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.
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.
Kingdom Hearts III
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.