Game:Lingering Will
Template:Enemy The Lingering Will is an unlockable secret boss featured in Kingdom Hearts II Final Mix. It can be fought after unlocking The Gathering, then returning to Disney Castle's Hall of the Cornerstone, where a portal to the Keyblade Graveyard has appeared. Defeating the Lingering Will grants the Connection Proof, and the Lingering Will can be rebattled by leaving the Keyblade Graveyard and then returning.
Strategy
Sora should have High Jump, Quick Run, Dodge Roll, Aerial Dodge, and Glide at Level 5, as well as some support abilities such as Once More, and Second Chance, and should pack as much Ethers as he can, and have at least one Combo Plus. For Sora's Keyblades, the Kingdom Key is recommended for its Damage Control, though the Decisive Pumpkin, Oblivion, and the Ultima Weapon are still good options.
The Lingering Will is difficult to defeat. Its mainly attacks with its Keyblade. The Lingering Will's most basic attack is when it leaps in the air, and dashes at Sora three times. The timing of the dashes are easy to predict, so avoid being hit by Dodge Rolling or Guarding. Anticipate where its third dash will end, and attack during its third dash. The Lingering Will attacks Sora twice with its Keyblade before turning it into a drill like object and thrust it at Sora. It isn't easy to predict when the Lingering Will is going to actually use this move after running, but Sora can easily defend himself using Guard, or Reflega.
If guard is used to block the attack, Sora must wait before attacking. If Sora starts the attack right after guarding, the Lingering Will's drill will take most of his health, and he will be knocked far away from the Lingering Will. The Lingering Will can turn its Keyblade into long whip and swing it around itself, dealing massive damage. Unfortunately, when its going to use this attack is unpredictable, but there is a very high chance that he will use it after he dashes though Sora three times, or when receiving massive damage. Sora can defend himself with Guard or Reflega, but it is a lot better to just run away and quickly get close to the Lingering Will as soon as it is landing and attack it with a new combo. However, if Sora does get hit, do not try to resist with Aerial Recovery or Retaliating Slash. Being hit by this attack will leave Sora with only 1 HP left, if Once More (and preferably Second Chance) is equipped, so don't try to use Aerial Recovery of Retaliating Slash, or Sora will fall. To get out of the attack and save HP, activating a Drive Form, or using Trinity Limit with Donald Duck and Goofy are the only ways for getting some invulnerability.
The Lingering Will can also use Ultima Cannon, a Shotlock that appeared in Kingdom Hearts: Birth by Sleep. The Lingering Will's Ultima Cannon fires one giant sphere of energy that follows Sora around the battlefield. The explosion is huge, but Sora can deflect the sphere back at the Lingering Will by guarding, hitting it, or casting Reflega. If it is charging the cannon and Sora is too far away, then Dodge Roll, or Quick Run against it to nullify the explosion. The Lingering Will can turn its Keyblade into a bow-like weapon and shoots three deadly projectiles trying to catch Sora, but keep in mind that it shoots five when low on HP. It is a particularly deadly attack that consist in trapping Sora in a triangular shaped shield that drains his health at a very fast rate. The command bar changes, and in order to break free from the curse, select the "Release" command. The projectiles can be evaded with the right timing of Dodge Roll, or Reflega, and when it turns its Keyblade back to normal form, that is the time to attack. However, if the Lingering Will's projectile hits Sora, the best way to break free from the curse is to glide away while waiting for the "Release" command.
The Lingering Will can also transform its Keyblade into the Keyblade Glider used by Terra in Kingdom Hearts Birth by Sleep, and move around the map extremely fast. Using Guard is the best way to defend, and if Sora is in Final Form just Glide, as his Keyblades will protect him. Sora can attack when the Lingering Will lands, though it's hard to predict when and where. In addition to its Keyblade, the Lingering Will has some magical abilities as well, such as creating an strange looking seal that either creates a blue, or orange orb above Sora's head. The orange orb prevents Sora from attacking, while the blue orb prevents Sora from using Magic or Items. In order to break free from this curse, Sora has to deplete a new, smaller bar of HP, visible when the Lingering Will has been Locked on to. If a blue orb in seen, attack to deplete the bar, if an orange orb is seen, use Magic, or Limits in Limit Form. Either way, Drive Forms are still usable. Sora can evade this move by using Dodge Roll, Quick Run, or Reflega if timed right. It is unexpected when the Lingering Will is going to use this move, but when if it teleports suddenly behind Sora, then be prepared. Another clue for Sora to dodge this attack is when the Lingering Will begins flying at high speeds and repeatedly landing right behind Sora.
The Lingering Will can conjure Drone-like objects which Fire beams of Plasma at Sora, Donald, Goofy. When it is low on health (usually six or seven bars left), it automatically launches them and disappears from Sora's sight for a few seconds. When it does this, the second phase of the battle is about to begin. Sora can react to this attack using Guard, Reflega, or simply Gliding away. Sometimes though, even when the Lingering Will is full on HP, it can combine its other moves especially its Keyblade Glider attack, with the drones. This can make the battle more difficult as not even a correctly-timed Guard or Reflega can always protect Sora from several angles, although with some luck Sora may be able to deflect against the Lingering Will itself. They can be destroyed with Aerial Dodge but it's not worth it.
When the Lingering Will uses its Desperation Move, it enters a berserk-like state, similar to Saïx's berserk technique. Its arm gauntlets, and helmet will emit a bright red aura, and it then splits its Keyblade into two weapons. The first part of the attack is quite easy. You can either use Guard, or Glide and no particular time is needed for blocking. In the second phase of the attack, you cannot physically block anything. Just Glide away, and land as soon the Lingering Will prepares the third and final phase of the attack. The third part is probably the most difficult move to block/evade in the entire battle. It is all about having perfect timing with Guard, Dodge Roll, and Quick Run. The Lingering Will starts by swinging his Keyblade in midair. Then he disappears, and reapers behind Sora. To defend yourself from this attack, you must lock-on to the Lingering Will and guard. Keep guarding until he uses the move very similar to Thunder Surge and lands. Then, he is left vulnerable. Just like every other move, however, there are various ways to evade this one as well. If you happen to get hit, make sure to use Aerial Recovery at the right time to nullify its last spinning move. This way, you can still quickly reach the Lingering Will and start a new combo. Thundaga is best for distracting the Will if you are too far away, giving you the time to reach it. A very useful trick is flying and reaching a specific point on the edge of the map. This way, the Lingering Will is forced to always teleport in front of Sora, making it easier to block all of its attacks. In the second phase of the battle, while low on HP, the Lingering Will also makes use of Magic. There is a small chance that it may cast Magnega, that will put Sora into its path, and Blizzaga, both in some lethal combinations.
Another rule to keep in mind, is to never overdo with your finishers; this is due to compared to other bosses, the Lingering Will actually takes the longest to reach its retaliation point, so around 5 basic finishers maximum is enough to cause it to reach retaliation point. This makes the Will one of the few bosses that takes the most amount of hits and damage before retaliation, but it can cause the player to lose track of their attacks landed if they're too combo-happy on the Will, though exploits that can inflict a lot of damage on the Will without triggering any rise to retaliation point (such as all of Ars Arcanum's attacks save for the very final Reaction Command) work even better on the Will compared to all other bosses that reach retaliation point much sooner.
These are all of the Lingering Will's abilities. In the first phase of the battle, it usually executes them in a predictable pattern. But when it is left with seven-to-six HP bars, it will automatically use its Desperation Move for the first time. This marks the end of the first phase, and the beginning of the second phase of the fight, where the Lingering Will makes use of all of its resources and the player can barely predict which attacks it is going to use next. If you want to prevent this, count your combos and finishers and you'll know when it is going to react. Also, if you deflect its Ultima Cannon back at him, that counts as one of Sora's finishers. Therefore, the enemy will react after 4 more finishers. No matter how cautious you are, when the Lingering Will is being left with seven-to-six bars, it will react in the middle of your combo or right after a finisher if you happen to reach its retaliation point. So keep an eye on its HP and be prepared to evade its sudden move.
Also, a very notable exploit during the final phase is to always drop your combos to cause it to normally retaliate with its desperation move; though intimating each time, it will always retaliate like so and thus, it can be looped like so if one wants to try a safer strategy. Otherwise, throughout most of the battle, the Will's normal forms of forceful retaliations in the middle of being knocked back are its triple dash attack and whip attack. Both moves have long coverage, which make them devastating punishers if Sora does not watch out for them upon hitting its retaliation point.
The final rule to bear in mind is the most important one. The Lingering Will changes its fighting style depending by its very first move at the start of the battle. However, this rule only works for the first phase of the battle.
Video
Lingering Will—Kingdom Hearts II Final Mix | Lingering Will—Kingdom Hearts II Final Mix (HD 2.5 Remix) |
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Notes and references
Original bosses |
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Riku | Riku Replica | Shadow Roxas | Hostile Program | Lingering Will | Anti-Riku | Data-Riku | Terra | Ventus | Aqua | Braig | Vanitas | Master Eraqus | Master Xehanort | Ventus-Vanitas | Terra-Xehanort | Young Xehanort | Armor of Eraqus | No Heart Phantom Aqua | Anti-Aqua | Master Ava | Master Ira | Master Aced | Master Invi | Master Gula | Darkness | Ephemer & Skuld | Yozora | Vali, Vala, & Vidar | Hringhorn |