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Shin Season 02 Generic Heartless/Nobody Guide
Topic Started: Sep 20 2009, 04:06 PM (3,040 Views)
Hiro_Tsukasa
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Heartless
The Heartless are beings of darkness which manifest in two forms, "Pureblood" and "Emblem". While most Heartless are in fact manifest hearts, they behave entirely devoid of emotion, and were thus named "Heartless."

According to a legend, eons ago the people of the universe once lived in harmony on one world, with their hearts full of light. Unfortunately, they began to selfishly fight over the light, and darkness grew within their hearts, covering everything and destroying the world. The light survived in the hearts of children, who were able to rebuild the broken fragments of the one world into many, smaller worlds. However, the true light was still hidden in the darkness, so the worlds remained separate.

Decades ago in one certain world experiments began studying the power of the heart and the tragedy of these forbidden works birthed the original Heartless. Since this time their influence and power has mysteriously grown more and more.

Pureblood Heartless are the natural Heartless, born when people's hearts are normally consumed by darkness. They are ink-black in color, with yellow beady eyes. They are more common in places that are close to or saturated in darkness. Upon their destruction, they simply disappear in puffs of darkness.

Emblem Heartless, on the other hand, were originally created from machines that reproduce the process of a heart being consumed by darkness. Afterward, stolen hearts can become Emblems. They have more varied shapes, colors, and are branded with symbol to differentiate them from the Pureblood ones. They are more common on the worlds within the Realm of Light, and usually mimic the shape of creatures or objects within that world.

Heartless, Emblem or Pureblood, possess several key characteristics that define them as Heartless. All Heartless are created when the darkness that resides in a person's heart consumes him or her, thus giving the darkness shape and form (this process occasionally forms Nobodies, which are born from the body and soul left behind when the heart is lost). Being born from darkness, they are mindless and act on instinct, their only goal to find hearts, and consume them to create more Heartless. But what they desire above all are the hearts of worlds, and thus they enter worlds in search of the way into the hearts of the worlds.

Heartless, being formed from darkness, have varying strengths, depending on the amount of darkness in a person's heart. The darker the heart forming a Heartless, Emblem or Pureblood, the more powerful and more monstrous the resulting being will be.

The Heartless, being mindless, usually have no master to direct their actions and instead act on the instinct to gather more hearts. However, there are some higher beings who can command them. Heartless will obey those with an affinity for darkness and a strong will. If many people attempt to control them, the Heartless will side with whomever is most powerful. If they show weakness, the Heartless will not think twice of consuming their hearts.

Generic Heartless Types

(As a special note on Threat Levels: The Levels here should be considered something of a full tier below those of full blown Villains. So while a generic here might be listed as a Threat Level "A" this does not mean its power is on par to your general Hyakuji Villain with a Threat Level "A." Please keep in mind these are essentially grunts/generics)

1)
Name: Shadow
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Threat Level: F
Info:
Shadows are the weakest and most common of all Heartless, and are found almost everywhere. Shadows are created when the darkness in an ordinary person's heart is unleashed. Other Pureblood Heartless can produce or summon Shadows. Despite their weak appearance, they are a threat to normal people, who usually have no way of defending themselves. They generally try to get in close and attack with physical strikes as they have no other means of combat.

2)
Name: Soldier
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Threat Level: E
Info:
The Soldier is a weak generic Emblem Heartless. They are brisk in their movements, and rush into their opponents. However, they are not that tenacious. They often appear in numbers, though they lack teamwork. They unleashes decent attacks from every angle.

Techniques
Claw Attack: Right-hand claw swipe
Two-Stage Claw: Claw, then thrust attack
Spin Kick: Jump and spin-kick on descent
Kick Shower: Jumping multi-kick attack

3)
Name: Spellcaster-Emblems
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(Their general outfit color matches their element. Red for Fire. Blue for Ice. Yellow for Lightning and Green for Cure)
Threat Level: E
Info:
Spellcasting Heartless. While hovering about, they attack by casting spells of the element they represent. Having low vitality, they keep their distance from their opponents, making them difficult to attack. They absorb attacks of the element they correspond to.

Red Nocturne: Fire Magic
Blue Rhapsody: Ice Magic
Yellow Opera: Lightning Magic
Green Requiem: Curative/Healing Magic

4)
Name: Large Body
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Threat Level: D
Info:
Big round Heartless. They seem tame and laid-back, but go berserk when they are angered and will attack in a flurry of blows. With their brute strength, they can inflict great damage. It will block attacks dealt from the front due to their girth so back attacks are the only options.

Techniques
Mow-Down Attack: Two wide arm-swings
Charge: Rush forward stomach-first
Jumping Shockwave: Create shockwave from jump
Body Attack: When low on health they can launch their body forward and slide on their front. Take no weapon damage during slide

5)
Name:
Air Soldier
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Threat Level: D
Info:
A winged Heartless. It swoops down onto its opponent's head or slams into them when they let their guard down. The Air Soldier is swift, resilient, and not easy to ground.

6)
Name:
Powerwild
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Threat Level: D
Info:
Heartless resembling a monkey. With great physical strength and agility, they often strike with combination attacks. Avoid close-range battles with them if possible. It has destructive instincts and attacks with punches and sliding kicks.

7)
Name:
Bouncywild
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Threat Level: D
Info:
Heartless resembling a monkey. Unlike Powerwilds, they attack from long range with a sling shot. They scamper about during battle, making them difficult to hit. It teases its enemies and throws banana peels from far away. Be careful not to slip!

Techniques
Dark Shot: A dark energy sphere launched from it's slingshot
Bannana Shot: A bannana is launched from the sling shot, which can easily make someone slip up

8)
Name:
Bandit
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Threat Level: D
Info:
Heartless that can travel under sand. They attack deftly with a long scimitar. Attack them with caution.

9)
Name:
Fat Bandit
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Threat Level: C
Info:
An obese Heartless. They are well-balanced offensively and defensively. Besides strong physical attack, they use fire, and they block attacks against them. Their movement is their weakness. It is immune to fire, and it parries most attacks dealt from the front.

Techniques:
Flamethrower: Blows long flame forward
Flame Shot: Blows fireball from mouth
Light Punch: Low jump followed by double-fist swing
Blaze Punch: Fiery punch creates shockwave

9)
Name:
Pot Spider
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Threat Level: E
Info:
Ordinary pots turned Heartless. They lie in wait as ordinary pots, then reveal themselves and attack when their enemies draw near.

10)
Name:
Barrel Spider
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Threat Level: D
Info:
A gunpowder-packed barrel transformed by the darkness into a Heartless. The Barrel Spider sets upon anyone foolish enough to think it's an ordinary barrel. Any physical impact or fire will set them off.

11)
Name:
Search Ghost
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Threat Level: C
Info:
A spooky Heartless. The Search Ghost can warp out of harm's way and absorb enemies' life force, making it a tough opponent. They roam in dark areas and emit light from their eye to target their enemies.

12)
Name:
Sheltering Zone
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Threat Level: D
Info:
An oceanic Heartless resembling a jellyfish. You receive damage just from colliding with it. They move slow, but break up into many Sea Neons if struck. They fling their tentacles away to keep their enemies away.

13)
Name:
Sea Neon
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Threat Level: E
Info:
An oceanic Heartless resembling a jellyfish. It might look laid back, but the Sea Neon's long tentacles can propel it towards enemies for a ferocious attack. Still, it's the water's version of the Shadow Heartless

14)
Name:
Screwdiver
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Threat Level: D
Info:
A Heartless that likes to team up with the Aquatank. Unpredictable creatures, dashing forward one minute, cowardly retreating the next. It attacks with a spear or charges its enemies.

15)
Name:
Aquatank
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Threat Level: D
Info:
Heartless resembling a fish that calmly swim the seas. They are often carrying Screwdivers. Leisurely large creatures that do not attack unless provoked. It attacks with Thunder or by whirling its sizable body about.

16)
Name:
Gargoyle
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Threat Level: C
Info:
Winged Heartless that mostly appears in dark places. They can move from one place to another almost without notice. Since they are prone to sneak attack, they often get caught off guard by counter attacks. It pelts its stunned opponents with fireballs.

Techniques:
Wing Attack: Unexpectedly enlarges its wings and thrusts them at you with alarming speed, dealing great damage.
Claw Attack: Lashes out with claws, dealing a heavy blow.
Kick Attack: Takes a quick swing with both its legs at you, dealing small damage.
Spewing Attack: Throwing back its head, it almost seems to gargle a heat-seeking ball of powerful energy, causing heavy damage.
Transporting: Not so much of an attack, but more of an unexpected way for it to get closer to you. It silently turns into a ball of blue flame, and dives down towards you, preparing for an attack. Be on your guard if you see one doing this.

17)
Name:
Wight Knight
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Threat Level: D
Info:
Heartless that appears to have been mummified. Their jerky, dancelike attack moves are fairly easy to dodge, but cause large damage. Once attacked, it attacks persistently.

Techniques:
Spin Attack: Horizontal arm-spin attack
2-Stage Claw: Long jump, then up-then-down claw swipes
Spinning Leap: Low jump and vertical spin

18)
Name:
Pirate
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Threat Level: D
Info:
Heartless that has taken a liking to rum. They are quite combative with their swords. They often just focus on the enemies in front, making them vulnerable to attacks from behind. If its sword flashes, watch out!

19)
Name:
Air Pirate
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Threat Level: D
Info:
Heartless that has taken a liking to rum. They are extremely combative and are hardly ever caught off guard. They attack with martial-arts-like techniques.The Air Pirate deals a brutal punch right after its fist flashes.

19)
Name:
Battleship
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Threat Level: A
Info:
Heartless that fused together with a pirate ship. They attack with homing and magic projectiles. Attack them at close range, if you can.

19)
Name:
Darkball
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Threat Level: D
Info:
Heartless born purely out of darkness. Their movements are unpredictable, as they often make sudden moves and attacks. It mostly just bobs through the air, but its random weaving and biting are a nuisance.

19)
Name:
Wyvern
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Threat Level: C
Info:
Giant Heartless that attack from the air. They are quite swift for their size and are hard to attack, especially while they are high in the air. Counterattacking when they come down would be most effective. Upon sighting its prey, it rushes forward and attacks with a flurry of kicks.

20)
Name:
Defender
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Threat Level: B
Info:
A Heartless with two minds. One in itself, and one in it's shield. The face casts Fire and Ice magic, and bites nearby enemies.

Techniques:
Defend!:Guards against frontal attacks with its dog-faced shield, though limit attacks can overcome this.
Fire Breath: The shield hoots fireballs from it's mouth at enemies for a mid-range attack.
Cold Breath: Sprays a freezing "breath" from the "mouth" of its shield.
Chomp: Bites nearby enemies with its shield.
Knock Back: Swings its shield around once to knock away nearby enemies.

21)
Name:
Wizard
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Threat Level: B
Info:
Heartless that attack with various powerful spells. Eludes enemy attacks by teleporting, making them tough to beat. It generally knows a plethora of Fire, Ice, and Lightning spells.

22)
Name:
Invisible
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Threat Level: A
Info:
Heartless wielding a large sword. These winged Heartless can move freely through the air. Besides their sword, they attack with their tail and wings. With their high attack power, they often defeat their foes quickly. It is generally better to flee from this pureblood heartless than fight it, if you face it alone.

23)
Name:
Angel Star
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Threat Level: B
Info:
Flying Heartless that cast potent spells. They are born of Light spells. They attack from long range with magic. They block physical attacks with their wings, making them difficult to defeat. Lightning spells actually seem to give it a charge, as well.

24)
Name:
Bit Sniper
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Threat Level: E
Info:
Pureblood strain of heartless. All it can really do is fire lasers. It's more or less the long range version of the Shadow.

25)
Name:
Gigas Shadow
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Threat Level: C
Info: These large Pureblood Heartless take the Shadow attack pattern and add even more muscle. The only way to knock them off guard is to deflect their tackles with a block.
Edited by Hiro_Tsukasa, Nov 23 2009, 06:11 PM.
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26)
Name:
Stealth Soldier
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Threat Level: C
Info: Soldiers enchanced by the powers of darkness. They are invisible to most, only becoming visible when they are frozen in place, or injured badly.

27)
Name:
Pot Scorpion
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Threat Level: B
Info: Heartless that takes shelter within pots. Normally is invulnerable, and is only weak when attacked from below. Flipping it over is recommended, Unless you want it to unleash poison hell upon you.
Techniques
Poison Bombs: It can shoot poisonous bombs from its pot into every direction
Poison Rain: A continuous stream of poison that rains down on the area after about five seconds

28)
Name:
Chimaera
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Threat Level: A
Info: A mechanical heartless with inhuman strength. Can summon Gargoyle Heartless at any point. Incredibly stron and fast, It's fatal weakness is that upon taking 4 attacks, it must spend 2 turns to recharge itself, leaving itself open to attacks

29)
Name:
Neo Shadow
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Threat Level: B
Info: A Pureblood Heartless that flows across the ground as a shadow, completely immune to attack. It may unleash a shockwave as it emerges, or it may just dive tackle you.

30)
Name:
Creeper Plant
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Threat Level: D
Info: A flower-like Heartless. It's rooted in one place, but staying far away isn't enough, since it can spit seeds and attack from below with its sharp roots.

31)
Name:
Crescendo
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Threat Level: C
Info: A hopping, horn-like Heartless. It's a bothersome foe that can honk and call other Heartless. It can also heal allies with it's music, as well as attack with momentum.
Techniques
Healing Trumpet: Heal Heartless' HP
Trumpet Strike: Pounce and trumpet swing
Trumpet Summon: Summon Heartless

32)
Name:
Tornado Step
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Threat Level: D
Info: A Heartless that flies about using its arms like propeller blades. Whether moving or attacking, it's always spin, spin, spinning-- but never seems to get dizzy.
Techniques
Jump Strike: Vertical spin attack
Jump Slap: Horizontal spin attack
Propeller Charge: Spinning-top charge

33)
Name:
Trick Ghost
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Threat Level: D
Info: It has two faces, both of which need to be fought differently. When in the air, move in close to seal its long-range attacks. When on the ground, move far away to avoid its short-range attacks.
Techniques
Shot: Fire dark shots from mouth
Candle Attack: Strike with lit candles
Triple Shot: Fires three dark fireballs in a spread
Whip Attack: Multi-hit head-whip attack

34)
Name:
Rabid Dog
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Threat Level: D
Info: Small and canine in appearance, these Heartless wander aimlessly until a target draws near. Their bark is bad, but not worse than their bite; they'll snap at you if you hit them.
Techniques
Howl: Fires shockwave from mouth
Multi-Howl: Fires four shockwaves
Pounce: Pounces and bites twice

35)
Name:
Hookbat
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Threat Level: E
Info: Annoying Bat-type heartless. They tend to love dark places, flying in the night sky, and annoying the daylights out of would-be heroes.
Techniques
Hook Somersault: Loop-the-loop attack
Ultrasonic Attack: Releases ultrasonic waves

36)
Name:
Bookmaster
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Threat Level: A
Info: Master of magical acts, this heartless can use ANY spell it knows, and will learn any sort of learnable magic used against it. Absorbs any and all types of magics, making it a supreme master of magics.
Techniques
Fire: Fires one, two, then three fireballs forward
Blizzard: Fires one, two, then three ice crystals forward
Thunder: Calls down eight lightning bolts
Book Strike: Double book-swing sends target flying
Book Strike 2: Four-swing book attack

37)
Name:
Minute Bomb
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Threat Level: D
Info: Prone to self-detonation, these small Heartless will begin a countdown to explosion if you deflect their head-butts in any way. They can also be detonated on the spot using Fire magic.
38)
Name:
Hammer Frame
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Threat Level: D
Info: It taps the ground to create a sonic wave. Jump to avoid the waves, and jump HIGH. When it is seriously injured, it attacks with a series of tackles, so defeat it immediately!

39)
Name:
Fortune Teller
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Threat Level: C
Info: A heartless with a mastery over Ice Magic. It naturally absorbs ice and heals using it. It's strongest attack, Frozen Verdict, can be reflected back by Light, causing the Fortune Teller to self destruct.
Techniques:
Ice-Pierce:Throw ice crystals
Crystal Ball: Swing crystal in figure-8
Frozen Verdict: Seals target in ice after 3-count

40)
Name:
Cannon Gun
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Threat Level: C
Info:It shoots bombs from afar, so defeat it immediately. Avoid areas of potential bomb drops while attacking. It runs off when approached, so follow it closely and defeat it.
Techniques:
Bomb Drop: Launch bomb into air, falls on target reticule
Recoil Shot: Fires horizontal shot

41)
Name:
Rapid Thruster
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Threat Level: E
Info: Aerial heartless that NEVER fight alone. They always come in swarms numbering in the hundreds.
Techniques:
Beak Strike: Quick beak-strike
Propeller Rush: Slow, backwards spin-attack

42)
Name:
Driller Mole
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Threat Level: E
Info: Heartless that work underground. They tend to work in groups, to overcome their week nature
Techniques:
Drill Attack: Jumping drill-stab
Drill Upper: Drill-stab from underground

43)
Name:
Lance Soldier
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Threat Level: D
Info: The soldier and lance don't get along, so it will be easy to catch this enemy off guard. Hell, the lance might just join up with you if you ask nicely.
Techniques:
Rush Attack: Charge and lance-pierce
Reckless Lancing: Run wildly around with lance waving madly

44)
Name:
Morning Star
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Threat Level: B
Info: Sharp spikes cover these large Heartless, a fact they exploit in a dangerous spin attack. Though they are impervious while spinning, you can slow their onslaught with a block, bringing them to an eventual halt. One might also be able to stop them with a small tornado...
Techniques:
Iron Ball Punch: Left-then-right iron ball attack
Spinning Mow-Down: Swings iron maces around horizontally
Spin Strike Attack: Spins like a top and pursues target
Body Press: Leap high into the air and crash down

44)
Name:
Fiery Globe
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Threat Level: E
Info: Fiery spherical heartless that charge at their enemies. As one might assume, they dislike water and the cold. They attack by.....being on fire and ramming into you.

45)
Name:
Icy Cube
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Threat Level: E
Info: Frozen heartless stuck in an ice cube. They dislike Fire and Heat. They attack by ramming into you, breaking off shards of their frozen body. As the ice is magical, it naturally hurts badly.

46)
Name:
Luna Bandit
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Threat Level: C
Info: Ascended Bandits, now wielding two swords. Still something of a coward, as it constantly backs away.
Techniques
Multi-Slash: Swings sword while walking
Aerial Spin Slash:Jumping sword swing, knocks target back
Dash Slash: Charge and slash with both swords
Ring Rush: Handstand spin with sword

47)
Name:
Gargoyle Knight
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Threat Level: C
Info: Although it looks like an ordinary statue, it attacks with no warning. Immune to magic, it can attack from any range.
Techniques
Multi-Slash: Triple sword slash
Drop Slash: Sword thrust during drop
Rising Slash: Upward swing while rising
Reverse Slash: Double-charge and slash

48)
Name:
Gargoyle Warrior
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Threat Level: C
Info: Although it looks like an ordinary statue, it attacks with no warning. Immune to magic, it is skilled in ranged attacks.
Techniques
Tomahawk: Fling axe at target
Bamboo Splitter: Vertical spin with double-slash
Spin Attack: Body spin attack

49)
Name:
Graveyard
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Threat Level: D
Info: Brave little Heartless-In-A-Box. It truly knows no fear, walking right into battle. It can turn into a Gravemarker to use Ghost Rush
Techniques
Kicking Headbutt: Kicks then head butts with pumpkin
Pumpkin Slash: Double weapon slash
Ghost Rush: Ghosts circle Graveyard as barrier

50)
Name:
Toy Soldier
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Threat Level: C
Info: Brave little Heartless-In-A-Box. It attacks at a range, unlike it's cousin. It can seal itself within it's box to heal itself.
Techniques
Kicking Headbutt: Kicks then head butts with pumpkin
Pumpkin Slash: Double weapon slash
Trap Soldier: Soldier fires with rifle

51)
Name:
Aeroplane
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Threat Level: C
Info: Old-fashioned airplanes driven by Heartless. It shoots bullets from midair, but only in a forward direction.
Techniques
Machine Gun Strafe: Flies forward firing machine guns
Raiding Charge: Triple spinning charge
Turning Ram: Low-altitude ram

52)
Name:
Hot Rod
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Threat Level: B
Info: Old-fashioned cars driven by Heartless. It will go postal when hurt badly, becoming immune to ANYTHING for a short while. Try to avoid being run over.
Techniques
Bite: Mouth-grill bites forward
One-Two Punch: Two quick punches
Flip Dash: 3 quick charges while taking no weapon damage during attack

53)
Name:
Assault Rider
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Threat Level: C
Info: Centaur Heartless with a large spear. They prefer to strike an opponent over and over, keeping them i the air, and helpless.
Techniques
Slash Out: Rears up then swings weapon
Thrust: Jabs weapon forward
Assault: Rushing body blow
Flourish: Windmill spin with weapon
Explosion: Creates explosion in front

54)
Name:
Night Walker
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Threat Level: C
Info: Undead heartless ghosts. They attack with ghostly flames, or their own claws.
Techniques
Claw: Two hand claw-scratch
Tailspin Charge: Aerial tailspin charge
Spin Slash: Low spinning attack

55)
Name:
Bolt Tower
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Threat Level: D
Info: Heartless Lightning rods. Their heads, naturally, are their weak point.
Techniques
Head butt: Launches head at target
Shockwave: Creates shockwave with round slam
Catch Laser: Catches someone, and deals 10 hits after 3 turns
Flash: Fires electric flash from antenna

56)
Name:
Magnum Loader
Posted Image
Threat Level: C
Info: Technological heartless on a unicycle. VERY fast, but leave something to be desired in strength
Techniques
Spin: Horizontal spin with arms spread
Somersault: Tire kick
Spike Charge: High-speed forward charge

57)
Name:
Strafer
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Threat Level: C
Info: Technological heartless with great skill in electronics. They are quite fond of electric attacks, and will utlize them if they can.
Techniques
Laser: Short-range laser
Lariat: Horizontal spinning attack
Homing Beam: Slow-moving energy ring with homing ability

58)
Name:
Devestator
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Threat Level: A
Info: It can fly around or transform into a tank. In the air, it follows its target around, so keep a fair distance. The tank attacks from afar, so close in while dodging the cannons.
Techniques
Downswing: Aerial leg attack
Leg Lariat: Low-altitude spinning leg attack
Round-blow: Double-hit clamp attack
Rapid-Fire Shot: Fires 6 shots from midair
Proto Cannon: Fires 3 homing shots
Electron Ball: Fires a homing shot while floating
Transform: Discharges electricity while changing form

59)
Name:
Living Bone
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Threat Level: A
Info: Mounts used by Shaman Heartless. Ridiculously powerful, but with no real intelligence of their own.
Techniques
Jumping Shockwave: Leap and causes shockwave on landing
Spinning Tail: Spin and strike with tail
Blaze: Blue fire appears at target's feet
Will-O-Wisp: Six will-o-wisps circle a target
Shake Off: Shake Sora off back and tail-lash

60)
Name:
Shaman
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Threat Level: C
Info: Magical heartless that use magics of many schools. Unlike most other spellcasting heartless, it is merely resistant to magics, and not immune.
Techniques
Claw: Scratch with both hands
Blaze: Blue fire sprouts at target's feet
Will-o-Wisp: Will-o-Wisps surround Sora
Mask Rush: Ram at target as mask, temporarily invincible

61)
Name:
Aerial Knocker
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Threat Level: D
Info: Flying boxing bird heartless. They tend to travel in packs, and will never back down from a fight.
Techniques
Quintuple Hook: Five successive hook punches
Triple Jab: Three rapid jabs
Charge Punch: Rushing straight punch with massive glove

62)
Name:
Armored Knight
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Threat Level: E
Info: Sword wielding heartless. While impressive looking, it's rumored to be nothing special. Some even claim that they can wipe out as many as 700 of these warriors.
Techniques
Tripping Slash: Lunging sword attack
Spin Rush: Horizontal spin attack
Jump Rush: Jumping sword thrust

63)
Name:
Surveillance Robot
Posted Image
Threat Level: E
Info: These small flying drone Heartless fire lasers that can be returned with a block, but they will respond with an even stronger power laser. Still, they aren't too tough. You could probably take on 300 of them if given time to prepare.
Techniques
Twin Laser: Fires two white lasers
Mow Down: Spinning saucer ring attack
Charge Laser: Fires multiple red lasers

64)
Name:
Mega Shadow
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Threat Level: D
Info: These mid-sized Purebloods retain the attack patterns of their smaller cousins, but also use a dangerous tackle. Still, not as impressive as the Gigas Shadow.

65)
Name:
Possessor
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Threat Level: E
Info: These Pureblood Heartless are slow and generally weak, but can engulf targets and drain their life. They do not like heights, and will fall off if you so much as jump.

66)
Name:
Massive Possessor
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Threat Level: C
Info: These living collectives are made up of multiple Possessors, and can drain life from anything they touch. If slain, the split into 4 Possessors.

67)
Name:
Large Armor
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Threat Level: C
Info: Armor covers every inch of these large Heartless, allowing them to deflect blows from every direction. Their only weakness is their head, and hitting it enough will make it fall forward.

68)
Name:
Cymbal Monkey
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Threat Level: C
Info: Raw noise is the chief weapon of these mid-sized heartless simians. Their sound based attacks can easily make you disoriented, confused, and tripping over your own feet.

69)
Name:
Air battler
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Threat Level: D
Info: These mid-sized flying Heartless put the wind to expert use when attacking.
They move swiftly, striking with decent skill. They are, however, naturally weak.

70)
Name:
Creepworm
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Threat Level: E
Info: Though fast, these Heartless are unfit for combat. They make shadows look strong. One hit is enough to squash these bugs.

71)
Name:
Zipslasher
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Threat Level: B
Info: This sword-wielding Heartless' skillful defense makes it tough to finish off. It can actually suck the life force out of a foe with it's swords. Come in a variety of Elemental subtypes
Edited by Hiro_Tsukasa, Nov 24 2009, 12:21 AM.
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Heartless Bosses

1)
Name:
Guard Armor
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Threat Level: S
Info: Large and heavily armored, these Heartless will jump and then crash into the ground, creating a powerful shockwave. They drop their heads after landing, however; strike then and the body will eventually fall to pieces, with each piece acting autonomously.

2)
Name:
Opposite Armor
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Threat Level: S
Info: The end result of defeating a Guard Armor. The Guard Armor will retreat, then later attack those who had slain it in this more powerful form. Easily twice as powerful as it's previous form, if not more so, those whom strike down a Guard armor will soon know a painful retribution.

3)
Name:
TrickMaster
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Threat Level: S
Info: A rather tall heartless, the trick master's weak spot is it's head, making striking it with melee attack rather difficult unless someone has a place to stand on or an incredible jump. It uses Fire magic to keep itself dangerous, as well as enchance it's batons. It is rumored to be able to split itself into two...
Techniques:
Juggler's Mangle - He will swipe at a foe with his batons
Stew Pot - A non damaging move. He will waltz to the stove and reignite his batons.

4)
Name:
Stealth Sneak
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Threat Level: S
Info: A heartless master of stealth. It bends light around itself to become completely invisible, and attacks with ferocious lunges and fire magic. It is said to be a heartless that sneaks up on those with darkness on thir heart, using them to fulfill it's own goals.

5)
Name:
Pot Centipede
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Threat Level: S
Info: A heartless formed when multiple Pot Spider heartless are brought together naturally. It's midsections can be destroyed easily, but more Pot Spiders can take their places. Only striking the head will eventually finish it off, though the head fires off lightning, and is within reach of it's ferocious tail.

6)
Name:
Parasite Cage
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Threat Level: S
Info: A prison heartless that will take one combatant and seal them within itself, to even the odds. It's strength is impressive, and it can breathe out a horrific toxic gas that leaves combatants in incredible agony. It can also use any magic the person within it's cage can utilise.

7)
Name:
The Anti
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Threat Level: S
Info: A Doppelgänger heartless. It takes on the form of it's foe, taking on all of their abilities, and giving them a dark spin. Anything the user can do, this heartless can do, almost better. Not much else is known about these elusive heartless.

8)
Name:
Behemoth
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Threat Level: S
Info: Immensely powerful Heartless. With their large frame, they trample enemies, and repel most attacks. They are completely immune to magics, or anything at all, short of actual solid weapons. The horn on their head is said to be their only real weak point. Attack with EXTREME caution, especially if they have alternate colors. Those are said to be even more fearsome.

8)
Name:
Darkside
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Threat Level: S
Info: Quite possibly the strongest purestrain heartless in existance. It's massive size and inhuman power is legendary, and it's dark attacks can easily leave cities destroyed in it's awe-inspiring wake. It constantly is summoning Shadows from the darkness it creates, making it a veritable army of one.

9)
Name:
Phantom
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Threat Level: S
Info: One of the most feared heartless in existance, if it appears, it will not rest until it claims the heart of all those near it. It is completely and utterly immune to all forms of physical attacks, it's only weakness being magic. The orb beneath it glows with the colors it is weak to: When red, fire, When Blue, Ice and Water, When yellow, Lightning, and when White, Light. Even Keyblades can strike at this abomination when the orb is white.

9)
Name:
Kurt Zisa
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Threat Level: S
Info: A great heartless warrior, coming directly from the realm of darkness to fight and instill fear in the hearts of would be heros. Hi control over magic, swords, and darkness will bring any fool who dared to challenge him to tear of agony and despair. NEVER face this heartless alone, or you will be destroyed.
Techniques
Silencega - Kurt will Silence Anyone who faces it as soon as the battle starts. The effect lasts until the two dark orbs in his hands are destroyed. Every other time he "wakes up" he'll summon the orbs and cast Silencega again. This essentially stops magic, Elemancy, and the like from being used on him.
Dash - If his foes get too far away, Kurt can perform a dashing attack toward them. It has small range, but touching the blades can hurt.
Sword Spin - Kurt stands still and spins his swords around, deflecting attacks and damaging his victims
Anti-physical shield - An item of Kurts that he uses to block attacks. Can not be up when his foes are Silenced.
Spinning Wheel - Kurt leaps up and rapidly spins before divebombing at his foes. Roll under or jump over the horizontal spins, or roll to the side of the vertical spins.
Neck Whip - Kurt flails his neck wildly while defenseless, though the damage dealt is little.
Fire Orb - Sometimes while he has his anti-physical shield up, a sigil appears on his shield. Large fireballs appear around the arena and hover slowly around, acting as mines.
Tornado - Kurt raises his arms and summons a tornado around his victims. Roll through it and it will not pursue Sora.
Gravity Balls - Orbs of dark energy fly out of the ground and bounce around. Kurt can also summon and throw larger balls directly at his enemies during this time.

10)
Name:
Thresholder
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Threat Level: S
Info: The closest thing the Heartless have to a guard. This Heartless is sealed onto a door to prevent people from getting into a room that the heartless are protecting. Powered by an enchanced possessor, it is quite strong. Still, with enough light, the Possessor will be expunged....but not without a fight.

11)
Name:
Shadow Stalker
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Threat Level: S
Info: A heartless with a great amount of it's dark power sealed away. It will attempt to possess objects in order to release it's latent powers in a variety of ways. No part of the enviornment is safe from it's possible corruption.

12)
Name:
Dark Thorn
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Threat Level: S
Info: A Shadow Stalker with it's true potential unlocked. It can transform into an invisible state at any time it wishes, and will gleefully attack those who attacked it while sealed. While it may no longer be able to possess objects, it can more than easily destroy things with it's acrobatic skills.

13)
Name:
Illuminator
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Threat Level: S
Info: A wall crawling heartless with a deep hatred for the light. It will absorb the light into itself, and in turn create complete and total darkness. It's more of a support heartless than a destroyer, but it is still much more powerful than any run of the mill heartless.

14)
Name:
Prison Keeper
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Threat Level: S
Info: A relative of Parasite Cage. It too seals away attackers within it's cage, and borrows their powers. It's weapons are it's claws, and it has the added ability of flight. It may even try to kidnap up to three people and seal them away in it's cage, using all of their powers at once!

15)
Name:
Blizzard Lord
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Threat Level: S
Info: A heartless master of the power over ice. It is often times seen with Volcano Lord, giving the two a rather dangerous one-two elemental kick. Sadly, they are also vulnerable to their partner's attacks, making it actually bothersome for the two to work together.
Techniques
Staff Attack: Swing staff
Ice Breath: Blows breath with ice everywhere
Combo Ice: Hurl ice crystals at at their foe. Any that miss their foe become Ice Cube Heartless.
Freeze: Turns enemies into ice.

16)
Name:
Volcano Lord
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Threat Level: S
Info: A heartless master of the power over Fire. It is often times seen with Blizzard Lord, giving the two a rather dangerous one-two elemental kick. Sadly, they are also vulnerable to their partner's attacks, making it actually bothersome for the two to work together.
Techniques
Staff Attack: Swing Staff
Fire Press: Leap around leaving firespots on the ground
Combo Fireball: Hurl 6 fireballs at a foe. Any that miss become Scorching Sphere heartless
Ignite: Catches someone's pants on fire

17)
Name:
Storm Rider
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Threat Level: S
Info: A heartless of the skies that strikes down foes with lightning. It almost NEVER lands, leaving this a foe that is best taken out from the air. it's cymbals call down lightning from above, and when it lands it fires an incredibly destructive lightning beam from it's mouth. It also is quite fond of dropping bombs from above.

18)
Name:
Grim Reaper
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Threat Level: S
Info: Even Death has fallen into service to the heartless it seems. It's destructive scythe is as sharp as ever, and it can change it's size to suit it's mood. It's also quite fast, proving that you truly can not run from Death. It will always come for you.

19)
Name:
GroundShaker
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Threat Level: S
Info: A super-massive heartless made from nature itself. It's power is as great as it's size, and it can hold an entire army of heartless on itself. It's weakpoint is it's sentient controller on it's back, though siimply getting to it is hard enough. These are rarely ever seen, as they are typically reserved for invasions of worlds that are deemed incredibly desirable.

20)
Name:
Antlion
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Threat Level: S
Info: A mechanical heartless designed to burrow deep beath the ground. It is capable of flight, though it only does this when under attac. It creates a whirlwind beneath itself, sucking anything into it, and up to it's head for devouring.

21)
Name:
Infernal Engine
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Threat Level: S
Info: A mechanical seige heartless. Within it's boxy form, it houses a battering ram, a mallet, a cannon, and many other weapons of destruction. The three heartless on top of it are connected to it, firing down bolts from their crossbows as cover for the detsructive war machine.

22)
Name:
Leech Grave
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Threat Level: S
Info: A plant-like heartless that assimilates other heartless to build it's own power. It attacks mostly with poison, or tentacle arms that grow from the ground around it. It's central form, the coffin, will spin about if struck, but it's very essence is contained within. It enjoys trying to consume people whole, so that it might take their hearts.

23)
Name:
Ruler of the Sky
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Threat Level: S
Info: An undead skeletal heartless, born from the green of mankind. It truly is worthy of it's name, as it NEVER lands. Ever. It flies about at incredible speed, firing off gold from it's mouth as weaponry, and distractions. It is unwise to fight this heartless over water, as it can manipulate water to it's will, almost always making pillars rise up from below it's victims.
Edited by Hiro_Tsukasa, Nov 24 2009, 09:30 PM.
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Nobodies

Nobodies are born when a Heart is swallowed by darkness and becomes a Heartless. They are the remaining parts left behind by the heart: the body, giving a Nobody form, and the soul, giving the Nobody life. However, only those with a strong will are actually able to continue on as Nobodies. Those with the strongest wills manage to retain human forms with some slight changes to their appearance, while the rest possess malformed, barely humanoid appearances. Therefore, the more humanoid a Nobody, the more powerful it is. This is opposite the nature of the Heartless, whose form is more monstrous the stronger the original heart is.

All Nobodies vanish from the Realm of Light upon their creation at the loss of a heart and the creation of a Heartless. They are born in a world in-between the Realms of Light and Darkness known as The World That Never Was. However, because of this and their lack of hearts, they are shunned by both Light and Darkness, and do not truly exist.

Because of their missing hearts, Nobodies lack emotion. Although, some humanoid Nobodies pretend to possess emotions, fooling others as well as themselves. On the other hand, Nobodies manage to keep their memories of their former lives. Such memories are the reason why they can pretend to have emotions. Despite their lack of emotions, Nobodies are able to think for themselves and attack with definite planning (as opposed to the Heartless, which are mindless and function on pure animal instinct). Nobodies also seem to be able to experience physical sensations, such as pain, as they negatively react to taking damage.

Generic Nobody Types

(As a special note on Threat Levels: The Levels here should be considered something of a full tier below those of full blown Villains. So while a generic here might be listed as a Threat Level "A" this does not mean its power is on par to your general Hyakuji Villain with a Threat Level "A." Please keep in mind these are essentially grunts/generics)

1)
Name: Dusk
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Threat Level: D
Summonable By: All Organization Members
Info:
Dusk are one of the lowest ranked of all Nobodies and are considered something of the grunt-like creatures of the Organization. Dusks are fairly weak and require little strategy, but can be a bit troublesome in large groups. They have the capabilities to float temporarily through the air and generally try to fight by getting in close and attacking physically. Though it is rarely seen, these Nobodies are capable of speech.

2)
Name: Creeper
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Threat Level: E
Summonable By: All Organization Members
Info:
The Creeper is the weakest of all Nobodies. Its anatomy gives it an awkward mode of mobility. It's arms are considerably longer than its legs, and its "Hands" are flat and blunt, more like feet. As it moves, it swings its true feet in the air. It's open hood reveals the blackened silhouette of a small human face. They can change their shape into various forms, including a shield, spear, mask and sword. This can mirror many of the Organization's weapons. They tend to appear in high numbers, and usually accompany Dusks. When they first appear they don't have the head point or front legs, and are hard to discern whether they have a definite shape. Due to their weak individual capabilities they are almost always paired as support for other Nobodies.

3)
Name: Sorcerer
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Threat Level: S
Summonable By: Xemnas
Info:
The most powerful Nobody-type and commanded and controlled exclusively by Organization XIII's leader Xemnas. This high-ranking Nobody.is immune to magical energies and it attacks with invulnerable magic cubes forged from Nothingness energy. It can summon and control an endless ammount of cubes but all the ones called forth by a single Sorcerer vanish upon its defeat. Despite having the image of a spellcaster of sorts, Sorcerer-types are very resilient even beyond their magical immunity and are a true threat to handle.


4)
Name: Samurai
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Threat Level: A
Summonable By: Xiroh
Info:
A high-ranking Nobody summonable exclusively to Organization Member #VII: Xiroh. Using swords and their sheaths as weapons, they can handle up to four weapons at a time. They attacks with calmness and efficiency and many times wait for attacks to be launched with which they can then counter and lead into their own retaliations. Their power is to the extreme degree and though they possess no long range capabilities once they are in close one is in for a truly intense battle.

5)
Name: Assassin
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Threat Level: A
Summonable By: Scripsyx
Info:
Assassin are a special breed of Nobody that travel through the gorund and attack with throwing daggers. They can't be harmed while in the ground and must be drawn from this hiding place by a light based elemental or magical attack. Once drawn out they are more prone to using rapid high powered attacks which makes them even more dangerous out of hiding. They should be dealt with quickly.

6)
Name: Ninja
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Threat Level: B
Summonable By: Xephiroths
Info:
Ninja are the fastest and swift moving Nobody, who can not be par with on speed with any groups of Nobody. When they move, they are seemly keeping out of eye contact to continue to attack from the sides or from behind. If they are seen, they quickly move away and swiftly move around to stay from out of eyesight to attack. If seen, they will not attack, only from the shadows will they strike with their triple blade armbrace at their targets when their backs are turned. They love hiding, and waiting for the opponent to strike first so they can let out a devastating counter attack.

7)
Name: Hunter
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Threat Level: B
Summonable By: Kinclex
Info:
Hunters are an insatiable group of Nobodies that focus on paralyzing their opponents. Generally when working with other Nobodies, Hunters make use of paralyzing their opponents slightly so that other nobodies have a chance to attack them. The way this is achieved it through a series of fast, but weak, machine-gun like lightning bolts. When working amongst themselves, they employ a close range electric tackle, which actually cause signifigant damage as opposed to their paralyzing attack. When fighting these nobodies, it is best to blind or stun them with a light technique first in order to hold them still, for the Hunters have a tolerance of keeping their distance and will jump backwards or around their opponents.

8)
Name: Gadgeteer
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Condensed Form
Threat Level: A+
Summonable By: Noxiquidem
Info:
The Gadgeteer's are a frightening and dangerous machination. Artificial Nobodies created from Noxiquidem's dark power, they are highly resilient to most types of attack compared to their peers, possessing no weakness to light attacks. In travel form, their armor and attacks are weaker and are reduced to simple hit and run strikes, but their speed and agility is significantly increased. Typically used as scouts in this mode, their armor unfolds, revealing their offensive form when they decide to attack. In this form, they are capable of devastating physical attacks as well as short range missiles fired from the pod on the back of its neck. Gadgeteers usually attack in small squads of three to five, but can appear in greater numbers. They rarely appear alone and are almost always supported by squads of other Nobodies to take advantage of their special ability. Uniquely, the Gadgeteers are capable of connecting any other type of Nobody to certain parts of its body, endowing them with special abilities and making them even more deadly. However, attacking them with light attacks while the Nobodies are attached will forcibly eject them, temporarily short-circuiting and stunning them.

9)
Name: Dragoon
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Threat Level: A
Summonable By: Arxdelf
Info:
A high-ranking Nobody summonable exclusively to Organization Member #IV: Arxdelf. Utilizing a powerful lance, the Dragoon is a robust and dangerous form of Nobody. A Dragoon's great strength is in its mobility, particularly in the extensive jumps they can execute, often striking suddenly from above. Their true faces are actually located in the neck of their draconic visage, the apparent head actually being a helmet.

10)
Name: Hell Knight
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Threat Level: A
Summonable By:Rorxain
Info:
A high-ranking Nobody summonable exclusively to Organization Member #X: Rorxain. It floats around like a wraith defying changes in gravity. It uses its horrible scythe to harm foes. The scythe posses a strange power that when it slices the flesh of the living, the target becomes filled with uncontrollable fear. It is very quick with its weapon.

11)
Name: Sniper
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Threat Level: A
Summonable By: Thifax
Info:
A high-ranking Nobody summonable exclusively to Organization Member #III: Thifax. Rather than actually move their limbs, they will teleport around the field and shoot at their opponents. They will seemingly stand on nothing and ready their crossbows to attack. These shots can be very accurate. If given enough time, then Snipers will charge their projectiles and will produce a bigger projectile. Once fired there will be a short delay, enough time for an opponent to escape the trajectory of the shot. If caught it will cause a significant amount of damage.

12)
Name: Bard
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Threat Level: B
Summonable By: Oxkito
Info: Bard are very talented and skilled in playing many varieties of musical instruments and wielding them as weapons at the same time. They are summonable by Oxkito and the instruments they wield depend on what piece Oxkito is going to play whether it is rock or orchestra. They can either play pieces by themselves, or play together with Oxkito.

13)
Name: Berserker
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Threat Level: A
Summonable By: Alexia
Info:
A berserker. A high-ranking Nobody summonable exclusively to No. XI of the Organization: Alexia. Its attacks are hard to read as it is dragged around by a cursed hammer. Attacks from the front will only be parried by its hammer. Powerful both offensively and defensively, if attacked enough times it will bide until it can unleash it’s full fury.

14)
Name: Corrupt Dusk
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Threat Level: A
Summonable By: Alexia
Info:
A Dusk corrupted by the power of a Superior Nobody, only summonable exclusively to No. XI of the Organization: Alexia. These nobodies, are known for having primitive behavior to that of a Heartless, following only their Queen Alexia. These nobodies have had their attack, speed and defense improved upon having been given Tactile Telekinesis to add to their power. A corrupt target cannot distinguish Friend from Foe only the Queen, so corrupting someone can be a double edged sword. As the corruption level of a target grows the growths and mutations become more apparent. The more corrupt an certain nobody, the more powerful foe it will be but the more beastly it will behave to all but the queen. Still capable of speech but their intelligence fiercely drops.

15)
Name: Dancer
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Threat Level: A
Summonable By: Mexes
Info:
Dancer nobodies are much more dangerous than they appear to be. Their fluid, dance-like fighting styles make them very difficult to hit, and in large groups they're very eager to team up on one person, making the target hard pressed to escape, let alone retaliate. The dancers tend to fight mostly with a flurry of kicks, but have been known to grab opponents and 'dance' with them... before kicking them powerfully hard into the air.

16)
Name: Dark Knight
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Threat Level: B
Summonable By: Xarutoh
Info:
Dark Knight Nobodies rely on their numbers and the coordination of their attacks, as they move much like a well trained squad of soldiers. They rarely attack by themselves, and tend to attack en masse in groups with slow but hard hitting swipes from their Dark Swords. A single Knight by himself is actually fairly easy to beat, but groups of them tend to support each other as they go, and it is not uncommon for a fellow Dark Knight to parry a blow meant for its comrade if it needs time to recover. The same is true when attacking, as an attack from one Knight is usually followed up by an attack from another. They become even more fearsome and gain a rank when under the influence of their master's Unholy Aura.

17)
Name:
Clockwork Angel
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Threat Level: B
Summonable By: Maxer
Info:
Mechanaloid Nobodies born to make up for their master's less than stellar combat skills. They have no true hands, instead having their massive bladed arms to strike at foes with. Their intimidating size and strength are designed to leave an impression onto the enemy. Along with their ability to fly, they also can land to create shockwaves that knock down those next to it. They also serve as Maxer's getaway units, should he want to make a truly spectacular getaway.
Edited by Zero, Feb 6 2010, 02:37 AM.
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