Dark Inferno

The Dark Inferno is a Pureblood Heartless that is introduced in Kingdom Hearts III.

Design
The Dark Inferno is a large, muscular, humanoid figure with a large, heart-shaped hole in its chest. Raised portions and ridges on its black skin give it an armored appearance. It features large, spiked horns on the sides of its head, and two more rising from its forehead which form the shape of a heart; all four horns fade from black to red to yellow, giving them the appearance of heated metal. Its tail ends in a bladed fin with a diamond-shaped hole through it. Its two-toed, clawed feet stand upon swirling vortexes of white energy, which it uses to "skate" around the battlefield. It has undersized, purple bat-like wings on its shoulders and dull purple tendrils wrapped around its throat like a scarf, which drape down on either side of its "heart." It also has tendrils wrapped around each wrist, which fade to the same burning yellow color as its horns. In each hand it holds a large blue sword with hook-like extensions near the tip and an exaggerated gold hilt with a knuckle bow.

Its name refers to its association with darkness, sharing a naming scheme with many other Pureblood Heartless, and the burning appearance of its horns and tendrils, along with its fiery attacks.

Strategy
If Sora has the Ultima Weapon, little preparation is needed—simply attack continuously, activate Ultimate Form when available, and Cure as required.

The battle will begin after accessing the 14th Battlegate in the Keyblade Graveyard. The battle starts with Sora and Dark Inferno equidistant from each other. After the player gains control of Sora, Dark Inferno will start by jumping further back and starting with one of two attacks: either the Dark Inferno will perform a long combo at Sora which can be blocked, after which the Dark Inferno will attack with a red drilling move that cannot be blocked and must be dodged, or the boss will fly at Sora and perform a two-hit combo and following with a cross slash. If Sora blocks the later move, performing a reprisal will stun the boss and leave it open for attack. The Dark Inferno can be attacked with nearly two full combos, but it is recommended that the player stops their second combo before the boss blocks with it's swords. Striking Dark Inferno again while it's blocking will result in Sora's attack getting knocked back and the Dark Inferno countering.

Usually, the boss will constantly stay out of melee range which may tempt the player to use magic. The Dark Inferno has a few other attacks the player must watch out for. One has the boss position itself on the ground and then cause it's swords to glow. The boss will send a red wave of energy around itself which will stun Sora if the attack is not avoided, which can be deadly for players on low-level playthroughs. If the player is further away, one option is to use Airstepping to close the gap and immediately attack. The other has the boss combine it swords, impale it into the ground, and spawning a dark pool. Dark Inferno will spawn several white orbs and then disappear into the ground, sending the orbs to track and surround Sora. It is possible to attack Dark Inferno and interrupt the attack, but it is not recommended. Avoid the orbs by jumping over them and using Doubleflight to gain more height, and then glide around the battlefield as the orbs will not be able to hit Sora as long as he's moving. After the orbs have vanished, Dark Inferno will return and continue to cycle through his attacks.

After the boss has had around five health bars removed, Dark Inferno will cross his swords over himself quickly and it will start to glow purple. Unlike other hidden bosses, Dark Inferno will not add new attacks as it's health gets lower, but simply compile his attacks on top of each other and try to be more sporadic. It's red wave attack now has more range. As the boss's health reaches about one-third of it's maximum, Dark Inferno will begin to glow red. This is it's last phase, but also it's most deadly. Note that in this phase, Dark Inferno is now immune to magic. Dark Inferno will now begin to relentlessly combo Sora. It will start with it's long combo, then quickly change to it's two-hit attack, and then perform it's long combo again and finish with it's drilling attack. Second Chance and Withstand Combo are critical to this phase of the fight. Dark Inferno will now either disappear during his dark orb attack, he will perform his red wave attack, which now has incredible range, or it will chase after Sora and try to use it's two-hit attack. If Dark Inferno chases Sora, block the attack in mid-air, then perform a reprisal. The counter should end with enough time for Sora to Air Dash and start gliding again.