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The Scullion. It can inflict Doom on you and spams Wave Cannon and Atomic Ray.

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*** The Scullion. It can inflict Doom on you and spams Wave Cannon and Atomic Ray.

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** Many enemies in Kefka's Tower count as DemonicSpiders. One particular enemy is the [[ExactlyWhatItSaysOnTheTin Death Machine]], which starts by clearing out party members at the wrong levels with Lv. 5 Death, and counterattacks with up to ''four'' uses of Blaster in one shot, probably killing anybody who doesn't have a Relic that grants immunity to Instant Death. They also appear with [=IronHitman=], who just plain inflict damage on your party and use Dischord to lower your stats; and Duel Armor, which use Lv. 4 Flare and the aforementioned Lv. 5 Death, as well as Metal Cutter (Shrapnel). Then there's the Cherry (Madam)/Outsider combo, which automatically keeps you from healing the entire party while hitting you with powerful elemental ninja attacks and employing the most sophisticated defensive AI in the game.

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** Many enemies in Kefka's Tower count as DemonicSpiders. One particular enemy is the [[ExactlyWhatItSaysOnTheTin Death Machine]], counts:
*** The Sky Base,
which starts by clearing out counters any attack with up to four uses of Blaster, a One-Hit KO attack that can hit the party. It has a low hit rate, but with four uses the odds are not looking good for it to miss all four times...
The Scullion. It can inflict Doom on you and spams Wave Cannon and Atomic Ray.
*** Innoc is probably the worst. It attacks in threes and open every battle with each of them using Brainblast to potentially Confuse three
party members ('''''HORRIBLY''''' dangerous at this point in the wrong levels with Lv. 5 Death, and counterattacks with up to ''four'' game). Then they spend their time spamming Plasma, a powerful single-hit Lightning attack, or Freezing Dust, Freezing a party member. And every fifth turn they can use Lv.? Holy, which will hurt if it hits.
*** The Retainer. A relatively inconspicuous foe, low HP, only
uses of Blaster in one shot, probably killing anybody who doesn't have a Relic physical attacks and Wind Slash...then you kill it. When it dies, it always uses Tradeoff on the party member that grants immunity to dealt the final blow, inflicting Instant Death. They also appear with [=IronHitman=], who just plain inflict damage on your party and use Dischord to lower your stats; and Duel Armor, which use Lv. 4 Flare and the aforementioned Lv. 5 Death, as well as Metal Cutter (Shrapnel). Then there's the Cherry (Madam)/Outsider combo, which automatically keeps It can be blocked like a physical blow, fortunately, so hope you have high Evasion (or Mblock on SNES or PSX) because it ignores Instant Death protection.
*** Also
from healing Kefka's Tower and usually in the entire party same rooms is the Outsider/Cherry(Madame in the Woolsey translation) battle. The former have auto haste and love to spam throwing weapons while hitting you with the latter has access to powerful elemental ninja spells such as meteor and white wind, which is a healing spell that targets all allies and its caster. What makes this fight even more annoying is that it is very difficult to escape. Fortunately. Outsiders are not immune to instant death attacks and employing the most sophisticated defensive AI in the game.so Banish/X-Zone has a good chance of removing them.

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** The Borghese (Orog) in Darill's Tomb. They can use Zombie Touch twice in a single turn, and they counterattack with Zombie Touch as well. They usually attack in pairs. If you don't have something equipped to protect from Zombie status, they can zombify your whole party for a game over before you can blink.



** The Cultists' Tower is difficult on its own, but two of its' denizens in particular are tough to deal with. L.20 Magics love to cast Banish/X-Zone, which is an instant death attack that ignores the reflect rings you'll be wearing. If you get in a fight with more than one of them and they cast Banish multiple times in a row, you're staring a Game Over in the face. It doesn't help that they have inherent Reflect status, and no elemental weaknesses to take advantage of. Then there's L.90 Magics. They cast two damage spells, Meteor and Merton/Meltdown, , found in the very same dungeon, the Cultists' Tower. They use Meteor and Merton/Meltdown, which likewise cut through your Reflect Rings and will likely kill you if you don't cast Stop or Bserk/Berserk on them. The problem? Both Stop and Bserk are reflectable, and Level 90 Magic has inherent Reflect status too! The other problem? Meltdown damages everything in a battle, friend or foe, but the L.90 Magics ''absorb'' both fire and wind elemental, so Meltdown heals them!

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** The Cultists' Tower is difficult on its own, but two of its' denizens in particular are tough to deal with. L.20 Magics love to cast Banish/X-Zone, which is an instant death attack that ignores the reflect rings you'll be wearing. If you get in a fight with more than one of them and they cast Banish multiple times in a row, you're staring a Game Over in the face. It doesn't help that they have inherent Reflect status, and no elemental weaknesses to take advantage of. Then there's L.90 Magics. They cast two damage spells, Meteor and Merton/Meltdown, , found in the very same dungeon, the Cultists' Tower. They use Meteor and Merton/Meltdown, which likewise cut through your Reflect Rings and will likely kill you if you don't cast Stop or Bserk/Berserk on them. The problem? Both Stop and Bserk are reflectable, and Level 90 Magic has inherent Reflect status too! The other problem? Meltdown damages everything in a battle, friend or foe, but the L.90 Magics ''absorb'' both fire and wind elemental, so Meltdown heals them!
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** The Sorcerers' lesser kin, the Wizards/Piscodaemons, bear the distinction of being one of the very few enemies that you ''can't'' flee from. Ever. When you first encounter them (in the infamous Marsh Cave, no less) Wizards can shred almost any class other than Fighters, and by the time you reach the Ice Cave, you randomly encounter Wizards in groups of up to seven. If you're unfortunate enough to lose party members to the Sorcerors, better hope the RandomNumberGod doesn't toss in the Wizards to finish the job.

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** The Sorcerers' lesser kin, the Wizards/Piscodaemons, bear the distinction of being one of the very few enemies that you ''can't'' flee from. Ever. [[note]]An encounter of (usually) 4 of them is the "boss" of the Marsh Cave; due to primitive coding Wizards are simply programmed so you can't run from them regardless of the location, number of Wizards, other monsters, etc...to keep players from being able to skip the Marsh Cave boss fight[[/note]] Despite their name they don't have any special abilities at all - they just hit '''''hard''''. When you first encounter them (in the infamous Marsh Cave, no less) Wizards can shred almost any class other than Fighters, and by the time you reach the Ice Cave, you randomly encounter Wizards in groups of up to seven. If you're unfortunate enough to lose party members to the Sorcerors, better hope the RandomNumberGod doesn't toss in the Wizards to finish the job.



** In the DS version, the player will encounter frequent spawns of Flame Dogs/Flame Hounds in [[spoiler:The Tower of Babil]]. They are highly resistant to status effects and have tremendously powerful physical attacks. The pinnacle of their cheapness is a nasty AOE flame attack that can hit your lower HP characters for half their health. They can spawn one at a time, where they are manageable. But they can also spawn two at a time, along with another creature that can turn any of your party members to stone, which makes for a really harrowing battle. Worst of it is, they can spawn in groups of three, an encounter that is nigh impossible to even run away from, even for a party that just [[spoiler:easily kicked the crap out of Golbez]]. It usually starts with each one of them casting their AOE attack in rapid succession, resulting in multiple dead party members, with the survivor or survivors being devastated. If it's a surprise attack, you may as well reload the game. All this while being sufficiently leveled to tromp the ever living hell out of anything else the dungeon can throw at you.

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** In the DS version, the player will encounter frequent spawns of Flame Dogs/Flame Hounds in [[spoiler:The The Tower of Babil]].Babil. They are highly resistant to status effects and have tremendously powerful physical attacks. The pinnacle of their cheapness is a nasty AOE flame attack that can hit your lower HP characters for half their health. They can spawn one at a time, where they are manageable. But they can also spawn two at a time, along with another creature that can turn any of your party members to stone, which makes for a really harrowing battle. Worst of it is, they can spawn in groups of three, an encounter that is nigh impossible to even run away from, even for a party that just [[spoiler:easily easily kicked the crap out of Golbez]].[[spoiler:Golbez]]. It usually starts with each one of them casting their AOE attack in rapid succession, resulting in multiple dead party members, with the survivor or survivors being devastated. If it's a surprise attack, you may as well reload the game. All this while being sufficiently leveled to tromp the ever living hell out of anything else the dungeon can throw at you.
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** Sorcerers (renamed [[http://finalfantasy.wikia.com/wiki/Mindflayer_%28Final_Fantasy%29 Mindflayers]] in the remakes, because that's what they actually are). The entire Ice Cave is the hardest part of the game because of these bastards. At effectively the halfway point of the game, these ''TabletopGame/DungeonsAndDragons'' monsters do a 4-hit attack which does only about 1 damage per hit. It also causes instant death if enough of the strikes hit, which they usually will. And your [=ProRings=], which are supposed to protect you against stuff like this, don't do anything even if you had one, because it's not a spell. (The same is true in Dungeons and Dragons. Their brain extraction attack is not a death effect, so Death Ward doesn't help.) If that isn't bad enough, their other attack is their infamous psionic Mind Blast ability, which paralyzes the entire party, since they are silly enough to stand next to each other (The effect is a 60 foot cone in Dungeons and Dragons, but just as possible to cause a TPK.). That means they can paralyze your party, then pick you apart. And the best part? They come in groups of 4. You are supposed to flee from them-- unless you get ''ambushed'' by them, in which case you're lucky to even ''get'' to your first turn. They also happen to pop up in two other locations: the Lufenian Sky Castle, right on the same small bridge where the most dangerous enemy in the game--[[BossInMookClothing WarMECH]]-- can be encountered; and the next-to-last floor between Tiamat and [[FinalBoss Chaos]] in the [[TheVeryDefinitelyFinalDungeon Temple of Fiends, 2000 years ago]], where Sorcerers come in groups of ''nine''. Even a max-level party armed with [[InfinityMinusOneSword Excalibur]], the [[InfinityPlusOneSword Masamune]], [[HellFire NUKE]] and [[HolyHandGrenade FADE]] is taking its life into its hands by going into that floor.
** The Sorcerers' lesser kin, the Wizards/Piscodaemons, bear the distinction of being one of the very few enemies that you ''can't'' flee from. Ever. When you first encounter them (in the infamous Marsh Cave, no less) Wizards can shred almost any class other than Fighters, and by the time you reach the Ice Cave you randomly encounter Wizards in groups of at least five or six. If you're unfortunate enough to lose party members to the Sorcerors, better hope the RandomNumberGod doesn't toss in the Wizards to finish the job.
** In the same dungeon, half the battles that don't involve Sorcerers tend to involve Mages, who cast instant-death magic that generally hits 100% of the time. They travel in large groups, and frequently ambush you. In the remake, their instant death spell was replaced by the very damn powerful at the time damage magic FIR3/Firaga, which hit the entire party, and could kill a fully healed party without too much trouble if they managed to ambush.

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** Sorcerers (renamed [[http://finalfantasy.wikia.com/wiki/Mindflayer_%28Final_Fantasy%29 Mindflayers]] in the remakes, because that's what they actually are). The entire Ice Cave is the hardest part of the game because of these bastards. At effectively the halfway point of the game, these ''TabletopGame/DungeonsAndDragons'' monsters do a 4-hit 3-hit attack which does only about 1 damage per hit. It also causes hit but has a chance of causing instant death if enough of the strikes hit, which they usually will. on each hit. And your [=ProRings=], which are supposed to protect you against stuff like this, don't wouldn't do anything even if you had one, could have any at this point, because it's not the Sorcerers' instant death attack isn't a spell. (The same is true in Dungeons and Dragons. Their brain extraction attack is not a death effect, so Death Ward doesn't help.) If that isn't bad enough, their other attack is their infamous psionic Mind Blast ability, which paralyzes the entire party, since they are silly enough to stand next to each other other. (The effect is a 60 foot cone in Dungeons and Dragons, but just as possible to cause capable of causing a TPK.). TotalPartyKill.) That means they can paralyze your party, then pick you apart. And the best part? They also come in groups of 4.up to 3. You are supposed to flee from them-- unless you get ''ambushed'' by them, in which case you're lucky to even ''get'' to your first turn. They also happen to pop up in two three other locations: the Castle of Ordeals, the Lufenian Sky Castle, right on the same small bridge where the most dangerous enemy in the game--[[BossInMookClothing WarMECH]]-- can be encountered; and the next-to-last floor between Tiamat and [[FinalBoss Chaos]] in the [[TheVeryDefinitelyFinalDungeon Temple of Fiends, 2000 years ago]], where Sorcerers come in groups of ''nine''. Even a max-level up to ''seven''. Their paralysis and instant-death attacks are less likely to affect your party armed with [[InfinityMinusOneSword Excalibur]], members at higher experience levels, but even in the [[InfinityPlusOneSword Masamune]], [[HellFire NUKE]] and [[HolyHandGrenade FADE]] is taking its life into its hands by going into that floor.
final dungeon, they can still ruin your day if you get a bit unlucky.
** The Sorcerers' lesser kin, the Wizards/Piscodaemons, bear the distinction of being one of the very few enemies that you ''can't'' flee from. Ever. When you first encounter them (in the infamous Marsh Cave, no less) Wizards can shred almost any class other than Fighters, and by the time you reach the Ice Cave Cave, you randomly encounter Wizards in groups of at least five or six.up to seven. If you're unfortunate enough to lose party members to the Sorcerors, better hope the RandomNumberGod doesn't toss in the Wizards to finish the job.
** In the same dungeon, half the battles that don't involve Sorcerers tend to involve Mages, who cast start their spell cycle with instant-death magic that generally hits 100% of has high accuracy against you at this point in the time. They travel in large groups, and frequently game, due to your party's relatively low levels. They're also tied with superboss Warmech for having the second-highest ambush you. rate in the game. In the remake, their instant death spell cycle was replaced by the very damn powerful at the time damage magic FIR3/Firaga, which hit changed to start with Firaga, a highly damaging spell that hits the entire party, party. Worse still, the only fire-resistant equipment available at this point in the game is the Ice Armor and could kill a fully healed Ice Shield (found in the same dungeon), which at this point can only be worn by Fighters; the rest of your party without too much trouble if they managed to ambush.will be sitting ducks.
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** Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic. [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.
** Nightmare from Goldor's Manor can inflict confuse, and can be dangerous for the party, and God forbid if there's either four or six of them, as they can inflict it in the entire party.

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** Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic. [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.
six]]''.qq
** Nightmare from Goldor's Manor can inflict confuse, and which can be dangerous for the party, party. If they're either alone or attacked with a pre-emptive strike, they're not ''too'' bad. If you're ''ambused'' or caught by a back attack by them, though, and God forbid if there's either four or six of them, as they can inflict it in the entire party.''will'' be a threat.
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** Literally every monster on the FloatingContinent. Honestly, it'll be hard picking which is the worst, because''they're all bad'':

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** Literally every monster on the FloatingContinent. Honestly, it'll be hard picking which is the worst, because''they're because ''they're all bad'':

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** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things -- sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].

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** Literally every monster on the FloatingContinent. Honestly, it'll be hard picking which is the worst, because''they're all bad'':
***
Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. them.
***
The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. ''Meteor/Meteo''.
***
Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad.
***
The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Fish.
***
Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Gear).
***
Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things -- sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. 3.
***
Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. overleveled.
***
And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].



** Face/Phase, a PaletteSwap of Brainpan in the Phoenix Cave. Like Ninjas, you can't run away from them, ever. They frequently use 1000 Needles/Blow Fish as an occasional counter to ''everything''. Adding to that, they can sometimes be paired up with Zeveaks/Parasouls, who can confuse you, and Necromancers, who have an annoying tendency to slap the Zombie status on unsuspecting party members and, when alone, will start to use Death/Doom, Banish/X-Zone, and Flare spells. It's this enemy that may be the real reason why the Phoenix Cave is ThatOneLevel.

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** Face/Phase, a PaletteSwap of Brainpan in the Phoenix Cave. Like Ninjas, you can't run away from them, ever.''ever''. They frequently use 1000 Needles/Blow Fish as an occasional counter to ''everything''. Adding to that, they can sometimes be paired up with Zeveaks/Parasouls, who can confuse you, and Necromancers, who have an annoying (at best) tendency to slap the Zombie status on unsuspecting party members and, when alone, will start to use Death/Doom, Banish/X-Zone, and Flare spells. It's this enemy these bastards that may be the real ''real'' reason why the Phoenix Cave is ThatOneLevel.
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** [[DiscOneFinalDungeon Exdeath's Castle]] is full of them, and they're often found in configurations making it difficult to put together an effective strategy. For example, one encounter has a Dark Warlock (low health and defense, but start by casting status ailments and move on to instant death spells) with an Adamantite Golem (a magic resistant SmashMook) and a Reflect Mage (otherwise weak enemy with auto-Reflect status). Once you get higher up the castle, you start running into dragons. Red Dragons have a nasty fire attack, but an ice weakness makes them manageable. Blue Dragons have ''two'' nasty ice attacks, and for some reason no ice weakness. Yellow Dragons have a weaker but still painful thunder attack, but nasty physical attacks and a ton of hitpoints.

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** [[DiscOneFinalDungeon Exdeath's Castle]] is full of them, and they're often found in configurations making it difficult to put together an effective strategy. For example, one encounter has a Dark Warlock (low health and defense, but start by casting status ailments and move on to instant death spells) with an Adamantite Golem (a magic resistant SmashMook) and a Reflect Mage (otherwise weak enemy with auto-Reflect status). Once you get higher up the castle, you start running into dragons. Red Dragons have a nasty fire attack, attack and regenerate when hit by Level 5 Death, but an ice weakness makes them manageable. Blue Dragons have ''two'' nasty ice attacks, and for some reason no ice fire weakness. Yellow Dragons have a weaker but still painful thunder attack, but nasty physical attacks and a ton of hitpoints.

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* ''VideoGame/FinalFantasyIII'': Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic. [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.

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* ''VideoGame/FinalFantasyIII'': ''VideoGame/FinalFantasyIII'':
**
Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic. [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.six]]''.
** Nightmare from Goldor's Manor can inflict confuse, and can be dangerous for the party, and God forbid if there's either four or six of them, as they can inflict it in the entire party.
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** The Chimera Brain, also known as the Mantcore, from the already difficult [[ThatOneLevel Sealed Cave]]. Not only does it absorb all three basic elements (Ice, Fire, Thunder), but it also has some very powerful attacks such as Frost Blast. The best part about this? They can also appear after a Trap Door transforms, or appear with a group of other enemies.
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** Many enemies in Kefka's Tower count as DemonicSpiders. One particular enemy is the [[ExactlyWhatItSaysOnTheTin Death Machine]], which starts by clearing out party members at the wrong levels with Lv. 5 Death, and counterattacks with up to ''four'' uses of Blaster in one shot, probably killing anybody who doesn't have a Relic that grants immunity to Instant Death. They also appear with IronHitman, who just plain inflict damage on your party and use Dischord to lower your stats; and Duel Armor, which use Lv. 4 Flare and the aforementioned Lv. 5 Death, as well as Metal Cutter (Shrapnel). Then there's the Cherry (Madam)/Outsider combo, which automatically keeps you from healing the entire party while hitting you with powerful elemental ninja attacks and employing the most sophisticated defensive AI in the game.

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** Many enemies in Kefka's Tower count as DemonicSpiders. One particular enemy is the [[ExactlyWhatItSaysOnTheTin Death Machine]], which starts by clearing out party members at the wrong levels with Lv. 5 Death, and counterattacks with up to ''four'' uses of Blaster in one shot, probably killing anybody who doesn't have a Relic that grants immunity to Instant Death. They also appear with IronHitman, [=IronHitman=], who just plain inflict damage on your party and use Dischord to lower your stats; and Duel Armor, which use Lv. 4 Flare and the aforementioned Lv. 5 Death, as well as Metal Cutter (Shrapnel). Then there's the Cherry (Madam)/Outsider combo, which automatically keeps you from healing the entire party while hitting you with powerful elemental ninja attacks and employing the most sophisticated defensive AI in the game.



** The Thunderbirds during the Wutai quest. Sure, they probably normally wouldn't be that bad. But when you face them, you've been stripped of all your materia, so you have to rely on physical attacks. They have a powerful attack -- Lightning -- that does multi-target damage to your entire party. You can face up to four Thunderbirds in one go. If they all employ the attack in a row, you're going to die, and there's very little you can do about it.

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** The Thunderbirds during that live in the Wutai quest. Sure, they probably normally wouldn't be that bad. But when you face them, you've been stripped of all your materia, so you have to rely on physical attacks. area mountains. They have a powerful attack -- Lightning -- that does multi-target around 375 damage to your entire party. You can face up to four Thunderbirds in one go. If they all employ the attack in a row, you're going to die, and there's very little you can do about it. It's even worse if you first meet them during the Wutai sidequest, which probably ''is'' when you'll first meet them. You've been stripped of all your materia, so you have to rely on physical attacks and potions for healing - and they can easily deal damage faster than you can heal it with potions.

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* ''VideoGame/FinalFantasyIII'':
** Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic.
** [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.

to:

* ''VideoGame/FinalFantasyIII'':
**
''VideoGame/FinalFantasyIII'': Anything that has the weakness "Dark Blade", at least in the DS remake. They are tough as nails, do quite a bit of damage, and you can't hit them normally if there's a gap in the row without them "Divide"ing and making a new one, not to mention they have another move called "Multiply". Guess what that one does? Thankfully, they don't Divide if hit with magic.
**
magic. [[UpToEleven They're even worse in the NES version]]. In the DS version, even with Dividing/Multiplying, only 3 can be onscreen at once, meaning it's difficult to become too overwhelmed. In the NES version? [[OhCrap There can be up to]] ''[[OhCrap six]]''.
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** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in ''XIII-2'', they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).
** Both the Chocobo Eater and the Earth Eater. These deranged, belly-mouthed, legless koalas are not only infamously strong, they're rather common and spawns rather frequently. Chocobo Eaters, when angered, has the tendency to throw out very strong elemental attacks (fire and ice together), while Earth Eaters force you to be on the defensive with their buffs and status ailment-inducing attacks. Not to forget, both of them have a very powerful "swallowing" attack which interrupts whatever Lightning does at the moment and thus can very often kill her in a single hit.

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** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in ''XIII-2'', they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. berserk'' with their attacks. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), Rush, and Force Darts (which comes out ''really'' quickly is quick and interrupts whatever it is you're doing). To add insult to Without the injury, this enemy is actually rather easy provided you have some right setups, such as a Saboteur-like setup one, or the right timing of hitting it with Deprotect, Deshell, and perhaps Poison, in addition high-powered elemental attacks during the charge-up to weakness against every elements. Eerie Soundwave, it can easily be a frustrating battle. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). enemy for that time. Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).
harder.
** Both the Chocobo Eater and the Earth Eater. These deranged, belly-mouthed, legless koalas are not only infamously strong, they're rather common and spawns spawn rather frequently. Chocobo Eaters, when angered, has the tendency to throw out very strong elemental attacks (fire and ice together), while Earth Eaters force you to be on the defensive with their buffs and status ailment-inducing attacks. attacks [[note]]Thankfully, the former can be stolen with the right Auto-Abilities, and the latter can be dodged entirely by using Evade 2-3 times after the prompt shows up, as opposed to simple guarding which will eventually stick the ailments on Lightning.[[/note]]. Not to forget, both of them have a very powerful "swallowing" attack which interrupts whatever Lightning does at the moment (unless she guards immediately beforehand) and thus can very often kill her in a single hit.
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* ''VideoGame/DissidiaFinalFantasyOperaOmnia'' :
** Enemies from the Floating Eye family will counter-attack any non-fatal HP attack with Gaze, which has a high chance of inflicting paralysis. This will slow down any attempt to kill them as player's will try to build enough Brave for a one-hit KO. Them resisting Melee damage, the most common damage source, doesn't help matters. The Evil Eye enemy in particular has all these attributes plus an attack called Cursed Lullaby, which halves the victim's current Brave, and applies the Curse debuff, which halves initial and maximum Brave, in effect making it impossible for them to one-hit KO them and guaranteeing that Gaze triggers.
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** ''VideoGame/FinalFantasyXV'' has the standard Tonberries around, which aren't too bad, but then you start encounter stronger variants like Tonberry Knights or Sir Tonberries. Imagine a Tonberry, but flipping the room with giant energy swords like [[Franchise/StarWars prequel-trilogy Yoda]], and that's what these guys are.

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** ''VideoGame/FinalFantasyXV'' has the standard Tonberries around, which aren't too bad, but then you start encounter stronger variants like Tonberry Knights or Sir Tonberries. Imagine a Tonberry, but flipping around the room with giant energy swords like [[Franchise/StarWars prequel-trilogy Yoda]], and that's what these guys are.
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** ''VideoGame/FinalFantasyXV'' has the standard Tonberries around, which aren't too bad, but then you start encounter stronger variants like Tonberry Knights or Sir Tonberries. Imagine a Tonberry, but flipping the room with giant energy swords like [[Franchise/StarWars prequel-trilogy Yoda]], and that's what these guys are.
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** The Gil Turtle. At the time you encounter it, you don't have nearly the XP or skills to defeat it. And it lures you in with a hallway that doubles your gil with each step you take. It has amazing HP, hits very very hard, has poison, is very fast, and makes short work of your party. It'll take quite a bit of reloading and messing around with available skills to defeat this bastard. It's vulnerable to ice and is somewhat undead, so good luck with that! Especially since you'll have to face it again in the BonusDungeon.

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** The Gil Turtle. At the time you encounter it, you don't have nearly the XP or skills to defeat it. And it lures you in with a hallway that doubles your gil gives small amounts of Gil that double with each step you take. It has amazing HP, hits very very hard, has poison, is very fast, and makes short work of your party. It'll take quite a bit of reloading and messing around with available skills to defeat this bastard. It's vulnerable to ice and is somewhat undead, so good luck with that! Especially since you'll have to face it again in the BonusDungeon.
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* ''[[VideoGame/FinalFantasyAdventure Final Fantasy Adventure]]''

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* ''[[VideoGame/FinalFantasyAdventure Final Fantasy Adventure]]'' :
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* ''[[VideoGame/FinalFantasyAdventure Final Fantasy Adventure]]''
** There are all sorts of enemies that can inflict status effects, but none are worse than ''Moogle''. Upon being Moogled, you lose the ability to do anything but move, ''and'' your defense drops to 0. Defense is ''extremely'' important in this game; with 0 defense, you can be killed in a single hit if you never leveled up stamina. Enemies that can inflict Moogle must be engaged with an escape route in mind. Your best bet is moving between rooms until the effect wears off.
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** Mentioning Tonberries around veteran FF players will generally provoke the same reaction as Murlocs for a [[WorldOfWarcraft WoW]] player. Despite this, several FF Fans were disappointed with the lack of Tonberries in ''VideoGame/FinalFantasyXII'', and the weakening of Tonberries in ''VideoGame/FinalFantasyX2''.

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** Mentioning Tonberries around veteran FF players will generally provoke the same reaction as Murlocs for a [[WorldOfWarcraft [[VideoGame/WorldOfWarcraft WoW]] player. Despite this, several FF Fans were disappointed with the lack of Tonberries in ''VideoGame/FinalFantasyXII'', and the weakening of Tonberries in ''VideoGame/FinalFantasyX2''.
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** Skull Eaters. While they are a great source of AP and frequently run (and yes, you get the AP even if they flee), they're also nearly impossible to damage, faster than a bat out of hell, casting magic on the causes them to multiply, and inflict over 1000 HP of damage at a point in the game you're likely to have about 600. Depending purely on the RandomNumberGod, an encounter with one of these can either be free AP or spell total doom for your party.
** The D.Chimera, found only in one small patch of desert. Your first encounter with one is likely to involve [[ThatOneAttack Aqua Rake]] and [[TotalPartyKill four very dead Warriors Of Light]]. Even their regular attack (never mind the stronger alternate attack they have) is enough to OneHitKO a party member when you first pass by. It is possible to avoid the desert altogether, but odds are you'll either miss the one Karnak villager who warns you of it or not take the warning seriously enough. Hope you saved!
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** The Blue and Red Dragons of the last dungeon have devastating attacks that hit all party members, and worse yet, are not weak against the elements that fire- and ice-element monsters would be weak against. The blue ones aren't so bad-- they can be [[UselessUsefulSpell Stopped]], and Stop will always connect, leaving you to heal from Icestorm (a nasty hit-all ability) and beat on them at your leisure. The Red Dragons, however-- they have two attacks: a standard physical attack that will hit the tank for around 1000 points of damage, and Thermal Rays, which hits the entire party for around 2000 points of damage a piece. To put this in perspective: the tank will have (unless you [[GameBreaker augmented him]]) around 4500 HP. The [[SquishyWizard mages]] will have around 2500 HP. The Red Dragon is immune to Stop, but ''can'' be Slowed, and also Berserked to make him use only his physical attack (which will now hit for 2000 points of damage). The trouble is, though, that the person with access to Berserk and Slow is also the only person with access to the healing spells, so in practice, fights go like this: The Red Dragon casts Thermal Rays, everyone scrambles to heal and rezz, the healer finally gets an open turn, the player goes to select Slow or Berserk from the menu—the Red Dragon uses Thermal Rays AGAIN, the party drops everything to heal, rinse and repeat until death.

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** The Blue and Red Dragons of the last dungeon have devastating attacks that hit all party members, and worse yet, are not weak against the elements that fire- and ice-element monsters would be weak against. The blue ones aren't so bad-- they can be [[UselessUsefulSpell Stopped]], and Stop will always connect, leaving you to heal from Icestorm (a nasty hit-all ability) and beat on them at your leisure. The Red Dragons, however-- however -- they have two attacks: a standard physical attack that will hit the tank for around 1000 points of damage, and Thermal Rays, which hits the entire party for around 2000 points of damage a piece. To put this in perspective: the tank will have (unless you [[GameBreaker augmented him]]) around 4500 HP. The [[SquishyWizard mages]] will have around 2500 HP. The Red Dragon is immune to Stop, but ''can'' be Slowed, and also Berserked to make him use only his physical attack (which will now hit for 2000 points of damage). The trouble is, though, that the person with access to Berserk and Slow is also the only person with access to the healing spells, so in practice, fights go like this: The Red Dragon casts Thermal Rays, everyone scrambles to heal and rezz, the healer finally gets an open turn, the player goes to select Slow or Berserk from the menu—the Red Dragon uses Thermal Rays AGAIN, the party drops everything to heal, rinse and repeat until death.



** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things - sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].
** Two of the three monsters in the Collapsing House. You're on a six minute time limit to get in, grab the kid, and get out; however, the place is loaded with some crazy powerful items you'll want to snag. However, several of the chests are {{Chest Monster}}s, the Scorpions come in groups of three and inflict [[YourDaysAreNumbered Doom/Condemned]] status, and Zokkas/Hermit Crabs can inflict [[TakenForGranite Petrify]] with their final attack - which wouldn't be so bad except that since Celes is likely to be the only member of the party at the time, getting petrified is an instant game over.

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** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things - -- sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].
** Two of the three monsters in the Collapsing House. You're on a six minute time limit to get in, grab the kid, and get out; however, the place is loaded with some crazy powerful items you'll want to snag. However, several of the chests are {{Chest Monster}}s, the Scorpions come in groups of three and inflict [[YourDaysAreNumbered Doom/Condemned]] status, and Zokkas/Hermit Crabs can inflict [[TakenForGranite Petrify]] with their final attack - -- which wouldn't be so bad except that since Celes is likely to be the only member of the party at the time, getting petrified is an instant game over.



** The Thunderbirds during the Wutai quest. Sure, they probably normally wouldn't be that bad. But when you face them, you've been stripped of all your materia, so you have to rely on physical attacks. They have a powerful attack - Lightning - that does multi-target damage to your entire party. You can face up to four Thunderbirds in one go. If they all employ the attack in a row, you're going to die, and there's very little you can do about it.

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** The Thunderbirds during the Wutai quest. Sure, they probably normally wouldn't be that bad. But when you face them, you've been stripped of all your materia, so you have to rely on physical attacks. They have a powerful attack - -- Lightning - -- that does multi-target damage to your entire party. You can face up to four Thunderbirds in one go. If they all employ the attack in a row, you're going to die, and there's very little you can do about it.



** Taken one step further with Queen Coeurls. Instead of reducing characters to 1HP, her Death Blast ability inflicts '''max HP - 1''' to a character. Which means that if the character lost a single HP earlier in the fight, she will be KO'd. During Clasko's mission in Chapter 2, you have to face two of them in two different fights: Yevon helps you if you are unlucky and the other fiend in the fight enters Oversoul, as it will take some time to kill, which gives the Queen ample time to wreck you (and makes it that much harder to stay fully healed to survive the Blasts). Special mention goes to the second fight, where the accompanying lizard in Oversoul can inflict ''Slow and Confuse'' when attacking, and gains an ability that deals as much damage as he suffered. Unless you were grinding like a mad(wo)man, you will have half of its HP, which means that it can ''also'' OneHitKill your characters.

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** Taken one step further with Queen Coeurls. Instead of reducing characters to 1HP, her Death Blast ability inflicts '''max HP - -- 1''' to a character. Which means that if the character lost a single HP earlier in the fight, she will be KO'd. During Clasko's mission in Chapter 2, you have to face two of them in two different fights: Yevon helps you if you are unlucky and the other fiend in the fight enters Oversoul, as it will take some time to kill, which gives the Queen ample time to wreck you (and makes it that much harder to stay fully healed to survive the Blasts). Special mention goes to the second fight, where the accompanying lizard in Oversoul can inflict ''Slow and Confuse'' when attacking, and gains an ability that deals as much damage as he suffered. Unless you were grinding like a mad(wo)man, you will have half of its HP, which means that it can ''also'' OneHitKill your characters.



** Anything with the move Curse has the potential to become one of these. Curse inflicts Poison (health drops in chunks at fixed intervals), Sap (health steadily drains at a surprising rate) Confusion (the character attacks themselves or allies) and Disease (Current HP=Max HP, meaning the character cannot be healed until Disease is removed. If a Diseased character dies, when they are rezzed they will have a grand total of 1HP and the Disease status effect still in place, meaning that Disease must be removed and then the character can be healed. Disease cannot be removed with Esuna, the StandardStatusEffects remover, but only with the spell Cleanse, the item Vaccine, or the Remedy item, ''if'' the player has unlocked that ability for the Remedy). Curse targets all characters. Curse cannot be blocked. Curse will never miss--not even the Malboros' breath attacks are given that luxury. The monsters that wield Curse either come in packs, so that they can make short work of the reeling party before you can rid yourself of the effects, or are giant undead dragons with flunkies who will also use Curse. The only thing to do is to equip your party with Confusion-preventing accessories (you DID remember to buy them, right...?) once you see Curse coming (if you see it in time), have them fling Remedies at each other (you DID remember to upgrade them and buy a ton of them, right...?), and pray that the command-priority-programming is kind to you.
** The Shield Wyrms in the Cerobi Steppe don't use cheap tricks like Curse--they will beat the shit out of you ''legitimately'' (for the most part). They're a regular enemy, and there are TONS of them in the various Steppe zones--but they have over sixty-''thousand'' HP, more than any other regular monster in the game and more than a fair few of the bosses, marks, and rare monsters too. The HP is complemented by high defense and magic defense stats, and the ability to further augment those stats, ''and'' the ability to regain a third of the life bar with an unblockable, virtually unstoppable move called Restore. And offensively? It's a hard hitter with many area-of-effect moves, including the -aga spells and Breath, which can inflict Sap, plus its normal physical can inflict Petrify and combo with frequency. And--this cannot be stressed enough--they're ''everywhere''. Can't throw a stone in Cerobi without hitting (and subsequently aggroing) one of these. And Cerobi Steppe is a biiiiig area. To say it gets aggravating is an understatement. At least they're susceptible to Oiling and Blinding, so you can oil/blind them up and roast them with fire magic, chuckling at their puny defense. They are also susceptible to instant death, which means you can just equip the Nihopaloa and toss a phoenix down at them. Then again, [[GameBreaker everything is weak to the Nihopaloa]].

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** Anything with the move Curse has the potential to become one of these. Curse inflicts Poison (health drops in chunks at fixed intervals), Sap (health steadily drains at a surprising rate) rate), Confusion (the character attacks themselves or allies) allies), and Disease (Current HP=Max HP, meaning the character cannot be healed until Disease is removed. If a Diseased character dies, when they are rezzed they will have a grand total of 1HP and the Disease status effect still in place, meaning that Disease must be removed and then the character can be healed. Disease cannot be removed with Esuna, the StandardStatusEffects remover, but only with the spell Cleanse, the item Vaccine, or the Remedy item, ''if'' the player has unlocked that ability for the Remedy). Curse targets all characters. Curse cannot be blocked. Curse will never miss--not miss -- not even the Malboros' breath attacks are given that luxury. The monsters that wield Curse either come in packs, so that they can make short work of the reeling party before you can rid yourself of the effects, or are giant undead dragons with flunkies who will also use Curse. The only thing to do is to equip your party with Confusion-preventing accessories (you DID remember to buy them, right...?) once you see Curse coming (if you see it in time), have them fling Remedies at each other (you DID remember to upgrade them and buy a ton of them, right...?), and pray that the command-priority-programming is kind to you.
** The Shield Wyrms in the Cerobi Steppe don't use cheap tricks like Curse--they Curse -- they will beat the shit out of you ''legitimately'' (for the most part). They're a regular enemy, and there are TONS of them in the various Steppe zones--but zones -- but they have over sixty-''thousand'' HP, more than any other regular monster in the game and more than a fair few of the bosses, marks, and rare monsters too. The HP is complemented by high defense and magic defense stats, and the ability to further augment those stats, ''and'' the ability to regain a third of the life bar with an unblockable, virtually unstoppable move called Restore. And offensively? It's a hard hitter with many area-of-effect moves, including the -aga spells and Breath, which can inflict Sap, plus its normal physical can inflict Petrify and combo with frequency. And--this And -- this cannot be stressed enough--they're enough -- they're ''everywhere''. Can't throw a stone in Cerobi without hitting (and subsequently aggroing) one of these. And Cerobi Steppe is a biiiiig ''big'' area. To say it gets aggravating is an understatement. At least they're susceptible to Oiling and Blinding, so you can oil/blind them up and roast them with fire magic, chuckling at their puny defense. They are also susceptible to instant death, which means you can just equip the Nihopaloa and toss a phoenix down at them. Then again, [[GameBreaker everything is weak to the Nihopaloa]].



** The toughest sections of the game are; the sections of The Great Crystal unlocked after getting the Treaty Blade, Pharos Subterra, after beating Cid the 2nd time, and the parts of Henne mines unlocked by the Gariff after acquiring 10 espers. Pretty much ''everything'' in those areas are demonic spiders; near-infinitely respawning zombie/skeleton armies, various spirits with the aforementioned Curse ability, Dragons and Behemoths that make up some of the toughest non-bosses around, and downright ''evil'' architecture; if it works at all, your minimap is going to be of little use, and if you get lost, chances are you'll run into spiders with depressing regularity. The deepest reaches of Luhsu mines are nearly as bad.

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** The toughest sections of the game are; are the sections of The Great Crystal unlocked after getting the Treaty Blade, Blade' Pharos Subterra, after beating Cid the 2nd time, second time; and the parts of Henne mines Mines unlocked by the Gariff Garif after acquiring 10 espers. Pretty much ''everything'' in those areas are demonic spiders; near-infinitely respawning zombie/skeleton armies, various spirits with the aforementioned Curse ability, Dragons and Behemoths that make up some of the toughest non-bosses around, and downright ''evil'' architecture; if architecture. If it works at all, your minimap is going to be of little use, and if you get lost, chances are you'll run into spiders with depressing regularity. The deepest reaches of Luhsu mines Lhusu Mines are nearly as bad.



** The infinitely aggravating Vetalas. They put up an 'inertial barrier' at the start of the fight, which reduces all attacks to ScratchDamage ''at best'' and doesn't go away until they're staggered - and they stagger excruciatingly slowly. While you grind up the chain gauge, they don't sit idle; they use Multicast to cram powerful magic down your throat and laugh at your puny attacks. And their PaletteSwap, Raktavija, is worse in nearly every way, mostly because you can't get a Preemptive Strike ''[[TheComputerIsACheatingBastard even if you use a Deceptisol]]''.
** The Scalebeasts in the Sunleth Waterscapes, which are so powerful for this point in the story that the game actively advises you to avoid fighting them - except some of them guard treasure chests with unique accessories. If you can get a Preemptive Strike on them, it makes the fights easier, but they're still much more powerful than anything you've faced.

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** The infinitely aggravating Vetalas. They put up an 'inertial barrier' at the start of the fight, which reduces all attacks to ScratchDamage ''at best'' and doesn't go away until they're staggered - -- and they stagger excruciatingly slowly. While you grind up the chain gauge, they don't sit idle; they use Multicast to cram powerful magic down your throat and laugh at your puny attacks. And their PaletteSwap, Raktavija, is worse in nearly every way, mostly because you can't get a Preemptive Strike ''[[TheComputerIsACheatingBastard even if you use a Deceptisol]]''.
** The Scalebeasts in the Sunleth Waterscapes, which are so powerful for this point in the story that the game actively advises you to avoid fighting them - -- except some of them guard treasure chests with unique accessories. If you can get a Preemptive Strike on them, it makes the fights easier, but they're still much more powerful than anything you've faced.



** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun ''will'' kill anything that isn't Sentinel Snow - and even if you're in that Role, you have to use Mediguard/Steelguard before they fire, because it can still kill a max-HP-up-to-that-point Snow, just barely.

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** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun ''will'' kill anything that isn't Sentinel Snow - -- and even if you're in that Role, you have to use Mediguard/Steelguard before they fire, because it can still kill a max-HP-up-to-that-point Snow, just barely.



** Ispusteke. They're a PaletteSwap of Vetala, except with a unique and inexcusably rare drop - the Blaster's Sapphire, which improves a Ravager's chain bonus.

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** Ispusteke. They're a PaletteSwap of Vetala, except with a unique and inexcusably rare drop - -- the Blaster's Sapphire, which improves a Ravager's chain bonus.



** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in XIII-2, they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).

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** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in XIII-2, ''XIII-2'', they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).
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** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun will kill ''anything'' with one use that isn't Sentinel Snow.

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** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun will ''will'' kill ''anything'' with one use anything that isn't Sentinel Snow.Snow - and even if you're in that Role, you have to use Mediguard/Steelguard before they fire, because it can still kill a max-HP-up-to-that-point Snow, just barely.
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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder Coeurls.

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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder ''Elder'' Coeurls.
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* ''VideoGame/FinalFantasyVII''

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* ''VideoGame/FinalFantasyVII''''VideoGame/FinalFantasyVII'':



*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once.

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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder Coeurls.

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** Feral Behemoths in Yaschas Massif 010 AF, when you first arrive. You have to stay inside the spotlights to keep them from running the Mog Clock down, and if you try fighting them, they can easily smash the entire party. And then, in 01X AF, you have the Narasimha, a rare albino Behemoth that is even stronger than the Feral Behemoth. If you have the misfortune of encountering one of those during your first visit, you'd best run.

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** Feral Behemoths in Yaschas Massif 010 AF, when you first arrive. You have to stay inside the spotlights to keep them from running the Mog Clock down, and if you try fighting them, they can easily smash the entire party. And then, in 01X AF, you have the Narasimha, a rare albino Behemoth that is even stronger than the Feral Behemoth. If you have the misfortune of encountering one of those during your first visit, you'd best better run.



** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in XIII-2, they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).

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** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in XIII-2, they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).



* ''VideoGame/FinalFantasyXV''
** Duscae is home to Coeurls, giant cats that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing their whiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related items in a zone where one or two of them can spawn.

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* ''VideoGame/FinalFantasyXV''
''VideoGame/FinalFantasyXV'':
** Duscae is home to Coeurls, [[PantheraAwesome giant cats cats]] that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing their whiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related quest-related items in a zone where one or two of them can spawn.



** The Galvanades in Costlemark Tower. They absorb lightning damage, have powerful lightning-based attacks that can cause the [[StatusAilment Shocked status]], and always appear alongside [[GoddamnedBats nuisance monsters]]. They also swell with each hit until they explode, causing massive damage in a wide area and spawning up to three Thunder Bombs...at least one of which will turn into a new Galvanade. Good luck singling them out and killing them before they fill the entire room.

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** Necromancers, mid-level monsters that can be a pain for underleveled parties. They have loads of HP, instant death attacks, and a beam attack that can [[TakenForGranite petrify]] multiple targets. Better hope you have a lot of Gold Needles when you meet them.
** The Galvanades in Costlemark Tower. They absorb lightning damage, have powerful lightning-based attacks that can cause the [[StatusAilment [[DamageOverTime Shocked status]], and always appear alongside [[GoddamnedBats nuisance monsters]]. They also swell with each hit until they explode, causing massive damage in a wide area and spawning up to three Thunder Bombs...at least one of which will turn into a new Galvanade. Good luck Moreover, they always appear alongside [[GoddamnedBats nuisance monsters]], so have fun singling them out and killing them the Galvanades before they fill the entire room.

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** Final fantasy XV has Coeurls- giant cats that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing its wiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related items in a zone where one or two of them can spawn.

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** Final fantasy XV has Coeurls- Duscae is home to Coeurls, giant cats that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing its wiskers their whiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related items in a zone where one or two of them can spawn.spawn.
*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once.
** The Galvanades in Costlemark Tower. They absorb lightning damage, have powerful lightning-based attacks that can cause the [[StatusAilment Shocked status]], and always appear alongside [[GoddamnedBats nuisance monsters]]. They also swell with each hit until they explode, causing massive damage in a wide area and spawning up to three Thunder Bombs...at least one of which will turn into a new Galvanade. Good luck singling them out and killing them before they fill the entire room.
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** The toughness of the non-story battles [[DynamicDifficulty scale with Ramza's level]], so if you LevelGrind too much you'll find yourself facing some seriously frightening opponents. Bariaus Hill in particular is home to a veritable army of Chocobos, Tauros, Behemoths (who have instant kill abilities), and ''Dragons''.

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** The toughness of the non-story battles [[DynamicDifficulty [[LevelScaling scale with Ramza's level]], so if you LevelGrind too much you'll find yourself facing some seriously frightening opponents. Bariaus Hill in particular is home to a veritable army of Chocobos, Tauros, Behemoths (who have instant kill abilities), and ''Dragons''.

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** [[DiscOneFinalDungeon Exdeath's Castle]] is full of them, and they're often found in configurations making it difficult to put together an effective strategy. For example, one encounter has a Dark Warlock (low health and defense, but start by casting status ailments and move on to instant death spells) with an Adamantite Golem (a magic resistant SmashMook) and a Reflect Mage (otherwise weak enemy with auto-Reflect status). Once you get higher up the castle, you start running into dragons. Red Dragons have a nasty fire attack, but an ice weakness makes them manageable. Blue Dragons have ''two'' nasty ice attacks, and for some reason no ice weakness. Yellow Dragons have a weaker but still painful thunder attack, but nasty physical attacks and a ton of hitpoints.



** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things - sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare will devastate almost anyone who gets hit by it. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].

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** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things - sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare will devastate almost anyone who gets hit by it.hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].

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