Kingdom Hearts II Final Mix

Game:Lingering Will

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Lingering Will

Lingering Will KHIIFM.png

Japanese留まりし思念
RōmajiTomarishi Shinen

TypeConstruct
GameKingdom Hearts II Final Mix
Themes Header.png

KHII tracks
Battle theme -Rage Awakened

LocationHPStrengthDefenseEXP
Keyblade Graveyard3400[1]86510
PhysicalFireBlizzard
×1.0×0.5×0.5
ThunderDarkNeutral
×0.5×0.5×1.0

Rewards
First
Sora: Drive gauge +1
Donald: Max HP +3
Goofy: Max HP +4

Second and after
Manifest Illusion (100%)

If a blue seal core is…
…damaged: HP prize (1) ×1
…destroyed: HP prize (5) ×10

If an orange seal core is…
…damaged: MP prize (1) ×2
…destroyed: MP prize (3) ×10
World(s)
Keyblade Graveyard

TheLingering Will is an unlockable secret boss featured inKingdom Hearts II Final Mix. It can be fought after unlockingThe Gathering, then returning toDisney Castle'sHall of the Cornerstone, where a portal to theKeyblade Graveyard has appeared. Defeating the Lingering Will grants theProof of Connection, and the Lingering Will can be fought again by leaving the Keyblade Graveyard and returning.

Strategy[edit]

Terra's Lingering Will battling Sora within the Keyblade Graveyard
The Lingering Will prepares to battle Sora, Donald, and Goofy within the Keyblade Graveyard.

Sora should haveHigh Jump,Dodge Roll,Aerial Dodge, andGlide all atLevel 3, as well as some actionabilities likeRetaliating Slash andHorizontal Slash and supportabilities such asOnce More, andSecond Chance. He should pack as manyEthers as he can, and have at least oneCombo Plus. Sora should also haveDecisive Pumpkin equipped for itsCombo Boost.

The Lingering Will has a very high forced retaliation point/Revenge Value, meaning that it is especially vulnerable to multiple combo attacks, but this can easily cause an inattentive player to be too combo-happy and not notice when its Revenge Value has been reached, making its counterattacks quite harsh and/or near-fatal.Combo Boost,Air Combo Boost,Combo Pluses and/orAir Combo Pluses are recommended to equip (especially the former 2) due to such a long Revenge Value, but the key point is that in most normal circumstances, the player should be careful to back off before dealing a 5th normal combo finisher in a row to manage its Revenge Value via an estimate.

Furthermore, it has a unique armor mechanic where the more combos landed on it (including finishers), the more overall damage starts to build up on it, completely independent of either Combo Boost or Air Combo Boost damage formulas. The first combo landed on it each time it is left open will always do very little damage, until the subsequent ones increase in output.

One safe and effective setup would be for Sora to have only 2 ground Combo Pluses equipped, along withGuard Break andExplosion. This allows him to fit exactly 2 Guard Break finishers and 1 Explosion finisher before the Will forcefully retaliates. The combo portion ofArs Arcanum, without theReaction Command finisher, is also quite useful for racking up damage without triggering any increase in Revenge Value, albeit Elixirs should be stocked for MP recovery +Damage Drive or any other Drive-enhancing abilities to ensureLimit Form can be used as often as possible or to last long in one-go or two.

However, if trying to intentionally trigger its Revenge Value to properly punish it, then Guard Break SHOULD NOT be equipped and only Explosion should be since the latter finisher creates some distance between Sora and the Will to avoid some of its Revenge moves. Using Thunder combos from a distance to safely trigger a retaliation is also a viable strategy.

The Lingering Will canFormchange itsKeyblade into a variety of weapons to assault Sora. Its most basic attack is when it leaps in the air, and dashes at Sora three times. The timing of the dashes are easy to predict, so avoid being hit by Dodge Rolling orGuarding. Anticipate where its third dash will end, and attack during its third dash. If hit by the first or second dashes, use Retaliating Slash to block the next dash, and time successive Horizontal Slashes to deflect further dashes. The Lingering Will can sprint towards Sora and perform a three-hit combo, Formchanging its Keyblade into a drill and thrusting it at Sora for the finisher. It isn't easy to predict when the Lingering Will is going to actually use this move after running, but Sora can easily defend himself using Guard, orReflega. If Guard is used to block the attack, Sora must wait before attacking. If Sora starts the attack right after guarding, the Lingering Will's drill will take most of his health, and he will be knocked far away from the Lingering Will. However, if Sora guards the first two attacks, the drill will miss, creating an opening. The Lingering Will can Formchange its Keyblade into a whip and swing it around itself, dealing massive damage. Unfortunately, when it is going to use this attack is unpredictable, but it tends to use this move after dashing though Sora three times, or when receiving massive damage. Sora can defend himself with Guard or Reflega, but it is a lot better to just run away and quickly get close to the Lingering Will as soon as it is landing and attack it with a new combo. However, if Sora does get hit, it will very likely reduce hisHP to 1 if Once More and Second Chance are equipped, so do not try to resist withAerial Recovery orRetaliating Slash, or else Sora will fall. To get out of the attack and save HP, activating aDrive Form, or usingTrinity Limit withDonald Duck andGoofy are the only ways for getting some invulnerability.

The Lingering Will can Formchange its Keyblade into a cannon similar to the one used in Terra'sUltima Cannon fromKingdom Hearts Birth by Sleep and fire a giant sphere of energy that can home in on Sora. The explosion is huge, but Sora can deflect the sphere back at the Lingering Will by guarding, hitting it, or casting Reflega. If it is charging the cannon and Sora is too far away, then Dodge Roll, or Quick Run against it to nullify the explosion. If you are close enough to the cannon and guard against it, it will launch the Will leaving it vulnerable. The Lingering Will can Formchange its Keyblade into a bow-like weapon and shoots three deadly projectiles trying to catch Sora, but keep in mind that it shoots up five when low on HP. If any of the projectiles hits Sora, his health begins to drain and the command bar changes in a manner reminiscent ofXemnas's curse fromKingdom Hearts Final Mix, only showingRelease andFall. To break free of the curse, simply pressRelease; ifFall is pressed, Sora's health drops considerably. The projectiles can be evaded with the right timing of Dodge Roll, or Reflega, and when it turns its Keyblade back to normal form, that is the time to attack. However, if the Lingering Will's projectile hits Sora, the best way to break free from the curse is to glide away while waiting for the "Release" command. Due to the timing of Dodge Roll, equipping Quick Run might be counterproductive in case one uses it by mistake.

The Lingering Will can also Formchange its Keyblade into Terra'sKeyblade Glider and move around the map extremely fast. Using Guard is the best way to defend, and if Sora is inFinal Form just Glide, as his Keyblades will protect him. Sora can attack when the Lingering Will lands, though it's hard to predict when and where. In addition to its Keyblade, the Lingering Will has some magical abilities as well, such as creating an strange looking seal that either creates a blue or orange orb above Sora's head. The orange orb prevents Sora from attacking, while the blue orb prevents Sora from usingMagic orItems. To break free from the curse, Sora needs to deplete a new, smaller HP bar. If a blue orb in seen, attack to deplete the bar, if an orange orb is seen, use Magic,Valor Form's abilities, orLimits inLimit Form. Either way, Drive Forms are still usable. Sora can evade this move by using Dodge Roll, Quick Run, or Reflega if timed right. It is unexpected when the Lingering Will is going to use this move, but when if it teleports suddenly behind Sora, then be prepared. Another clue for Sora to dodge this attack is when the Lingering Will begins flying at high speeds and repeatedly landing right behind Sora.

The Lingering Will can conjure drone-like objects which fire beams of plasma at Sora, Donald, and Goofy. When it is low on health (usually six or seven bars left), it automatically launches them and disappears from Sora's sight for a few seconds, signifying the beginning of the second phase. Sora can react to this attack using Guard, Reflega, or simply gliding away. Sometimes though, even when the Lingering Will is full on HP, it can combine its other moves especially its Keyblade Glider attack, with the drones. This can make the battle more difficult as not even a correctly-timed Guard or Reflega can always protect Sora from several angles, although with some luck Sora may be able to deflect against the Lingering Will itself. They can be destroyed with Aerial Dodge but it's not worth it, but they can be destroyed if they run into a rock spire.

When the Lingering Will uses its desperation move, it enters a berserk state similar to Terra'sArs Solum. Its arm gauntlets and helmet will emit a bright red aura, and it then splits its Keyblade into two weapons. The first part of the attack is quite easy. Sora can either use Guard or Glide and no particular time is needed for blocking. In the second phase of the attack, Sora cannot physically block anything. Just Glide away, and land as soon the Lingering Will prepares the third and final phase of the attack. The third part is probably the most difficult move to block/evade in the entire battle. It is all about having perfect timing with Guard, Dodge Roll, and Quick Run. The Lingering Will starts by swinging its Keyblade in midair. Then the Will disappears, and reappears behind Sora and utilizes several teleporting dashes similar to Terra'sChaos Blade. To defend Sora from this attack, lock-on to the Will and Guard. Keep guarding until it uses the move similar toThunder Surge and lands. The Will is then left vulnerable. Just like every other move, however, there are various ways to evade this one as well. If Sora happens to get hit, make sure to use Aerial Recovery at the right time to nullify its last spinning move. This way, Sora can still quickly reach the Lingering Will and start a new combo.

Thundaga is best for distracting the Will if Sora is too far away, giving him the time to reach it. A very useful trick is gliding and reaching a specific point on the edge of the map. This way, the Will is forced to always teleport in front of Sora, making it easier to block all of its attacks. In the second phase of the battle, while low on HP, the Lingering Will also makes use of Magic. There is a low chance that it may castMagnega, that will put Sora into its path, andBlizzaga, both in some lethal combinations.

In the first phase of the battle, the Will usually executes its abilities in a predictable pattern, which corresponds to the first attack it used at the beginning of the battle. Remember to keep track of the Lingering Will's forced retaliation point to prevent being attacked unawares. In this phase, deflecting the Will's Ultima Cannon back at it will also count as a finisher that can fill up its hidden value towards the said point. When it is left with six or seven HP bars, however, it will use its desperation move for the first time, marking the end of the first phase.

During the final phase, the Lingering Will's AI can be exploited by always stopping your combos just short enough, causing it to whenever it lands back on the ground, repeatedly retaliate-normally with its desperation move in a predictable manner when manipulating its Revenge Value. Otherwise, the Lingering Will will instead generally retaliate with its devastating triple dash attack and whip attack in sequence if the forced-point/Revenge Value is reached, often choosing randomly between which of the two to start with; even then the player can watch out for those in order to punish it accordingly regardless.

Overall, learning to manage the Lingering Will's (long) Revenge Value can be considered quite hard since the Will's chosen Revenge moves are among some of the hardest to see coming once triggered and within enough range to barely escape; this can also apply to hitting its specific HP ranges when trying to get a grasp on its usual retaliation points since hitting said ranges to enter another phase will ALWAYS cause a Revenge move to come out regardless. Unlike in other similar fights where chaining Reflect can build up a lot of damage, the Will also bypasses this by being invincible while in the middle of attacking.

TechniqueElementPowerGuard?
Drill Attack (ドリル攻撃, Doriru Kōgeki?)(Weapon)Physicalx1.0

(Gear)Physicalx0.5
(Finish)Physicalx1.0
The Lingering Will performs a quick three-strike Keyblade combo. For the combo finisher, the Lingering Will Formchanges its Keyblade into a drill and thrusts it forward.
May be used three times in a row when at low HP.
Cannon Gun (キャノン砲, Kyanon-hō?)(Weapon)Physicalx0.5

(Light Bullet)Physicalx5.0O
(Explosion)Physicalx3.0X
The Lingering Will Formchanges its Keyblade into a cannon and fires a giant sphere of energy that homes in on Sora and causes a powerful explosion upon impact.
Deflecting the Cannon Gun back at it successfully counts as a full combo with finish. ResemblesUltima Cannon.
Rush Attack (突進攻撃, Tosshin Kōgeki?)Physicalx1.5
The Lingering Will leaps in the air, and performs three dashing attacks.
The Lingering Will can cancel the last dash and follow with either Rush Attack, Wave Rider, or Whip Attack. This is repeated up to 3 times. Can also be used at 70% HP after having disappeared during a Revenge Action. Resembles the Rising SunReaction Command.
Wave Rider (ウェイブライダー, Weiburaidā?)(Transformation)Physicalx0.5

(Rush Start)Physicalx1.5
(Rushing)Physicalx0.5/x1.0
(Gravitational Field)Physicalx1.0
(Ice Shot)Blizzardx0.5
The Lingering Will Formchanges its Keyblade into aKeyblade Glider and dashes across the field. At low HP, it can draw Sora in with a gravitational field resembling Magnega or shoot icicles similar to Blizzaga.
The Lingering Will can cancel the last dash and follow with either Rush Attack, Wave Rider, or Whip Attack. This is repeated up to 3 times.
Whip Attack (ムチ攻撃, Muchi Kōgeki?)Physicalx1.0/x0.5
The Lingering Will Formchanges its Keyblade into a whip and swings it around itself.
Used as a midair Revenge Action, additionally when its HP drops below 70% as it disappears and 40% HP to follow with Bit. While it seems like the Lingering Will remains stationary while floating, it'll actually slowly move towards Sora during the animation, so spacing away from this attack is vital when it activates.
Command Seal Attack (コマンド封印攻撃, Komando Fūin Kōgeki?)Physicalx1.0X
The Lingering Will charges energy onto its Keyblade to then warp to Sora's location with a diving-slam strike to form an array of rune columns erupting, which casts one of two seals; an orange seal, which disables Sora's attacks, or a blue seal, which disables Sora's Magic and Items.
When sealed, deplete the Lingering Will's smaller HP bar to regain commands.
Command Change Attack (コマンド変化攻撃, Komando Henka Kōgeki?)(Light Arrow)Physicalx1.0X

(Gravitational Field)Physicalx1.0X
(when using Fall)x4.0
The Lingering Will Formchanges its Keyblade into a bow and fires three light arrows. When hit by an arrow, Sora's commands change to Release and Fall. Using Fall damages Sora, while pressing Release restores his commands. During Command Change, Sora takes 1 damage every 0.67 seconds. At low HP, it shoots up to five arrows, and can create a gravitational field akin to Magnega.
Bit (ビット, Bitto?)Physicalx0.25O
The Lingering Will summons several Bits, which shoot light projectiles at Sora.
The bits can be destroyed with an Aerial Dodge or by having their shots deflected back at them. Can be used at 70% HP after having disappeared during a Revenge Action. Used when at 40% HP after Whip Attack as Revenge Action, then follows with Super Wild Dance. This attack can also be combined with others such as Wave Rider or Rush Attack.
Super Wild Dance (超乱舞, Chō Ranbu?)(Starting Light)Physicalx0.5

(Weapon & Rush)Physicalx1.0
(Gear)Physicalx0.25, Finish: x1.0X
(Shock wave)Physicalx0.5
(Rotating Swing)Physicalx8.0
The Lingering Will enters a berserk state, and uses several powerful combos in a row. Proceeds to rush at Sora and wildly swings its Keyblade multiple times, then it creates spinning gear around itself. Lastly, it warps at Sora's location and rushes through him multiple times, swings its Keyblade around several more times, and finishes with a final rush attack.
Used when HP drops to 40%, after using Whip Attack as a Revenge Action, and Bit as it disappears. Afterwards it is used after Command Change Attack or Command Seal Attack. If within that HP phase to allow usage of it, then the Lingering Will always executes this attack if its Revenge Activation Value is not reached after being attacked-then-left alone.

The Lingering Will is invincible as long as it is using an attack.
Guard/Block: △ = Can be blocked; O = Can be blocked and interrupted (melee) or deflected back (projectile); X = Cannot be blocked.

Video[edit]

Lingering Will –Kingdom Hearts II Final Mix

Notes and references[edit]

  1. ^The seal cores have 91 HP each.
Original bosses
Riku |Riku Replica |Shadow Roxas |Hostile Program |Lingering Will |Anti-Riku |Data-Riku |Terra |Ventus |Aqua |Braig |Vanitas |Master Eraqus |Master Xehanort |Ventus-Vanitas |Terra-Xehanort |Young Xehanort |Armor of Eraqus |No Heart
Phantom Aqua |Anti-Aqua |Master Ava |Master Ira |Master Aced |Master Invi |Master Gula |Darkness |Ephemer & Skuld |Yozora |Vali, Vala, & Vidar |Hringhorn
Optional bosses
Kingdom Hearts
Tidus, Selphie, and Wakka |Riku (Destiny Islands) |Cloud |Cerberus |Leon |Yuffie |Hercules |Hades |Rock Titan |Ice Titan |Sephiroth |Kurt Zisa |Parasite Cage |Ursula |Flotsam and Jetsam |Lock, Shock, and Barrel |Oogie Boogie |Oogie's Manor |Phantom
Kingdom Hearts Final Mix
Red Armor |Sneak Army |Destroyed Behemoth |Unknown
Kingdom Hearts II
Seifer |Sephiroth |Hades |Leon |Yuffie |Cloud |Tifa |Shenzi, Banzai, and Ed |Scar |Groundshaker |Sark |Master Control Program
Kingdom Hearts II Final Mix
Absent Silhouettes |Organization XIII's Replica Data |Lingering Will
Kingdom Hearts 358/2 Days
Anti-Riku |Anti-Saïx |Dustflier
Kingdom Hearts Re:coded
Rock Titan |Behemoth |Ice Titan |Data-Roxas (bugged) |Data-Riku (bugged, Avatar Sector)
Kingdom Hearts Birth by Sleep
Vanitas Remnant |Unknown |Mimic Master |Iron Imprisoner
Kingdom Hearts Birth by Sleep Final Mix
Monstro |Armor of Eraqus |No Heart
Kingdom Hearts 3D: Dream Drop Distance
Secret Portals |Julius
Kingdom Hearts III
Dark Inferno |Treasure Ship |Black Ship fleet |Ghost Ship fleet
Kingdom Hearts III Re Mind
Real Organization XIII's Recreated Data |Yozora