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Hyrule Warriors II (Japanese: ゼルダ無双2Zeruda Musō 2) is the sequel to the 2016 Nintendo 3DS title Hyrule Warriors Legends released for the Nintendo Switch. Hyrule Warriors II features elements that make the title more akin to the Dynasty Warriors and Samurai Warriors titles on which Hyrule Warriors II is based than other Zelda titles, similar to its Wii U predecessor and its expansions and ports. Hyrule Warriors II is considered non-canon to the Zelda chronology, and draws aspects from a large number Zelda titles. It is the third Hyrule Warriors title, following the original Wii U title and 2020's Hyrule Warriors: Age of Calamity.
While a collaboration between Nintendo and Koei Tecmo, Hyrule Warriors II does not feature any crossover content between Zelda and any of the latter company's franchises. Elements from other Nintendo franchises, however, do make appearances. The most notable crossover elements come from the Super Mario series, SimCity, and Kaeru no Tame ni Kane wa Naru, which draw from the crossover content present in Link's Awakening.
Patricia Summersett and Yū Shimamura, both of whom voiced Princess Zelda in The Legend of Zelda: Breath of the Wild, appear as the narrator for the game in English and Japanese versions of the game. They replace Esra Guler and Mie Sonozaki, who narrated the events of the original Hyrule Warriors and its subsequent ports for the Nintendo 3DS and Nintendo Switch.
After the events of Hyrule Warriors Legends, Hyrule entered a state of peace. The monsters summoned by Cia had disappeared, Ganon had once again been sealed away, and the eras that had once been connected to the present had separated once more. Hyrule began rebuilding after the monsters damaged the land, and the Hyruleans returned to their normal routines and Cia and Lana returned to the Valley of Seers to oversee the flow of time.
Though the state of peace was nice, it was also brief. Due to the temporal distortions caused by the Gates of Souls that tore open pathways into the past, Hyrule was quickly thrown back into chaos as time began folding into itself, creating a new world where the past and present were not separated once more. Cia and Lana were helpless to stop this chaos, and the Triforce disappeared as the world once again became twisted.
Prologue[]
Tetra gathers Toon Link and her crewmate Niko on a small island for a training exercise, and accompanying them are King Daphnes and Link's trainer Orca. Wanting Niko and Link in shape as members of her crew, Tetra has the King of Red Lions create duplicates of Link for them to train against, and reveals that they had gathered a large number of Miniblins on this island specifically for this purpose. Releasing the Miniblins across their training grounds, Tetra orders Link and Niko work together to take out the Link clones that are commanding them.
This task is completed quick enough, so Tetra has them next face-off against Orca to complete their training for the day. After fighting against Orca enough, the battle is interrupted by an earthquake followed by the sudden appearance of a giant pig-like cyclops: a Hinox. Surprised by their intruder, King Daphnes and Tetra join Link and Niko in taking it down while Orca recuperates from his injuries. Once the Hinox is defeated, it disappears as quickly as it appeared - vanishing into a pink mist that flies up into the sky. Though before the group can question this, they notice the pink mist spiral into a portal, which quickly devours the island the group had been on. As the group are pulled into this portal, they suddenly find themselves in the middle of a green field with a large castle looming over them. Tetra and the King find themselves face-to-face with a familiar woman: Lana, who stands confused as she takes in the new faces that have arrived at the Valley of Seers. She looks up to see the portal that brought them to her, remarking that "another one has opened."
With these new people in their world, Lana decides that they should all pay a visit to Hyrule Castle and tell Link and Zelda about this strange phenomenon. Summoning her own Gate of Time, Lana transports herself, Toon Link, Tetra, Niko, Orca, and King Daphnes to Hyrule Field, unaware that another large-scale battle is in the works there as well.
Indeed, Lana teleports the group to the keep of Hyrule Castle, where they come face-to-face with Impa and the Hylian knights getting ready to charge into battle against a swarm of enemies running rampant through the field. Though Impa is glad to see Lana once more, she says that it'd be most important to defeat these enemies first. She asks Lana to escort the otherworldly warriors to safety, but Orca insists on joining the battle himself as well. Impa thanks him in a hurry, and she rushes into battle with the Outset Island warrior against an invading group of Bokoblins, Moblins, and Lizalfos. These two warriors rescue a group of new recruits that had been training in the field, and help escort them back to the castle. It is here where they are surprised by the sudden appearance of a Lynel. With Lana's help, Impa and Orca fight the Lynel and barely manage to take it down and keep the rest of the castle safe from its harm.
Gameplay[]
The main gameplay of Hyrule Warriors and Hyrule Warriors Legends is retained for their sequel, including its hack-and-slash gameplay and the appearance of elemental attributes that are assigned to different weapons.
Defeated enemies may also drop materials, which can be used to upgrade fighters, or other weapons for warriors to use. Unlike in Hyrule Warriors, Hyrule Warriors Legends, and Hyrule Warriors: Definitive Edition, the materials and weapons do not physically drop from defeated enemies, instead only being noted on the game's UI that the player has obtained them.
Attacking[]
Hyrule Warriors II is an action beat 'em up spin-off of Koei Tecmo's long-running Warriors titles. Unlike many other games, but like the Warriors franchise, players must take on large hoards of enemies at a single time, as opposed to one-on-one or small groups. In order to combat enemies, players must use various combo attacks, primarily done through combinations of buttons. Every character has a unique weapon (or weapons, in some cases), each with its own set of combo attacks.
There are two major types of attacks. There are standard attacks, activated by pressing , and more powerful "strong attacks" that can be be activated by pressing instead. Standard attacks do little damage, but can be chained together for combos, while the strong attacks end combos with more powerful attacks.
Defeating enemies (or collecting certain power-ups) fills up the yellow Special Attack gauge. Once filled completely, pressing allows the player to unleash an incredibly strong attack known as a Special Attack. Special Attacks deal more damage than strong attacks, and usually cover an extended range. However, there exists a fourth attack that can be activated through the Magic Meter. Upon filling the Magic Meter completely, pressing the left bumper button allows the player to activate Focus Spirit. In Focus Spirit, the character's attacks and movements are quickened for a short duration of time, with every attack dealing 2x its normal damage output. After the Magic Meter fully drains, the character will activate an attack known as a Furious Force, though pressing any time during the duration of Focus Spirit can also activate a slightly weakened variant of this attack. The Magic Meter is filled by doing combos, with the amount filled being determined by the longevity of the combo.
Another big part of the attacking process is the ability to lock on to enemies. Larger enemies with more health, or other Warriors, can be locked-on to. While locked-on to an enemy, the camera will rotate around so the player is always capable of seeing that enemy.
Defending[]
While attacking enemies is a large part of the gameplay, being defensive is also important as to conserve health so one is not defeated. Holding the right bumper button puts the player character into a defensive stance, which lowers the amount of damage taken as long as the guard is not broken by stronger attacks.
Pressing at any point allows the player to dodge in any direction, which, if timed correctly, can be used to fully avoid taking damage from attacks. Holding simultaneously with a direction on the control stick also forces the character into a sprint. While sprinting through large hoards of weaker enemies, the chances of being attacked by weaker enemies are decreased, as their attack animations are usually slow enough to miss the player.
Armos[]
A new game mechanic is the ability to summon Armos to protect keeps. Only three Armos can be used in a single scenario, though they can be placed in different keeps or a single keep. Armos have high health and deal damage, but they will not respawn once defeated. Armos can be defeated by being attacked, with more damage dealt to them by attacking the jewel on its back, or by capturing the keep they are to protect. Armos can also be defeated using the Hammer item. When Armos are defeated, they will thrash about before exploding, with both attacks being able to harm members of all armies.
Enemy commanders may spawn Armos in keeps that they capture or begin a scenario with; though this is seen near-exclusively in the Adventure Mode, with few Legend Mode scenarios featuring enemy Armos.
Objectives[]
The main objective of most scenarios is to capture specific keeps while defeating enemies. Keeps are small, square rooms scattered around the battlefield that continually spawn enemies for the army that controls it. Defeating enough enemies within a keep (displayed through a bar placed underneath the small map) will release the boss of the keep, which, upon defeat, will render the keep to the army that defeated them.
Some scenarios will challenge the player to complete other tasks, such as defending keeps from giant Bombchu, protecting a Baby Cucco as it travels towards its mother, or various other tasks.
Adventure Mode[]
War Quarrel Mode[]
War Quarrel is a new multiplayer game mode where players can compete against each other in a basic type of battle. In War Quarrel, the objective is to take out the other player's commander, though it is structured in a way not dissimilar to many Adventure Mode missions: a player can not rush into their opponent's base, as they must defeat the other army's four enemy captains and locate their enemy's Big Key hidden in one of the keeps.
War Quarrel lets up to two players to join each army through split-screen or LAN connectivity. Player one acts as the army's commander, and can also choose a second character to play as until the enemy clears the objectives required to open the gates of their base, while the second player controls a single warrior; if only one player is present as part of an army, they have the power to switch between these three warriors instead. Unlike the single player modes, all players have the ability to respawn should they be defeated, losing their Special Attack and Magic Gauge when they do so and also needing to wait a few moments before they can return to the action.
Bazaar[]
Items[]
A major mechanic within the Zelda franchise is the strategy of needing to use a variety of items and weapons to solve puzzles. While Hyrule Warriors II does not feature puzzles in any major format, players are capable of obtaining several items to assist them in combat. The primary use of items is to expose the weak points of Giant Bosses or enemy captains, though some also do allow players to manipulate the map's layout in certain ways. There are nine types of items: all items return from Hyrule Warriors, in addition to a new item that allows the player to make use of a new gameplay mechanic. Players can also add potions to their inventory through the Badge Market upgrade system, or collect Bottled Fairies capable of destroying elemental barriers by rescuing them from Fairy Hunters or keeps.
Item
Description
The Armos Totem places down an Armos at the place where it is used, and as such up to three totems can be in the player's inventory at once. The Armos will patrol a small area, or an entire keep, and can only be recalled by using the Armos Totem again upon approaching them. Upon the Armos being defeated the totem will disappear from the player's inventory, signifying such loss. The player can only acquire one Armos Totem through normal play, and the other two are obtained by upgrading a warrior through the Badge Market.
Armos Totem
When used, the Warrior will throw a flurry of bombs that explode upon contact with the ground. This allows the player to destroy certain walls, large boulders, or simply defeat enemies. When the player collects a Bomb power-up, the Bombs will become a Giant Bomb, which increases its range a significant amount and damage output.
Bombs
The Bow is a projectile weapon that, when used, simply sees the Warrior using it fire an arrow forwards. While these arrows do not deal a significant amount of damage, they do paralyze enemies for moment. Once a Bow power-up is collected, it will temporarily upgrade into a Bow of Light, which fires three arrows at once to deal more damage across a larger area while also paralyzing foes for longer.
Bow
Fairies will sometimes appear suspended within enemy keeps within orbs of energy. Upon being collected, a fairy will appear within the player's inventory within a bottle. Bottled Fairies will dispel an elemental barrier on a keep once used, though the element of the fairy and the barrier must match. Fairies without elements also appear exclusively within some Adventure Mode scenarios, which allow the player to dispel any elemental barrier once used. There are five types of elemental fairies, matching the same five elements that a player's weapon could be: Light, Fire, Water, Lightning, and Darkness.
Bottled Fairy
The Boomerang travels in a circular motion upon being thrown, returning to the user a moment later. Though it does not deal damage to enemies, it does confuse all types of enemies besides enemy Warriors and Giant Bosses; the duration of their confusion decreases depending on their strength, with infantry units being confused for a moderate amount of time and senior captains only a quick moment. When a Boomerang power-up is collected, the item temporarily becomes the Gale Boomerang, which travels faster across a larger area, confuses enemies for longer, and draws collectibles and other items towards the user.
Boomerang
The Hammer is a fairly large mallet that sees the user slam it into the ground upon use. The Hammer has very little range but deals the most damage of any (not powered-up) item, and can also press down switches. When enhanced via the collection of a Hammer power-up, the Hammer transforms into the Megaton Hammer, which deals damage more damage to enemies, paralyzes infantry units. Warriors also swing the Megaton Hammer down faster than the normal Hammer as well.
Hammer
The Hookshot allows the user to hook onto targets to travel up to higher areas that may otherwise be inaccessible. The Hookshot can also be used to latch onto an enemy, with the user pulling themselves to the enemy's location. Once a Hookshot power-up is collected, it upgrades into a Clawshot. The Clawshot extends faster than the Hookshot does, and the user will use it to pull the Moon from Majora's Mask down onto enemies upon pulling themselves to their location; the Moon explodes as it crashes into the ground, dealing damage to all enemies in its vicinity.
Hookshot
The Ocarina can be used to teleport the user to teleport themselves to activated Owl Statues located around the map. This is identical to the use of the Song of Soaring from Majora's Mask, and the user even plays such a song on the Ocarina before teleporting there.
Ocarina
Potions can be added to the player's inventory through the Badge Market. Up to three potions can be held in a player's inventory at once, and the colour of the potion denotes the amount of health and Special Attack gauge is recovered. While the amount of potions can be increased via the Badge Market, the quality of the potion is actually determined by the amount of Illustration Pieces that have been collected. There are five types of potions: Red Potions (restores 5 hearts), Purple Potions (restores 5 hearts and half of a Special Attack gauge), Blue Potions (10 hearts and half of a Special Attack gauge), Green Potions (10 hearts and one Special Attack gauge), and Yellow Potions (15 hearts and one and a half Special Attack gauges).
Potion
Story Items[]
Item
Description
The Boss Key can be found hidden inside of a Big Chess within an enemy Keep. Once collected the Boss Key appears on the player's HUD, and will automatically be used when they approach a locked keep to unlock the gates and allow entry.
Boss Key
The Lens of Truth is a Sheikah artifact capable of seeing through illusions or objects not normally visible to the naked eye. The Lens of Truth is primarily used in story-related cutscenes, though it also appears in a select number of Adventure Mode scenarios as well.
Lens of Truth
A Sheikah Slate is a piece of technology hailing from over 10,000 years prior to the Age of Calamity. The Sheikah Slate acts as the in-universe explanation for the game's HUD and map. The Slate is also used in order to progress through the story by opening up story-specific barricades.
Sheikah Slate
Collectibles[]
Item
Description
Costumes can be collected in Adventure Mode by clearing optional objectives within a scenario. Costumes allow the player to alter the physical appearance of the playable Warriors, often through just recolouring their existing outfit, and can be selected through via the character select screen.
Costume
In a similar vein to how costumes can be collected for the playable Warriors, so too can new clothing options for the fairies that can be levelled up through the My Fairy system. Unlike costumes for Warriors, fairy clothing can often be found within chests revealed upon capturing an enemy keep.
Fairy Clothes
Fairies that can be levelled up through the My Fairy feature can be fed food to level them up and increase their stats. The food they eat is sometimes dropped by enemy captains upon their defeat, dropping in small bags of three colours: bronze, silver, or gold. The colour of the bag denotes the rarity of the food it contains, with bronze being the most common and gold the rarest.
Fairy Food
Gold Skulltulas will appear on a map upon completing certain optional objectives. When a Gold Skulltula is attacked, the player will obtain an Illustration Piece, of which 20 are needed in order to complete a single Illustration. Defeating Gold Skulltulas and earning Illustration Pieces are also used to upgrade the Bazaar, allowing the player to mix new potions in the Apothecary and upgrade the quality of the potions players can add to a Warrior's inventory.
Gold Skulltula
Heart Containers and Pieces of Heart can be obtained through the completion of certain optional objectives or are hidden within big chests kept within enemy keeps. Both of these collectibles increase the amount of health a certain Warrior has - only one specific character is capable of opening the chests containing these. A Warrior must collect four Pieces of Heart to increase their health count, while only one Heart Container must be collected to do the same.
Heart Container
Materials are used to craft badges within the Badge Market in the Bazaar. Materials are sometimes dropped upon the defeat of enemy captains, and the colour of the bag denotes the rarity of the material within it: gold materials are rare, silver materials are uncommon, and bronze materials are common.
Material
Rupees, the currency used within the land of Hyrule, appear upon the defeat of any enemy (including basic infantry units) and within destructible pots located within keeps. Rupees are required to craft badges, fuse weapons, brew potions, appraise skills, or level Warriors up. The colour of Rupees denotes their value - green Rupees are the most common and add only 1 to the player's wallet, blue Rupees add 5, and red Rupees 20. Additionally, silver and god Rupees, worth 100 and 300 respectively, appear under specific circumstances, such as when rupee-related potions and fairy powers are used. Unlike within other Zelda titles, the player must not run through a Rupee to actually collect it - they are automatically collected upon their appearance.
Rupee
New weapons, with different amounts of slots or skills, sometimes appear when enemy captains are defeated. Unlike other collectibles that appear under the same circumstances, namely fairy food and materials, all weapons, regardless of their strength, take on the same appearance - a small tan bag with the marking of a sword. The different levels of a weapon, as well as new weapons for characters with multiple of such, can only be obtained by collecting a Sealed Weapon within a big chest, found upon the completion of optional objectives.
Weapon
Adventure Mode Items[]
While the default Adventure Mode map in the original Hyrule Warriors was based upon the overworld of The Legend of Zelda, the default map in Hyrule Warriors II instead uses sprites and elements from Zelda II: The Adventure of Link. In order to allow for the use of items, the map has been redesigned to include new objects and items.
Item
Description
The Boots must be used in order to participate in scenarios set on water tiles.
Boots
The Candle can be used to light up dark areas or burn down trees.
Candle
The Cross can be used to reveal hidden enemies.
Cross
The Flute can be used to reveal hidden rewards.
Flute
The Glove can be used to push statues or other items around.
Glove
The Hammer can be used to destroy boulders and press down switches.
Hammer
The Raft can be used to cross rivers, allowing the player to unlock new spaces upon completion of the scenario.
Raft
The Trophy can be given to towns or placed on certain pedestals to unlock new rewards.
Trophy
My Fairy[]
Warriors[]
All playable characters from Hyrule Warriors (including Hyrule Warriors Legends) and Hyrule Warriors: Age of Calamity return in Hyrule Warriors II, with many retaining their movesets unchanged. Due to the differences in gameplay mechanics between Age of Calamity and Hyrule Warriors II however, many of the playable characters from the former title have had adjustments made in order to either do away with each character's unique skill or incorporate it into their moveset another way.
While many titles in The Legend of Zelda series feature different incarnations of certain characters (Link, Zelda, Impa, etc.) between instalments, the characters present in Hyrule Warriors II are the same incarnations that appeared in the original Hyrule Warriors and its ports. However returning characters who were not featured within the stories of the previous titles (namely Young Link, Tingle, Medli, Marin, Toon Link, Toon Zelda, Ravio, and Yuga) do not reference the events of the previous stories and as such are treated as being "new" characters.
Unlike previous Hyrule Warriors titles, Hyrule Warriors II limits all playable warriors to a maximum of three different movesets, and thus three different types of weapons; Link and Zelda serve as exceptions to this rule due to possessing the Master Sword and Bow of Light in addition to three other weapons. All playable characters return from Hyrule Warriors Legends, as do all weapons. A variety of characters have been added in order to bring back every weapon from the previous games; for the most part, the attacks are identical or very similar to their original versions, though some may have been adjusted for their new users.
There are five tiers of weapons. The tiers of weapons determine their general strength, as well as the general appearance of the weapon itself. In order of strength, the tiers go in order of: Level 1, Level 2, Level 3, Level ★, Level 3★, and Level ★★. Level 3 and Level ★ are equal in strength, as are Level 3★ and Level ★★; the latter two are identical in appearance to the two former tiers, though essentially serve as a warrior's "ultimate" weapon. Finally, Level ★ and Level ★★ weapons are unique in that they are of a completely different elemental attribute than the other tiers of the weapon, and as such are the final versions of a weapon that can be unlocked.
There are five different elemental attributes, and each of them can see greater benefits by applying the appropriate "Element+" skill onto a weapon. The elemental attributes and their different abilities are:
Light weapons deal more damage to large groups of enemies hit by consecutive attacks. Light+ weapons increase the time that the effect will stay active in-between consecutive blows, allowing the warrior to easily continue their Light-based attack chains when groups of enemies are defeated.
Fire weapons cause enemies that have been knocked back to create small explosions when they hit the ground, which deals damage to enemies nearby. Fire+ weapons increase the blast radius of these explosions.
Water weapons cause bubbles to form around the heads of enemies, which deals slight damage over time. Water+ weapons increase the duration that the bubble will remain active, thus also increasing the amount of damage it will deal.
Lightning weapons cause enemies to take damage from lightning bolts while being juggled by a warrior's consecutive attacks; with more lightning bolts striking the enemy until they touch the ground. Lightning+ makes it easier to keep enemies juggled by knocking them upwards more than normal weapons would.
Darkness weapons deal more damage to a single enemy hit by consecutive attacks. Darkness+ weapons increase the time that the effect will stay active in-between consecutive blows, allowing the warrior to easily continue their Darkness-based attack chains when their target has been defeated.
The game includes a total of 85 playable Warriors hailing from fourteen different Zelda titles, and a total of 122 different weapons usable by the player. In addition to original characters, or incarnations of certain characters, introduced in Hyrule Warriors, characters from the following games are also playable. The numbers in parenthesis denote the number of playable characters that represent that title.
Every playable character returns from both Hyrule Warriors: Definitive Edition and Hyrule Warriors: Age of Calamity. All warriors that appeared in the Nintendo 3DS and Nintendo Switch ports of Hyrule Warriors now have at least two movesets - their original moveset, with some characters having changes made to this, and a new one. Though every playable character from previous titles return, not all are present within the story and thus must be unlocked in Adventure Mode.
The Hero
Link
Link is the reincarnation of a hero who was chosen by the Goddess Hylia and fought to protect her during the Era of the Goddess Hylia of Hyrule's history. In his teenage years, Link joined the Hyrulean Army, where he serves as a knight in training. Having the Spirit of the Hero within him, Link is particularly skilled with a sword and once drew the attention of Princess Zelda while she watched the knights train. He carries the Triforce of Courage, which granted him the courage to run head-first into battle to aid the struggling General Impa.
Weapons
Light
Hylian Sword
Level 1
Knight's Sword
Level 2
White Sword
Level 3
Magical Sword
Level ★
Guardian Sword
The sword is the most basic weapon in the game. Link uses his melee weapon to attack with quick, consecutive strikes. One combo also sees him throw out a blade of energy known as a Sword Beam, granting him some sort of range despite its general lack thereof. In addition to wielding his sword however, Link also makes use of his shield as well, and will use it to perform some techniques.
Light
Master Sword
Level ★
Master Sword
The Blade of Evil's Bane, the Master Sword is a legendary sword that can only be wielded by the hero who possesses the Triforce of Courage. The Master Sword's moveset is identical to that of that of the one-handed sword moveset Link possesses in Hyrule Warriors: Age of Calamity, allowing it to be separate from the basic Hylian Sword moveset Link can also use. This moveset, while similar to the Hylian Sword moveset, also sees Link using the Hylian Shield as a surfboard, and the blade can fire Sword Beams to extend its range when Link is at full health. By holding the charge attack button after beforming a combo Link will charge up a second follow-up attack that will be performed when the button is let go.
Light
Horse
Level 1
Epona
Level 2
Royal Stallion
Level 3
Lord of the Mountain
Level ★
Stalhorse
When equipped with the Horse weapon, Link wields a sword (which changes depending on the weapon tier) as he rides atop his noble steed. While many of the basic attacks see Link utilize the sword to perform basic slash attacks, many of the charge attacks see Link use his Horse to run through hoards of enemies with charge attacks and powerful bucking motions. Running into opponents with the Horse will cause weaker enemies to take damage and captains to be stunned.
Water
Great Fairy
Level 1
Great Fountain Fairy
Level 2
Great Forest Fairy
Level 3
Great Sky Fairy
Level ★
Wild Fountain Fairy
The Great Fairy weapon is a very unique one, as instead of controlling Link on the battlefield, the player instead controls the giant Great Fairy. The Great Fairy's giant size allows her kicks and body slams to cover an extremely large radius and deal great damage to foes; this is also a hindrance as it is difficult to focus on a single enemy. Additionally, the Great Fairy's own movement speed does not exceed that of Link's. Due to the Great Fairy's great magical powers, her attacks revolve around such powerful, and very slow-to-start, abilities. Her magic grants her the ability to make use of a variety of elemental abilities, such as creating whirlpools or energy balls as projectiles, and can even call upon other powerful deities such as Levias, the Great Spirit of the Sky. The Great Fairy keeps Link in a bottle that she uses in some of her early standard attacks, and lets him out to assist her in some of her longest, albeit also most powerful, attacks.
Princess of Hyrule
Zelda
Princess Zelda is the reincarnation of Hylia, a goddess who was given the task to protect the Triforce from evildoers by the three Golden Goddesses. Despite her status as royalty, Zelda will not hesitate to aid the Hyrulean Army should they appear to be struggling in battle, primarily wielding a rapier in battle. She carries the Triforce of Wisdom and, due to her royal bloodline, posses strong magical powers that allow her to power up her attacks.
Weapons
Light
Rapier
Level 1
Polished Rapier
Level 2
Glittering Rapier
Level 3
Glimmering Rapier
Level ★
Lanayru's Rapier
The Rapier has been held by Princess Zelda as a sword of state for centuries, though has also been trained to use it elegantly in combat. While the Rapier itself does not grant Zelda a great amount of range, she enhances her natural abilities via the power of the Triforce of Wisdom that she carries. By performing her full string of standard attacks, or her basic strong attack, she can concentrate her powers; she can store her powers into three jewels. These jewels of light allow the princess to summon a Bow of Light, allowing her even greater range through holy attacks.
Darkness
Dominion Rod
Level 1
Old Dominion Rod
Level 2
High Dominion Rod
Level 3
Royal Dominion Rod
Level ★
Ancient Dominion Rod
The Dominion Rod is an ancient artifact hailing from a bird-like clan of holy messengers known as the Oocca acquired by Link during the events of Twilight Princess. Zelda uses the Dominion Rod to summon large statues, which she can command using this staff. These statues are a large cylindrical bird-like one, and a larger figure of a hammer-wielding warrior. Zelda's basic strong attack changes depending on the last statue summoned, as the two statues are used in alternating patterns.
Fire
Fire Rod
Level 1
Lost Fire Rod
Level 2
Nice Fire Rod
Level 3
Meteor Rod
Level ★
Staff of Malice
The Fire Rod is one of the many different types of elemental Magic Rods that exist within the land of Hyrule. Zelda uses the Fire Rod mainly to shoot out small fiery projectiles, with her strong attacks instead having her charge the staff's power to transform the weapon into a flamethrower capable of summoning a large flame that takes the appearance of a serpentine dragon. Link previously used the Fire Rod in Hyrule Warriors, and while Zelda retains many of Link's same attacks (with altered animations), a major change has been made in that almost all of her attacks now feature flames in some way; Link's version of the Fire Rod (or Magic Rod) previously also utilized small projectiles of purple energy as well.
Light
Bow of Light
Level 1
Sacred Bow
Level 2
Bow of Light
Level 3
Twilight Bow
Level ★
Ancient Bow
Throughout the history of the royal family of Hyrule, the women all possess dormant powers as a result of being the reincarnations of the Goddess Hylia. Once awakened, this power allows them to summon the Bow of Light capable of cutting through any evil and seal away the demonic Ganon; by the era of Breath of the Wild, the origins of this power have been muddied and it is only called the "sealing power". Zelda can use this sealing power in battle the same way as she could in Hyrule Warriors: Age of Calamity: creating orbs and beams of golden light that deal damage and summoning the Bow of Light to finish off some combos. Using the basic C1 command will switch Zelda's moveset from her regular attacks to a "luminscent" form that consists of attacks that are about as strong as her Special Attack; the player's Special Gauge depletes while Zelda remains in her "luminscent" form.
Sheikah Warrior
Sheik
Sheik is a mysterious warrior who claims to be one of the few surviving members of the Sheikah Clan. A stoic and often-silent ninja, Sheik is willing to assist the Hyrulean forces to achieve peace within the kingdom, though she does not divulge what her true motives for doing so are. In actuality Sheik is actually the alter-ego of Princess Zelda, who has used magic to completely disguise herself in order to deceive those who oppose Hyrule.
Weapons
Lightning
Harp
Level 1
Goddess' Harp
Level 2
Typhoon Harp
Level 3
Triforce Harp
Level ★
Fairy's Harp
A harp is a stringed instrument, which takes the form of both a small handheld instrument and a large free-standing pedal-based variant. Sheik's Harp weapon makes use of both the instrument and several sharp kunai that she uses as both projectiles and melee weapons. Using the Harp, Sheik can play several themes to perform magical attacks of various elements, and the last elemental song she performs influences what Sheik's standard strong attack is.
Darkness
Chain
Level 1
Smashing Chain
Level 2
Golden Links
Level 3
Chomp's Chain
Level ★
Band of Morpha
Sheik's use of chains originates from her appearances in the Super Smash Bros. series, which she used in Super Smash Bros. Melee and Brawl as her side special move. Sheik uses her Chain as a whip to damage enemies at both far and close ranges, and she can also wrap an infantry unit with her chain to swing them around to enhance her damage output via her basic strong attack. To further reference the Super Smash Bros. series, she also makes use of grenades, which replaced the Chain in Super Smash Bros. for Nintendo 3DS / Wii U, in some of her strong attack combos.
Hyrulean General
Impa
Impa is the personal bodyguard of Princess Zelda, the apparent ruler of the kingdom of Hyrule, and a member of the Sheikah clan of warriors. Impa is the general of the Hyrulean Army, the army's leader second only to the princess herself. Impa is a stern warrior who cares deeply for the princess, seeing her as something akin to a daughter. She typically wields a giant blade when she fights alongside the soldiers of her army.
Weapons
Water
Giant Blade
Level 1
Giant's Knife
Level 2
Biggoron's Knife
Level 3
Biggoron's Sword
Level ★
Eyegore's Edge
The Giant Blade is a strong weapon that Impa easily manages to swing around despite its impressive weight. Many of Impa's attacks with the Giant Blade are quick to start but contain some slow ending lag. Despite that, the blade's large size allows Impa to take out large crowds of foes easily. The Giant Blade's range is only strengthened with the water magic the weapon is enhanced with, allowing Impa to trap foes in bubbles or create replicas of her weapon out of water to cover a wider range than she can on her own.
Fire
Naginata
Level 1
Guardian Naginata
Level 2
Scorching Naginata
Level 3
Sheikah Naginata
Level ★
Arbiter's Naginata
The Naginata weapon allows Impa to perform strings of fairly powerful attacks at a rapid pace, unlike her alternate Giant Blade weapon which focuses more on strength over speed. Impa's Sheikah training allows her to make use of the Naginata with ease and cover a wide area out in front of herself with a series of quick attacks, many of which can be extended to further her damage output. The Naginata's main ability allows Impa to light it on fire to release detonations of flames to damage large crowds of enemies with ease. Through the weapon's fiery abilities, Impa can summon replicas of her blade crafted out of molten, or simply conjure up walls of flames to act as a more-defensive offensive option. Her Special Attack also sees her create a magic circle on the ground to draw in nearby foes, before creating four large blades of fire to crash down and detonate upon them.
The Demon King
Ganondorf
Ganondorf is the King of Demons, and the reincarnation of the demon Demise's hatred for the Goddess Hylia and her hero. Ganondorf wishes to control Hyrule and plunge the world into darkness, his immense strength and hatred drawing the Triforce of Power to him. Ganondorf is technically the leader of the Gerudo clan, as only one male is born into the clan every 100 years and is crowned its king, though his clanswomen have shunned him. Though his true form is that of a strong Gerudo male, Ganondorf can harness the power of the Triforce of Power to transform into a large beastly boar-like form known as Ganon.
Weapons
Darkness
Great Swords
Level 1
Swords of Despair
Level 2
Swords of Darkness
Level 3
Swords of Demise
Level ★
Sage's Swords
The Great Swords are two demonic weapons based upon the true form of the demon Ghirahim, and the main weapon used by the Demon King, Demise. The Great Swords, one being a spiked blade and the other being a large dagger that matches in size, serve as conduits for Ganondorf's dark magic. Ganondorf will swing the weapons around wildly, throwing the swords' weight around to damage foes. By channelling his magic through these blades, Ganondorf can draw in foes, freeze them in place, or create explosions of purple, shadow-y flames. The attacks that make use of Ganondorf's dark magic also fill up a special gauge, and Ganondorf's default strong attack will have him release this energy through a powerful explosion that only increases in size as the gauge is filled to its entirety.
Lightning
Trident
Level 1
Thief's Trident
Level 2
King of Evil's Trident
Level 3
Trident of Demise
Level ★
Trident of Gouen
The Trident is perhaps the strongest weapon in the game, as the lightweight weapon allows Ganondorf to make use of his god-like physical prowess without losing any amount of speed. Ganondorf's quick swipes performed through his standard attack chain allow him to focus his strength on a single enemy, while his charge attacks have him channel electricity through his weapon and throw it about to take out hoards with relative ease.
The White Sorceress
Lana
Lana is a woman known as "The White Sorceress", who harbours extraordinarily-powerful magical powers. She is one of the two sorceresses tasked with maintaining the balance of the Triforce, and as such has been bound to only observe the fights between the reincarnation of Hylia's Chosen Hero and the evils that plague Hyrule time and time again. Lana was originally part of Cia, and Lana is the physical embodiment of the light pushed out of Cia's heart by Ganon. Lana is the bearer of the Triforce of Power, keeping it safe from Ganon and any other harbinger of darkness that wishes to use it for malicious purposes.
Weapons
Lightning
Book of Sorcery
Level 1
Spirit's Tome
Level 2
Sealing Tome
Level 3
Sorceress' Tome
Level ★
Book of Magic
The Book of Sorcery is Lana's primary weapon, an ancient tome that allows Lana to attack platoons of foes with her immense magical skills. The Book of Sorcery weapon primarily sees Lana attack with magical swipes through the air and bolts of energy with lightning conducted through it. The tome also allows Lana to create walls and cubes of energy, and manipulate them to push around enemies in a defensive manner; some attacks even have her fill such walls or blocks with electrical currents to damage foes as she pushes them around. The walls and cubes she creates will remain for a short amount of time, and Lana's basic charge attack allows her to dash into these projections and destroy them with electrical blasts, creating shockwaves capable of taking out large groups with ease.
Fire
Summoning Gate
Level 1
Gate of Time
Level 2
Guardian's Gate
Level 3
Gate of Souls
Level ★
Tune of Echoes
The Summoning Gate is a strange weapon that appears to possess the ability to pull objects and creatures through time and space. The Summoning Gate itself can be thrown around like a disc by Lana, but its main ability is to summon creatures for Lana to command. These creatures, namely smaller versions of the Giant Bosses Argorok, Gohma, King Dodongo, and Manhandla. This weapon, while incredibly strong, possesses a bit of randomness to it, as every one of this weapon's charge attacks possess four variants, one for each of the four bosses she can summon. Each of the bosses make use of the same attacks they will perform against the player and their allies: King Dodongo breathes fireballs and will throw his weight around by rolling into foes or stomping to create shockwaves, Gohma will fire its laser and spin its body like a top, Manhandla will fire seeds and its stalks can be summoned to be used like whips that extend from the ground, and Argorok will fly around, creating gusts, and breathe fireballs at enemies. The bosses will appear in a completely random order, with their rarity increasing as they perform more powerful attacks: King Dodongo is the most common, followed by Gohma, Manhandla, and the rarest being Argorok. While the order of their appearance is random, it can be somewhat manipulated through Lana's basic charge attack, which calls upon a boss - for a short period of time afterwards (shown via the draining of a small gauge), the next charge attack performed will call upon the boss summoned via that attack.
Water
Spear
Level 1
Deku Spear
Level 2
Kokiri Spear
Level 3
Faron Spear
Level ★
Thunderspear
The Spear weapon sees Lana make use of a Kokiri-made spear that connects with nature itself. Most of Lana's standard attacks are simple melee attacks that make use of the spear's body with a focus on taking on a single enemy. In addition to using the Spear itself, Lana also makes use of water-elemental magic, sometimes freezing such creations, and other nature-based weaponry such as seeds that can sprout into trees or the Deku Tree Sprout from Ocarina of Time, with the latter bouncing about to cover a wider range than most of her other attacks. The Spear itself can transform into the Deku Leaf item from The Wind Waker, allowing Lana to fly through the sky and performing swooping kicks to damage foes, or a giant slingshot capable of firing a giant Deku Nut through the air. The special attack of the Spear sees Lana summon a number of roots from the ground to trap groups of enemies, before the Great Deku Tree itself sprouts from beneath them to launch them away and deal damage. The Spear weapon in the original version of Hyrule Warriors was widely considered to be one of the worst in the game, and as such many of the attacks have been given an increase in range, start-up speed, or damage output in order to buff it.
The Dark Sorceress
Cia
Cia is a sorceress of darkness who, alongside Lana, serves to guard the Triforce and oversee its balance. Originally she and Lana were a single being who watched over the Triforce, though Cia's growing affection for Link and jealousy of Princess Zelda allowed Ganon to corrupt her heart and force out the light in her heart. Under Ganon's control Cia was a wicked sorceress who sought to claim her beloved hero for herself, but after Ganon's influence over her dwindled, she came to regret her past actions and worked with Lana to atone for the damage she caused.
Weapons
Darkness
Scepter
Level 1
Scepter of Time
Level 2
Guardian's Scepter
Level 3
Scepter of Souls
Level ★
Staff of Cyclos
Cia's Scepter weapon is more a combination of a staff and a flail, and she uses this small baton in tandem with the dark magic that stems from her (unwilling) connection to Ganondorf. Her standard attacks make use of the flail-like head of the Scepter to quickly attack in tandem and cover a significant range. Through her basic charge attack, Cia can power herself up with dark magic to even grant her some invincibility from status effects and increase her general damage output as well. Most of her other charge attacks, as well as the final standard attack in her combo, make use of magical items and projectiles, primarily orbs of energy, dark purple summoning gates (not unlike those used by her light counterpart, Lana), and large pools of shadow energy that act as proximity mines to damage foes a short time after they enter it. Through the summoning gates, Cia is also capable of calling upon shadowy doppelgängers of Link, Dark Links, who will do her bidding for a short period of time. While Cia's attacks with the Scepter weapon generally have high damage output and range, it should be noted that Cia herself rarely moves around when performing them, and even when they are extended, she will often remain in place and be susceptible to taking damage.
Water
Ice Rod
Level 1
Lost Ice Rod
Level 2
Nice Ice Rod
Level 3
Blizzard Rod
Level ★
Rupee Staff
While, in name, the Ice Rod is similar to the other elemental Magic Rods used by other Warriors, Cia's use of the weapon differs in that she makes use of the staff primarily as a melee weapon. While Cia's Scepter weapon is based off the chaotic jealousy she felt while under Ganon's influence, Cia's Ice Rod instead is based off her desire to repent for the chaos she brought to Hyrule. Many of her standard attacks are simple attacks that see her use the Ice Rod's ability to transform it into a large spear of ice, with some of the later ones in her string having her freeze the ground and trap weaker enemies where they stand. Some of the Ice Rod's charge attacks have Cia use the rod's abilities to create walls and defensive shields. The Ice Rod's special attack also sees Cia create a giant Freezard (based on its appearance from Twilight Princess) to create a blizzard that whips around her. When she freezes enemies solid, her C1 attack allows her to manipulate those still encased in ice as if they were puppets, attacking whenever she does for a short time until they shatter.
Dragon Knight
Volga
Volga lives deep within the Eldin Caves, where he watches over the reptilian beasts of Hyrule as a dragon guardian. Though he appears to be a human, Volga is actually a dragon, and only fights in a humanoid form in order to gauge the strength of his enemies. Though initially aligning himself with Cia, he is not morally unjust, and seeks only to fight strong foes on equal-footing to test their strength.
Weapons
Fire
Dragon Spear
Level 1
Dragonbone Pike
Level 2
Stonecleaver Claw
Level 3
Flesh-Render Fang
Level ★
Gemesaur Gar
-TBA-
Light
Sickle
Level 1
Dodongo's Claw
Level 2
Barba's Horn
Level 3
Gleeok's Fang
Level ★
Aquamentus' Wing
-TBA-
Twisted Wizard
Wizzro
Wizzro is a dark wizard whose true form is that of a magical ring. The souls of those who wore this cursed accessory all culminated to create an evil being - a powerful creature who has named himself Wizzro. The Twisted Wizard possesses powerful magic abilities, and enjoys using his abilities to cause mayhem and destruction throughout the land. Despite his strength, Wizzro appears unable to make decisions for himself, instead blindly putting his faith in those he believes to be most powerful.
Weapons
Darkness
Ring
Level 1
Blue Ring
Level 2
Red Ring
Level 3
Magical Ring
Level ★
Witch's Ring
-TBA-
Lightning
Lightning Rod
Level 1
Old Lightning Rod
Level 2
Nice Lightning Rod
Level 3
Thunderstorm Rod
Level ★
Staff of Farosh
-TBA-
Legendary Hero?
Linkle
-TBA-
Weapons
Fire
Crossbows
Level 1
Simple Crossbows
Level 2
Hylian Crossbows
Level 3
Legend's Crossbows
Level ★
Toy Zappers
-TBA-
Lightning
Boots
Level 1
Winged Boots
Level 2
Roc Boots
Level 3
Pegasus Boots
Level ★
Iron Boots
-TBA-
Princess of the Insect Kingdom
Agitha
Agitha is a strange little girl who lived in Hyrule Castle Town during the Era of Twilight. Claiming to be the Princess of Bugs, Agitha is obsessed with insects, and her home has been declared her castle. During the events of Twilight Princess, Agitha meets the Link of her time and asks him to bring to her the golden insects she invited to a party. In exchange for her work the kind, if not a bit delusional, young girl rewards him with larger wallets to carry more Rupees.
Weapons
Light
Parasol
Level 1
Butterfly Parasol
Level 2
Luna Parasol
Level 3
Princess Parasol
Level ★
Flower Parasol
-TBA-
Lightning
Bug Net
Level 1
Common Net
Level 2
Super Net
Level 3
Big Bug Net
Level ★
Rabbit Net
-TBA-
Hatred and Malice Incarnate
Calamity Ganon
Calamity Ganon is a malevolent being reborn throughout history due to Demise's curse upon Zelda and Link back when the Master Sword was initially created. This latest incarnation - Calamity Ganon - is a being of pure malice born from Ganon discarding a physical form and instead taking on an amorphous form of darkness and hatred. The humanoid form that Calamity Ganon now takes is the result of Harbinger Ganon - a Malice-possessed Guardian Scout - absorbing the sorcerer Astor and consuming his power, fully reincarnating into the strongest form that Ganon has taken on yet.
Weapons
Darkness
Malice
Level 1
Cursed Bone Shard
Level 2
Malevolent Spine
Level 3
Heart of Annihilation
Level ★
Skull of Desertion
Calamity Ganon is the largest playable character in the game, and for this reason many of Calamity Ganon's attacks sees the creature use its large body to smash through enemies. A majority of Calamity Ganon's attacks are simple claw swipes and shoulder charges, though as its body is primarily made of Malice, it can also extend and transforms ints limbs to give it greater range than normal; prominently, some of the creature's attacks see it transform its arms into flails and other weapons, including those used by the Blight Ganons. Some attacks leave behind pools of malice (or lava, with the Level ★ version of the weapon) that can be absorbed with the C1 attack. Once enough malice has been absorbed, Calamity Ganon will power up and its moveset will become simpler but consist entirely of incredibly-damaging moves.
Goron Champion
Daruk
-TBA-
Weapons
Fire
Breaker
Level 1
Cobble Crusher
Level 2
Stone Smasher
Level 3
Boulder Breaker
Level ★
Ancient Bladesaw
-TBA-
Goron Chief
Darunia
During the Era of the Hero of Time, the Gorons were led by the kind Darunia, the sworn brother of Hyrule's king. Though he possesses a stern outward appearance, Darunia loves music and highly respects each of his Goron followers equally. Some time before the events of Ocarina of Time, Ganondorf closed the entrance to Dodongo's Cavern, where the Gorons mined their main food source, and Darunia locked himself away with the Spiritual Stone of Fire that the Gorons treasured to keep it safe from his hungry brethren. After the Hero of Time pulls the Master Sword from its pedestal and awakens seven years later, Link seeks Darunia out to awaken his abilities as the Sage of Fire.
Weapons
Fire
Hammer
Level 1
Magic Hammer
Level 2
Igneous Hammer
Level 3
Megaton Hammer
Level ★
Skull Hammer
With his immense strength, Darunia is capable of waving around a heavy hammer with ease. By harnessing his power as the Sage of Fire, Darunia can channel magma and fire into his weapon, using his power to create pools of lava or geysers of flames with his wild strikes. Due to the hammer's large size, Darunia can also perform spinning attacks that cover a wide range and defeat smaller platoons in a single attack. Through his C1 attack, Darunia will roll around as he curls up into a ball and have enemies stick to his back; the player can extend his roll twice, and he will throw forwards the enemies stuck to him once he stands back up.
Lightning
Drums
Level 1
Goron Drums
Level 2
Mighty Bongos
Level 3
Thunder Drums
Level ★
Powder Kegs
Based upon the drums utilized by Goron Link in Majora's Mask, the Drums weapon allows Darunia to release blasts of powerful energy by playing the percussion instruments. The blasts he creates surround Darunia's entire body allowing him to defeat large squadrons that he infiltrates. With his basic strong attack, Darunia can channel the power of flames into his drums, temporarily changing the weapon's element from Lightning to Fire, and increasing the weapon's damage output by making the lightning pulses into explosions. By performing his special attack Darunia will summon the giant Biggoron, who will slam his hands on the ground as if it were the drums Darunia plays and create massive earthquakes to devastate the battlefield around him.
The Goddess Sword
Fi
Fi is a humanoid spirit that resides within the Master Sword, having fulfilled the conditions needed to upgrade the Goddess Sword into its final form during The Sky Era. The first reincarnation of Hylia's Chosen Hero worked alongside the Spirit of the Sword to seal away the demon known as Demise. Fi speaks in an emotionless and robotic tone, often providing statistical percentages relating to the situations at hand. Though she is emotionless, and unable to truly comprehend human emotions, Fi is capable of detecting the emotions of those around her, and also appears to be able to cherish friendships and relationships, including that she developed with the hero she worked with, Link. Though her spirit lives on through the eras within the Master Sword, she only returned millennia later, speaking to Princess Zelda after her knight, Link, fell in battle against the Calamity Ganon and the Guardians it controlled. Despite Fi's more female form and voice, she is technically genderless.
Weapons
Light
Goddess Sword
Level 1
Goddess Sword
Level 2
Goddess Longsword
Level 3
Goddess White Sword
Level ★
Helix Sword
-TBA-
Lightning
Stone Tablet
Level 1
Weathered Tablet
Level 2
Ancient Tablet
Level 3
Fabled Tablet
Level ★
Stone Head
-TBA-
Demon Lord
Ghirahim
Lord Ghirahim ruled over the land below Skyloft during The Sky Era, commanding the monstrous forces to hunt down the reincarnation of the Goddess Hylia and resurrect his master, the demon Demise. Overly flamboyant and confident in himself, Ghirahim only works to achieve his goals and fulfill the plans of his master. Though the Hero of the Sky continually stands in the way of him fulfilling his goals, Ghirahim continually acted politely towards the young hero during the events of Skyward Sword only until he became frustrated at his multiple defeats at Link's hands. Like Fi, Ghirahim's true form is that of a powerful blade - Ghirahim's spiked sword form is wielded as Demise's primary weapon, and was sealed away alongside his master after his final defeat.
Weapons
Darkness
Demon Blade
Level 1
Demon Tribe Sword
Level 2
Demon Longsword
Level 3
True Demon Blade
Level ★
Bubble Edge
-TBA-
Fire
Pendant
Level 1
Pendant of Wisdom
Level 2
Pendant of Courage
Level 3
Pendant of Power
Level ★
Pendant of Memories
-TBA-
Guardian Spirits
Great Fairies
-TBA-
Weapons
Light
Bangles
Level 1
Dazzling Bangles
Level 2
Extravagant Bangles
Level 3
Luxurious Bangles
Level ★
Ravio's Bracelet
-TBA-
Korok Musician
Hestu
-TBA-
Weapons
Light
Maracas
Level 1
Hestu's Maracas
Level 2
Shaka Maracas
Level 3
Shakalaka Maracas
Level ★
Romani Rattles
-TBA-
King of Hyrule
King Daphnes
-TBA-
Weapons
Water
Sail
Level 1
Windfall Sail
Level 2
Swift Sail
Level 3
Sail of Red Lions
Level ★
Korok Sail
-TBA-
Light
Salvage Arm
Level 1
Pulley Claw
Level 2
Professional Arm
Level 3
Coral Crane
Level ★
Wallmaster Claw
-TBA-
Defier of Prophecy
King Rhoam
-TBA-
Weapons
Darkness
Claymore
Level 1
Soldier's Claymore
Level 2
Knight's Claymore
Level 3
Royal Claymore
Level ★
Golden Claymore
-TBA-
Light
Axe
Level 2
Double Axe
Level 3
Ancient Bladesaw
Level ★
Boat Oar
-TBA-
Songstress of Koholint Island
Marin
-TBA-
Weapons
Water
Bell
Level 1
Sea Lily Bell
Level 2
Wavelet Bell
Level 3
Awakening Bell
Level ★
Bell Anchor
-TBA-
Lightning
Bag
Level 1
Bait Bag
Level 2
Seed Satchel
Level 3
Delivery Bag
Level ★
Bomb Bag
-TBA-
Leader of the Yiga Clan
Master Kohga
-TBA-
Weapons
Darkness
Hidden Blade
Level 1
Eightfold Blade
Level 2
Vicious Sickle
Level 3
Demon Carver
Level ★
Ancient Short Sword
-TBA-
Sage of Earth
Medli
Medli is a young member of the Rito tribe of birdmen that work as postmen during the Era of the Great Sea, and an ally of the Link that appears in The Wind Waker. She trains to assist her tribe by working as the attendant to Lord Valoo, the Spirit of the Sky who lives at the peak of Dragon Roost Island and watches over the Rito. Medli is a kind-hearted individual who is particularly close to the prince of the Rito tribe, Komali. While she is not extremely talented at flying, Medli is skilled at playing the harp, and was chosen by her long-deceased descendant, Laruto, to learn the Earth God's Lyric and serve as the Sage of Earth.
Weapons
Light
Rito Harp
Level 1
Sacred Harp
Level 2
Earth God's Harp
Level 3
Din's Harp
Level ★
Tabantha Harp
While the name of Medli's weapon from the original Hyrule Warriors is known as the Rito Harp, many of this weapon's attacks actually make use of Medli's wings and limited ability to fly. With her wings, Medli can send out projectiles of wind or tornadoes to defeat foes; the former of which make up most of her standard attacks, though their small widths make for relatively weaker projectiles. Using her Rito Harp, Medli can also summon holy light to rain down upon enemies, or use it to channel light into a beam that players can direct towards different platoons further away. Medli's C1 combo fills up a special gauge that allows her to extend some of her combos further than normally - by dodging in midair, Medli can continue a combo into three aerial attacks, and repeat this up to three times to juggle particularly dangerous foes.
Fire
Grappling Hook
Level 1
Old Hook
Level 2
Reinforced Claw
Level 3
Switch Hook
Level ★
Hookshot Claw
The Grappling Hook is a tool obtained by Link from Medli in The Wind Waker, allowing him to swing across gaps. Like Medli's other weapon, the Rito Harp, the Grappling Hook weapon makes particular use of Medli's wings as weapons in addition to the tool itself. Medli uses the Grappling Hook to primarily swing around rocks and wooden pegs, with some of her charge attacks even having her pull Magtails out of the ground using the tool (and, humorously, her Special Attack has her pull Valoo out of the sky accidentally). Many of Medli's early standard attacks have her use her wings as melee weapons, with those later in her basic string of attacks having her switch to the Grappling Hook for increased range. Unlike the tool's equivalent from The Wind Waker, Medli also demonstrates the ability to light the Grappling Hook ablaze through some of her attacks, and even create geysers that spray lava over her foes.
Twilight Princess
Midna
-TBA-
Weapons
Darkness
Shackle
Level 1
Cursed Shackle
Level 2
Twilight Shackle
Level 3
Sol Shackle
Level ★
Goron Shackle
-TBA-
Lightning
Fused Shadow
Level 1
Fragmented Shadow
Level 2
Partial Shadow
Level 3
Complete Shadow
Level ★
Majora's Mask
-TBA-
Zora Champion
Mipha
-TBA-
Weapons
Water
Spear
Level 1
Zora Spear
Level 2
Silverscale Spear
Level 3
Lightscale Trident
Level ★
Ceremonial Trident
-TBA-
The Divine Trial
Monk Maz Koshia
-TBA-
Weapons
Light
Bands
Level 1
Monk's Bands
Level 2
Bands of Enlightenment
Level 3
Bands of Truth
Level ★
Calamitous Bands
-TBA-
Travelling Merchant
Ravio
-TBA-
Weapons
Darkness
Rental Hammer
Level 1
Wooden Hammer
Level 2
White Bunny Hammer
Level 3
Nice Hammer
Level ★
Brother's Hammer
-TBA-
Lightning
Boomerang
Level 1
Fairy Boomerang
Level 2
Nice Boomerang
Level 3
Gale Boomerang
Level ★
Lizal Boomerang
-TBA-
Rito Champion
Revali
-TBA-
Weapons
Lightning
Bow
Level 1
Swallow Bow
Level 2
Falcon Bow
Level 3
Great Eagle Bow
Level ★
Sacred Bow
-TBA-
Gerudo Chief
Riju
-TBA-
Weapons
Lightning
Bridle
Level 1
Gerudo Bridle
Level 2
Starlight Bridle
Level 3
Bridle of the Seven
Level ★
Wind Fish Bridle
-TBA-
Sage of Water
Ruto
-TBA-
Weapons
Water
Zora Scale
Level 1
Silver Scale
Level 2
Golden Scale
Level 3
Water Dragon Scale
Level ★
Naydra's Scale
-TBA-
Lightning
Cello
Level 1
Clam Violin
Level 2
Starfish Viola
Level 3
Full Moon Cello
Level ★
Korok Violin
-TBA-
Majora's Puppet
Skull Kid
-TBA-
Weapons
Darkness
Ocarina
Level 1
Fairy Ocarina
Level 2
Lunar Ocarina
Level 3
Majora's Ocarina
Level ★
Ocarina of Wind
-TBA-
Fire
Lantern
Level 1
Oil Lantern
Level 2
Super Lamp
Level 3
Jalhalla's Lamp
Level ★
Ghost Lantern
-TBA-
Zora Prince
Sidon
-TBA-
Weapons
Water
Dual Spears
Level 1
Fishing Spears
Level 2
Silverscale Spears
Level 3
Ceremonial Tridents
Level ★
Lynel Spears
-TBA-
Rito Warrior
Teba
-TBA-
Weapons
Light
Bow
Level 1
Wooden Bow
Level 2
Traveler's Bow
Level 3
Falcon Bow
Level ★
Lynel Bow
-TBA-
Guardian of Time
Terrako
-TBA-
Weapons
Light
Ancient Part
Level 1
Blessed Screw
Level 2
Benevolent Spring
Level 3
Gear of the Protector
Level ★
Volcanic Core
-TBA-
Pirate Leader
Tetra
-TBA-
Weapons
Water
Cutlass
Level 1
Pirate Cutlass
Level 2
Jewelled Cutlass
Level 3
Regal Cutlass
Level ★
Dragon Cutlass
-TBA-
Darkness
Sphere
Level 1
Phantom Sphere
Level 2
Ancient Orb
Level 3
Timeshift Orb
Level ★
Hyoi Pear
-TBA-
(Self-Proclaimed) Reincarnated Fairy
Tingle
-TBA-
Weapons
Fire
Balloon
Level 1
Rosy Balloon
Level 2
Love-Filled Balloon
Level 3
Mr. Fairy Balloon
Level ★
Fruity Balloon
-TBA-
Water
Fishing Rod
Level 1
Ordon Rod
Level 2
Wayfarer's Rod
Level 3
Termina Rod
Level ★
Kakashi's Straw
-TBA-
Hero of Winds
Toon Link
-TBA-
Weapons
Light
Light Sword
Level 1
Hero Sword
Level 2
Phantom Sword
Level 3
Lokomo Sword
Level ★
Oshus' Sword
-TBA-
Fire
Sand Wand
Level 1
Sand Wand
Level 2
Jewelled Sand Wand
Level 3
Nice Sand Wand
Level ★
Magnetic Wand
-TBA-
Water
Stick
Level 1
Boko Stick
Level 2
Moblin Spear
Level 3
Stalfos Club
Level ★
Phantom Blade
-TBA-
Spirit Princess of Hyrule
Toon Zelda
Weapons
Light
Phantom Arms
Level 1
Protector Sword
Level 2
Warp Sword
Level 3
Wrecker Sword
Level ★
Golden Axe
-TBA-
Lightning
Baton
Level 1
Wind Waker
Level 2
Sacred Baton
Level 3
Glorious Baton
Level ★
Spirit Conductor
-TBA-
Ruler of Twilight
Twili Midna
-TBA-
Weapons
Darkness
Mirror
Level 1
Mirror of Shadows
Level 2
Mirror of Silence
Level 3
Mirror of Twilight
Level ★
Magic Mirror
-TBA-
Light
Cane
Level 1
Cane of Somaria
Level 2
Cane of Byrna
Level 3
Cane of Pacci
Level ★
Phantom Lance
-TBA-
Gerudo Champion
Urbosa
-TBA-
Weapons
Lightning
Scimitar & Shield
Level 1
Gerudo Scimitar
Level 2
Moonlight Scimitar
Level 3
Scimitar of the Seven
Level ★
Flameblade
-TBA-
Hero of Time
Young Link
-TBA-
Weapons
Darkness
Mask
Level 1
Fierce Deity Mask
Level 2
Furious Deity Mask
Level 3
Vengeful Deity Mask
Level ★
Giant's Mask
-TBA-
Light
Small Horse
Level 1
Young Epona
Level 2
Raider's Mule
Level 3
Ordonian Goat
Level ★
Rebonack's Steed
-TBA-
Lightning
Spinner
Level 1
Ancient Spinner
Level 2
Enhanced Spinner
Level 3
Triforce Spinner
Level ★
Freezard Spinner
The Spinner, hailing from Twilight Princess, is used by Link as a powerful weapon and mode of transportation. Riding atop it like a skateboard, Young Link uses the Spinner to drill into the battlefield and crash into the ground. He can also summon grind rails and towers with such to perform flashier movements and take out a grand number of foes at once. Several of the Spinner's combos see Young Link leave behind spectral clones of his weapon, and pressing the charge attack button will have Young Link launch all of these copies, as well as his own Spinner, into nearby enemies. Link previously used the Spinner weapon in Hyrule Warriors, and Young Link's version of the weapon is almost identical barring some small changes in standard attacks.
In addition to a Warrior's normal weapons, all playable characters have access to one of several 8-Bit Weapons. These 8-Bit Weapons are based upon sprites from the original The Legend of Zelda and Zelda II: The Adventure of Link, and share a moveset with another Warrior's weapon. 8-Bit Weapons are unlocked exclusively through Adventure Mode. They are treated as Level 3★ or Level ★★ weapons, making them among the strongest in the game, and only have one variation that can be obtained. The weapon's element, however, depends on the Warrior using it.
Soldiers[]
Infantry[]
Infantry make up a large majority of the units that appear on a map. These units essentially serve as cannon fodder, as they deal little damage to warriors and primarily exist simply to populate the battles.
Bokoblin
Bulblin
Buzz Blob
Geozard
Gerudo Guard
Ghini
Goomba
Goron
Guardian Scout
Hylian Soldier
Mask-Mimic
Miniblin
Poe
Stalchild
Stalkoblin
Staltroop
Wild Bokoblin
Yiga Footsoldier
Zora
Captains[]
There are two types of captains that can serve in an army. The first type, "Infantry Captains", of captain are specialized infantry units, whose attacks are weak and generally serve as Outpost Captains or as the heads of squads of enemies that roam the map. These captains act almost identically to the normal infantry units, though they have unique designs, allowing them to be distinguished from the units they command. The second type, "Senior Captains", are unique enemies that are generally some of the more-dangerous foes one would face on the battlefield. Most of these unique enemy types have a weakness to one of the items the player can collect, which can disrupt one of their strongest attacks and cause them to flail about and damage their allies should any be nearby. Much like enemy warriors and Giant Bosses, some attacks will cause enemy Senior Captains to expose their Weak Point Gauge for a short time.
Infantry Captains[]
All types of infantry units have captain equivalents, which have more health than the units they lead but are otherwise identical in terms of attacks. Infantry Captains serve as the leaders of outposts and keeps, which serve as their most prominent roles, and also lead their troops in raiding their opponents' keeps.
Hylian Soldiers and Yiga Footsoldiers are the only types of infantry units that do not have separate designated "infantry" captains. Instead, infantry captains of these types of enemies use the exact same design of their normal counterparts. This is because these two types of units have unique types of captains with their own sets of attacks.
Bokoblin Captain
Bulblin Captain
Buzz Blob Captain
Geozard Captain
Gerudo Captain
Ghini Captain
Goomba Captain
Goron Captain
Guardian Captain
Mask-Mimic Captain
Miniblin Captain
Poe Captain
Stalchild Captain
Stalkoblin Captain
Staltroop Captain
Wild Bokoblin Captain
Zora Captain
Senior Captains[]
As with the enemies in Hyrule Warriors: Age of Calamity, all Senior Captains (bar the Wizzrobes) now have four additional elemental forms: fire, ice, electric, and Malice. Fire, ice, and electric-elemental enemies all act identically to their original counterparts and merely release electrical charges upon performing some attacks. Malice enemies are more defensive and don't flinch from weaker attacks, though they too are functionally identical. Fiery Aeralfos, ReDead Knight, and Icy Big Poe - all enemies that appeared in the original Hyrule Warriors - as well as the new Torch Phantom enemy serve as the fire and ice-based forms for Aeralfos, Gibdo, Big Poe, and Phantom. Unlike other elemental variants however, these three are further differentiated from their original counterparts with unique attacks and strategies.
Aeralfos
-TBA-
Fiery Aeralfos
-TBA-
Big Blin
-TBA-
Stone Blin
-TBA-
Big Poe
-TBA-
Icy Big Poe
-TBA-
Darknut
-TBA-
Stalmaster
-TBA-
Gibdo
-TBA-
ReDead Knight
-TBA-
Guardian Stalker
-TBA-
Guardian Skywatcher
-TBA-
Hylian Captain
-TBA-
Lizalfos
-TBA-
Dinolfos
-TBA-
Lynel
-TBA-
Moblin
-TBA-
Shield Moblin
-TBA-
Phantom
-TBA-
Torch Phantom
-TBA-
Wild Lizalfos
-TBA-
Wild Moblin
-TBA-
Wizzrobe
-TBA-
Ice Wizzrobe
-TBA-
Electric Wizzrobe
-TBA-
Yiga Blademaster
-TBA-
Other Units[]
Armos
-TBA-
Beamos
-TBA-
Bombchu
-TBA-
Bob-omb
-TBA-
Chuchu
-TBA-
Cucco
-TBA-
Silver Cucco
-TBA-
Golden Cucco
-TBA-
Deku Baba
-TBA-
Manhandla Stalk
-TBA-
Piranha Plant
-TBA-
Giant Bosses[]
Giant Bosses return from the original Hyrule Warriors. With the exceptions of Ganon, The Imprisoned, Phantom Ganon, DethI, and Majora's Wrath, all Giant Bosses have a weakness to a specific item that can disrupt some of their more powerful attacks and cause the Weak Point Gauge to appear; Ganon and Majora's Wrath are weak to a number of different weapons that will affect them only with certain attacks, while the others lack specific weaknesses to items. Like the enemies from Hyrule Warriors: Age of Calamity, all Giant Bosses will now have their Weak Point Gauges appear after performing certain attacks regardless of whether the player hit them with the required item.
All bosses from the original Hyrule Warriors return for Hyrule Warriors II. Many returning bosses have been given new attacks that cause their Weak Point Gauge to occur even should their item weakness not be exploited. Most returning Giant Bosses do not appear in the game's story and instead are only fought in Adventure Mode challenges.
Hyrule Warriors II introduces 11 new Giant Bosses that appear during the game's story. While the Hinox previously appeared as an enemy in Hyrule Warriors: Age of Calamity, that game lacked the specific "Giant Boss" concept and instead treated it like a normal enemy; thus it is treated as a new Giant Boss for Hyrule Warriors II.
All maps return from the original Hyrule Warriors and Hyrule Warriors Legends, while most return from Hyrule Warriors: Age of Calamity. Some stages from Hyrule Warriors: Age of Calamity have been renamed as to not overlap with stages from the original Hyrule Warriors (i.e. "Hyrule Field" has been renamed to "Calamity Field"). Not all stages listed appear in the game's story mode, though all do act as settings of Adventure Mode battles. Maps from Age of Calamity have also been changed in some ways, with every map prominently gaining Owl Statues to which the player can teleport via the Ocarina item.
Akkala Citadel
KEEPS
Breach of Demise
KEEPS
Calamity Field
KEEPS
Crenel Peak
KEEPS
Damel Forest
KEEPS
Death Mountain
Death Mountain is an active volcano and has been known to be the home to the Gorons throughout Hyrule's history. During the Era of the Hero of Time, Darunia and the Gorons lived here and watched over the Goron's Ruby, one of the three Spiritual Stones required to open the Temple of Time. The Gorons have created pathways up and down the volcano, with an emphasis on thin lanes that allow them to defend the Chief's Room at its summit with a barrage of boulders.
KEEPS
Chief's Room, East Goron Keep, East Boulder Keep, East Keep, East Mountain Keep, Stronghold, West Mountain Keep, West Keep, West Boulder Keep, West Goron Keep
Eldin Canyon
KEEPS
Eldin Caves
Eldin Caves is a series of tunnels that exist within Eldin Volcano, which rests to the east of Hyrule Castle. As Eldin Volcano is an active volcano, pools of magma dot a large portion of the map. Large glowing deposits of luminous ore protrude from many of the cavern's walls, and a portion of the map is set within man-made tunnels dug to mine out such materials. The cave's layout is fairly linear, with a simple path connecting the one of the cave's entrances to the other, with a number of branching paths that lead off to other keeps, and eventually back to the main one. A larger, fairly empty, stretch of land connects the squares in the southwest.
KEEPS
Entry Square, South Square, Stone Square, West Square, North Square, Tunnel Square, Crystal Cave, Central Square, Stock Room, Exit Square
Faron Woods
Faron Woods is a thick forested area located near Eldin Volcano. A small village lays hidden beneath the trees, which was once home to a band of resistance fighters who banded together to fight the monsters invading Hyrule. At the centre of the tree is the knowledgeable Deku Tree, whose knowledge can be used to protect Faron Woods and its inhabitants.
KEEPS
South Square, West Square, Western Tree, Dark Forest Keep, North Square, Southern Tree, Southeastern Tree, Eastern Tree, Deku Tree, and Fairy Fountain
VARIANTS
Nighttime
Faron Woods at night is in every way identical to the midday version of the map outside of aesthetic differences.
Fog
Faron Woods with fog is in every way identical to the midday version of the map outside of aesthetic differences, with a thick fog blanketing the battlefield.
Forsaken Fortress
The Forsaken Fortress is an ominous fortress that served as the headquarters for destructive pirates during the Era of the Great Sea. When the eras of Hyrule were merged with the present, the Forsaken Fortress and surrounding islands (namely Windfall Island, Star Island, and Dragon Roost Island) were merged into a single landmass. The fortress' interior is a large open room located in the northwest corner of the map, Dragon Roost's mountain and surrounding area in the northeast corner, Windfall Island's market in the southeast, and Star Island in the southwest. The fusion of these islands caused rocky hills to sprout up within the centre of the new landmass, with only three passageways connecting Forsaken Fortress to the surrounding islands.
KEEPS
Dragon Roost, Central Keep, Beast Vault, Glutton's Keep, Jail Watch Area, Sleeping Area, Star Island, Bomb Shop, School of Joy, Windfall Shops
VARIANTS
Nighttime
Forsaken Fortress at night is in every way identical to the midday version of the map outside of aesthetic differences. Spotlights also shine from the fortress, searching the surrounding areas.
Fort Hateno
KEEPS
Ganon's Tower
After monsters took over Hyrule Castle and the surrounding field, Ganon's influence spread around the area. The sky appears red and large swords have been stuck in the area outside of the map. Outside of these aesthetic differences, the map's layout remains the same as Hyrule Castle's barring only one difference: one wall of the West Field Keep has been destroyed, tearing open a fourth entryway and allowing access from the east. Central Keep and a number of other keeps have also been damaged heavily, widening some of their entryways slightly, but otherwise retaining the same general layout. The mine in the northwest corner of the map is also inaccessible.
KEEPS
Castle Keep, Abandoned Fort, West Field Keep, South Field Keep, Central Keep, East Field Keep, West Rockface Keep, Mountain Keep, North Field Keep, and Fairy Fountain
Gerudo Desert
-TBA-
KEEPS
Southern Settlement, Northern Settlement, North Oasis, Arbiter's Keep, Sacred Grounds, Clifftop Keep, Southern Desert Keep, Rockface Keep, South Oasis, Central Keep
Gerudo Town
KEEPS
Great Plateau
KEEPS
Hyrule Field
Hyrule Field is a large empty meadow that surrounds Hyrule Castle, located in the centre of the kingdom. The map consists of ten keeps, one of which is a small sectioned-in area in the courtyard of Hyrule Castle itself. To the east of the castle is a Fairy Fountain, a mystical area where a Great Fairy resides and, from there, protects part of the kingdom. Seven of the keeps are set in southern part of the map, with three located outside a wall that sections off part of the field for defensive purposes.
KEEPS
Castle Keep, Abandoned Fort, West Field Keep, South Field Keep, Central Keep, East Field Keep, West Rockface Keep, Mountain Keep, North Field Keep, and Fairy Fountain
VARIANTS
Sunset
Hyrule Field at sunset is in every way identical to the midday version of the map outside of aesthetic differences.
Nighttime
Hyrule Field at night is in every way identical to the midday version of the map outside of aesthetic differences.
Storm
Hyrule Field under stormy weather is nearly-identical to the midday version of the map, however it does feature a number of changes. The most noteworthy of the differences is that the bridge just north of the South Field Keep and east of the West Field Keep has collapsed. Lightning strikes are also present on the map, which can damage the player and enemies, though they are fairly rare.
Korok Forest
KEEPS
Lake Hylia
-TBA-
KEEPS
Cliffside Keep, King's Hall, Temple Face Keep, East Room, Southeast Room, Hall of Mirrors, Southwest Room, West Room, Central Hall, Lakeside Keep
Palace of Twilight
-TBA-
KEEPS
North Palace, King's Hall, Upper Level East, Lower Level East, Fairy Fountain, Southeast Square, Southwest Square, Central Square, West Square, West Palace
Sealed Grounds
-TBA-
KEEPS
Hall of Time, Temple Entrance, East Temple, East Keep, East Cannon Keep, Southeast Keep, South Keep, Southwest Keep, West Cannon Keep, West Keep
Skyloft
-TBA-
KEEPS
Northmost Keep, North Rockface Keep, Central Square, Statue Keep, Fairy Fountain, East Town Keep, Town Centre Keep, Academy Keep, West Town Keep, South Rockface Keep
Tabantha Frontier
KEEPS
Temple of the Sacred Sword
-TBA-
KEEPS
Town Entrance, Northern Entrance Keep, Central Keep, North Square, Temple Square, North Temple Hall, Sacred Pedestal, South Temple Hall, South Square, Southern Entrance Keep
Temple of Souls
-TBA-
KEEPS
Northwest Keep, Central Chamber, Northeast Keep, East Keep, Southeast Keep, East Garden, South Garden, West Garden, Southwest Keep, West Keep
Twilight Field
-TBA-
KEEPS
Bridge Keep, West Field Keep, Outskirts Keep, Village Keep, Rocky Square, South Field Keep, Central Keep, East Field Keep, Fortress Keep, North Field Keep
Valley of Seers
-TBA-
KEEPS
South Temple, West Ruins, East Temple, Fairy Fountain, West Keep, East Keep, West Temple, Western Room, Eastern Room, Ruins Summit
VARIANTS
Daytime
Valley of Seers during the day is in every way identical to the nighttime version of the map outside of aesthetic differences.
Tamaranch Keep, Health Spa Pool, Cemetary Keep, Grotto Keep, Kanalet Castle Keep, Photo Shop, Prarie Keep, Angler's Tunnel, Tal Tal Heights, Fairy Fountain
The Legend of Zelda: The Minish Cap is the only title with a playable representative to only have a single playable Warrior.
The Legend of Zelda, Zelda II, Four Swords, Four Swords Adventures, and Phantom Hourglass are the only canonical Zelda titles that are not represented with playable characters. Some of these titles are technically represented through other means, however.
Link, Zelda, Ganon, Dodongo, Manhandla, and Gohma (and Impa, though she is only mentioned in the manual) all debuted in The Legend of Zelda, thus they can be counted as being representatives of this title. Link and Zelda also have their designs from this game as alternate costumes. King Rhoam's "old man" disguise, though it is from Breath of the Wild, is also a clear reference to the sprites of the Old Men of The Legend of Zelda as well.
Some 8-Bit Weapons and Adventure Mode maps use sprites from Zelda II: The Adventure of Link. The game is also represented through a stage, Valley of Death. Though they debuted in Ocarina of Time and are thus treated as representatives, the playable members of the Seven Sages from that game are all named after towns from Zelda II as well (though in-universe this situation would be reversed and the towns named after the Sages instead); thus Rauru, Ruto, Saria, Darunia, and Nabooru can all be considered references to Zelda II as well.
Phantom Hourglass is represented through the appearances of two Giant Bosses from that title: Blaaz and Eox.
Though considered a representative of The Minish Cap due to his appearance and abilities being derived from that game, Vaati initially debuted in Four Swords. His demonic form from that game also appears in some of his attacks.
Four Swords Adventures is technically represented through the Pirate Test map, which is based on the Navi Trackers game mode included in the Japanese and Korean versions of the game.