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Game:Ansem, Seeker of Darkness: Difference between revisions

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(→‎Second form: Using the note part for the telegraphs of Dark Matter attacks. Also using "Dark Figure" as term. Trying to shorten this strategy paragraph just to tell what Riku can do.)
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====Second form====
====Second form====
Ansem merges with his guardian as he transports both himself and Riku to the [[The World That Never Was#Darkest End|Darkest End]] area. Ansem is now sealed inside a massive organic sphere with his guardian attached to the top. The creature will try to smash Riku with Dark Rush, where only blocking interrupts the attack, shoot a massive number of Dark Firaga orbs that can either home in on Riku or fall across the arena and send Dark Wave attacks towards him that can make dealing solid blows on Ansem difficult due to the Heartless moving backwards at short range. He can also use Dark Shots where they either circle around Riku, or are fired straight at him where the results can be lethal. After a while, Ansem uses Dark Matter, where he launches Riku across the arena's pathway, forcing Riku to run back to him. Having [[Dark Roll]] equipped will help him move faster through the arena. Once Ansem starts sending Riku away, he can anticipate it by using [[Firaga Burst]] (where the big fireball stays where it is) and once at the back, [[Ice Barrage]] to deal extra damage, but he must [[Lock-On]] for the ice command.
Ansem merges with the Dark Figure as he transports both himself and Riku to the [[The World That Never Was#Darkest End|Darkest End]] area. Ansem is now sealed inside a massive organic sphere with his Dark Figure attached to the top. The battle involves reacting to Ansem's attacks. Long-ranged commands are recommended in the case Ansem uses Dark Wave to back away. Once More can make the use of Firaga Burst safe during the Dark Rush attack, but still needs to be interrupted with a Block command as it deals good damage. The repetitive use of Balloonra can also deal a lot of damage to Ansem. When Ansem starts Dark Matter, Riku can use [[Firaga Burst]] (where the big fireball stays where it is) and once at the back, [[Ice Barrage]] to deal extra damage, but he must [[Lock-On]] for the ice command. Having [[Dark Roll]] equipped will help him move faster through the arena.


Ansem won't make it any easier for Riku—he forms two balls of darkness which can shoot incredibly quick Dark Lasers at Riku which have to be dodged and can't be blocked. He also unleashes a Dark Rain of blasts that can afflict Poison on Riku and Dark Webs that, if they catch him, drag Riku into one of the spheres of darkness and leave Ansem free to deal massive, yet, guaranteedly non-lethal damage using Planet Buster. If Riku has [[Dark Splicer]], Dark Aura or [[Zantetsuken]] equipped or access to the [[Ghost Drive]] [[Dual Style]], use it the moment Riku reaches the end of the pathway to warp right up to Ansem and deal damage. This is a risky tactic, as Riku can easily be captured into the spheres of darkness, or Ansem's guardian will attack with no chance to escape. If Riku manages to make Ansem flinch, this will cancel Dark Matter.
Once Riku is at the back of the arena, he can use [[Dark Splicer]], Dark Aura or [[Zantetsuken]], or the [[Ghost Drive]] [[Dual Style]], when he reaches the end of the pathway to warp right up to Ansem and deal damage. This is a risky tactic, as Riku can easily be captured by the Dark Web into the spheres of darkness, or Ansem's Dark Figure will attack with no chance to escape.


The moves are telegraphed as follows: if he begins forming the light purple blasts of darkness with a hand forward, he is about to send the lasers. The moment this happens, wait until they submerge into one spot before dodging to evade the attack; if he begins forming the Dark Firaga orbs and sends them upward, he is going to release a rain of energy blasts that can Poison Riku—but they are not that easy to dodge/block as they randomly fall across the arena, and as Riku is blocking them, Ansem can follow easily with the lasers as Riku can't dodge while blocking. If he sends the Dark Firagas with a hand forwards, he is going to release a multitude of Chaos Firagas that can inflict Poison, [[Blind]], Slow, or Confuse, but are easy to evade by simply guarding or dodge rolling straightforward. Beware of Riku's Dream Eaters when they get afflicted by Confuse, as it makes them backstab him. If Ansem releases the energy crests with the arms crossed, he's going to summon the Dark Webs that will drag Riku into the spheres. Since they can't chase Riku while in midair, he can use [[Flowmotion]] to evade this by staying airborne, as they last for quite a while; or use [[Firaga Burst]] with Double Jump to stay in the air so he won't be able to drag Riku in. Then use Flowmotion with [[Sonic Impact]], if possible, to go back to the walls. Beware that if Riku hits the ground after falling, he might not be able to block immediatly and will be at the mercy of said Dark Webs. Riku shouldn't stay on the sides of the arena and should instead stay in the middle, as once Dark Matter is over, Ansem will launch the orbs at high speed forwards, and Riku may get caught off-guard and grabbed if he's in their way. Then, afterwards, press LR or L3 to return the Spirits back to his position (two times if LR unlocks the target) so they will be able to help, but not any sooner during Dark Matter as they may get caught by the Dark Webs and become unable to help.
In other cases, Riku needs to go back to Ansem by either rolling forwards, or using the walls on the sides. The Dark Laser attack can be deadly if Ansem uses it repeatedly. In order to avoid it, Riku should dodge aside the moment the Dark Figure's shots merge into the spheres. The Chaos Firaga attack can be dodged by rolling forward, but beware of Riku's Dream Eaters when they get afflicted by Confuse, as it makes them backstab him. If Riku gets any closer, Ansem uses the Dark Webs that will drag Riku into the spheres. Since they can't get Riku while in midair, he can use [[Flowmotion]] to evade this by staying airborne, as they last for quite a while; or use [[Firaga Burst]] with Doubleflight to stay in the air so he won't be able to drag Riku in. Then use Flowmotion with [[Sonic Impact]], if possible, to go back to the walls. Beware that if Riku hits the ground after falling, he might not be able to block immediatly and will be at the mercy of said Dark Webs. If Dark Barrier is equipped, Riku can also repeatedly use it to block the attack when close enough to Ansem, and use Counter Aura at the last moment each time. If Riku is too close though, Ansem might want to punch him using Dark Rush. Riku shouldn't stay on the sides of the arena and stay instead in the middle, as once Dark Matter is over, Riku may get caught off-guard and grabbed by the incoming moving spheres if he's in their way. Afterwards, press LR or L3 to return the Spirits back to Riku's position (two times if LR unlocks the target) so they will be able to help, but only once Dark Matter is over, as they may get caught by the Dark Webs, become unable to help, and sent backwards.


As soon as he has lost half of his HP (or less on Critical Mode), the next phase starts. Ansem uses Dark Galaxy where he turns the surrounding area black and starts summoning torrents of darkness from the floor, while dragging Riku right in front of him, which Riku must evade and block. It is potentially his most lethal move as those torrents of darkness appear randomly across the arena and may also hit Riku multiple times. Once Ansem finishes this, he sends Riku flying across the pathway again, but this time he summons rows of large '8-ball bombs' that roll across the arena with some of them aimed at Riku, and they can easily defeat him if he gets hit even once as the others may follow up for chained up damage. He must either carefully dodge or block these. Riku can't use Flowmotion at this point—Ansem prevents the walls from being used here, so rapid dodging and blocking are Riku's only tactics. Riku can still use that fact to his advantage to dodge roll along them and return to Ansem rapidly with no risk of becoming vulnerable due to Flowmotion. However it isn't recommended to always keep dodge rolling, because he may get hit if the timing is wrong, meaning he must dodge roll only when a ball gets close to him while keeping running back. One other alternative, where he should have [[Second Chance]]/[[Once More]] equipped in order to survive, is where he can use Dark Splicer just as the ball bombs reach him to go near Ansem and deal some damage, while staying at his position. Dark Splicer lasts long enough until the end of the Heartless's attack; therefore, there shouldn't be any risks for Riku to be knocked back, but he should immediately heal after this. Whenever Riku returns to Ansem, press LR or L3 to make the Spirits come back to him. After this, just repeat the cycle of pounding Ansem and running back to him and he'll go down.
If Riku deals a lot of consecutive damage, the [[Nightmare's End and Mirage Split|Mirage Split]] Reality Shift prompt can eventually appear. Dealing huge damage when close and stunning Ansem for a moment. Whenever he rallies, he will tend to use Dark Galaxy immediatly. In the 3DS version only, if Riku pounds him right away with the Attack command, Ansem will get stunlocked and Riku may unleash the same Attack combo over and over until Ansem's HP reaches 1. After some time, while hitting him again and again, the Reality Shift prompt can reappear, so Riku will be able to finish him off with it.


If Riku deals a lot of consecutive damage, the [[Nightmare's End and Mirage Split|Mirage Split]] Reality Shift icon can appear at any moment, except during Dark Galaxy, and after using it, Ansem will be immobilized for a moment. In the 3DS version only, if Riku attacks him right away with {{Button|DSA}}, Ansem will get stunlocked and Riku may unleash the same Attack command combo over and over until Ansem's HP reaches 1. After some time, while hitting him again and again, the Reality Shift can reappear, so Riku will be able to finish him off with it.
As soon as he has lost half of his HP (or two thirds on Critical Mode), Ansem starts using Dark Galaxy. It is potentially his most lethal move as the torrents of darkness appear randomly across the arena and may also hit Riku multiple times. One way to deal with it is to block the torrents and to keep dodge rolling backwards. Once Ansem finishes this part of the attack, he sends Riku flying across the pathway again. The black sphere can easily defeat Riku if he gets hit even once as the others may follow up for chained up damage. He must either carefully dodge or block these. Riku shouldn't try sliding towards the wall as Flowmotion cannot be activated on them during this attack, but he can still use dodge roll along them with no fear of activating it and return to Ansem rapidly. However it isn't recommended to permanently dodge roll, because he may get hit if the timing is wrong, meaning he must dodge roll only when a sphere gets near him while keeping running back. One other alternative, where he should have [[Second Chance]]/[[Once More]] equipped in order to survive, is where he can use Dark Splicer just as the ball bombs reach him to go near Ansem and deal some damage, while staying at his position. Dark Splicer lasts long enough until the end of the Heartless's attack; therefore, there shouldn't be any risks for Riku to be knocked back, but he should immediately heal after this. Whenever Riku returns to Ansem, press LR or L3 to make the Spirits come back to him. After this, just repeat the cycle of pounding Ansem and running back to him and he'll go down.
{{Atk-o|DDD}}
{{Atk-o|DDD}}
{{Atk|{{nihongo|'''Dark Rush'''|ダークラッシュ|<br>Dāku Rasshu}}
{{Atk|{{nihongo|'''Dark Rush'''|ダークラッシュ|<br>Dāku Rasshu}}
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|1.0 x3
|1.0 x3
|◯
|◯
|Has the guardian attack with three downwards dark-charged fists. Only used at short range.
|Has the Dark Figure attack with three downwards dark-charged fists. Only used at short range.
}}
}}
{{Atk|{{nihongo|'''Dark Shot'''|ダークショット|<br>Dāku Shotto}}
{{Atk|{{nihongo|'''Dark Shot'''|ダークショット|<br>Dāku Shotto}}
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|0.25 per hit
|0.25 per hit
|△
|△
|Has the guardian shoot six dark-charged shots that either circle around or rapidly aim at Riku, both closing in on him if at long range.
|Has the Dark Figure shoot six dark-charged shots that either circle around or rapidly aim at Riku, both closing in on him if at long range.
|Used during normal combat only.
|Used during normal combat only. Telegraphed by the Dark Figure firing the shots hand forward.
}}
}}
{{Atk|{{nihongo|'''Dark Firaga (Level)'''|ダークファイガ(水平)|<br>Dāku Faiga (Suihei)|lit. "Dark Figa (Level)"}}
{{Atk|{{nihongo|'''Dark Firaga (Level)'''|ダークファイガ(水平)|<br>Dāku Faiga (Suihei)|lit. "Dark Figa (Level)"}}
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|1.2 per hit
|1.2 per hit
|△
|△
|Has the guardian use two homing Dark Firagas that burst and circle around Riku.
|Has the Dark Figure use two homing Dark Firagas that burst and move in circles near Riku.
|Used during normal combat only.
|Used during normal combat only. Telegraphed by the Dark Figure crossing its arms. The smaller Dark Firagas can miss Riku if he stays immobile in the middle of the arena the moment the burst happens.
}}
}}
{{Atk|{{nihongo|'''Dark Firaga (Upper)'''|ダークファイガ(上方)|<br>Dāku Faiga (Jōhō)|lit. "Dark Figa (Upper)"}}
{{Atk|{{nihongo|'''Dark Firaga (Upper)'''|ダークファイガ(上方)|<br>Dāku Faiga (Jōhō)|lit. "Dark Figa (Upper)"}}
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|1.2 per hit
|1.2 per hit
|△
|△
|Has the guardian use Dark Firaga above and make multitudes of them fall on the battlefield.
|Has the Dark Figure dropping multitudes of Dark Firagas on the battlefield.
|Used during normal combat only.
|Used during normal combat only. Telegraphed by the Dark Figure dropping the Dark Firagas hands upwards.
}}
}}
{{Atk|{{nihongo|'''Dark Wave'''|ダークウェーブ|<br>Dāku Wēbu}}
{{Atk|{{nihongo|'''Dark Wave'''|ダークウェーブ|<br>Dāku Wēbu}}
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|—
|—
|1.0 x6
|1.0 x6
|△<ref>The waves may sometimes avoid Riku's Block. The parry remains guaranteed with Dark Barrier.</ref>
|△<ref>The waves may sometimes get past Riku's Block. The parry remains guaranteed with Dark Barrier.</ref>
|Moves backwards if at short range and has the guardian send six waves of darkness forwards that move upwards once behind Riku.
|Moves backwards if at short range and has the Dark Figure send six waves of darkness forwards that move upwards once behind Riku.
|Used during normal combat only.
|Used during normal combat only. Telegraphed by the Dark Figure crossing its arms.
}}
}}
{{Atk-m|{{nihongo|'''Dark Galaxy'''|ダークギャラクシー|<br>Dāku Gyarakushī}}
{{Atk-m|{{nihongo|'''Dark Galaxy'''|ダークギャラクシー|<br>Dāku Gyarakushī}}
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|0.8 per hit
|0.8 per hit
|△
|△
|Hides in his sphere and has the guardian turn the surrounding area black and summon torrents of darkness randomly scattered across the floor, pull the opponents in front of him, then to the back of the arena and launch several huge black spheres, with some rolling forward and others towards Riku.
|Hides in his sphere and has the Dark Figure turn the surrounding area black and summon torrents of darkness randomly scattered across the floor, pull the opponents in front of him, then to the back of the arena and launch several huge black spheres, with most rolling forward on the left and right sides alternatively and some aiming at Riku.
|Only used during normal combat, and below half or two thirds (Critical Mode) of his HP.
|Only used during normal combat, and below half or two thirds (Critical Mode) of his HP. Reality Shift cannot be triggered during this attack. Flowmotion cannot be used on the walls until the attack has ended.
|(black spheres)
|(black spheres)
|{{AT|mag}} Dark
|{{AT|mag}} Dark
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|0
|0
|△
|△
|Has the guardian pull the opponents to the back of the arena and create two big spheres of energy. New series of attacks listed below become usable. After a while, the spheres of energy are sent forwards at high speed, capturing anyone in their way, ending the attack once gone.
|Has the Dark Figure pull the opponents to the back of the arena and create two big spheres of energy. After a while, the spheres of energy are sent forwards at high speed, capturing anyone in their way, ending the attack once gone.
|Used during normal combat only.
|Used during normal combat only. New series of attacks listed below become usable during the whole duration of the attack. This attack can be stopped if Ansem flinches.
}}
}}
{{Atk|{{nihongo|'''Dark Laser'''|ダークレーザー|<br>Dāku Rēzā}}
{{Atk|{{nihongo|'''Dark Laser'''|ダークレーザー|<br>Dāku Rēzā}}
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|0.4 per hit
|0.4 per hit
|X
|X
|Used at long range. Has the guardian use "Dark Shots" which, upon going into the spheres, turn into high-speed lasers aimed at Riku. Although the hit animations and sounds tell otherwise, the lasers do not deal light-based damage.
|Used at long range. The spheres shoot high-speed lasers aimed at Riku.
|Used during Dark Matter only.
|Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Shot hand forwards on the spheres. Although the hit animations and sounds tell otherwise, the lasers do not deal light-based damage.
}}
}}
{{Atk|{{nihongo|'''Chaos Firaga'''|カオスファイガ|<br>Kaosu Faiga|lit. "Chaos Figa"}}
{{Atk|{{nihongo|'''Chaos Firaga'''|カオスファイガ|<br>Kaosu Faiga|lit. "Chaos Figa"}}
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|0.2 per hit
|0.2 per hit
|△
|△
|Used at long range. Has the guardian shoot Dark Firagas hand forwards that, after going into the spheres, turn into colored orbs of darkness that inflict various status. The status effects caused depend on the color of the bubbles which settle on the target.
|Used at long range. The spheres shoot colored bubbles that inflict status, depending on the color of the bubbles which settle on the target.
|Used during Dark Matter only.
|Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Firaga hand forward on the spheres.
}}
}}
{{Atk|{{nihongo|'''Dark Rain'''|ダークレイン|<br>Dāku Rein}}
{{Atk|{{nihongo|'''Dark Rain'''|ダークレイン|<br>Dāku Rein}}
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|0.1 per hit
|0.1 per hit
|△
|△
|Used at long range. Has the guardian send "Dark Firagas (Upper)" that fall into the spheres, unleashing a rain of shots inflicting Poison.
|Used at long range. The spheres unleash a rain of poisonous water.
|Used during Dark Matter only.
|Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Firaga (Upper) on the spheres,
}}
}}
{{Atk|{{nihongo|'''Dark Web'''|ダークウェブ|<br>Dāku Webu}}
{{Atk|{{nihongo|'''Dark Web'''|ダークウェブ|<br>Dāku Webu}}
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|0
|0
|△<ref>The blockability depends on the angle from which the crawling shots transform. The parry remains guaranteed with Dark Barrier.</ref>
|△<ref>The blockability depends on the angle from which the crawling shots transform. The parry remains guaranteed with Dark Barrier.</ref>
|Used at short range. Has the guardian launch "Dark Waves" that turn into crawling dark shots on the ground after going into the spheres and into capturing waves if at range for Riku, immobilizing and sending the opponents into one of the spheres.
|Used at short range. The spheres send crawling dark shots along the ground that transform into capturing waves when near Riku. The captured opponents get sent into one of the spheres.
|Used during Dark Matter only.
|Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Wave on the spheres.
}}
}}
{{Atk|{{nihongo|'''Planet Buster'''|プラネットバスター|<br>Puranetto Basutā}}
{{Atk|{{nihongo|'''Planet Buster'''|プラネットバスター|<br>Puranetto Basutā}}
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|0.5 x8
|0.5 x8
|X
|X
|The sphere with the captured Riku moves in front of Ansem, who has the guardian unleash several dark shots and lasers on the sphere, then explodes and knocks the captured opponents back at the end.   
|The sphere with the captured Riku moves in front of Ansem, who has the Dark Figure unleash several dark shots and lasers into the sphere. The sphere then explodes and knocks the captured opponents back.   
|Used during Dark Matter to end it. This attack cannot drop Riku below 1HP. The captured Dream Eaters do not take damage from this attack. Ansem generally gets immobilized for a few seconds afterwards.
|Used during Dark Matter and ends it. This attack cannot drop Riku below 1HP. The captured Dream Eaters do not take damage from this attack. Ansem becomes then vulnerable for a few seconds afterwards, taunting Riku.
}}
}}
{{Atk-c}}
{{Atk-c}}

Revision as of 14:57, 16 December 2023

Ansem

Ansem, Seeker of Darkness with the Dark Figure behind him

Ansem (First Form) KH3D.png

Ansem, Seeker of Darkness in his normal outfit

Field sprite in Kingdom Hearts Chain of Memories

Japanese 闇の探求者 アンセム
Rōmaji Yami no Tankyūsha Ansemu
Translation Ansem, Seeker of Darkness

Type Heartless
Games Kingdom Hearts
Kingdom Hearts Chain of Memories
Kingdom Hearts 3D: Dream Drop Distance
Kingdom Hearts III
Kingdom Hearts Melody of Memory
Variations
Xehanort
Terra-Xehanort
Riku
World of Chaos
Xemnas
Themes Header.png

KH tracks
Battle theme - The Deep End
Battle theme - Forze del Male
KHCOM tracks
Battle theme - [[The 13th Struggle[1]]]
Battle theme - Revenge of Chaos
KH3D tracks
Battle theme - L'Emineza Oscura I
KHIII tracks
Battle theme - Forza Finale
HP STR DEF MP rec EXP
End of the World
(First battle)
1500 40 30 56 10000
End of the World
(Second battle)
1200 40 30 60 20000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
World(s)
End of the World

HP STR DEF MP rec EXP
End of the World
(First battle)
2100 35 22 65 18000
End of the World
(Second battle)
2100 35 22 65 20000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x0.5
Percentage Stop Stun Other
x0.01 x0 x0.5 x0.5
World(s)
End of the World

HP STR DEF MP rec EXP
End of the World
(First battle)
1500 40 30 56 10000
End of the World
(Second battle)
1200 40 30 60 20000
Weapon Fire Blizzard Thunder
x1.0 x0.49 x0.5 x1.0
Percentage Stop Stun Other
x0.02 x0 x0.5 x0.5
World(s)
End of the World
Floor HP AP EXP
Sora Riku

1F B12F 400 3 133
12F B1F 2240 25 0
Physical Fire Ice Lightning Neutral
x1.0 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop
x0.5 x0 x0
Warp Bind Confuse Terror
x0 x1.0 x0 x0
World(s)
Castle Oblivion
Enemy Card
Ansem enemy card from original CoM
Ability Duration Cost
Sleightblind 10 sleights 40 CP
Description
Conceal your stocked cards from opponents.
Resistant to fire, ice, and lightning.
Floor HP AP EXP
Sora Riku Regular Beginner

12F B1F 1780 1335 30 0
Physical Fire Ice Lightning Neutral
x1.0 x0.5 x0.5 x0.5 x0.5
Stun Percentage Stop Warp
x0 x0 x0 x0
Bind Confuse Terror Magnet Freeze
x1.0 x0 x0 x0.33 x1.0
Duel Stats No. of Cards Time
7 cards 8 s
World(s)
Castle Oblivion
Enemy Card
Ansem (card).png
Ability Duration Cost
Sleightblind 10 sleights 40 CP
Description
Conceal your stocked cards from opponents.
Resistant to fire, ice, and lightning.
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
The World That Never Was 38 1730 0 67 62 29
40 1803 0 70 65 30
Reality Shifts disabled
Resistances Fire Blizzard Thunder Water Dark Light
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Status Effects Stun Mini Sleep Blind Stop Freeze
x0 x0 x0 x0 x0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x0 x0 x0 x0 x0
Zero Gravity Time Bomb Zantetsuken
x0 x0 x0
Rewards
None
Worlds
The World That Never Was
Location HP Strength Defense EXP
Keyblade Graveyard 1800 59 30 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.5 ×0.5 ×0.5 ×0.5
Aero Dark Neutral Rapid-fire
×0.5 ×0.1 ×0.5 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 7 ×0.5 24

Rewards
Sora: Max HP +10[2]
World(s)
Keyblade Graveyard
Ansem (Second Form)

Ansem (Second Form) KH3D.png

Japanese 闇の探求者 アンセム
Rōmaji Yami no Tankyūsha Ansemu
Translation Ansem, Seeker of Darkness

Type Heartless
Game Kingdom Hearts 3D: Dream Drop Distance
Variations
Xehanort
Terra-Xehanort
Riku
World of Chaos
Xemnas
Themes Header.png

KH3D tracks
Battle theme - L'Eminenza Oscura II
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
The World That Never Was 38 2240 0 70 67 30
40 2334 0 73 70 32
Reality Shifts disabled
Resistances Fire Blizzard Thunder Water Dark Light
x0.8 x0.8 x0.8 x0.8 x0.8 x0.8
Status Effects Stun Mini Sleep Blind Stop Freeze
x0 x0 x0 x0 x0 x0
Confuse Poison Magnet Slow Ignite Bind
x0 x0 x0 x0 x0 x0
Zero Gravity Time Bomb Zantetsuken
x0 x0 x0
Rewards
Maximum HP +20
Worlds
The World That Never Was
Ansem's Recreated Data

Ansem, Seeker of Darkness in his normal outfit

Japanese アンセムの再現データ
Rōmaji Ansemu no Saigen Dēta
Translation Ansem's Recreated Data

Type Heartless
Game Kingdom Hearts III Re Mind
Themes Header.png

KHIII tracks
Battle theme - L'Eminenza Oscura I -Ansem-
Location HP Strength Defense EXP
Radiant Garden
(Garden of Assemblage)
3000 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.5 ×0.5 ×0.5 ×0.5
Aero Dark Neutral Rapid-fire
×0.5 ×0.5 ×0.4 ?
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
? 7.5 ?

Rewards
Defense Boost
World(s)
Radiant Garden

Ansem, Seeker of Darkness is a boss in Kingdom Hearts, Kingdom Hearts Chain of Memories, Kingdom Hearts 3D: Dream Drop Distance, and Kingdom Hearts III. He is the Heartless of Terra-Xehanort, and leader of the Heartless.

In Kingdom Hearts III, Ansem is fought in the Keyblade Graveyard, initially alongside Xigbar and Dark Riku, although he retreats not long into the battle, and later fights alongside Xemnas and Young Xehanort. A data replica of him is also an optional boss in Kingdom Hearts III Re Mind.

Strategy

Kingdom Hearts

First battle

Ansem's first fight is a battle against Sora, Donald Duck, and Goofy at the End of the World's simulation of Destiny Islands. While his attacks are few, they are devastating.

During the fight, Ansem attacks with energy disks as he laughs, which can be blocked with Guard. He can also make his guardian swipe at the party, or defend himself with it. However, with the right timing, Sora can just end up behind Ansem and deal damage to him. Special attacks like Ragnarok can pierce through the guardian's defenses.

Ansem's most infamous attack is when he has his guardian dash at Sora and swipe at him twice. He always yells, "Submit!" as he does this, so Dodge Roll at the right time to evade the guardian. While the guardian will always target Sora, there is a chance for Donald or Goofy to intercept the blow. If any of the guardian's hits connects, it will possess its target, and Ansem will begin to surround himself with an energy barrier to attack. If Sora is possessed by the guardian, the Attack command will be occasionally replaced with "Freeze." Pressing it causes the guardian to hold Sora in place for a brief moment leaving him open for Ansem's energy barrier to damage him; otherwise, the guardian will damage Sora from within. While the guardian will eventually be called back to Ansem's side, Sora can shorten the guardian's hold on its target either with simple combos or with special attacks like Strike Raid.

Second battle

In the second battle against Ansem, Sora fights solo, so remember to heal with Curaga. Ansem debuts two new attacks to eliminate Sora: one resembles Riku's Dark Aura attack, in which he shoots back and forth across the arena with a shield over his front side. This inflicts heavy damage if it connects, so try to High Jump, Guard or cast Aeroga.

When Ansem says "My strength returns!", his guardian will dive into the ground, creating dark pools underneath Sora which shoot out of the ground. During this time, Ansem is invincible and the attack must be avoided, either by dodging or Guarding. Failing to evade this attack can be highly damaging or even fatal, depending on the amount of HP Sora has at the time. The attack ends with the guardian striking the ground, creating a shockwave.

Like in the last battle, Ansem still has a habit of siccing the guardian on Sora. However, he will do this much more frequently than in the first battle. Ansem is especially vulnerable when he calls his guardian to return to him, so unleash combos at this time for massive damage.

Third battle

Main article: World of Chaos
Technique Element Tech Power Bonus Guard?
Dark Blow (ダークブロウ
Dāku Burou
?)
Dark x0 4 Repellable
(Recoil: 100)
The Dark Figure swings its right hand sideways.
Shock Slash (衝撃斬
Shōgekizan
?)
Dark x0.01 4 Returnable
(Recoil: 0)
The Dark Figure's hands glow red, and it fires 6 rings of light.

Only used in the first battle.
Possession (Punch) (憑依(パンチ)
Hyōi (Panchi)
?)
None 4
The Dark Figure attacks, and possesses the opponent when it hits.
Possession (Possession Damage) (憑依(憑依ダメージ)
Hyōi (Hyōi Damēji)
?)
Dark 4
The Dark Figure appears and attacks.
Barrier Deployment (結界展開
Kekkai Tenkai
?)
None x0 8 Repellable
(Recoil: 100)
Ansem wraps himself in a purple sphere, and moves forward.

Only used while an opponent is under the effects of Possession.
Rush (突進
Tosshin
?)
Dark x0.01 8 Repellable
(Recoil: 1)
Summons a barrier in front, and charges multiple times.

Only used in the second battle.
Racing Shock Wave (Both Arms) (地走り衝撃波(両腕)
Jibashiri Shōgekiha (Ryōude)
?)
None x0 6 Repellable
(Recoil: 100)
The Dark Figure swings both arms forward.

Only used in the second battle.
Racing Shock Wave (Shock Wave) (地走り衝撃波(衝撃波)
Jibashiri Shōgekiha (Shōgekiha)
?)
Dark 6
Waves of light are released from the Dark Figure's arms.

Only used in the second battle.
Aura of Darkness (Appearance Technique) (暗黒のオーラ(出現技)
Ankoku no Ōra (Shutsugen-waza)
?)
(appearance) None x0 10 Repellable
(Recoil: 100)

(shock wave) Dark 10

The Dark Figure emerges from the ground 10 times.

Only used in the second battle.
Aura of Darkness (Final Run) (暗黒のオーラ(究極地走り)
Ankoku no Ōra (Kyūkyoku Jibashiri))
?)
Dark 10
After the Dark Figure finishes attacking, it releases a wave of light around itself.

Only used in the second battle.
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

First battle

This battle is rather straightforward, Riku should keep his combos going and card break Ansem's Dark Rush sleight to avoid damage. He can move up and down to avoid it as well.

Second battle

The second time Ansem is fought is during the final battle of Riku's Story. This time around, he brings a new sleight, Dark Shadow, wher he sends his guardian into the floor, creating pools of darkness that the guardian rises out of, fist raised, that can deal chained up damage. It's best to use 0 cards to break Dark Shadow when he is preparing it, but it can be avoided by dodging with the right timing. There is one unorthodox strategy that involves losing all of Riku's cards (from Sleights) except one 0 card. If he gets left with one 0 card, immediately reload after (because Riku has instant reload, unlike Sora) and continue a combo. This works because the zero will always break Ansem's next card and if he breaks Riku's, reloading will give Riku a zero card.

Ansem's Sleights tend to be reserved for later, and he initially just bothers with single card attacks. Once he loses 1.5-2 bars of HP he will start using his Sleights more regularly and attempt to break the player's. He will always start using his own card to hide his Sleight's value, but the Parasite Cage card can dispel this. A good idea is to use simple Sleights at the beginning to hit Ansem quick and for high damage all the while accumulating DP. Following this the player should have Dark Mode and Ansem will start using his own Sleights so having a few 0 cards nearby is advisable. Otherwise assaulting Ansem with Sleights like Dark Break or Dark Aura is helpful, esspecially the latter as it can prevent Ansem from using his cards during the assault, although special care should be placed during the execution as he can break it with a 0 card of his own so it is advisable (for the entire battle) to use these Sleights instantly after Ansem attempts to use his own cards to Card Break him, thus leaving him vulnerable to the attacks.

Deck

Card 0 1 2 3 4 5 6 7 8 9 Total

Ansem, Seeker of Darkness Attack Card 1 1 1 1 1 1 1 1 1 1 10
Ansem, Seeker of Darkness Magic Card 1 1 1 1 1 1 1 1 1 1 10
Elixir Elixir 0 0 0 0 0 2 0 0 0 0 2
Ansem Enemy Card

Card 0 1 2 3 4 5 6 7 8 9 Total

Ansem, Seeker of Darkness Attack Card 5 4 4 4 4 4 4 4 4 5 42
Ansem, Seeker of Darkness Magic Card 5 4 4 4 4 4 4 4 4 5 42
Elixir Elixir 0 0 0 0 0 0 0 0 0 2 2
Ansem Enemy Card
Attacks

Technique Element Status Power Cards
Dark Blow (ダークブロウ
Dāku Burou
?)
x0.5 Ansem magic card from original CoM
Has the guardian attack with a dark-charged fist.
Racing Shockwave (地走り衝撃波
Jibashiri Shougekiha
?)
Neutral x0.5 Axel attack card from original CoM
Has the guardian hurl shockwaves at Riku along the ground.
Dark Rush[3] (ダークラッシュ
Dāku Rasshu
?)
x1.0 Ansem magic card from original CoM + Axel attack card from original CoM + Axel attack card from original CoM
Surrounds himself in a dark aura, then charges left and right at Riku five times.
Dark Shadow (ダークシャドウ
Dāku Shadou
?)
Neutral x1.0 Ansem magic card from original CoM + Axel attack card from original CoM + Ansem magic card from original CoM
Sends the guardian to attack Riku from below several times. If the attack connects, he will get knocked into the air, taking continuous damage.

Only used in second battle.
Elixir (エリクサー
Erikusā
?)
Elixir card from original CoM
Quickly reloads attack cards and magic cards, including normally unreloadable cards.

Only used in second battle.[?]

Kingdom Hearts Re:Chain of Memories

First battle

Riku's first fight with Ansem is meant to act as a tutorial on basic combat, and is very short.

Ansem will also use the "Shock Slash" technique, which can be easily dodged. The tutorial has been narrowed down to focus on the new Rapid Break and the new Duel System mechanics, and ends as soon as Riku successfully performs them.

Second battle

The second fight with Ansem is more or less the same as in the original game, with the addition of "Shock Slash", and the finisher shockwave of "Dark Shadow".

Start with the Maleficent Dragon Enemy Card and attack Ansem with combos. Make a Card Break every time to gain Dark Points and after Riku transform into Dark Mode, use the Jafar-Genie enemy card and use Sleights like Dark Break, Dark Firaga and Dark Aura to inflict heavy damage. After taking three (or more) King Mickey Friend Cards, use the MM Miracle Lv. 2 or MM Miracle Lv. 3 sleights to recover HP, reload cards, and damage Ansem. Break Ansem's Sleights every time and continue the attacks. If Riku transforms into his normal form again, keep attacking and use the Item Card Hi-Potion to reload his Attack Cards. Win the Card Duels for heavy damage to Ansem. Never attack Ansem with his guardian in front of him, and instead use that time to reload Riku's cards or use MM Miracle Lv. 3 to recover cards and HP. Use the Oogie Boogie Enemy Card to help keep up Riku's HP in the battle. Watch out for certain Sleights used by Ansem, as some can deal heavy damage to Riku. With a high level, deft dodging, and good use of the Enemy Cards, Ansem should fall eventually.

Deck

Card 0 1 2 3 4 5 6 7 8 9 Total

Ansem, Seeker of Darkness Attack Card 1 1 1 1 1 1 1 1 1 1 10
Ansem, Seeker of Darkness Magic Card 1 1 1 1 1 1 1 1 1 1 10
Elixir Elixir 0 0 0 0 0 2 0 0 0 0 2
Ansem Enemy Card

Card 0 1 2 3 4 5 6 7 8 9 Total

Ansem, Seeker of Darkness Attack Card 8 0 0 0 1 2 4 6 8 10 39
Ansem, Seeker of Darkness Magic Card 5 0 0 0 1 2 4 6 8 10 36
Elixir Elixir 0 0 0 0 0 0 0 0 0 2 2
Ansem Enemy Card
Attacks

Technique Element Status Power Cards
Dark Blow (ダークブロウ
Dāku Burou
?)
Physical x1.0 Ansem - A (card).png
Has the guardian attack with a dark-charged fist.
Racing Shockwave (地走り衝撃波
Jibashiri Shougekiha
?)
Neutral x1.0 Ansem - M (card).png
Has the guardian spawn lightning shockwaves in the ground near Riku. In the second fight, he hurls shockwaves at him that race along the ground.
Shock Slash (衝撃斬
Shōgekizan
?)
Neutral x1.0 Ansem - M (card).png + Ansem - M (card).png + Ansem - A (card).png
Has the guardian hurl razor-thin discs of energy at Riku. The attack lingers even once card broken.
Dark Rush (ダークラッシュ
Dāku Rasshu
?)
Physical x1.5 Ansem - A (card).png + Ansem - A (card).png + Ansem - A (card).png
Surrounds himself in a dark aura, then charges at Riku five times.

Only used in second battle.
Dark Shadow (ダークシャドウ
Dāku Shadou
?)
Physical x1.5 Ansem - M (card).png + Ansem - A (card).png + Ansem - M (card).png
Sends the guardian to attack Riku from below several times. He finishes with a shockwave that launches racing shockwaves in three directions.

Only used in second battle.
Elixir (エリクサー
Erikusā
?)
Elixir (card).png
Quickly reloads attack cards and magic cards, including normally unreloadable cards.

Only used in second battle.[?]

Kingdom Hearts 3D: Dream Drop Distance

First form

The battle starts with both parties in midair in Darkness's Call, where Ansem has an advantage. As Riku is fully in midair, his Dream Eaters won't be active during this phase of the fight, and won't be able to give him support through spells like Cure commands, Haste, or Spirit Roar. Due to the absence of the latter, his damage will be very limited if he is underleveled.

Ansem's Shock Slash has been upgraded and now homes in on Riku, and he has a habit of chaining them together for combos. Riku may block it, but as he is floating, only Dark Barrier can allow him to. His Rush is slightly different from other versions of Dark Rush, and cannot be blocked. In order to evade it, Riku can either just fly sideways when Ansem is about to charge at him or Air Slide either out of the way at each charge, or straight at him, taking advantage of its invincibility frames, in order to follow with Sonic Impact and Sliding Crescent once the enemy's attack is over.

Ansem cannot aim at Riku once he uses Vanish, so he may use it to his advantage and stay in a blind spot while attacking him from the distance. If Riku deals enough consecutive damage, the Reality Shift marker will appear and he can use Mirage Split to damage Ansem and make a platform appear.

Now the battle is on the ground of Darkness's Call. Riku's Dream Eaters are back, and he may benefit from their active support. If he uses Vanish, or gets revived thanks to Auto-Life, Ansem will aim at the first of the two Dream Eaters of Riku's party instead. Ansem's guardian now absorbs all damage aimed at Ansem. He remains vulnerable to Balloon commands during that time, and Flowmotion may be used on the guardian as if it's a wall, where Riku can attack Ansem with it. The guardian can also attack with swipes and a new, vicious double overhand that can hit Riku even if he is airborne.

Once enough time has passed, he starts to use his old Racing Shockwave which now has a long charge time, but more powerful and cannot be blocked. He will try to stay outside of the arena's bounds, making short-ranged commands almost useless. Each Racing Shockwave destroys a layer of the platform Riku stands on, but he may interrupt the process for a while if he manages to make Ansem flinch. Once all the layers are gone, the platform completely disappears, along with Riku's dream eaters, and the battle goes back to its initial state, with Ansem's Rush and Shock Slash and Riku's floating combat abilities. Until Ansem uses Rush at least once, he will remain hard to hit due to the fact he stayed outside of the arena's bounds while using Racing Shockwave.

The fight itself is relatively straightforward and the same strategies from before can defeat the Heartless once more.

Technique Element Status Power Block?
Shock Slash (衝撃斬
Shōgekizan
?)
Magic Command Physical 0.2 x6
Has the guardian hurl razor-thin discs of energy homing on Riku.
Rush (突進
Tosshin
?)
Attack Command None 1.2 x5 X
Surrounds himself in a dark aura, then charges at Riku.

Used during normal combat only.
Dark Blow (ダークブロウ
Dāku Burou
?)
Attack Command Physical 1.0 O
Has the guardian attack with a dark-charged fist.

Used with the Reality Shift platforms on.
Sledgehammer (スレッジハンマー
Suredjihanmā
?)
Attack Command Physical 1.5 O
Has the guardian attack with dark-charged downwards overhands.

Used with the Reality Shift platforms on.
Racing Shockwave (地走り衝撃波
Jibashiri Shōgekiha
?)
Magic Command None 1.0 per hit X
Has the guardian charge and hurl powerful shockwaves at Riku along the ground. Ansem usually moves out of the arena before preparing the attack.

Used with the Reality Shift platforms on. Each shockwave destroys one layer of the Reality Shift platform.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Second form

Ansem merges with the Dark Figure as he transports both himself and Riku to the Darkest End area. Ansem is now sealed inside a massive organic sphere with his Dark Figure attached to the top. The battle involves reacting to Ansem's attacks. Long-ranged commands are recommended in the case Ansem uses Dark Wave to back away. Once More can make the use of Firaga Burst safe during the Dark Rush attack, but still needs to be interrupted with a Block command as it deals good damage. The repetitive use of Balloonra can also deal a lot of damage to Ansem. When Ansem starts Dark Matter, Riku can use Firaga Burst (where the big fireball stays where it is) and once at the back, Ice Barrage to deal extra damage, but he must Lock-On for the ice command. Having Dark Roll equipped will help him move faster through the arena.

Once Riku is at the back of the arena, he can use Dark Splicer, Dark Aura or Zantetsuken, or the Ghost Drive Dual Style, when he reaches the end of the pathway to warp right up to Ansem and deal damage. This is a risky tactic, as Riku can easily be captured by the Dark Web into the spheres of darkness, or Ansem's Dark Figure will attack with no chance to escape.

In other cases, Riku needs to go back to Ansem by either rolling forwards, or using the walls on the sides. The Dark Laser attack can be deadly if Ansem uses it repeatedly. In order to avoid it, Riku should dodge aside the moment the Dark Figure's shots merge into the spheres. The Chaos Firaga attack can be dodged by rolling forward, but beware of Riku's Dream Eaters when they get afflicted by Confuse, as it makes them backstab him. If Riku gets any closer, Ansem uses the Dark Webs that will drag Riku into the spheres. Since they can't get Riku while in midair, he can use Flowmotion to evade this by staying airborne, as they last for quite a while; or use Firaga Burst with Doubleflight to stay in the air so he won't be able to drag Riku in. Then use Flowmotion with Sonic Impact, if possible, to go back to the walls. Beware that if Riku hits the ground after falling, he might not be able to block immediatly and will be at the mercy of said Dark Webs. If Dark Barrier is equipped, Riku can also repeatedly use it to block the attack when close enough to Ansem, and use Counter Aura at the last moment each time. If Riku is too close though, Ansem might want to punch him using Dark Rush. Riku shouldn't stay on the sides of the arena and stay instead in the middle, as once Dark Matter is over, Riku may get caught off-guard and grabbed by the incoming moving spheres if he's in their way. Afterwards, press LR or L3 to return the Spirits back to Riku's position (two times if LR unlocks the target) so they will be able to help, but only once Dark Matter is over, as they may get caught by the Dark Webs, become unable to help, and sent backwards.

If Riku deals a lot of consecutive damage, the Mirage Split Reality Shift prompt can eventually appear. Dealing huge damage when close and stunning Ansem for a moment. Whenever he rallies, he will tend to use Dark Galaxy immediatly. In the 3DS version only, if Riku pounds him right away with the Attack command, Ansem will get stunlocked and Riku may unleash the same Attack combo over and over until Ansem's HP reaches 1. After some time, while hitting him again and again, the Reality Shift prompt can reappear, so Riku will be able to finish him off with it.

As soon as he has lost half of his HP (or two thirds on Critical Mode), Ansem starts using Dark Galaxy. It is potentially his most lethal move as the torrents of darkness appear randomly across the arena and may also hit Riku multiple times. One way to deal with it is to block the torrents and to keep dodge rolling backwards. Once Ansem finishes this part of the attack, he sends Riku flying across the pathway again. The black sphere can easily defeat Riku if he gets hit even once as the others may follow up for chained up damage. He must either carefully dodge or block these. Riku shouldn't try sliding towards the wall as Flowmotion cannot be activated on them during this attack, but he can still use dodge roll along them with no fear of activating it and return to Ansem rapidly. However it isn't recommended to permanently dodge roll, because he may get hit if the timing is wrong, meaning he must dodge roll only when a sphere gets near him while keeping running back. One other alternative, where he should have Second Chance/Once More equipped in order to survive, is where he can use Dark Splicer just as the ball bombs reach him to go near Ansem and deal some damage, while staying at his position. Dark Splicer lasts long enough until the end of the Heartless's attack; therefore, there shouldn't be any risks for Riku to be knocked back, but he should immediately heal after this. Whenever Riku returns to Ansem, press LR or L3 to make the Spirits come back to him. After this, just repeat the cycle of pounding Ansem and running back to him and he'll go down.

Technique Element Status Power Block?
Dark Rush (ダークラッシュ
Dāku Rasshu
?)
Attack Command Physical 1.0 x3
Has the Dark Figure attack with three downwards dark-charged fists. Only used at short range.
Dark Shot (ダークショット
Dāku Shotto
?)
Magic Command Dark 0.25 per hit
Has the Dark Figure shoot six dark-charged shots that either circle around or rapidly aim at Riku, both closing in on him if at long range.

Used during normal combat only. Telegraphed by the Dark Figure firing the shots hand forward.
Dark Firaga (Level) (ダークファイガ(水平)
Dāku Faiga (Suihei)
?, lit. "Dark Figa (Level)")
Magic Command Dark 1.2 per hit
Has the Dark Figure use two homing Dark Firagas that burst and move in circles near Riku.

Used during normal combat only. Telegraphed by the Dark Figure crossing its arms. The smaller Dark Firagas can miss Riku if he stays immobile in the middle of the arena the moment the burst happens.
Dark Firaga (Upper) (ダークファイガ(上方)
Dāku Faiga (Jōhō)
?, lit. "Dark Figa (Upper)")
Magic Command Dark 1.2 per hit
Has the Dark Figure dropping multitudes of Dark Firagas on the battlefield.

Used during normal combat only. Telegraphed by the Dark Figure dropping the Dark Firagas hands upwards.
Dark Wave (ダークウェーブ
Dāku Wēbu
?)
Magic Command Dark 1.0 x6 [4]
Moves backwards if at short range and has the Dark Figure send six waves of darkness forwards that move upwards once behind Riku.

Used during normal combat only. Telegraphed by the Dark Figure crossing its arms.
Dark Galaxy (ダークギャラクシー
Dāku Gyarakushī
?)
(dark pillars) Magic Command Dark 0.8 per hit

(black spheres) Magic Command Dark 1.0 per hit

(explosion) Magic Command None 1.2 per hit X
Hides in his sphere and has the Dark Figure turn the surrounding area black and summon torrents of darkness randomly scattered across the floor, pull the opponents in front of him, then to the back of the arena and launch several huge black spheres, with most rolling forward on the left and right sides alternatively and some aiming at Riku.

Only used during normal combat, and below half or two thirds (Critical Mode) of his HP. Reality Shift cannot be triggered during this attack. Flowmotion cannot be used on the walls until the attack has ended.
Dark Matter (ダークマター
Dāku Matā
?)
Magic Command Dark 0
Has the Dark Figure pull the opponents to the back of the arena and create two big spheres of energy. After a while, the spheres of energy are sent forwards at high speed, capturing anyone in their way, ending the attack once gone.

Used during normal combat only. New series of attacks listed below become usable during the whole duration of the attack. This attack can be stopped if Ansem flinches.
Dark Laser (ダークレーザー
Dāku Rēzā
?)
Magic Command None 0.4 per hit X
Used at long range. The spheres shoot high-speed lasers aimed at Riku.

Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Shot hand forwards on the spheres. Although the hit animations and sounds tell otherwise, the lasers do not deal light-based damage.
Chaos Firaga (カオスファイガ
Kaosu Faiga
?, lit. "Chaos Figa")
Magic Command Dark Blind, Confuse, Poison, or Slow (100%/10s) 0.2 per hit
Used at long range. The spheres shoot colored bubbles that inflict status, depending on the color of the bubbles which settle on the target.

Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Firaga hand forward on the spheres.
Dark Rain (ダークレイン
Dāku Rein
?)
Magic Command Water Poison (100%/10s) 0.1 per hit
Used at long range. The spheres unleash a rain of poisonous water.

Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Firaga (Upper) on the spheres,
Dark Web (ダークウェブ
Dāku Webu
?)
Magic Command Dark 0 [5]
Used at short range. The spheres send crawling dark shots along the ground that transform into capturing waves when near Riku. The captured opponents get sent into one of the spheres.

Used during Dark Matter only. Telegraphed by the Dark Figure using Dark Wave on the spheres.
Planet Buster (プラネットバスター
Puranetto Basutā
?)
Magic Command Dark 0.5 x8 X
The sphere with the captured Riku moves in front of Ansem, who has the Dark Figure unleash several dark shots and lasers into the sphere. The sphere then explodes and knocks the captured opponents back.

Used during Dark Matter and ends it. This attack cannot drop Riku below 1HP. The captured Dream Eaters do not take damage from this attack. Ansem becomes then vulnerable for a few seconds afterwards, taunting Riku.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts III

Ansem is first fought when he fights Riku and Sora along with Xigbar and Dark Riku, but he leaves the battle after 30 seconds and is finally fought for real alongside Xemnas and Young Xehanort at the end of the Keyblade Graveyard.

Ansem's attacks include him creating violet spheres of light around Sora that launch lasers at him, surrounding himself in those spheres to generate a damaging barrier as he rushes to attack Sora, creating multiple dark crests that explode upon contact, spawning a dark circle that follows Sora and eventually transforms into a cage of dark claws, and his deadliest has Ansem exert red energy around him which pulls in and knocks back Sora before he unleashes tendrils of darkness that deal heavy damage; however if timed correctly, one can use Aerial Recovery and Payback Strike, as the knockbacks before the blast deal no damage and it's possible to Glide away before getting trapped. During his attacks with the spheres, he cannot be flinched when hit. When he creates dark mines, the best way to clear them is to use Thunder magic. Sora can also use the explosions to trigger a reprisal by standing near the mines and blocking the explosions. This can work regardless of whether of not flash step is equipped.

Each member will have a dark aura whenever they disappear and reappear, meaning that Sora will be their only target. Each time they reappear, they will use a specific attack with the one with the aura appearing last. For Ansem, Young Xehanort will use his whip-snaring attack followed by Xemnas launching energy balls and Ansem using his shockwave last. To avoid this, Dodge Roll or jump to avoid Young Xehanort's attack, block Xemnas's energy balls and if you get caught by Ansem, carefully time your Aerial Recovery then Payback Strike. Each time a member is defeated or if all three disappear after attacking with the dark aura, the cyclone sequence will repeat itself with each member using a specific attack. If Young Xehanort is defeated first, Ansem will launch spheres of light that will extend into beams, then will release the cage of claws which will launch Sora into the air followed by Xemnas's rolling attack. First jump to avoid the cage and block all the beams and finally Xemnas. If Xemnas falls first, Young Xehanort will launch missiles of ice that will freeze Sora, followed by Ansem's shockwave attack. If Ansem's the only one left, he'll release the spheres like with Xemnas and use his shockwave attack. Sora can either block the beams and use Payback Strike or Dodge Roll the beams and Glide away, but the timing of the spheres can be a little tricky to dodge.

Technique Element Status Power Block? Repel LV
Dark Laser (ダークレーザー
Dāku Rēzā
?)
Dark 0.5 per hit
Places 3–15 light orbs above an opponent's head; each light orb fires a laser immediately after glowing. Can be blocked from behind.
Barrier Laser (バリアレーザー Baria Rēzā?) Dark 0.5 per hit
Surrounds himself in lasers and moves forward.
True Dark Bite (真ダークバイト
Ma Dāku Baito
?)
Dark 1.5 X
Fires a shadow deep into the ground; this shadow follows the opponent for 2.5 seconds, after which fangs emerge and attack.
True Dark Mine (真ダークマイン
Ma Dāku Main
?)
Dark 1.0 per hit
3–12 dark crystals surround himself and his opponents; a dark crystal explodes when an opponent approaches it, when struck by an attack, or after 5 seconds pass.
Darkness Ruler (ダークネスルーラー
Dākunesu Rūrā
?)
(dark power) Physical 0.05 per hit X

(explosion) Dark 3.5 X

Envelops himself in darkness, draws opponents in, then unleashes dark power.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Techniques used by all enemies[note 1]
Technique Element Status Power Block? Repel LV
Annihilation (アナイアレイション
Anaiareishon
?)
Physical 1.5 per hit 2
Master Xehanort summons a storm of Keyblades that temporarily removes Riku and Mickey and surrounds the battlefield. Bundles of Keyblades will fly around Sora one-by-one (the last four bundles directly target him). Can be blocked from behind. Afterward, remaining enemies attack in succession; techniques used depend on those remaining.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
  • Leader Cooperation (リーダー連携 Rīdā Renkei?): One enemy is designated as the leader. The non-leaders attack first, then the leader after them; the order depends on those remaining. When Leader Cooperation is used, one enemy is designated the "leader"; the leader is surrounded by an aura and targets Sora until the next use of Leader Cooperation. The initial leader is the one with the lowest maximum HP in terms of percentage, and they rotate between each other. When only one enemy remains, they automatically become the leader and use of Leader Cooperation is discontinued.
  1. ^ Only in the Tower of Endings

Kingdom Hearts III Re Mind

Data Rematch

Ansem's data rematch pits Sora against a much stronger Ansem with multiple new abilities.

Ansem starts by summoning several laser orbs that float around Sora, then he summons a line of dark crests, and he'll follow up with firing sets of four projectiles and two projectiles shortly after that, four times. Once the first orbs start glowing, guard to block the lasers. Then, you can cast Thundaga to stun Ansem, airstep to him and attack to skip the projectiles. Additionally, you can wait until he fires the projectiles and airstep to him to attack. However, the timing is more strict this time as he might fire the second set, or the first set might still hit you. When his HP gets lower, he'll fire the projectiles immediately upon summoning the crests, giving no time to stun him with Thundaga.

Ansem frequently summons a circle of lasers around himself and chases Sora. This attack can easily be dodged or blocked consecutivaly. You can use a reprisal near the end to deal minor damage to Ansem, but don't follow up with a combo, as he'll immediately start the next attack.

Next, Ansem summons a shadow that follows Sora underneath him, along with a circle of crests around Sora. Wait for the shadow to expand, and dodge to avoid the dark claws. Wait for the crests to move before dodging those as they close in. After this, Ansem is open for a combo, so attack, using airstep if necessary.

Another attack involves Ansem rushing at Sora with a dark shield in front of him twice, before charging up and performing a more powerful dash. Block the first two dashes, then quickly airstep and immediately block without attacking. This will allow you to use Risk Dodge to attack him and leave him open for a combo.

After losing some HP, Ansem will perform his ultimate move, where he covers the entire arena in darkness and summons two giant orbs of darkness. The orbs will fire shots that inflict the Ignite or Freeze status effects. Ansem can also trap you with the orbs, dealing heavy damage and inflicting the Cloud status effect. When activating his ultimate move, Ansem will first move sideways in front of Sora. Once one of the orbs starts shaking, guard to block the shots. After blocking four times, airstep to Ansem and attack him. Next, he'll warp further away and the orbs will be at your side. Wait for one of them to move away slightly before blocking. After doing this three times, immediately Dodge Roll forward, as the orbs will try to trap you, and airstep to Ansem to attack him. After this, the attack will end.

After using his ultimate move, Ansem will have some new attacks. One involves him standing in the center of the arena, glowing red, and pulling Sora in. During this move, two sets of laser orbs will appear to damage Sora. Dodge the lasers instead of blocking to avoid getting sucked in, and keep dodging to avoid Ansem unleashing a shock wave. Afterwards, he'll be open to attack, so airstep to him and strike.

Ansem will have a different version of the laser orb attack after his ultimate move. He'll start by summoning a wall of lasers in front of himself, summoning lines of dark crests, and summoning the laser orbs. Block the lasers and use Counter Kick after the final laser to dash through another wall of lasers and attack Ansem.

Once his HP gets low, he'll perform a variation of his ultimate move. Once again, he'll cover the arena in darkness and summons the giant orbs. However, once this starts, quickly dodge away as he'll try to trap you right away. After this, he'll place the orbs behind one another. After a short pause, the front orb will fire a barrage of shots. Guard repeatedly to block the shots (which will inflict the Sneeze status effect if you get hit). Once it's done firing, it'll move towards you, so Dodge Roll through it. Repeat this with the second orb, and once you Dodge Roll though that, airstep to Ansem and attack. Next, he'll stand in the center, firing striped orb projectiles. These can't be blocked, so dodge them. He'll continue with the other attack afterwards, so block, dodge and attack until he falls.

If you're having trouble blocking and dodging his ultimate move, you might want to equip armor to protect against the status effects it causes.

Kingdom Hearts Melody of Memory

Videos

Ansem I – Kingdom Hearts Ansem II – Kingdom Hearts
Ansem I – Kingdom Hearts Chain of Memories (R/R) Ansem II – Kingdom Hearts Chain of Memories (R/R)
Ansem – Kingdom Hearts Re:Chain of Memories (R/R) Ansem – Kingdom Hearts Dream Drop Distance HD (Riku)
Ansem, Xemnas, and Young Xehanort – Kingdom Hearts III Ansem – Kingdom Hearts III
Ansem, Xemnas, and Young Xehanort – Kingdom Hearts III Re Mind Ansem's Recreated Data – Kingdom Hearts III Re Mind
Ansem's Desperation Move – Kingdom Hearts III Re Mind

Notes and references

  1. ^ During the first battle in Kingdom Hearts Chain of Memories only. In Kingdom Hearts Re:Chain of Memories, Revenge of Chaos is played instead.
  2. ^ Shared with Xemnas and Young Xehanort
  3. ^ Dark Rush was erroneously written as Lexaeus's "Rockshatter" in the North American release of Kingdom Hearts Chain of Memories. It is correctly written in all other versions.
  4. ^ The waves may sometimes get past Riku's Block. The parry remains guaranteed with Dark Barrier.
  5. ^ The blockability depends on the angle from which the crawling shots transform. The parry remains guaranteed with Dark Barrier.