Kingdom Hearts II
Kingdom Hearts II Final Mix
Kingdom Hearts Union χ

Game:Xaldin

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Xaldin

Xaldin KHII.png

Japanese ザルディン
Rōmaji Zarudin

Type Organization XIII
Game Kingdom Hearts II
Variations
Xaldin's Data Rematch
Themes Header.png

KHII tracks
Battle theme - The 13th Dilemma
Enemy Card
Xaldin (card).png
Ability Duration Cost
Aero Guard 3 attacks 65 CP
Description
Activates Aero for a set time, inflicting damage to enemies who touch it.
Resistant to fire, ice, lightning, and special attacks.
Obtained
[1]

Location HP Strength Defense EXP
Beast's Castle 1155 34 19 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×0.5

Rewards
Sora: Max HP +5, Reflect element
Donald: Auto Healing
Goofy: Max HP +5
Beast: Max HP +25
Secret Ansem Report 4
World(s)
Beast's Castle
Location HP Strength Defense EXP
Beast's Castle 1155 34 19 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
Sora: Max HP +5, Reflect element
Donald: Auto Healing
Goofy: Max HP +4
Beast: Max HP +25
Secret Ansem Report 4
World(s)
Beast's Castle
Xaldin

Xaldin (Lindworm) KHII.png

Xaldin (ザルディン, Zarudin?), as seen during the data rematch fight of the New Organization XIII Event in 2018.

Japanese ザルディン
Rōmaji Zarudin

Type Organization XIII
Games Kingdom Hearts II Final Mix
Kingdom Hearts Union χ
Variations
Xaldin
Themes Header.png

KHII tracks
Battle theme - The 13th Dilemma
Location HP Strength Defense EXP
Radiant Garden
Garden of Assemblage
3400 86 51 0
Physical Fire Blizzard
×1.0 ×0.5 ×0.5
Thunder Dark Neutral
×0.5 ×0.5 ×1.0

Rewards
Defense Boost
World(s)
Radiant Garden

Xaldin is fought as a boss in Kingdom Hearts II and Kingdom Hearts Union χ. In Kingdom Hearts II, he attacks Sora on the bridge outside Beast's Castle, and is the second member of Organization XIII Sora faces in the game.

Strategy

Kingdom Hearts II

As the battle begins, Xaldin will shield himself in wind, causing all attacks to deal minimal damage to him. He does this periodically throughout the battle.

Xaldin has three phases which change depending on his remaining HP.

Initially in the first phase, Xaldin tends to approach slowly. Xaldin will either thrust his lances directly at Sora or gather them and swing it around him. However, if Sora sidesteps the attack or uses Guard, he can deflect Xaldin's attacks and use the Reaction Command Learn to replace the Attack command with Jump. Depending on how many times Triangle is pressed to use the command, Sora will stock that many jumps up to a limit of nine. The Jump command pierces the Aero and also allows Sora to start an aerial combo on Xaldin immediately after. When not shielded by wind, Xaldin frequently uses his Manipulative Wind attack.

When reduced to 75% HP or less (approximately 4.5 bars of HP remaining), Xaldin enters his second phase, where he begins attacking faster and teleporting short distances and although Sora can still use the Jump command, Xaldin moves so fast that Jump is likely to miss. Xaldin will also begin to use the Jump command himself, jumping up out of range and striking Sora with powerful blows with his lances a few times before striking Sora by jumping down with all of his lances. The initial shockwaves can be jumped over and the final Jump can be guarded, all the while allowing Sora to use Learn. His attacks increase in range and power, and he will whirl his lances around to attack rapidly. Since he will now smash Sora with Aero while he attacks, Guard will prove ineffective and it is better to use Reflect to deflect his lances.

Xaldin before battling Sora outside Beast's Castle.
Xaldin battling Sora, Donald, Goofy, and the Beast outside Beast's Castle.

When reduced to 40% HP or less (approximately 2.5 bars of HP remaining), Xaldin enters his third phase. Xaldin now begins frequently and swiftly warping towards Sora, and swings his spears up to seven times. He also begins frequently using Wind of Despair, where he summons an aura and becomes invincible as the screen turns dark. He attacks quickly with his lances, which deal massive damage if hit, before teleporting next to Sora and connecting his lances, leaping atop them. The lances take on the form of a dragon, which launches a blast of wind along the length of the bridge. Sora can Quick Run or Dodge Roll through the wind, or simply cast Reflect. If the wind is launched from one side of the bridge, it will not reach the other end. Xaldin will use this attack more as he loses health.

Xaldin is a very difficult opponent, especially late in the battle when he becomes invincible and uses his rapid combos. Fortunately, King Mickey may be available when Sora is defeated, giving him a second chance. If Mickey appears, Xaldin's dragon attack can be used to an advantage, as it gives time to use Mickey's D-Charge without interruption. In the shortcut menu, Sora should have Reflect to deflect Xaldin's attacks, Potions and Cure to heal, and Ethers to replenish MP. Be sure to use the Jump command whenever possible.

It is also highly advised not to use Drive Forms, since there is a high chance that Antiform will appear. Antiform cannot heal; this could easily cost the battle.

In Kingdom Hearts II Final Mix, the range of Xaldin's Wind of Despair attack is reduced, and he never uses Wild Spear Dance immediately afterwards. He will also occasionally use his Manipulative Wind attack in later phases.

Kingdom Hearts II Final Mix

Data Rematch

Data Xaldin before battling Sora in the Garden of Assemblage.
Xaldin's Replica Data appears before Sora in the Garden of Assemblage.

Xaldin returns as a Data Rematch battle and is much more powerful. His health has greatly increased, but the strategy to defeat him remains more or less the same. Of note is that his Protective Wind now reduces all incoming damage to a mere one point, and that coming in contact with it deals massive damage to Sora, making the Jump reaction command most of the time the only way to start dealing good damage.

To prepare for the fight, stock up on Elixirs, have the Cure spell in the shortcut menu, and equip either the Ultima Weapon or the Guardian Soul, the latter proving helpful when frequently using Jump. Maximize the Growth abilities granted by Drive Forms, as they can be put to great use during the battle. For example, whenever Xaldin starts his Jump, a good strategy is to Glide around the area while the pressing Triangle to get any possible Jump commands, then cast Reflect on the last attack to inflict massive damage. This protects Sora from damage and from danger of being defeated before healing. Even if this technique only yields two or three Jump commands, Sora can simply use Jump to dispel Xaldin's Aero spell and follow up with an attack combo. For the need of Glide, Sora should avoid using any Drive Form other than Final Form.

When Xaldin attempts to ram Sora with his Wild Spear Dance, use Aerial Dodge and land close to him. Doing so will keep Sora safe from Xaldin's attack, while creating an opportunity to collect Jump commands. Jumping or Dodge Rolling can also be used, and still allow Sora to learn Jump. Xaldin will continue pursuing Sora unless attacked, so take advantage of this pattern to heal if necessary by Gliding away.

When reduced to 50% HP or less, Xaldin will enter his third phase. By this point in the game, Sora should have learned Once More, greatly reducing the threat of this attack. The Wild Spear Dance can be avoided by Gliding away, as Xaldin remains stationary. His Wings of Despair can be avoided simply by casting Reflect multiple times. The best time to attack Xaldin with Jump is when he ends his Thrust, when he stops for a brief moment, or when he attacks with his Lances.

Mickey and Beast will not assist Sora in this fight.

Technique Element Power Guard?
Thrust (突き
Tsuki
?)
Physical x2.0 O
Quickly thrusts spears forward.
Protective Wind is generally used before this ability.
Sweep Away (なぎ払い
Nagiharai
?)
Physical x0.5
Final hit: x1.5
Swings spears 1–7 times.
Protective Wind is generally used before this ability.
Jump (ジャンプ
Janpu
?)
Spear: Physical
Shockwave: Neutral
x0.25
Final hit: x2.5
Spear: △
Shockwave: X
Disappears into the air and descends from above five times, then thrusts his spears into the ground as he reappears.
His descent attacks strike more accurately in the data rematch.
Wild Spear Dance (ヤリ乱舞
Yari Ranbu
?)
Physical x0.25
Unleashes successive frenzied attacks.
Only used below 50% HP.
Protective Wind (守りの風
Mamori no Kaze
?)
Neutral x0.75
Hit 2: x0.5
Hit 3+: x0.25
X
Wraps his body in damaging winds.
He can also use it before dashing several times towards Sora.
Manipulative Wind (あやつりの風
Ayatsuri no Kaze
?)
Neutral x1.5
Spins spears and fires a homing wind projectile.
The projectile moves slowly in the initial battle, but moves fast in the data rematch, and can hit up to twice.
Wings of Despair (絶望の風
Zetsubō no Kaze
?, lit. "Wind of Despair")
Neutral x0.25 X
Rides upon his spears, which take the shape of a dragon, and shoots a sweeping blast of wind from its tip.
Used right after Wild Spear Dance.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Reaction Commands
Reaction Command Element Power Description
Learn (ラーニング
Rāningu
?, lit. "Learning")
Can be used just before Xaldin uses Thrust or Sweep Away, while he attacks with Jump, or after blocking his Thrust.
Attack command changes to Jump; up to nine Jumps can be stocked. Use Jump to attack with a swooping thrust and shock wave.

Videos

Xaldin – Kingdom Hearts II Xaldin's Replica Data – Kingdom Hearts II Final Mix
  1. ^ Becomes available after clearing Kingdom Hearts II Final Mix in the original Japanese version, clearing "Sora's Story" and "Reverse/Rebirth" in the original English version, and completing Kingdom Hearts 358/2 Days in Kingdom Hearts HD 1.5 ReMIX.