the strategy remains the same, this Darkside is a lot more powerful and has a lot more HP.
Another Darkside is fought in ''Kingdom Hearts III Re Mind'', appearing in [[Scala ad Caelum]] after four of Kairi's heart fragments have been found. While the strategy remains the same, this Darkside is a lot more powerful and has a lot more HP, but this time Sora has more tools at his disposal, such as more combat abilities, Formchanges, Magic and Links. His High Jump coupled with his Doubleflight ability make reaching its head even easier.
{{Atk-o|KH3}}
{{Atk-o|KH3}}
{{Atk|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi|}}
{{atk|col=5|{{nihongo|'''Dark Punch'''|ダークパンチ|<br>Dāku Panchi|}}
|Dark
|Dark
|—
|1.5
|1.5
|△
|△
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|Punches the ground with a glowing right hand.
|Punches the ground with a glowing right hand.
}}
}}
{{Atk|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}
{{atk|col=5|{{nihongo|'''Homing Darkness'''|ダークホーミング|<br>Dāku Hōmingu|lit. "Dark Homing"}}
|Dark
|Dark
|—
|1.0 per hit
|1.0 per hit
|◯
|◯
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|Repeatedly shoots groups of 2–3 homing light projectiles from the hole in its abdomen.
|Repeatedly shoots groups of 2–3 homing light projectiles from the hole in its abdomen.
}}
}}
{{Atk|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha|}}
{{atk|col=5|{{nihongo|'''Shock Wave'''|衝撃波|<br>Shōgekiha|}}
|Dark
|Dark
|Stun (50%/5s)
|1.0
|1.0
|△
|△
|—
|—
|Generates a shock wave by punching its left hand into the ground. Used immediately after Dark Sphere. Has a 50% chance to Stun the target for 5 seconds.
|Generates a shock wave by punching its left hand into the ground. Used immediately after Dark Sphere.
}}
}}
{{Atk-m|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai|}}
{{atk-m|col=5|{{nihongo|'''Sphere of Darkness'''|闇の球体|<br>Yami no Kyūtai|}}
|(dark sphere)
|(dark sphere)
|Dark
|Dark
|—
|1.0 per hit
|1.0 per hit
|△
|△
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|(falling sphere)
|(falling sphere)
|Dark
|Dark
|—
|0.5 per hit
|0.5 per hit
|△
|△

Latest revision as of 16:24, 15 September 2024

Darkside

Darkside

Saïx

Darkside KHX.png

Darkside from the Ultimania

Japanese ダークサイド
Rōmaji Dākusaido

Type Pureblood Heartless
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts 358/2 Days
Kingdom Hearts coded
Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-
Kingdom Hearts χ
Kingdom Hearts III
Variations
Dark Follower
Sora's Heartless
Darkside Ω
Themes Header.png

KH tracks
Battle theme - Dive into the Heart -Destati-
Battle theme - Destiny's Force
KHCOM tracks
Battle theme - Struggle Away
KHχ tracks
Battle theme - Fragments of Sorrow
KHUχ tracks
Battle theme - Destiny's Force[1]
Battle theme - The Deep End[2]
Battle theme - Fragments of Sorrow[3]
Battle theme - Night of Tragedy[4]
Darkside

Kingdom Hearts
Enormous Heartless that appeared in Destiny Islands with Shadows. It led the Shadows in the battle against Sora when he first received the Keyblade. Although Sora defeated it, the island was swallowed by the darkness.
Kingdom Hearts Chain of Memories
Sora's Story
The Heartless that attacked Sora's home, Destiny Islands.
Sora fought valiantly to protect the islands and his memories there.


Reverse/Rebirth
The Heartless Riku attracted when he was seduced by darkness. It destroyed Destiny Islands.
Zexion called Darkside in order to subdue Riku.
Kingdom Hearts 358/2 Days
This giant Heartless will devour all around it if left unchecked.
The dark homing blasts fired from its chest can be turned back on it with a block. Target its hands or, if possible, its head.

TIP: Earth-based attacks like its homing blasts can halve your current HP.
Kingdom Hearts Re:coded
A giant, heavy-hitting Heartless that tried to put Sora's lights out. And while Sora triumphed over the Darkside, he wasn't ready for the downside: getting swept into the dark torrent that ensued.
Kingdom Hearts Union χ
Story Quest
With lots of HP and the use of various status enhancements, this colossal creature is one tough cookie. Dispel and Medals with healing capabilities are the key!

Darkside
KINGDOM HEARTS (2002)
A large monster that appeared with a horde of Shadows when darkness overtook Sora's island.
Kingdom Hearts III
First entry
A colossal Heartless that arose before Sora in a land of endless sea and sky.

It looks different from other Darksides Sora has battled with, but the cause remains a mystery.

Second entry[
KH III RM]
A massive Heartless that stood in the way of Sora's search for fragments of Kairi's heart.

But in the end, there was no obstacle that could thwart Sora's determination to get Kairi back.
HP STR DEF MP rec EXP
Dive to the Heart 240 2 2 0 18
Destiny Islands 300 6 6 0 60
End of the World 900 40 30 58 8000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.04[5] x0 x0.5 x0.5
World(s)
Dive to the Heart, Destiny Islands, End of the World

HP STR DEF MP rec EXP
Dive to the Heart 180 2 2 0 18
Destiny Islands 300 6 6 0 60
End of the World 1200 35 22 100 19000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x0.5
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
World(s)
Dive to the Heart, Destiny Islands, End of the World

HP STR DEF MP rec EXP
Dive to the Heart 240 2 2 0 18
Destiny Islands 300 6 6 0 60
End of the World 900 40 30 58 8000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.04[5] x0 x0.5 x0.5
World(s)
Dive to the Heart, Destiny Islands, End of the World
Floor HP AP EXP
Sora Riku

10F B3F 1127 27 2827
12F B1F 1914 25 5557
Physical Fire Ice Lightning Neutral
1.0 0.5 0.5 0.5 0.5
Stun Percentage Stop
x0 x0 x0
Warp Bind Confuse Terror
x0 x0 x0 x0
World(s)
Destiny Islands
Enemy Card
Darkside enemy card from original CoM
Ability Duration Cost
Mimic 1 use 99 CP
Description
Copy the enemy card your opponent is using. Nothing happens if your opponent has no enemy card in play.
Floor HP AP EXP
Sora Riku Regular Beginner

10F B3F 950 713 28 2827
12F B1F 640 480 28 3200
Physical Fire Ice Lightning Neutral
1.0 0.5 0.5 0.5 0.5
Stun Percentage Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x0 x0 x0 x0 x0
Duel Stats No. of Cards Time
7 cards 8 s
World(s)
Destiny Islands
Enemy Card
Darkside (card).png
Ability Duration Cost
Mimic 1 use 99 CP
Description
Copy the enemy card your opponent is using. Nothing happens if your opponent has no enemy card in play.
Mission HP EXP STR/DEF
Story Mode Mission Mode
14 578 1733 15 15
Fire Blizzard Thunder Aero
x0.59 x0.67 x0.25 x0.77
Ignite Freeze Jolt Air-Toss
x0 x0 x0 x0
Defense Power Adjustment Heart Points
• Head: 1.74
• Arms: 3.55
Flinch? Bloom-Out?
X X
Rewards

Missions 1-14

World(s)
Twilight Town

World HP Strength Defense
Destiny Islands
(Phase 1)
310 31 15
Destiny Islands
(Phase 2)
197 31 15
Destiny Islands
(Phase 3)
189 31 [6]
Fire Blizzard Thunder Aero
x1.00 x1.00 x1.00 x1.00
Ignite Freeze Jolt Air-Toss
X X X X
Slow Stop Confuse Stun Magnet
X X X X X
Worlds
Destiny Islands
Location HP Strength Defense EXP
Dive to the Heart 400 16 8 0
Physical Fire Blizzard Thunder Water
×1.0 ×1.0 ×1.0 ×1.0 ×1.0
Aero Dark Neutral Rapid-fire
×1.0 ×0.5 ×1.0 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
24

Rewards
Fire, Water
World(s)
Dive to the Heart

The Darkside is a Pureblood Heartless that first appeared in Kingdom Hearts. It is one of the bosses at the Dive to the Heart, Destiny Islands, End of the World, Twilight Town, Dark World, and Scala ad Caelum.

Design[edit]

A Darkside is a massive, muscular, humanoid Heartless with black skin. Its legs are rather short and its feet are very thin and curl upward. Its arms are quite long, and it has two relatively small, twisted wings on its back. There is a large, heart-shaped hole in the Heartless's abdominal area, which penetrates straight through from the front to the back. Its head is covered in dozens of twisted, black tentacles. Only its small, glowing yellow eyes are visible. In Kingdom Hearts, Darkside had a flap of skin where the heart on its body creases at the top, whereas in Kingdom Hearts Re:Chain of Memories this flap of skin was removed for unknown reasons.

In Kingdom Hearts III, a Darkside is encountered at the edge of the Final World which is made of water. It is transparent, and its shape constantly wobbles like flowing water. Another appears in Re Mind, this time glowing pink due to holding a fragment of Kairi's heart.

The Darkside battle shares many similarities with the Twilight Thorn, a gigantic Nobody. Both appear in Roxas and Sora's Dives to the Heart, respectively, and are the first bosses of the game. Their Japanese names, Twilight Zone and Darkside, are both science-fiction horror serials.

Story[edit]

Kingdom Hearts Birth by Sleep[edit]

Aqua wanders the Realm of Darkness until a Darkside rises before her, with three more appearing to flank her. Aqua summons the Master's Defender, but loses hope and decides to let the darkness consume her. As one of the Darksides prepare to attack, two shimmering lights destroy them, revealing themselves to be Terra and Ventus's Earthshaker and Wayward Wind. Aqua then looks on as the Keyblades disappear from sight.

Between Kingdom Hearts Birth by Sleep and Kingdom Hearts[edit]

Darksides creating a giant red orb
Darksides under a giant red "sun".

Many Darksides inhabit the Forest of Thorns and obstruct Aqua's path through the forest. At the edge of the forest, a small battalion of Darksides summons a giant orb of darkness that Aqua destroys, simultaneously slaying them.

Two more Darkside appear to attack Riku when he is attempting to help close the Door to Darkness. However, before they can do anything, they are slain by King Mickey with his newly acquired Kingdom Key D.

Kingdom Hearts[edit]

As Sora progresses through his Dive to the Heart, his shadow eventually grows into a Darkside. Sora attacks the giant, but is eventually sucked into its darkness. After the Door to Darkness is opened, a Darkside attacks the Destiny Islands and battles Sora. Upon its defeat, it is sucked up into a dark cloud that looms above the islands, while Sora is transported to Traverse Town.

Inside the Realm of Darkness, Aqua encounters and battles groups of Darksides in the Forest of Thorns. She eventually encounters an army of Darksides holding up orbs of darkness and destroys the one supporting the orb. Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-

Another Darkside battles Sora during his battle with Ansem at End of the World. Sora also glimpses a number of Darksides within the Door to Darkness before they are destroyed by King Mickey.

Kingdom Hearts 358/2 Days[edit]

A Darkside is fought in Twilight Town during a mission being worked by Roxas and Xion. After Roxas depletes its stamina, he finds himself strangely weakened and his Keyblade knocked from his grasp. The blade reappears in the hands of Xion, who uses it to destroy the massive Heartless in a single strike.

Kingdom Hearts Chain of Memories[edit]

Sora fights the Darkside in the card world Destiny Islands, reliving his memories of the fall of Destiny Islands while searching for Naminé.

When Riku enters his own version of Destiny Islands, Zexion crafts an illusion of Riku and transforms it into another Darkside in an attempt to convince Riku that he belongs to the darkness.

Kingdom Hearts II[edit]

A Darkside appears in Roxas's dreams of Sora's memories.

Kingdom Hearts coded[edit]

A data version of the Darkside appears within Destiny Islands' Keyhole, and is defeated by Data-Sora.

Kingdom Hearts 3D: Dream Drop Distance[edit]

Riku sees many of Sora's memories as he dives into his friend's heart, including the memory of Sora facing off against the Darkside that appeared on Destiny Islands.

Kingdom Hearts III[edit]

When Sora begins his Dive to the Heart, he unknowingly passes into the edges of The Final World, where he fights a semi-transparent Darkside.

Kingdom Hearts III Re Mind[edit]

While Sora is searching for the fragments of Kairi's heart in Scala ad Caelum, a Darkside with a pink aura appears guarding one of the fragments.

Strategy[edit]

Kingdom Hearts[edit]

The Darkside is fought three times. The first battle takes place in the Dive to the Heart, the second at the Destiny Islands, and the third battle is part of the series of final boss battles at the End of the World.

The Darkside uses its size and strength to easily overpower opponents. It can punch the ground, creating a pool of darkness and summoning Shadows to assist it in battle. It can also fire blasts of dark energy from its chest. Its seemingly powerful desperation move involves pulling a dark energy orb out of the ground while causing a shockwave and launching it into the sky, causing it to disperse to the ground as smaller energy blasts.

The Darkside is an easy-medium boss, and can be defeated very quickly. In all three battles against the Darkside, the strategy for defeating it remains the same. Its weaknesses are its head and hands. This is simply a hack-and-slash battle, with no real strategy needed. Simply attack at every opportunity and avoid the Darkside's attacks. When the Darkside uses Homing Darkness, time attacks just right to send them hurling back, heavily damaging the Darkside as well as granting Tech Points. Any deflected missiles grants 1 Tech point, while every deflected missile that hits the Darkside grants an additional 2 Tech points.

If Sora gets low on health, defeat the Shadows that spawn, as they drop HP orbs. If one can climb Darkside's arm and attack its head, tech points are granted for every combo finisher landed.

When the Darkside scoops up the orb of Darkness, do not run around. The missiles will vanish when guarded or attacked and will not make Sora recoil.

Technique Element Tech Power Bonus Guard?
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Dark x0.05 2 Returnable
(Recoil: 0)
Shoots homing rays of light from the hole in its waist four times.
Dark Punch (ダークパンチ
Dāku Panchi
?)
Dark x0 6 Repellable
(Recoil: 100)
Strikes the ground with its right hand, and makes Shadows appear.
Shock Wave (衝撃波
Shōgekiha
?)
Dark 4
Slams its left hand into the ground, creating a shock wave around it.
Only used during the second and third battle. Follows with Sphere of Darkness.
Sphere of Darkness (闇の球体
Yami no Kyūtai
?)
Sphere None 4

Bullets Dark x0 2 Returnable
(Recoil: 0)
Make a huge sphere float in the sky and rain down bullets.
Only used during the second and third battles.
Guard: Repellable = Can be blocked and interruptedSymbol - Crown.png; Returnable = Can be blocked and deflected backSymbol - Crown.png; Preventable = Blockable by Goofy's shield only.

Kingdom Hearts Chain of Memories[edit]

The battle takes place in an arena where the protagonist gets pushed to either left or right side due to the wind.

Sora's Story[edit]

This memory-based incarnation of the Darkside utilizes tactics similar to its Kingdom Hearts counterpart. Card Breaks are an easy way to avoid damage. Again, one must attack the arms to deal damage, Sora having to jump in order for this to be done. Due to the boss's amount of HP, the fight may last for a very long while. When the Darkside is about to use Homing Darkness, one can use a Card Break to attack it before it escapes. Another way to attack the Darkside's head without using a Gimmick Card is to wait for it to use Dark Punch, which requires its arm to be immobilized, and there will be an opportunity to attack its head. Defeating all shadows appearing because of the Dark Punch will cause the Darkside to drop a Gimmick Card, making a plank of driftwood appear that Sora can hop upon and float up to the Darkside's head to deal extra damage. A combination of high-numbered Attack Cards as well as Cure Cards are recommended, along with Enemy Cards such as Jafar, Maleficent, Vexen and Card Soldier to make the battle easier. Sleights are not as critical in this battle, as the Darkside's dimensions make it easy to miss, wasting cards. The Darkside tends to warp away before preparing to attack, making Omnislash unreliable for this boss during any circumstances other than when it uses Dark Punch, as Cloud disappears when no target is present.

Reverse/Rebirth[edit]

The strategy above holds similar to Riku's battle with the Darkside. The boss has much less HP than in Sora's Story. Riku can also utilize Dark Mode, Dark Firaga being the most reliable Sleight in his arsenal, considering he only has two. Dark Break can be used more commonly, and has a tendency to hit the head. Although, the abuse of attempts at using sleights will make Riku run short of cards and thus should be used only when the Darkside is targetable. Due to Riku's higher jump, he can also directly attack the Darkside's head without needing to wait for an opening from either Dark Punch or Shock Wave where it slams its arm into the ground.

Card 0 1 2 3 4 5 6 7 8 9
Darkside Darkside X X

Technique Element Status Power Cards
Dark Punch (ダークパンチ
Dāku Panchi
?)
Neutral x1.0 Darkside enemy card from original CoM
Slams its fist into the ground, making two Shadows appear. The Shadows disappear when it raises its fist.
Shock Wave (衝撃波
Shōgekiha
?)
Neutral x0.8 Darkside enemy card from original CoM
Punches the ground and generates a shock wave.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Neutral x1.0 Darkside enemy card from original CoM
Shoots bullets from the hole in its waist. The bullets fly in a parabolic trajectory before flying straight at the opponent. Once its HP has reduced to a certain amount, it fires the bullets twice in a row.
Sphere of Darkness (闇の球体
Yami no Kyūtai
?)
Neutral x1.0 Darkside enemy card from original CoM
Rains down spheres from the dark light in the sky three times. Once its HP has reduced to a certain amount, five spheres will rain down.

The Darkside follows a set attack pattern that repeats as follows: Dark Punch, Homing Darkness, Shock Wave, Sphere of Darkness.

Kingdom Hearts Re:Chain of Memories[edit]

Compared to the original game, the differences are the fact the Gimmick Card now causes large plateaus to rise from the ground, the severely toned down HP on Sora's story, the absence of the wind physics in the arena, and the fact the Darkside remains permanently targettable. The Darkside executes the exact same tactics as its Kingdom Hearts counterpart, but sped up, and thus can be hard to avoid without card breaks.

The most optimal way to make use of the Gimmick Card is to use it while near the front of the enemy, making the player character stand on a plateau that will rise directly towards the front of the Darkside's head.

Card 0 1 2 3 4 5 6 7 8 9
Darkside Darkside X

Technique Element Status Power Cards
Dark Punch (ダークパンチ
Dāku Panchi
?)
Neutral x1.8 Darkside (card).png
Cards valued 7, 8
Pounds its right fist into the ground. The technique ends and the used card disappears, but immediately after, 1-3 Shadows appear from under the ground (3-5 Shadows when the Darkside has 30% HP or less remaining). After about 15 seconds, or when a Gimmick Card is used, the Shadows will disappear.
Shock Wave (衝撃波
Shōgekiha
?)
Neutral x1.4 Darkside (card).png
Cards valued 0~8
Swings its right hand down and hits the ground, creating a shock wave that covers almost the entire field. The shock wave can be avoided by jumping in the air, but the arm might damage the opponent if they are too close.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Neutral x1.6 Darkside (card).png
Cards valued 2, 3, 6, 7, 8
Places both knees on the ground, and fires multiple guided bullets from the hole in its abdomen 3-4 times. Normally, it fires in the order of [2 bullets > 4 bullets > 6 bullets], but when its HP drops below 50%, the number increases to [4 bullets > 4 bullets > 6 bullets > 6 bullets]. The bullets will accurately pursue Sora and Riku, but can be avoided by dodging past them.
Sphere of Darkness (闇の球体
Yami no Kyūtai
?)
Neutral x1.0 Darkside (card).png
Cards valued 6, 8
Puts its left hand in the ground, takes out a sphere, and sends it flying overhead. The sphere splits up in the sky and falls down in various places. The left hand can also inflict damage when going underground.

Kingdom Hearts 358/2 Days[edit]

In Kingdom Hearts 358/2 Days, Roxas, alongside Xion, is also faced with the Darkside. Xion will mainly cast Fire spells from a distance, so focus on attacking the Heartless's hands. It utilizes all techniques from past encounters and the same tactics are able to be used in order to prevent most damage.

It is advised that the player Jump as much as possible to avoid the Darkside's devastating long-range shockwave attack, used after many of its tactics. Roxas should also be in constant motion to avoid the energy that rains down, using Block to deflect the energy balls back at the boss. This battle should not be too much of a difficulty.

Its attacks always follow a pattern, starting with summoning the Shadows and ending with the dark balls falling from the sky. The pattern goes on until it is defeated.

The Darkside's head is its weak spot, so attack there whenever possible.

Technique Element Status Power Block?
Dark Punch (ダークパンチ
Dāku Panchi
?)
Attack Command 1.70
Punches the ground with its right hand, causing a dark pool and mild shockwave to form. This attack summons a small number of Shadows.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Attack Command Flower Blind (10%) 0.75
Fires three barrages of two dark homing projectiles from the heart-shaped hole in its body, with the last barrage launching four projectiles.
Shock Wave (衝撃波
Shōgekiha
?)
Magic Command Nil Null Defense (100%) 0.74 X
Punches the ground with its right hand, creating a widespread shockwave.
Sphere of Darkness (闇の球体
Yami no Kyūtai
?)
(shockwave) Magic Command Nil Null Defense (100%) 0.74 X

(bullet) Attack Command Earth Halve HP (20%) 0.82

X
Punches the ground with its left hand to form a dark sphere, then releases the sphere into the sky to start dropping down dark bullets.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts Re:coded[edit]

First Form[edit]

The Darkside has three forms. The first form is simple; the Darkside is out of reach from Data-Sora, who stands on a cliff. The Heartless will strike with its hand, and three Shadows will appear. After it strikes the ground, attack its hand with physical and other attacks. After depleting its HP, it will take on a new form.

Technique Element Status Power Block?
Dark Punch (ダークパンチ
Dāku Panchi
?)
Attack Command 2.25
Swings down the fist closest to the opponent, and cause 3 more Shadows to appear.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Magic Command Flip-foot (Low) 1.00 x6 X
Fires six light bullets into the sky, which rain down one after another after about 3 seconds.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Second Form[edit]

The Darkside will again strike, but this time, it will release numerous bugged blocks upon contact with the ground and they deal damage to Sora. To attack the hand, Sora must delete a layer of bugged blox which cover its hand. The Darkside will slump forward and its head will lay stunned, on the ground and open for attacks. If one is not quick enough, the hand will turn transparent and attacks will not hit. After a punch, the Darkside will lean back and release a barrage of orange blocks at Sora, throwing him back and dealing damage. Dodge it by using Dodge Roll until he is close to the Darkside. After the barrage, it will resume its cycle of punching.

Technique Element Status Power Block?
Dark Punch (ダークパンチ
Dāku Panchi
?)
Punch Attack Command 2.25

Danger Blox Attack Command 1.00
Swings down the fist closest to the opponent, and releases Danger Blox (and one Prize Blox) in 8 directions.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Magic Command 1.00 x6
Fires six Danger Blox from its chest.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Third Form[edit]

In its last form, the Darkside will become entirely invisible, nothing but a bunch of orange blox. In the center of the swirling mass, there is a purple blox, which represents the Darkside's health. Dodge Roll is useful for this, as the Darkside will hop around, each time releasing a small shock wave. Consequently, it will turn into a swirling mass of blocks, and prove lethal if contact is made. Dodge Roll is faster than running; it can avoid the Darkside's attacks. Soon, it will separate, and the purple block is wide open for attacks. But do not be idle for too long; it will close after some time. Destroy the block by repeating the process over and over.

Technique Element Status Power Block?
Press (プレス
Puresu
?)
Attack Command 1.88 x4 X
Bounces and creates a shock wave upon landing four times. The first three times, it will bounce towards the opponent, and the fourth time, it bounces back to where it was before the attack.
Blocking the Danger Blox just before the shock wave occurs causes it to not hit.
Conversion (コンバージョン
Konbājon
?)
Attack Command 1.00
Pulls all Danger Blox in at once, and creates a shock wave around it.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-[edit]

Darksides are recurring bosses in this game. Aqua first fights one as a mini-boss, which retains its signature battle style, although its Shadow-summoning punch is accompanied by a larger shockwave.

Throughout the Forest of Thorns's Rocky Path, Aqua can fight three minor Darksides as standard enemies. Their only attack is to fire orbs of darkness from their chests, which Aqua can block back at them for damage.

Another Darkside serves as the final boss of the Forest of Thorns. Its attacks are upgraded by the orb of darkness it supports, making it all the more devastating. It frequently summons spiky orbs of darkness from the air, which act as traps for Aqua. For its ultimate attack, it summons streaks of darkness that circle towards Aqua. She needs to use Cartwheel to evade the streaks with ease.

One last Darkside appears as the first encounter of the secret boss rush. As with the first Darkside, this one's attacks are the same, though stronger.

Unlike past incarnations, Darksides cannot be climbed. However, Aqua's Doubleflight makes up for this.

Kingdom Hearts III[edit]

A Darkside serves as the first boss of the game. As such, it serves as a basic tutorial towards Sora's combat skills and dodging.

The speed of the Darkside's attacks has been increased, where it is comparable to its Kingdom Hearts Re:Chain of Memories counterpart. As usual, its hands are its primary weak points, though its head can become vulnerable after a while. When it slams its fist into the ground to summon Shadows, prepare to use Block to guard the shockwave. It can also launch orbs of darkness from its chest, which can be blocked back to it, and from its hands, which can only be dodged. So long as Sora attacks and dodges when necessary, the Darkside will fall with ease. Defeating the Darkside awards Sora with Fire and Water magic.

Another Darkside is fought in Kingdom Hearts III Re Mind, appearing in Scala ad Caelum after four of Kairi's heart fragments have been found. While the strategy remains the same, this Darkside is a lot more powerful and has a lot more HP, but this time Sora has more tools at his disposal, such as more combat abilities, Formchanges, Magic and Links. His High Jump coupled with his Doubleflight ability make reaching its head even easier.

Technique Element Status Power Block? Repel LV
Dark Punch (ダークパンチ
Dāku Panchi
?)
Dark 1.5 2
Punches the ground with a glowing right hand.
Homing Darkness (ダークホーミング
Dāku Hōmingu
?, lit. "Dark Homing")
Dark 1.0 per hit 2
Repeatedly shoots groups of 2–3 homing light projectiles from the hole in its abdomen.
Shock Wave (衝撃波
Shōgekiha
?)
Dark Stun (50%/5s) 1.0
Generates a shock wave by punching its left hand into the ground. Used immediately after Dark Sphere.
Sphere of Darkness (闇の球体
Yami no Kyūtai
?)
(dark sphere) Dark 1.0 per hit 2

(falling sphere) Dark 0.5 per hit 2
Produces a dark sphere from the ground and lets it loose in midair; this large sphere rains smaller spheres around itself and its opponent.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Videos[edit]

Darkside I – Kingdom Hearts Darkside II – Kingdom Hearts Darkside III – Kingdom Hearts
Darkside – Kingdom Hearts Chain of Memories Darkside – Kingdom Hearts Chain of Memories (R/R)
Darkside – Kingdom Hearts Re:Chain of Memories Darkside – Kingdom Hearts Re:Chain of Memories (R/R)
Darkside – Kingdom Hearts 358/2 Days
Darkside – Kingdom Hearts coded Darkside – Kingdom Hearts Re:coded Darkside – Kingdom Hearts Union χ
Darkside I – Kingdom Hearts 0.2 BbS Darkside II – Kingdom Hearts 0.2 BbS Zodiac Darkside — Kingdom Hearts 0.2 BbS
Darkside – Kingdom Hearts III Darkside – Kingdom Hearts III Re Mind

Notes and references[edit]

  1. ^ Before 4.3.0 update.
  2. ^ After 4.3.0 update.
  3. ^ During Quest 2: Combat 101.
  4. ^ During Quest 500: Corridor of Darkness Pt. 10.
  5. ^ x0.03 in the End of the World.
  6. ^ The Darkside takes 7 damage per hit.