Game:Terra-Xehanort

Terra-Xehanort is a boss in Kingdom Hearts Birth by Sleep, serving as the final boss for Terra, who fights in the form of the Lingering Will, and then for Aqua in the game's Final Episode.

In Kingdom Hearts III, Terra-Xehanort, along with Vanitas appear as a boss battle in the Keyblade Graveyard. A data replica of him is also a optional boss in Kingdom Hearts III Re Mind.

Final Episode, Second Battle

 * Reaction Command—
 * A special event ability players can trigger if he/she escapes the Dark Figure's grab successfully. The player is transported to a glittering, glowing area where the Dark Figure relentlessly assaults the player with Dark orbs.  If the player can reach Terra quickly enough, the "Dual Limit" command can be executed which will deal a devastating amount of damage to Terra-Xehanort, potentially ending the battle.

Terra's Scenario
For the final boss fight of Terra's scenario, the player takes control of the Lingering Will in order to battle Terra-Xehanort. It will have access to any abilities Terra had equipped before the battle, with its Keyblade replaced with the Ends of the Earth. No Dimension Links can be used during this battle, and the D-Link Gauge is empty and cannot be filled, but Command Styles and Shotlocks are still available.

Normally in the early stages, Terra-Xehanort will be the same as Master Xehanort, being very patient in accordance to the player's moves; however his offense is arguably more punishing with increased mobility due to Dark Haze, dashing around the battlefield, surrounded in darkness and invulnerable to damage. This normally is used whenever the player tries to attack him recklessly or when traps (e.g. Mine Square) are laid in front of him, and would often cause confusion due to his varying dashing patterns.

Often after two or three Dark Haze dashes, Terra-Xehanort often performs one of his attacks at random as a counter-finisher, otherwise, if a specific attack or damage-area is ongoing, then Terra-Xehanort will continue to dash-dodge in random directions for the whole duration. Terra-Xehanort also has access to the Block and Counter Hammer combo, thus he should be physically attacked mainly from behind to avoid retaliation whenever possible.

Aside from this, Terra-Xehanort would normally choose to make the first move with his own version of Terra's Ars Solum or Dark Impluse abilities when enough time passes. Regardless, the best move to make against his dashing tactic and any of his normal combo attacks is to use Block and immediately follow with a Counter Hammer. This will do great amounts of damage to Terra-Xehanort, causing him to Dark Haze away from the player. However, it should be noted that Dark Haze (and Dark Impulse) will not be interrupted when blocked, and Terra-Xehanort may use an unexpected attack after a Dark Haze that can't be blocked normally. Unlike Dark Haze however, Terra-Xehanort can still be damaged during Dark Impulse but still cannot be interrupted from either direct damage or blocking.

However, the boss can make use of the aforementioned Dark Impulse to instead warp away somewhere through a grounded-pool of darkness and when he reappears, he may attempt to unleash a surrounding surge of darkness that must be dodged; he may also attempt to followup with other combo attacks from Dark Impulse once more, inflicting massive damage. This should also be Blocked to open the boss to damage once more from Counter Hammer, while once again, he may not be flinched (requiring the timing of Counter Hammer's invincibility to avoid damage altogether).

He may also utilize the Dark Volley Shotlock, but the dark projectiles he fires can be deflected back at him with Block for damage.

As Terra-Xehanort's HP starts to dwindle, his true power is unleashed. He may use a variation of the Meteor spell, causing several large rocks to erupt from the ground and bombard the player. While this attack can potentially deal heavy damage, it can be defended against with a well-timed Block. Don't try to go for Terra-Xehanort at this time as he will escape by teleporting. He may also summon a large meteor if the player is at close range. Usually when the player is at close range, Terra-Xehanort may cause large pillars of rock to shoot out from the ground around him, in a similar fashion to the Quake spell.

He will continue to use the Darkness-based attacks from earlier stages of the battle, which can be defended against in the same ways mentioned above. Terra-Xehanort may also use the Dark Impulse Command Style, which involves him landing several hits with his Keyblade and then striking the player with an immense hand of dark energy (which can break through Block, so dodging is advisable). Terra-Xehanort will then vanish into the ground, visible only as a pool of darkness on the ground. This pool will travel underneath the player, during which time the boss will attempt another dark hand attack. This attack requires precise timing to dodge, the player needing to wait for the pool of darkness to travel beneath them and then using the Slide ability, which can also be used to avoid many of Terra-Xehanort's attacks or get the Lingering Will out of attack range. As Terra-Xehanort's HP lowers even further, he will chain the close-range rock pillar attack with the Meteor spell.

He lastly will have access to the deadliest attack in his arsenal, Terra's Ultima Cannon Shotlock. Similar to when the Lingering Will is fought as a boss in Kingdom Hearts II Final Mix, Terra-Xehanort will Formchange his Keyblade and charge its power, firing a single, large orb of energy to hit the Lingering Will. This attack will deal a great amount of damage, and cannot be defended against with Block like in Kingdom Hearts II Final Mix. Instead, the player should use Aerial Slam to deflect it back at him so he takes the damage back, or else they must do whatever they can to stay as far away from the boss as possible or use a Shotlock to gain invincibility. Also, beware when Terra-Xehanort's HP is low as he starts teleporting more frequently.

In short, this battle against Terra-Xehanort is all about an equal balance of defense and offense. Defensive abilities should be used which then link to an offensive attack, such as the Block and Counter Hammer combo. This way, most damage is avoided while the player can still deal heavy damage to the boss. One should also be careful when executing the Curaga spell. Using Renewal Block to restore HP from successful blocking is an alternative to restoring HP and can help reduce dependency on Curaga. While this will fully restore the player's HP, Terra-Xehanort can heal as well, increasing the length of the battle. So long as the correct strategies are followed and the player uses patience, Terra-Xehanort will fall and Terra's scenario will have been completed.

First Battle
Aqua travels to Radiant Garden in search of Terra only to be faced with the possessed version of her old friend last faced in Terra's scenario at the Keyblade Graveyard. Terra-Xehanort will use a moveset very similar to that battle, but since Aqua's fighting style is different than Terra's, a slightly different strategy should be followed. Aqua has access to both D-Links and Command Styles, as well as Shotlocks. The player should make full use of these special abilities whenever possible.

It is recommended that the player Cartwheel away from the boss and use the Mine Square ability. Terra-Xehanort will most likely Dark Haze dash in the player's direction surrounded in darkness as he did in his battle with the Lingering Will, but he will be damaged by the mines, his attack interrupted and opening him to more damage. However just like before, there is a chance he'll most likely dash around any attack that would be landed on him in the open, with trap-based attacks being no exception if Terra-Xehanort happens to dash somewhere else towards a possible blind-spot. Because of this, commands like the aforementioned Mine Square should be used more to limit and control his movement instead of outright trying to damage him.

Once Terra-Xehanort is back on his feet, however, the player should follow a hit-and-run strategy, bombarding the boss with magic rather than physical attacks and either running or Cartwheeling away immediately afterwards. The player can also use Barrier to defend against Dark Volley, also using a Barrier and Counter Blast combo to prevent damage from most attacks and still deal damage. It is recommended to use Renewal Barrier as it can be a big help with restoring HP from successfully blocking attacks in case any Cure spell is unavailable and also make sure to pack at least two of them in your Command List to help make healing easier, preferably Cura or Curaga, but also be ready to move quickly after healing to avoid damage if possible if you are too close to Terra-Xehanort. Terra-Xehanort will summon rock pillars around him if the player is at close range, so use caution when attempting a combo that involves linking defense to a physical attack that only works at close range. As Terra-Xehanort's HP starts to dwindle, he will gain access to the Dark Impulse Command Style. He also may use Curaga to restore health, thus increasing the length of the battle.

In terms of fighting Terra-Xehanort as Aqua, the player should favor magic, as her physical attacks are relatively weak, but be careful as he can dodge your magic attacks. While it is quite possible to go through the entire battle without using a D-Link, Command Style, or Shotlock, they will certainly make the battle easier, mostly Shotlock attacks since they can be used at a distance. Also use counters if you need to fill up your Focus gage (as long as he is not using Dark Volley), as close range attacks are too risky to use if this fight, and should not be used too often. So long as the player uses patience when fighting this boss, he should not be a challenge.

Second Battle
Terra-Xehanort's great rage summons the Dark Figure, which he uses to do much of the fighting during his second battle with Aqua for him. The Dark Figure will use many powerful attacks, and Terra-Xehanort can still use Ars Solum as with previous battles, so use caution. As with the last battle, Aqua can use Command Styles, Shotlocks, and D-Links, and having the Renewal Barrier to heal from successful blocking will also be a big help.

In early stages of the battle, the Dark Figure will vanish from behind Terra-Xehanort and begin to strike from underneath Aqua. This can be avoided with timed Cartwheels or parried using Block and Counter Blast; however, Aqua should time the Counter Blast correctly by using it after one strike has been blocked and done to take advantage of its invincibility frames to avoid the incoming next strike. If the Dark Figure's attack lands, it will grab Aqua and slam her into the ground to deal heavy damage. Once it returns to Terra-Xehanort, strike the boss with the most powerful attacks possible and continue with a hit-and-run strategy. Terra-Xehanort may avoid Magic or Shotlock attacks by going from side to side when he isn't attacking. The Dark Figure may sometimes attempt to shoot twin energy balls at Aqua. Use Barrier to block these projectiles, as they can blind players. Cartwheel should be used to dodge when the Dark Figure sends dual waves of energy in Aqua's direction, as this attack is unblockable. If Terra-Xehanort ever attempts dashing towards Aqua, to use his Ars Solum combo, Block him and knock him away with a Barrier and Counter Blast combo. This combo can also be used if the Dark Figure ever attempts to punch Aqua with its mighty fist. The boss and his symbiote will repeat these attacks until much of their HP is depleted.

Once enough HP has been depleted from Terra-Xehanort, the Dark Figure will try to approach to grab Aqua. If it succeeds, immediately break away by mashing, while Terra-Xehanort slowly approaches her as well, and if he is close enough, he will use his Ars Solum combo on Aqua. Either way after that, Aqua will be transported to a realm of light, and Terra will stand in the middle of the area, stunned, while the Dark Figure continues to attack by firing twin energy spheres and dark punches. Cartwheel over to Terra's location, and enter the pool of light surrounding him by pressing to activate a special Deck Command called "Dual Limit". At the right moment, press to team up with Terra to strike the Dark Figure with light. This attack will deal three quarters of a bar of health if you get an "Excellent", and half if "Good". Aqua is then transported back to the main battlefield and the attack process beginning from square one. For this reason, it may be beneficial to be grabbed by the Dark Figure to use this Dual Limit and deal some extra damage, instead of blocking it. It is important to know that if one strikes Terra rather than using the finishing command, then Aqua will be transported to the normal battlefield again, as well.

This incarnation of Terra-Xehanort is not difficult to defeat. So long as the player makes full use of the Cartwheel ability to dodge attacks, they should take very little damage. The player must remember to keep at a constant hit-and-run strategy, utilizing physical attacks rather than magic, and only using the Barrier and Counter Blast combo when a physical attack from the opponent must be defended against. The player should also try their best to activate the Dual-Limit command in the light realm. If this strategy is followed, then defeating Terra-Xehanort will be child's play. Terra-Xehanort's fall will also represent the completion of the Final Episode, unlocking more rewards in the game.

Kingdom Hearts III
Terra-Xehanort is one of the bosses at the Keyblade Graveyard, fought alongside Vanitas. Sora has Aqua and Ventus as allies.

Terra-Xehanort has five attacks during this battle. He can dash at Sora a couple times, perform Ars Solum, and fire Dark Volley; the latter of which he fires more projectiles as his health dwindles. He often makes use of the Dark Figure, having it burst out of the ground to attack or occasionally having it slam the ground to generate dark spikes. His ultimate attack has him create a whirlwind around the arena to suck the party in as the Dark Figure swipes at the party, before eventually finishing with a dark slam. With patience, Terra-Xehanort will fall with ease.

First battle
In this fight, Sora battles Terra-Xehanort alone. Terra-Xehanort retains most of his attacks, such as Ars Solum and Dark Volley. He notably lacks his ultimate attack from the base game, so he should be fairly straightforward.

Second battle
This second fight is a revisit of the base game's battle. For the first part of the fight, the player plays as Aqua with Ventus as a party member. Once Sora joins the battle, the player can play as either Sora or Aqua. While playing as Aqua, she cannot switch Keyblades nor use Links, but she does have access to Spellweaver and Grand Magic. She and Ven also have access to the Icy Slider Team Attack.

Data Rematch
Terra-Xehanort is a boss in the Limitcut Episode. His moveset has been upgraded and he has gained a few new attacks. Terra-Xehanort is relentless and he will follow an attack with another attack immediately if he is not interrupted. He will initiate Ars Solum by teleporting in front of Sora. However, the first slash has his Keyblade glowing red is unblockable and after a three slashes, he will teleport to continue the combo with another three slashes and each time he teleports, the first slash will be unblockable. After his second teleport, he will end the attack with six slashes followed by a teleporting overhead downward slash that is unblockable and generates a shockwave. His dash attack is now a teleporting 2-5 hit combo that he can use on the ground or in the air, depending on Sora's position and if he's in the air. Each time a dash is guarded against, Terra-Xehanort will be redirected backwards and will continue his combo if it is not the last dash. His Dark Volley is longer and involves him teleporting around the arena after every few shots. He will fire curved shots for the first two sets of shots and end the attack with a straight set of shots. He will start the fight either with Ars Solum or his dashing combo.

When Terra-Xehanort's revenge value is triggered, he will have a different reprisal depending on whether he is on the ground or in the air. In the air, he will counter by floating away and having the Dark Figure shoot out from below Sora for a rising strike. The attack is indicated by a dim ray of light shining through Sora from below him and the Dark Figure strikes the moment the ray widens. This attack is blockable. On the ground, Terra-Xehanort summons the Dark Figure to charge up and strike down on Sora, causing spikes to rise from the ground. This attack is unblockable. Terra-Xehanort has two new combos with the Dark Figure. They are indicated by Terra-Xehanort dismissing his Keyblade and crossing his arms and floating. The first consists of the Dark Figure charging up and striking down on Sora, causing spikes to come up from the ground, then following with two teleporting strikes from the Dark Figure, two rising strikes from the Dark Figure and finally another charging downward spike attack. The Dark Figure's teleporting strikes consist of one slow, charge-up strike and then a fast upper swipe that knocks Sora into the air right afterwards. The second consists of a charging downward spike attack, two teleporting strikes, another charging downward spike attack and then two more teleporting strikes.

His ultimate attack has also been upgraded and he uses two versions of it, the first in his first phase and the second in his second phase. In both phases, Terra-Xehanort summons a pool of darkness that pulls Sora towards the center and two trails of rays that slowly spiral around the area around the center, like in the story. Unlike the story, Terra-Xehanort also summons a fence of red lightning around the arena, forcing players to stay around the center of the arena and instead of swiping at Sora, the Dark Figure will instead periodically appear and throw two ground fissures at Sora. The fissures are unblockable like the trail of rays. After the fourth set of fissures, the Dark Figure will reappear, charge up its fists and slam down on the ground, dispelling the dark pool, indicated by Terra-Xehanort saying "Join the shadows!". Dodge roll right before the Dark Figure slams the ground. In his second phase, after the third set of fissures, Terra-Xehanort will appear at the center of the arena and follow a straight set of Dark Volley shots at Sora, followed by another set of fissures from the Dark Figure. Then, Terra-Xehanort will reappear again to fire a set of round Dark Volley shots at Sora. Finally, the Dark Figure will throw another set of fissures followed by the ground slam.

In his second phase, Terra-Xehanort has five new attacks. One is a completely unblockable and longer Ars Solum. The attack starts by Terra-Xehanort appearing and charging up his body with red energy. He will then teleport to Sora to attack him like he usually does with Ars Solum. However, after his second teleport, he will only do one slash instead of six before coming down on Sora twice with teleporting downward slashes that creates shockwaves. Then he will charge himself a second time and unleash another Ars Solum that consists of him teleporting and slashing three times twice before coming down for a final teleporting downward slash that leaves a shockwave. The last slash before his final downward slash is blockable. His second new attack is a dash to Ars Solum combo. After his first dash in his dash combo, he can stop his second dash to Sora right in front of Sora and then perform the last six hits of his Ars Solum followed by a teleporting downward slash that leaves a shockwave. His third new attack is a new Dark Volley combo. Instead of firing curving shots at Sora, Terra-Xehanort will teleport three times and fire three brief sets of straight shots at Sora. His fourth new attack is another Dark Volley combo that consists of him firing three sets of curved shots. The fourth new attack is another combo using the Dark Figure. The combo consists of two rising strikes from the Dark Figure, two teleporting strikes, two more rising strikes, a charging downward spike attack, followed by two more teleporting strikes.

Terra-Xehanort is vulnerable during his Ars Solum right before he can go through with his teleporting downward strike. Players can either time a combo on him before he lands, or time a reprisal after blocking the blockable portion of his last six slashes of Ars Solum. The same goes for his dash to Ars Solum combo. With his enhanced Ars Solum, Terra-Xehanort is also vulnerable right before he can go through with his last downward strike. For his dashing combos, the player can either stay close to the edge of the arena and dodge out of the way of one of his dashes and attack, or guard against a dash in the air to redirect him into the ground and then follow with a reprisal. For his usual Dark Volley, Terra-Xehanort will be vulnerable during his final set of shots and the player can stun him by guarding against his final set, which will reflect his shots back at him. However, for his second Dark Volley, he will teleport too fast for his own shots to hit him, so the player has to attack him right after he finishes firing his third set of shots. The same goes for his third Dark Volley, but players will either need to use magic or an air step to strike Terra-Xehanort. Any of the curved shots fired by Terra-Xehanort will miss if the player runs towards him. For his Dark Figure combos, Terra-Xehanort is vulnerable the second he finishes the combo, indicated by him resummoning his Keyblade into his hand.