Kingdom Hearts Birth by Sleep
Kingdom Hearts Birth by Sleep Final Mix
Kingdom Hearts 3D: Dream Drop Distance
Kingdom Hearts Dream Drop Distance HD
Kingdom Hearts III
Kingdom Hearts III Re Mind

Game:Young Xehanort

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Issues: BBS official attack names and stats. 3D stats (changes brought by the HD version).

Unknown

Render of Unknown (The Mysterious Figure) from the Famitsu magazine.

Japanese 謎の男
Rōmaji Nazo no Otoko
Translation Enigmatic Man
Game Kingdom Hearts Birth by Sleep
Themes Header.png

KHBBS tracks
Battle theme - Dark Impetus
Unknown

Kingdom Hearts Birth by Sleep
A mysterious figure whose origins, identity, and purpose are unclear.
Location HP EXP Strength Defense
Land of Departure 999 0 80 27
Physical Fire Blizzard Thunder Dark Other
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Stun Freeze Mini Blind Ignite Confuse
X X X X X X
Bind Poison Slow Stop Sleep Death
X X X X X X
Zero Gravity Magnet Warp
X X X

Rewards
No Name
World(s)
Land of Departure
Location HP EXP Strength Defense
Land of Departure 999 0 80 27
Physical Fire Blizzard Thunder Dark Other
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Stun Freeze Mini Blind Ignite Confuse
X X X X X X
Bind Poison Slow Stop Sleep Death
X X X X X X
Zero Gravity Magnet Warp
X X X

Rewards
No Name
World(s)
Land of Departure
Location HP EXP Strength Defense
Land of Departure 999 0 80 27
Physical Fire Blizzard Thunder Dark Other
x1.0 x1.0 x1.0 x1.0 x1.0 x1.0
Stun Freeze Mini Blind Ignite Confuse
X X X X X X
Bind Poison Slow Stop Sleep Death
X X X X X X
Zero Gravity Magnet Warp
X X X

Rewards
No Name
World(s)
Land of Departure
Young Xehanort

Young Xehanort

Young Xehanort KHIII.png

Japanese 青年ゼアノート
ヤング・ゼアノート
Rōmaji Seinen Zeanōto
Yangu Zeanōto
Games Kingdom Hearts 3D: Dream Drop Distance
Kingdom Hearts III
Themes Header.png

KH3D tracks
Battle theme - L'Impeto Oscuro
KHIII tracks
Battle theme - Forza Finale
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
The World That Never Was 38 1561[1] 0 60 61 29
40 1626[2] 0 63 64 30
2 (10s)[3] When at 1 HP
Resistances Fire Blizzard Thunder Water Dark Light
x0.80 x0.80 x0.80 x0.80 x0.80 x0.80
Status Effects Stun Mini Sleep Blind Stop Freeze
X X X X X X
Confuse Poison Magnet Slow Ignite Bind
X X X X X X
Zero Gravity Time Bomb Zantetsuken
X X X
Worlds
The World That Never Was
Location HP Strength Defense EXP
Keyblade Graveyard 1600 59 30 0
Physical Fire Blizzard Thunder Water
×1.0 ×0.8 ×0.8 ×0.8 ×0.8
Aero Dark Neutral Rapid-fire
×0.8 ×0.8 ×0.8 ×0.5
Freeze Electrify Stun Hunny
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 7 ×0.5 24

Rewards
First Battle
Sora: Max HP +10[4]

Re Mind
Sora: Max MP +3[4]
World(s)
Keyblade Graveyard
Clock

Cropped screenshot of the clock in KH3D HD

Japanese 時計
Rōmaji Tokei

Type Construct
Game Kingdom Hearts 3D: Dream Drop Distance
Location Level HP EXP Strength Magic Defense
Reaction Endurance Reality Endurance
The World That Never Was 38 1353[5] 0 60 61 29
40 1409[6] 0 63 64 30
Reality Shifts disabled
Resistances Fire Blizzard Thunder Water Dark Light
x0.80 x0.80 x0.80 x0.80 x0.80 x0.80
Status Effects Stun Mini Sleep Blind Stop Freeze
X X X X X X
Confuse Poison Magnet Slow Ignite Bind
X X X X X X
Zero Gravity Time Bomb Zantetsuken
X X X
Rewards
None
Worlds
The World That Never Was
Young Xehanort's Recreated Data

Young Xehanort KHIII.png

Japanese ヤング・ゼアノートの再現データ
Rōmaji Yangu Zeanōto no Saigen Dēta
Translation Young Xehanort's Recreated Data
Game Kingdom Hearts III Re Mind
Themes Header.png

KHIII tracks
Battle theme - L'Impeto Oscuro -Young Xehanort-
Battle theme - L'Impeto Oscuro -Young Xehanort- (Ultimate attack variation)
Location HP Strength Defense EXP
Radiant Garden
(Garden of Assemblage)
2600 110 57 0
Resistances (Not staggered)
Physical Fire Blizzard Thunder Water
×0.2 ×0.1 ×0.1 ×0.1 ×0.1
Aero Dark Neutral Rapid-fire
×0.1 ×0.1 ×0.2 ×0.5
Resistances (Staggered)
Physical Fire Blizzard Thunder Water
×1.0 ×0.5 ×0.5 ×0.5 ×0.5
Aero Dark Neutral Rapid-fire
×0.5 ×0.5 ×1.0 ×0.5
Reaction
Endurance
Revenge
Value
Attraction
Magnification
Damage
Limit
0 7 13

Rewards
Magic Weight
World(s)
Radiant Garden

Young Xehanort is an optional boss in the international and Final Mix versions of Kingdom Hearts Birth by Sleep. His boss battle is unlocked when the protagonist returns to the Land of Departure after defeating Vanitas Remnant, on a save file in which it is still accessible. Despite this odd situation, his scene is within canon,[7] and is considered to occur at the save file's point in the story. Defeating Xehanort will grant a unique Keyblade named "No Name", but he can be fought again by leaving Land of Departure and then returning.

In Kingdom Hearts 3D: Dream Drop Distance Young Xehanort is the penultimate boss battled by Riku as he desperately tries to save Sora from Master Xehanort.

In Kingdom Hearts III, Young Xehanort is fought in the Keyblade Graveyard alongside Ansem, Seeker of Darkness and Xemnas. A data replica of him is also a optional boss in Kingdom Hearts III Re Mind.

Strategy[edit]

Kingdom Hearts Birth by Sleep[edit]

The Unknown is a powerful boss and one of the strongest enemies in the game. His attacks are varied and hard to predict, similar to those of the Lingering Will.[8] Not only is he immune to all status effects, but he has a great deal of HP as well. The boss is very swift and can inflict massive damage to the protagonist, quickly knocking them out unless they have Second Chance or Once More equipped. One should also have multiple instances of Treasure Magnet equipped in case one gets hit by Whirlwind to the Void, to be able to quickly retrieve the scattered commands. The Unknown is also adept in defense; he can use Renewal Barrier if attacked too much, and he sometimes rewinds time after taking damage, allowing him to recover some of his lost HP.

As the Unknown's HP dwindles, he goes even further on the offensive. He will often start one of his long-duration techniques, then continue to attack with different techniques while the first one is playing out. The Unknown will also clone himself, creating four copies that can attack and move independently of the true Unknown. However, the clones can dissipate after being hit once, so try to use a multi-hitting attack to clear the clones. His most frustrating tactic is to snare the protagonist with his Collision Magnet, then immediately following it up with another attack and a game over (although there are very rare occasions in which the protagonist can escape before the Unknown strings together another attack). Collision Magnet can be avoided easily by simply dashing towards the Unknown when he jumps in the air, and also seems to be canceled if the Unknown pulls the protagonist up against a wall.

The Unknown engaging in combat.

After half of his health is gone, the Unknown will begin to turn invisible. While he cannot be locked on, he does leave a faint shimmer and can be "visible" through his Ethereal Blades, so he can still take damage. He still uses his old abilities, but since he is invisible, it is harder to see when he uses them. However, he also gains new abilities, such as firing a beam that inflicts Doom and forces mashing X to escape, and casting Mega Flare and Meteor to inflict massive damage. If the player uses a D-Link during the battle, the Unknown will turn invisible immediately, even if he has not reached half health.

The Unknown will attack whenever an opening to do so presents itself, but it is easy to heal safely by simply dashing far away from him first with either Slide, Dodge Roll, or Cartwheel. It is also somewhat easy to guard against his attacks by mashing Square, so the protagonist can also heal by using Renewal Block or Renewal Barrier and deliver damage through counterattacks. Because the Unknown leaves little time for the protagonist to act, it is unwise to use any advanced or ultimate commands, as they take too long to fire and reload. Shotlocks are also good options, but the Unknown tends to evade the Shotlock reticle, and can use Renewal Block to heal himself if the Shotlock hits him too much. If the protagonist decides to rely on Shotlocks, they should stock many Elixirs in order to make sure their Focus Gauge never runs out. D-Links can also work, especially Goofy's for Ventus and Aqua due to the Goofy Spin finisher allowing free movement and rapid blows. However, the Unknown may turn invisible in response, so it may not be ideal to use them. Finally, since the Unknown leaves little time for Keyblade combos, the protagonist's equipped Keyblade and Finish command are not important, but the Keyblade equipped should lean towards the Strength stat.

The safest and simplest way to defeat the Unknown is to simply use a deck of 2-4 Cure-type commands, and fill the rest with Fire/Thunder Surges. Thunder Surge is generally better because it grants access to the Thunderbolt Command Style, and Thunderbolt's finisher, being an area-of-effect attack, is more effective at striking the Unknown than Firestorm's. A good way to arrange the Command Deck is to have Thunder Surge, Cure, Thunder Surge, Cure, and so on, so that both commands are easily accessible and it also helps with not needing to cycle through commands that are reloading. With this deck, the protagonist can use Thunder Surge over and over, even when the Unknown is invisible, damaging the Unknown if they hit him and often knocking him out of his combos. The protagonist should make sure to use Thunder Surge so that they go through the Unknown and winds up a short distance past him, rather than next to him, but should dash away instead if the Unknown is right next to the protagonist, as Thunder Surge has a tiny but noticeable start-up lag. Thunder Surge can even be used as a pseudo-dash in order to avoid the Unknown's techniques, like his Collision Magnet. If the protagonist is ever hit by an attack, they should immediately start dashing away, normally, and heal with Cure as soon as they are clear from the Unknown. If playing as Ventus, it's a good idea to stock up on Double Crunch Ice Cream to activate Wingblade, which allows him to hit the Unknown with a combo of Keyblade attacks that he can't easily break out of.

If playing as Aqua or Ventus with a level 4 Cartwheel or Dodge Roll, every attack is avoidable by repeatedly Cartwheeling or Dodge Rolling, as they provide total i-frame coverage, completely trivializing the battle. However, when playing as Terra, even after setting up a working deck and overall strategy, victory against the Unknown relies primarily on luck, due to his penchant for using unavoidable, instant-death combos.

In Kingdom Hearts Birth by Sleep Final Mix, the difficulty of the boss fight is slightly toned down. The protagonist can now escape after being ensnared by the Collision Magnet attack by Air Sliding before the second attack, therefore avoiding the lethal combos that were inescapable in the original version. In addition, Thunder Surge is even more useful, as it can easily lead into the powerful Rhythm Mixer Command Style.

Technique Element Status Power Block?
Dual Blade ? Stun[9] ?
Attacks with three swings and finishes with a thrust.
Dual-Wield Wild Dance ? Stun[9] ?
Merges his blades into a double-sided blade and swings it in various motions and finishes by throwing them ahead and separating them to perform downward strikes. The Unknown is invincible during this attack.

The blade throw will hit from behind, so Terra and Ventus need to use a reprisal just before it hits to avoid it.
Lunge 'n' Launch ? ? ? O
Transforms his blades into a spear and lunges forward. If the lunge connects, the protagonist is launched and the Unknown performs a follow-up attack while flipping backwards.

The protagonist can avoid the follow-up and cause the boss to stagger by using a Payback command.
X Blade ? ? ?
Jumps back and releases an X-shaped shockwave from his blades that homes in on the protagonist. The Unknown is invincible during this attack.
Spear Orbs ? ? ?
Summons several orbs surrounding the opponent that fire waves one after another of spears of energy at them from every direction. The Unknown may also perform other attacks during this one.

While the spears can be blocked, only Aqua's Barrier commands will block the entire attack, as they can hit from behind and thus circumvent Terra and Ventus's Block commands.
Rush ? ? ?
Quickly darts around the battlefield, knocking the protagonist high into the air when he hits them.

If Aqua is caught in the combo, she might still be able to block the attack with midair Barriers.
Whirlwind to the Void ? ? ? X
Summons a tornado that scatters the protagonist's deck commands when it hits them.
Aerial Dropkick ? ? ? ?
Jumps into the air while flipping and performs a diving kick that knocks the protagonist away. The Unknown is invincible while using this attack.

Only used as a possible follow-up to Time Reversal.
Vanish ? Disappear ? ?
Becomes invisible. In this state, he cannot be locked on, but he gives away his location through a faint shimmer, as well as through his Ethereal Blades.

Only used at low HP, or when the opponent uses a D-Link. The Unknown cannot use Summon Copies, Time Reversal, or be made to stagger while in this state, but can still occasionally use Renewal Barrier.
Raging Storm ? ? ? X
Summons three vortexes of flame around himself and runs towards the opponent.

At lower HP, he may use other attacks, usually his Dual-Wield Wild Dance, or even use Renewal Barrier.
Mega Flare ? Ignite ? ?
Summons a huge sphere of flames that explodes, inflicting massive damage.
Meteor ? ? ? ?
Summons a meteor to fall on the battlefield and explode.
Doom ? DeathHollow Bastion Screen Fade KHII.png ?
Fires a web of energy at the protagonist and immobilizes them. Rapidly tap X (Circle in the Japanese releases) to break free.
Collision Magnet Catch ? ? ? X

Slash ? ? ?

Leaps into the air and casts out a lasso of energy that catches the protagonist and pulls them toward him for a quick slash.

The opponent can use Air Slide and break out of the whip.[KH BbS FM] The Unknown is invincible during this attack.
Renewal Barrier Restores HP
Casts a golden barrier around himself. If any of the protagonist's attacks connect, he will recover HP.

Used if the protagonist attacks him head-first without an opening or attacks constantly with a long combo. If the boss uses this in response to the player's Shotlock, he will also summon a laser orb each time he is hit that will attack the player once the Shotlock ends. Attacking with Swordbill while the Unknown protects himself may cause the game to crash.
Time Reversal
Used often when attacked by the opponent with a single hit. Stops and reverses time to the precise moment before the hit, cancelling its damage dealt and restoring his HP in the process. As soon as time is restored, he uses one of his other attacks before the protagonist can react.

The boss will follow this ability up with Whirlwind to the Void, X Blade, or Aerial Dropkick. If the player is not currently using a command, an attack or Finish command can be buffered before the effect wears off. The boss cannot use this ability if the player is invincible, or if the boss is air-tossed, under the effects of Disappear, or has clones active.
Summon Copies
Summons four copies of himself to overwhelm the protagonist. Each of them share his Dual Blade, Dual-Wield Wild Dance, Rush, Collision Magnet, and X Blade attacks and there is no set pattern to their attacks. However, the copies can be easily destroyed with a clean hit. The boss will not stagger or use Renewal Barrier or Time Reversal while clones are active.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Kingdom Hearts 3D: Dream Drop Distance[edit]

Intro cutscene of the fight against Young Xehanort in KH3D.
Young Xehanort engaging in combat against Riku.

To provide for defense, Riku should equip Dark Barrier, Dark Roll, Counter Aura, Leaf Bracer, Second Chance, Once More, and Slow Block. His Command Deck should include homing attacks like Balloonra, Firaga Burst, and Dark Firaga, as well as powerful attacks like Dark Aura, Dark Splicer, Meteor Crash, and Shadowbreaker, and healing commands like Curaga. Also, make sure to have two Spirits that have healing commands, that can cast Support Magic like Haste, Spirit Roar at the same time as well.

Young Xehanort is an aggressive fighter and he can trap Riku in a flurry of combo attacks that rapidly drain his health. Dark Barrier followed by Counter Aura is an effective way of damaging him, although keep in mind that some of his attacks are not easy to block and should be evaded using Dark Roll or Shadow Slide. Young Xehanort will not flinch when performing Wild Arcanum, Finish, Whip Wave, or Teleport Rock, even if his reaction durability value reaches 0. However, when not using any of these attacks, if his reaction durability value reaches 0, he will flinch after every attack for 6.7 seconds.

Xehanort often warps to signal which attack he is going to use. Keep in mind that he might at times use these techniques with no warning and attack Riku when expected the least.

  • He warps away to use either Teleport Rock or Zero Shot at Riku. Zero Shot can be avoided by using Dark Barrier if Riku is far away or close to Xehanort, or dodging the two separate projectiles that aim straight at him if he's in medium distance. If the projectiles connect, they will inflict Slow, so quickly cure it with Esuna or let your dream eaters use theirs if they know it or use a Panacea if Slow Block is not equipped. Teleport Rock can be evaded or blocked. When Xehanort prepares this attack, move close to him, block the rocks, and use Counter Aura in front of him.
  • If he teleports high in the air and falls, he may use Whip Wave once he lands. Get ready to block or to Shadow Slide when he reaches the ground.
  • If Xehanort teleports constantly from right to left, he will prepare a version of Wild Arcanum where he warps between each strike. He will teleport like this twice; once he warps the fourth time, get ready to block or use Shadow Slide to counter him.
  • If he is a fair distance away and starts teleporting from side to side, gradually getting closer to Riku, he will use Flash Liner. Get as close to Xehanort as possible before his third teleport, and use Dark Barrier near him to block the lasers and use Counter Aura in front of him. If possible, utilize Shadow Slide and Shadow Strike to attack and stop Xehanort's attack.

If Riku gets caught in a Wild Arcanum, the player shouldn't move the joystick until it ends in order for Second Chance and Once More to save him, as moving in the air cancels the enemy's combo and Xehanort purposely delays his combos to avoid these abilities, but not long enough for Riku to recover. On Critical Mode, Xehanort may use a more agressive and extended version of Wild Arcanum which can rapidly put Riku to 1 HP and Game Over if not blocked or evaded in time.

Using Firaga Burst, Balloonra, and other attack magic in conjunction with Link Styles may eventually catch him while he warps and may stagger him for a few seconds as long as Riku keeps attacking. If one does not rely on Link Styles, keep in mind the Haste Support Magic once cast on Riku can be handy, not only to speed up the reloading times but also his Attack combos, which can stunlock Young Xehanort. After Xehanort staggers from enough hits, he may use Guard Impact, where he summons a shield with his Keyblade and if the shield gets hit, Xehanort will counterattack.

Once Xehanort's HP has been depleted to 1, he will freeze time and warp into a giant Clock that appears in the center of the arena. Wait until the option to perform a Mirage Split Reality Shift appears. This will trigger the final stage of the battle. The Reality Shift prompt will appear within a split second. If Riku misses the timing, Xehanort will rewind time to the beginning of the fight and heal his HP, with his max HP cut at 30%. His health must be depleted again in order to perform Mirage Split, but this time, the prompt will remain for a longer period of time.

For the final stage of the fight, Xehanort remains inside the Clock, which is now vulnerable to attack and requires its HP to be brought to 0 for Riku to win the fight. This phase requires Riku to defeat the Clock within around a minute and a half. Optimally, Riku should have Spirit Roar and Haste cast on him by his spirits as often as possible so that he can inflict more damage while not being restricted to waiting for his commands to reload. If Riku gets defeated during this phase, he will have to restart the entire fight from the beginning. Once the hands on the Clock strike 12 before Riku destroys it, it will rewind time to the first phase with the max HP re-filled but cut to 30% of the initial maximum; however, after Xehanort rewinds time once, his Clock will have its HP filled with their max HP cut at 30% of the initial maximum as well, and thus, for the subsequent times this phase will restart, Riku will have an easier time to destroy the Clock. If Riku's damage output isn't big enough to destroy the clock in time, he can, while dodging the attacks, restrain from attacking and wait until the Clock rewinds time to have a chance to finish it in time.

Though he does not attack Riku directly, Xehanort creates half-invincible clones of himself to defend the Clock. The clones will attempt to swarm Riku with Dual-Wield Wild Dance, X Blade, and Raging Storm. It is sometimes recommended to evade these attacks than to block them, as blocking those attacks will deactivate the Lock-On the clock, possibly due to the fact those came from the clones and not the Clock itself. Between two series of moves, the Clock is open to attacks, Riku should use the opportunity to attack the clock directly before additional clones appear for their next series of moves. Beware of the incoming clones if they use a variation of Dual-Wield Wild Dance during which they throw their blades ahead as it is the deadliest attack. Once the clock halts its attacks for an extended period of time, it will be the last, and it is going to rewind time soon, making Riku need to finish it off quickly if it is at low HP.

Multi-hit warping attacks such as Dark Splicer and Dark Aura can bypass Xehanort's clones and remove multiple health bars off the clock, even finishing it off if at low health. Do this with caution, however, as Riku can be attacked and deflected by incoming clones which use Dual-Wield Wild Dance and Raging Storm, which can knock him away during Dark Aura. Due to the relentless assault of the clones, leaving few to no windows of opportunity to attack, a reliable strategy is to activate commands like Firaga Burst while in midair. Releasing the commands at the apex of Riku's Doubleflight will allow Riku to avoid interruption from the clones' attacks, but be mindful of the X Blade attack which can still hit him no matter where he is, but nonetheless do not make him stagger during a Firaga Burst.

Additionally, if he ever gets revived thanks to Auto-Life, the ticking sounds from the clock won't play until either the rewind or the end of the fight.

Young Xehanort
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Technique Element Status Power Block?
Wild Arcanum (ワイルドアルカナム
Wairudo Arukanamu
?)
Keyblade Attack Command Physical 0.5 per hit

Wave Attack Command Physical 0.5 per hit

Sweeps and stabs with the Keyblade, releasing crescent-shaped waves when he sweeps. Occassionally Formchanges his Keyblade into a whip and strikes, releasing waves, after the attack or against an airborne opponent.