Sköll

Sköll from the Ultimania

Japanese スコル
Rōmaji Sukoru

Type Emblem Heartless
Game Kingdom Hearts III
Sköll

Kingdom Hearts III
A lupine Heartless that rose from the darkness consuming Hans's heart.

Wolves hunt in packs, and this monstrosity was no exception: it summoned a horde of phantom packmates, and transformed into a darkness so vast it blotted out the entire sky.
Location HP Strength Defense EXP
Arendelle 3200 40 20 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.8 ×0.5 ×0.7 ×0.7
Aero Dark Neutral Rapid-fire
×0.7 ×0.7 ×1.0 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
25 ×0.5 16

Rewards
Sora: Superslide, Max MP +5
World(s)
Arendelle
Wolf Head

Wolf Head official render

Japanese ウルフヘッド
Rōmaji Urufu Heddo

Type Emblem Heartless
Game Kingdom Hearts III
Location HP Strength Defense EXP
Arendelle 14 40 20 0
Physical Fire Blizzard Thunder Water
×1.0 ×1.0 ×0.5 ×1.0 ×1.0
Aero Dark Neutral Rapid-fire
×1.0 ×1.0 ×1.0 ×1.0
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit

Rewards
Focus prize (3) ×3
World(s)
Arendelle

Sköll is an Emblem Heartless formed from Hans that is found in Kingdom Hearts III. It is one of the bosses at Arendelle, and is accompanied by its Wolf Head packmates.

Story

Kingdom Hearts III

When Hans attempts to murder Elsa, Anna steps in his way to save her sister while simultaneously succumbing to her frozen curse. The shockwave knocks Hans out and he succumbs to the darkness that had been beguiling him, generating the Sköll to steal Sora and his friends away to a shadowy domain. In its attempt to snuff out the heroes, the Sköll summons its packmates and twice transforms into an enormous, raining sphere of darkness in order to crush them, but Sora and Marshmallow push it back each time. It detonates its dark sphere form in a last-ditch effort to wipe them out, but Marshmallow shields the others from the blast and is merely blown back across the lake. Afterward, Sora and his friends wake up back on the lake near Anna and Elsa.

Design

The Sköll is a wolf-like Heartless. Its head, shoulders, and front legs are made out of crystalline ice—its face is opaque white ice, with glowing yellow eyes and a Heartless insignia on its forehead, while its snowflake-shaped shoulders and legs are translucent cyan ice edged with opaque white and surrounded by large icicles resembling bristly fur. The rest of its body is a streaming dark miasma that attenuates into a bushy tail.

The Wolf Heads resemble smaller versions of the Sköll's head, similarly tailed by dark miasma, but lack the Heartless emblem and have the Heartless swirl eyes.

The Sköll's name is a reference to the eponymous, monstrous wolf of Norse mythology that is fated to devour the sun during the end of the world, as reflected in the Sköll's "Dark Sun" technique.

Strategy

Kingdom Hearts III

Technique Element Status Power Block? Repel LV
Double Hand Scratch (両手引っかき
Ryōte hikkaki
?)
Physical 2.5 (per hit) 2
Slashes two times at once.
Two Part Scratches (2連引っかき
2-Ren hikkaki
?)
Physical 1.3 (per hit) 2
Slashes with one hand, followed by the other.
Charge (突進
Tosshin
?)
Physical 2.0 (per hit) 2
Charges at the target and then turns around to charge again. Sköll will always start the battle with this attack.
Dark Breath (ダークブレス
Dākuburesu
?)
Dark 0.5 (per hit) 1
Fires 3 dark orbs which home in on the target and darken the target's view upon hitting the target, regardless of whether or not the attack was blocked.
Mirage Wolf (ミラージュウルフ
Mirājuurufu
?)
(howl)

(tail) Physical 1.0

2
Unleashes a howl which summons a multitude of Wolf Heads, followed by a tail swipe which causes the stun status effect for 1.8 seconds upon impact. This attack will start being used after 20% of Sköll's HP has been depleted.
Dark Sun (暗黒太陽
Ankoku taiyō
?)
(war cry)

(rain) Dark 1.0 (per hit)

1
(fall) Dark 6.0 X
Jumps into the sky and transforms into a dark sun, upon which countless wolf heads are summoned while dark rain falls from above. The party has 40 seconds to defeat enough wolf heads, upon which the Subzero Impact Situation Command will become available, and will end Dark Sun upon being used. Failing to use Subzero Impact in time will result in the dark sun falling onto the party members, dealing an overwhelming amount of damage. This attack will start being used after 40% of Sköll's HP has been depleted.
Flame Spin (フレイムスピナー
Fureimusupinā
?)
(tail) Dark 1.5 2

(spin) Dark 1.5 (per hit)

2
Swipes its tail, causing a 1.8 second stun upon impact, then begins jumping several times in the direction of the target while spinning. This attack will start being used after 40% of Sköll's HP has been depleted.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.
Technique Element Status Power Block? Repel LV
Head Attack (ヘッドアタック
Heddoatakku
?)
Physical 1 2
Charges towards the target. Only used by the Wolf Head.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Sköll may prove a difficult boss, especially at higher difficulties and at level 1, so it is recommended to have a Full Course Bonus active as well as some Ethers. Hero's Origin, Kingdom Key, and Ever After are good Keyblades to equip for this fight, with Hero's Origin giving great counters to Sköll's attacks with Counter Shield as well as a handy boost in strength, Second Form being very useful in taking out multiple wolf heads with Magnet Burst, and Ever After being a great choice when using magic, as well as dealing a large amount of damage to both Sköll and the Wolf Heads with the Spectral Rays Shotlock.

Sköll will begin the fight with its Charge attack, which can be blocked, allowing some damage to be dealt with a reprisal as it charges by.

It is best to be conservative when attacking Sköll, as it breaks out of staggers rather quickly and gives little time to react to its attacks while in the middle of a combo, so a good strategy is to wait for it to use its Double Hand Scratch or Two Part Scratches attack, then block, and then unleash a reprisal followed by a short combo. Repeating this is a good way to deal damage and build up your Situation Command gauge with physical attacks while avoiding getting caught by its Double Hand Scratch attack, which will likely result in a fatal amount of damage on higher difficulties. If it uses Dark Breath, try dodging the orbs rather than blocking them, as blocks will still result in your vision being darkened. Using Shotlocks frequently is a good idea in this fight, as Wolf Heads drop focus orbs upon death.

Upon depleting 20% of its HP, Sköll will begin summoning Wolf Heads. A good way to deal with the Wolf Heads is to use links or magic that damage a large area, such as King's Flare, Thunder, or Aero. Be sure to pick up their focus orbs, as doing so can easily fill your gauge back up to full to continue using Shotlocks which are a major source of damage in this fight.

After depleting 40% of its HP, prepare to deal with Sköll's Dark Sun attack, in which having MP is extremely important, as links and magic are by far your best way of quickly dealing with the Wolf Heads and obtaining the Subzero Impact Situation Command within the 40 seconds given. Like before, King's Flare, Thunder, and Aero are all good choices here, but if you're stuck without MP and Ethers, try and use Shotlocks or get a good Formchange for crowd control such as Second Form. If neither option is available, try using Flowmotion attacks, but do not stay on one target for long, as staying in one spot will likely cause you to get ganked by Wolf Heads.

Its Flame Spin attack also appears after Sköll loses 40% of its HP, which can easily be dodged by either performing evasive maneuvers in the opposite direction, or using block when it starts to land on you.

By the time it reaches its last bar of HP, you should be in the clear as a good Shotlock will finish it off.

Gallery

Videos

Sköll—Kingdom Hearts III