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* Bosses in most of the ''VideoGame/EpicBattleFantasy'' series tend to be immune to disabling status ailments (stun, syphon, freeze), and instant death.
** [[WakeUpCallBoss The Guardian]] in ''2'' downplays this at worst. After you destroy his arms (a tough task in itself), he can be syphoned or stunned to block his arm regeneration; however, these effects seem to be resisted.
* Played with in ''VideoGame/EtrianOdyssey'': status effects besides instant death are only moderately less likely to work on [[PreexistingEncounters FOEs]] and bosses than {{mooks}}, and are useful for doing things like wasting their turns, doing damage over time, or preventing them from using their most powerful attacks. However, status effects only last a few turns, and successfully applying one to a unit [[DiminishingReturnsForBalance makes the unit more resistant to that status for about eight turns]] -- applying the same effect twice is considerably harder than doing it once and it gets successively harder. In ''Legends of the Titan'', the Arcanist has a spell that resets this resistance; it costs an extremely large amount of TP, but may still be worth it against particularly tough enemies.
** That said, there are oddballs in many of the bosses that stand out. Manticore is only vulnerable to brute force, being immune to ailments and binds. The [[{{Superboss}} Fallen One]] of 4 resists instant death, but is not ''immune'' to it, meaning a lucky instant death attack will end the fight instantly.

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* Bosses in most of the ''VideoGame/EpicBattleFantasy'' series tend to be immune to disabling status ailments (stun, syphon, freeze), and instant death.
**
death. [[WakeUpCallBoss The Guardian]] in ''2'' downplays this at worst. After you destroy his arms (a tough task in itself), he can be syphoned or stunned to block his arm regeneration; however, these effects seem to be resisted.
* Played with in ''VideoGame/EtrianOdyssey'': status effects besides instant death are only moderately less likely to work on [[PreexistingEncounters FOEs]] and bosses than {{mooks}}, and are useful for doing things like wasting their turns, doing damage over time, or preventing them from using their most powerful attacks. However, status effects only last a few turns, and successfully applying one to a unit [[DiminishingReturnsForBalance makes the unit more resistant to that status for about eight turns]] -- applying the same effect twice is considerably harder than doing it once and it gets successively harder. In ''Legends of the Titan'', ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'', the Arcanist has a spell that resets this resistance; it costs an extremely large amount of TP, but may still be worth it against particularly tough enemies.
** That said, there
enemies. There are oddballs in many of the bosses that stand out. out: Manticore in [[VideoGame/EtrianOdysseyI the original]] is only vulnerable to brute force, being immune to ailments and binds. The [[{{Superboss}} Fallen One]] of 4 ''IV'' resists instant death, but is not ''immune'' to it, meaning a lucky instant death attack will end the fight instantly.



** Many raid bosses in ''[=EverQuest=]'' were outright immune to spells that slowed their attack speed since such spells could reduce a monster's damage output by upwards of 60% or more. Notable examples for their time were Derakor the Vindicator and the Avatar of War, two end-game bosses in the Scars of Velious expansion that were notorious for their extremely high melee damage output.
*** Eventually, Sony began allowing slow spells to work on many bosses, but with limited effect. Casters would receive messages such as ''"Your slow spell is only partially effective."''

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** Many raid bosses in ''[=EverQuest=]'' were outright immune to spells that slowed their attack speed since such spells could reduce a monster's damage output by upwards of 60% or more. Notable examples for their time were Derakor the Vindicator and the Avatar of War, two end-game bosses in the Scars of Velious expansion that were notorious for their extremely high melee damage output.
***
output. Eventually, Sony began allowing slow spells to work on many bosses, but with limited effect. Casters would receive messages such as ''"Your slow spell is only partially effective."''



* Most melee enemies in ''VideoGame/FalloutNewVegas'' can be slowed by crippling their legs. Attempting this on the final boss has no noticeable effect. Also, the main boss and the 2 bonus bosses of ''Lonesome Road'' are completely immune to knockdown effects.
** For stealth characters, an easy way of killing enemies is to place an explosive in their inventories with reverse pickpockting. However, this doesn't work on Caesar or Kimball for some reason.

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* Most melee enemies in ''VideoGame/FalloutNewVegas'' can be slowed by crippling their legs. Attempting this on the final boss has no noticeable effect. Also, the main boss and the 2 bonus bosses of ''Lonesome Road'' are completely immune to knockdown effects.
**
effects. For stealth characters, an easy way of killing enemies is to place an explosive in their inventories with reverse pickpockting. However, this doesn't work on Caesar or Kimball for some reason.
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** Several games in the franchise have one boss who possesses an item or skill that nullifies effective damage against them: [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Michalis]], [[VideoGame/FireEmblemTheBindingBlade Narcian]], [[VideoGame/FireEmblemTheSacredStones Valter]], [[VideoGame/FireEmblemAwakening Walhart]], and [[VideoGame/FireEmblemFates Hinoka]]. You can either steal said item from the first three guys or simply pry it off of their corpses. In addition, Walhart's Conquest skill is also wielded by [=SpotPass=] Zephiel and DLC Ephraim, and [[spoiler:Walhart himself comes with it when he joins you and can pass it along to Morgan if he is his father]].

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** Several games in the franchise have one boss who possesses an item or skill that nullifies effective damage against them: [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Michalis]], [[VideoGame/FireEmblemTheBindingBlade Narcian]], [[VideoGame/FireEmblemTheSacredStones Valter]], [[VideoGame/FireEmblemAwakening Walhart]], and [[VideoGame/FireEmblemFates Hinoka]]. You can Hinoka]], [[VideoGame/FireEmblemThreeHouses Gwendal, Ladislava, Edelgard, Claude, Lord Arundel, Dedue, Ingrid, Seteth, Gilbert, Nader, Rodrigue, and the Immovable]]. Several of them allow you to either steal said the item from the first three guys or simply pry it off of their corpses. In addition, in ''Awakening'', Walhart's Conquest skill is also wielded by [=SpotPass=] Zephiel and DLC Ephraim, and [[spoiler:Walhart himself comes with it when he joins you and can pass it along to Morgan if he is his father]].father]]. Meanwhile, ''Three Houses'' allows any unit who achieves S+ rank in armor, flying, or riding to gain immunity to effective damage as an equippable skill.
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However, [[AvertedTrope averting]] this trope ''can'' make for a different and entertaining atmosphere. Allowing players to OneHitKill any enemy, turn the FinalBoss to stone, or characters to use the [[TouchOfDeath Five Point Palm Exploding Heart Technique]] on [[Film/KillBill Bill]] can be downright ''[[ShowyInvincibleHero awesome!]]''

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However, [[AvertedTrope averting]] this trope ''can'' make for a different and entertaining atmosphere. Allowing players to OneHitKill any enemy, turn the FinalBoss to stone, or have their characters to use the [[TouchOfDeath Five Point Palm Exploding Heart Technique]] on [[Film/KillBill Bill]] can be downright ''[[ShowyInvincibleHero awesome!]]''
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* In ''Videogame/DeusExHumanRevolution'', while Viktor Marchenko does come with a larger-than-average healthpool and a unique weapon, provided that you either sneak up on him or remove his [[InstantArmor TITAN Armor]] he can be incapacitated via a Takedown.

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* In ''Videogame/DeusExHumanRevolution'', ''Videogame/DeusExMankindDivided'', while Viktor Marchenko does come with a larger-than-average healthpool and a unique weapon, provided that you either sneak up on him or remove his [[InstantArmor TITAN Armor]] he can be incapacitated via a Takedown.
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* In ''Videogame/DeusExMankindRevolution'' while Viktor Marchenko does come with a larger-than-average healthpool and a unique weapon, provided that you either sneak up on him or remove his [[InstantArmor TITAN Armor]] he can be incapacitated via a Takedown.

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* In ''Videogame/DeusExMankindRevolution'' ''Videogame/DeusExHumanRevolution'', while Viktor Marchenko does come with a larger-than-average healthpool and a unique weapon, provided that you either sneak up on him or remove his [[InstantArmor TITAN Armor]] he can be incapacitated via a Takedown.
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* It's very common for BulletHell shooters to have the {{Bonus Boss}}es and/or {{True Final Boss}}es become invincible when the player bombs, taking no damage from the bomb or any of the players shots until the effect of the bomb ends. Generally, a barrier of some sort will be placed around the boss to show when this is occurring, although other things have been known to occur to indicate that the boss simply is not taking any damage (for example in ESP.Ra.De the boss literally leaves the screen). Sometimes the standard FinalBoss gets this type of invincibility as well when they're on their [[TurnsRed final pattern]]. Creator/{{Cave}} and ''Franchise/TouhouProject'' games are prime examples of this.

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* It's very common for BulletHell shooters to have the {{Bonus Boss}}es and/or {{True Final Boss}}es become invincible when the player bombs, taking no damage from the bomb or any of the players shots until the effect of the bomb ends. Generally, a barrier of some sort will be placed around the boss to show when this is occurring, although other things have been known to occur to indicate that the boss simply is not taking any damage (for example in ESP.Ra.De ''VideoGame/EspRaDe'' the boss literally leaves the screen). Sometimes the standard FinalBoss gets this type of invincibility as well when they're on their [[TurnsRed final pattern]]. Creator/{{Cave}} and ''Franchise/TouhouProject'' games are prime examples of this.
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* ''VideoGame/CommandAndConquerRedAlert3'': Commando units are immune to getting run over by vehicles (especially notable in Tanya's case, since she ''runs up'' to vehicles to instakill them with a C4 charge))). However, they're just as vulnerable to anti-infantry weapons as other mook units.

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* ''VideoGame/CommandAndConquerRedAlert3'': Commando units are immune to getting run over by vehicles (especially notable in Tanya's case, since she ''runs up'' to vehicles to instakill them with a C4 charge))).charge). However, they're just as vulnerable to anti-infantry weapons as other mook units.

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* The mechanics of the ''VideoGame/GrandTheftAuto'' games usually allow anyone to be killed during gameplay (but may give you a Mission Failed if you kill them before their plot-driven death/wasted moment). Usual methods for killing mission targets include shooting their car until it explodes or running them off the road and carjacking them. However, there are rare instances in the series where key targets resist these methods. Occasionally, a target's vehicle may be invincible to damage and/or have locked doors. The most egregious offenders behave as an unstoppable force, knocking heavy semi-trucks off the road as if they were made of styrofoam to follow a scripted path.
** All enemy [=NPCs=] in ''VideoGame/GrandTheftAutoViceCity'' follow standard mortality rules except for three bosses. [[spoiler:Ricardo Diaz, Lance Vance, and Sonny Forelli]] are the only enemies who cannot be instantly killed with a headshot.

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* ''VideoGame/GrandTheftAuto'': The mechanics of the ''VideoGame/GrandTheftAuto'' games usually allow anyone to be killed during gameplay (but may give you a Mission Failed if you kill them before their plot-driven death/wasted moment). Usual methods for killing mission targets include shooting their car until it explodes or running them off the road and carjacking them. However, there are rare instances in the series where key targets resist these methods. Occasionally, a target's vehicle may be invincible to damage and/or have locked doors. The most egregious offenders behave as an unstoppable force, knocking heavy semi-trucks off the road as if they were made of styrofoam to follow a scripted path.
** ''VideoGame/GrandTheftAutoViceCity'': All enemy [=NPCs=] in ''VideoGame/GrandTheftAutoViceCity'' follow standard mortality rules except for three bosses. [[spoiler:Ricardo Diaz, Lance Vance, and Sonny Forelli]] are the only enemies who cannot be instantly killed with a headshot.



** An annoying case in many ''Grand Theft Auto'' titles involes characters who undertake missions with you on your side, but [[FaceHeelTurn are later fought as enemies]]. They'll go down from a small hail of gunfire when they're on your side, requiring you to protect them, but once it comes time to fight them they'll be able to withstand several headshots. One aversion to this is [[spoiler:Ryder in ''San Andreas'']] -- since the intended method is a chase sequence in boats, he himself only has a regular amount of health. Combine that with the fact that he has to swim out to his boat before the chase sequence starts ''and'' that the mission gave you a sniper rifle to handle the first half of the mission, and you can skip the whole chase and gunfight by [[CombatPragmatist simply gunning him down before he reaches the boat]].

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** An annoying A case in many ''Grand Theft Auto'' titles involes involves characters who undertake missions with you on your side, but [[FaceHeelTurn are later fought as enemies]]. They'll go down from a small hail of gunfire when they're on your side, requiring you to protect them, but once it comes time to fight them they'll be able to withstand several headshots. One aversion to this is [[spoiler:Ryder in ''San Andreas'']] -- since the intended method is a chase sequence in boats, he himself only has a regular amount of health. Combine that with the fact that he has to swim out to his boat before the chase sequence starts ''and'' that the mission gave you a sniper rifle to handle the first half of the mission, and you can skip the whole chase and gunfight by [[CombatPragmatist simply gunning him down before he reaches the boat]].



* The final boss in ''VideoGame/{{inFAMOUS}}'' has this in spades. On easy mode all your attacks work, and he can be beaten quickly, and on normal mode your strongest doesn't work, but he can still be killed easily. On the NintendoHard mode? At least one of your skills will be below maximum level (assuming you chose an option to get a ton of XP), and all but your NORMAL ZAP and one (relatively weak) evil move work on him. Considering the sheer number of ways he can one-hit you if you're at less than full health? Painful fight to say the least. Can take over an hour, not counting the inevitable dozens of retries.
* The end boss in ''VideoGame/Prototype2'' has a bad case of this -- he cycles between being immune to each of your five attack types without warning, and doesn't let the player fly around or consume lesser enemies in a game based on using mobility and healing breaks and stealth.

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* ''VideoGame/{{inFAMOUS}}'': The final boss in ''VideoGame/{{inFAMOUS}}'' has this in spades. On easy mode all your attacks work, and he can be beaten quickly, and on normal mode your strongest doesn't work, but he can still be killed easily. On the NintendoHard mode? At least one of your skills will be below maximum level (assuming you chose an option to get a ton of XP), and all but your NORMAL ZAP and one (relatively weak) evil move work on him. Considering the sheer number of ways he can one-hit you if you're at less than full health? Painful fight to say the least. Can take over an hour, not counting the inevitable dozens of retries.
* ''VideoGame/{{Minecraft}}'': The Ender Dragon, unlike every other mob in the game and even its fellow boss the Wither, cannot be hurt by any source of damage that doesn't come from the player, the only exceptions being explosions. This notably makes it immune to all damage from other mobs, no matter how powerful they are.
* ''VideoGame/Prototype2'':
The end boss in ''VideoGame/Prototype2'' has a bad case of this -- he cycles between being immune to each of your five attack types without warning, and doesn't let the player fly around or consume lesser enemies in a game based on using mobility and healing breaks and stealth.

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* ''VideoGame/TheBindingOfIsaac'': Zigzagged. All bosses can be affected by status effects (though it takes a few more hits than normal to inflict them). The Bible kills Mom and Mom's Heart instantly, but trying to use it on any other FinalBoss results in ''the player'' dying instantly instead. The Chaos Card will kill absolutely anything in one hit, including most Final Bosses... ''except'' the TrueFinalBoss of the Afterbirth+ expansion, which is immune to it. There is also the Plan C item, which will kill everything in the room instantly, including any boss in the game (of course, since it kills ''the player'' too, its usefulness is limited). It's also possible to gain so much attack power that bosses are taken out nearly instantly, but two of the Afterbirth bosses have a damage-blocking mechanic which rapidly scales up their armor when they take large amounts of damage in short periods of time. As a result, even runs that would instantly kill a normal boss can take a good deal of time to wear the boss down.

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* ''VideoGame/TheBindingOfIsaac'': Zigzagged. All bosses can be affected by status effects (though it takes a few more hits than normal to inflict them).
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The Bible kills Mom and Mom's Heart instantly, but trying to use it on any other FinalBoss Satan results in ''the player'' dying instantly instead. instead.
**
The Chaos Card will kill absolutely anything in one hit, including most Final Bosses... Bosses (it will skip 1 phase on most final bosses)... ''except'' the TrueFinalBoss of the Afterbirth+ expansion, which is immune to it. There is also the Delirium, The Beast and Mother's Shadow.
**
Plan C item, which will kill everything in the room instantly, including any boss in the game (of course, since it kills ''the player'' too, its usefulness is limited). It's also possible to gain so much attack power that bosses are taken out nearly instantly, but two of the Afterbirth bosses have a damage-blocking mechanic which rapidly scales up their armor when they take large amounts of damage in short periods of time. As a result, even runs that would instantly kill a normal boss can take a good deal of time to wear the boss down.
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* In ''VideoGame/EnterTheGungeon'', bosses are completely immune to the BalefulPolymorph effect of magic weapons.

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* In ''VideoGame/EnterTheGungeon'', bosses are completely immune to the BalefulPolymorph ForcedTransformation effect of magic weapons.



* Bosses in ''VideoGame/WorldOfWarcraft'' tend to be immune to incapacitating effects such as [[BalefulPolymorph Polymorph]], [[AntiMagic Interrupt and silence effects]], and most notably stun effects. This is quite necessary, as if they weren't, every party would simply take as many rogues as possible to keep a boss stun-locked and incapable of doing anything. Similarly they're almost always immune to slow, to prevent them from being kited to death. There was a boss in ''The Burning Crusade'' whose movement speed was slow enough to allow kiting, and on heroic difficulty some people did indeed refrain from ever getting close to it.

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* Bosses in ''VideoGame/WorldOfWarcraft'' tend to be immune to incapacitating effects such as [[BalefulPolymorph [[ForcedTransformation Polymorph]], [[AntiMagic Interrupt and silence effects]], and most notably stun effects. This is quite necessary, as if they weren't, every party would simply take as many rogues as possible to keep a boss stun-locked and incapable of doing anything. Similarly they're almost always immune to slow, to prevent them from being kited to death. There was a boss in ''The Burning Crusade'' whose movement speed was slow enough to allow kiting, and on heroic difficulty some people did indeed refrain from ever getting close to it.



* ''TabletopGame/{{Pathfinder}}'' 2nd Edition's incapacitation trait potentially grants 'any' monster this. If you use a spell or ability with this trait on a creature of a higher level than you, its degree of success will automatically be one step higher than what it rolls. This makes is impossible for higher level creatures to suffer a critical failure effect, and heavily reduces the chance of a normal failure. However, this is usually reserved for abilities that have traditional 'save or suck' effects that heavily debilitate a monster and it's ability to fight -- such as stuns, removals, or spells like Baleful Polymorph and Feeblemind that essentially render a creature ineffectual -- so damage spells and spells with more minor debuffs (like penalties to rolls or stats) are still fair game (and are in fact encouraged to help beat major threats). In addition, incapacitation effects still work on equal and lower level creatures, and certain creature abilities will have this trait too, making them less powerful against players if you fight them at a higher level!

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* ''TabletopGame/{{Pathfinder}}'' 2nd Edition's incapacitation trait potentially grants 'any' monster this. If you use a spell or ability with this trait on a creature of a higher level than you, its degree of success will automatically be one step higher than what it rolls. This makes is impossible for higher level creatures to suffer a critical failure effect, and heavily reduces the chance of a normal failure. However, this is usually reserved for abilities that have traditional 'save or suck' effects that heavily debilitate a monster and it's its ability to fight -- such as stuns, removals, or spells like [[ForcedTransformation Baleful Polymorph Polymorph]] and Feeblemind that essentially render a creature ineffectual -- so damage spells and spells with more minor debuffs (like penalties to rolls or stats) are still fair game (and are in fact encouraged to help beat major threats). In addition, incapacitation effects still work on equal and lower level creatures, and certain creature abilities will have this trait too, making them less powerful against players if you fight them at a higher level!

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*** Flying bosses tend to take half damage from Gravity spells instead of being immune to them, and Emerald WEAPON apparently counts as one. While you still can't inflict more than 9999 damage in one hit, at least you have a way of reliably inflicting 9999 damage per hit for a while. Note that Emerald WEAPON has 1 million HP, so even at 9999 damage per hit it'll still take a while to wear it down.

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*** Flying bosses tend to take half damage from Gravity spells instead of being immune to them, and Emerald WEAPON Weapon apparently counts as one. While you still can't inflict more than 9999 damage in one hit, at least you have a way of reliably inflicting 9999 damage per hit for a while. Note that Emerald WEAPON Weapon has 1 million HP, so even at 9999 damage per hit it'll still take a while to wear it down.down.
*** Its fellow Weapon, Ruby Weapon, is susceptible to paralysis. This means the player can render it ''unable to attack at all''.



*** The ''International Zodiac Job System'' and the ''The Zodiac Age'' UpdatedRerelease add the fight with the five Judge Magisters as stage 100 of Trial Mode. This fight is notable in that it's pretty much ''designed'' to be won by using status ailments and debuffs, short of simply cheesing the battle by manipulating the random number generator to have obtained a large amount of an item called Dark Energy, which deals 50,000 damage to all targets. The judges are extremely fast and can heal each other with Elixirs (though not themselves). Three of them, however, are vulnerable to the status ailment Disease, which prevents all healing and which they can't heal. Another of them can be inflicted with both Sleep and Silence, while another is vulnerable to Confuse, Blind and Immmobilize, in addition to the aforementioned Disease. A typical strategy involves hitting the three that can be with Disease, then repeatedly summoning Zodiark and using its Final Eclipse, which deals 60,000 damage to all targets in range. Once those three are killed, this leaves Gabranth and Zargabaath, Zargabaath being the one who can be hit with Sleep. The player can then simply keep him asleep. Gabranth's shtick is to repeatedly whack a character with stong physical attacks, but he is vulnerable to Wither to lower his strength to the point where his damage is neglible. Once he's killed, the player can then simply deal with Zargabaath at leisure, even still keeping him asleep if they want. There are a few other bosses that can be dealt ailments, but this is the one fight where it's truly necessary.

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*** The ''International Zodiac Job System'' and the ''The Zodiac Age'' UpdatedRerelease add the fight with the five Judge Magisters as stage 100 of Trial Mode. This fight is notable in that it's pretty much ''designed'' to be won by using status ailments and debuffs, short of simply cheesing the battle by manipulating the random number generator to have obtained a large amount of an item called Dark Energy, which deals 50,000 damage to all targets. The judges are extremely fast and can heal each other with Elixirs (though not themselves). Three of them, however, are vulnerable to the status ailment Disease, which prevents all healing and which they can't heal. Another of them can be inflicted with both Sleep and Silence, while another is vulnerable to Confuse, Blind and Immmobilize, in addition to the aforementioned Disease. A typical strategy involves hitting the three that can be with Disease, then repeatedly summoning Zodiark and using its Final Eclipse, which deals 60,000 damage to all targets in range. Once those three are killed, this leaves Gabranth and Zargabaath, Zargabaath being the one who can be hit with Sleep. The player can then simply keep him asleep. Gabranth's shtick is to repeatedly whack a character with stong strong physical attacks, but he is vulnerable to Wither to lower his strength to the point where his damage is neglible.negligible. Once he's killed, the player can then simply deal with Zargabaath at leisure, even still keeping him asleep if they want. There are a few other bosses that can be dealt ailments, but this is the one fight where it's truly necessary.
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** You can find the Self-Defense Pistol, a .22 magnum derringer that [[OnlyWorksOnce can only be fired once]] but will down any enemy in one single hit. Bosses are the exception of course, with it instead doing about the same damage as one of Barry's .44 magnum rounds. Granted this is still a significant amount of damage, making the weapon helpful in fighting the Black Tiger or Yawn, but don't expect it to take them down in one hit. In fact, it was actually deliberately coded to not be able to one-shot a "boss" type monster, even if its damage output is higher than the boss's health, instead doing a HPToOne effect.

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** You can find the Self-Defense Pistol, a .22 magnum derringer that [[OnlyWorksOnce can only be fired once]] but will down any enemy in one single hit. Bosses are the exception of course, with it instead doing about the same damage as one of Barry's .44 magnum rounds. Granted this is still a significant amount of damage, making the weapon helpful in fighting the Black Tiger or Yawn, but don't expect it to take them down in one hit. In fact, it was actually deliberately coded to not be able to one-shot a "boss" type monster, even if its damage output is higher than the boss's health, instead doing a HPToOne HPTo1 effect.
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* In ''VideoGame/BloodstainedRitualOfTheNight'', all the non-optional bosses are immune to the power Standstill which stops time. The one exception is Baal who is [[KryptoniteFactor affected by it]]...and he's the last boss in the game.


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* In the Korean {{Roguelike}} ''Darkness Survival'', bosses are affected by status-effects whether it's burning, poisoned, paralysis and etc. This is balanced by how [[EarlyGameHell weak and poorly equipped]] your heroine is, she often has difficulty against {{Mooks}} let alone the bosses (who are all essentially DamageSpongeBoss types to her unless she does something drastic to turn the tables).
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* ''Franchise/{{Kirby}}'': Bosses and minibosses generally cannot be inhaled, because they're bigger than Kirby. Meta Knight, however, is a little guy with cape and armor who is also immune to Kirby's ability. In the anime, Kirby tries to inhale him, but Meta Knight [[NoSell just stands still]], saying that he has "special defenses".

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* ''Franchise/{{Kirby}}'': Bosses and minibosses generally cannot be inhaled, because they're bigger than Kirby. Meta Knight, however, is a little guy with cape and armor who is also immune to Kirby's ability. In the anime, Kirby tries to inhale him, but Meta Knight [[NoSell just stands still]], saying that he has "special defenses"."other ways of defending himself".

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As you can see, this veers in and out of AcceptableBreaksFromReality. It can be fun to kill a FinalBoss with the uber attacks that are normally useless; but it can also be rather boring to do so.

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As you can see, this veers in and out of AcceptableBreaksFromReality. It can be fun to kill a FinalBoss with the uber attacks that are normally useless; useless, but it can also be rather boring to do so.


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* Zigzagged in ''VideoGame/MegaManXMavericks''. Status effects actually could work on bosses in the first game, but this trope was played straight for all games afterward with a few exceptions. [[spoiler:Most notably, you all but had to poison Hydra Sigma's core in the first game's remake in order to get past his RegeneratingHealth.]]

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* From the ''VideoGame/BatmanArkhamSeries'': Typical combat moves won't work on most bosses, but this tends to be justified given the nature of said bosses. If its a fist fight, you can bet the Instant Takedown move won't work on them. As for ones with other types of boss immunity:
** ''VideoGame/BatmanArkhamCity'': The boss of the ''Catwoman'' DLC is Two Face, who is fought in a Predator Encounter. He is immune to a;ll types of takedowns, and has a health bar instead. An endless supply of {{Mook}}s will come into the room to replenish the ones you defeat, forcing you to pick them off, attack Two Face, and then retreat before his men can kill you. Rinse, repeat.

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* From the ''VideoGame/BatmanArkhamSeries'': Typical combat moves won't work on most bosses, but this tends to be justified given the nature of said bosses. If its the battle is a fist fight, you can bet the Instant Takedown move and Disarm and Destroy moves won't work on them. As for ones with other types of boss immunity:
** ''VideoGame/BatmanArkhamCity'': The boss of the ''Catwoman'' DLC is Two Face, who is fought in a Predator Encounter. He is immune to a;ll all types of takedowns, and has a health bar instead. An endless supply of {{Mook}}s will come into the room to replenish the ones you defeat, forcing you to pick them off, attack Two Face, and then retreat before his men (alerted by you attacking him) can kill you. Rinse, repeat.


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** ''VideoGame/BatmanArkhamKnight'' in turn, has this for the Predator battle with the titular Arkham Knight. He cannot be harmed by any takedown, and the disrupter won't work. You have to defeat or bypass any guards, sentry guns, or drones in the room. Fortunately while they come in stages, they aren't limitless. However, since this happens after you learn his identity ([[spoiler:Jason Todd]]), you don't actually fight him. Instead,[[spoiler:you instead get close enough to grapple up to his sniper perch, triggering a conversation. The conversation lowers his health bar, symbollically reflecting you destroying his will to fight]].


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* Played with in ''VideoGame/BatmanArkhamCity''. The boss battle with Ra's al Ghul features you being attacked by a whole swarm of Ra's sand clones. The Instant Takedown move ''does'' work on them; but you have to defeat each one regardless.
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* From the ''VideoGame/BatmanArkhamSeries'': Typical combat moves won't work on most bosses, but this tends to be justified given the nature of said bosses. If its a fist fight, you can bet the Instant Takedown move won't work on them. As for ones with other types of boss immunity:
** ''VideoGame/BatmanArkhamCity'': The boss of the ''Catwoman'' DLC is Two Face, who is fought in a Predator Encounter. He is immune to a;ll types of takedowns, and has a health bar instead. An endless supply of {{Mook}}s will come into the room to replenish the ones you defeat, forcing you to pick them off, attack Two Face, and then retreat before his men can kill you. Rinse, repeat.
** The ''Harley Quinn's Revenge'' DLC from the same game does the same thing, this time with Harley Quinn.
** ''VideoGame/BatmanArkhamOrigins'' follows suit with Deadshot, with the added complication that the Disrupter won't work on his guns. Fortunately, it does still work on the guns of any {{Mook}}s in the room.


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[[folder:Action]]
* ''VideoGame/BatmanArkhamKnight'': Two Face's side mission concludes with you fighting him and Arkham Militia in a Predator Encounter. Unlike the last time (see above), he's treated as just another enemy. It is entirely possible to use a Fear Takedown to defeat him in the opening moments of the fight. If Detective Vision is on, you might not even realize an enemy is him.
[[/folder]]
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*** The ''International Zodiac Job System'' and the ''The Zodiac Age'' UpdatedRerelease add the fight with the five Judge Magisters as stage 100 of Trial Mode. This fight is notable in that it's pretty much ''designed'' to be won by using status ailments and debuffs, short of simply cheesing the battle by manipulating the random number generator to have obtained a large amount of an item called Dark Energy, which deals 50,000 damage to all targets. The judges are extremely fast and can heal each other with Elixirs (though not themselves). Three of them, however, are vulnerable to the status ailment Disease, which prevents all healing and which they can't heal. Another of them can be inflicted with both Sleep and Silence, while another is vulnerable to Confuse, Blind and Immmobilize, in addition to the aforementioned Disease. A typical strategy involves hitting the three that can be with Disease, then repeatedly summoning Zodiark and using its Final Eclipse, which deals 60,000 damage to all targets in range. Once those three are killed, this leaves Gabranth and Zargabaath, Zargabaath being the one who can be hit with Sleep. The player can then simply keep him asleep. Gabranth's shtick is to repeatedly whack a character with stong physical attacks, but he is vulnerable to Wither to lower his strength to the point where his damage is neglible. Once he's killed, the player can then simply deal with Zargabaath at leisure, even still keeping him asleep if they want.

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*** The ''International Zodiac Job System'' and the ''The Zodiac Age'' UpdatedRerelease add the fight with the five Judge Magisters as stage 100 of Trial Mode. This fight is notable in that it's pretty much ''designed'' to be won by using status ailments and debuffs, short of simply cheesing the battle by manipulating the random number generator to have obtained a large amount of an item called Dark Energy, which deals 50,000 damage to all targets. The judges are extremely fast and can heal each other with Elixirs (though not themselves). Three of them, however, are vulnerable to the status ailment Disease, which prevents all healing and which they can't heal. Another of them can be inflicted with both Sleep and Silence, while another is vulnerable to Confuse, Blind and Immmobilize, in addition to the aforementioned Disease. A typical strategy involves hitting the three that can be with Disease, then repeatedly summoning Zodiark and using its Final Eclipse, which deals 60,000 damage to all targets in range. Once those three are killed, this leaves Gabranth and Zargabaath, Zargabaath being the one who can be hit with Sleep. The player can then simply keep him asleep. Gabranth's shtick is to repeatedly whack a character with stong physical attacks, but he is vulnerable to Wither to lower his strength to the point where his damage is neglible. Once he's killed, the player can then simply deal with Zargabaath at leisure, even still keeping him asleep if they want. There are a few other bosses that can be dealt ailments, but this is the one fight where it's truly necessary.
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** ''VideoGame/FinalFantasyXII'':
*** The ''International Zodiac Job System'' and the ''The Zodiac Age'' UpdatedRerelease add the fight with the five Judge Magisters as stage 100 of Trial Mode. This fight is notable in that it's pretty much ''designed'' to be won by using status ailments and debuffs, short of simply cheesing the battle by manipulating the random number generator to have obtained a large amount of an item called Dark Energy, which deals 50,000 damage to all targets. The judges are extremely fast and can heal each other with Elixirs (though not themselves). Three of them, however, are vulnerable to the status ailment Disease, which prevents all healing and which they can't heal. Another of them can be inflicted with both Sleep and Silence, while another is vulnerable to Confuse, Blind and Immmobilize, in addition to the aforementioned Disease. A typical strategy involves hitting the three that can be with Disease, then repeatedly summoning Zodiark and using its Final Eclipse, which deals 60,000 damage to all targets in range. Once those three are killed, this leaves Gabranth and Zargabaath, Zargabaath being the one who can be hit with Sleep. The player can then simply keep him asleep. Gabranth's shtick is to repeatedly whack a character with stong physical attacks, but he is vulnerable to Wither to lower his strength to the point where his damage is neglible. Once he's killed, the player can then simply deal with Zargabaath at leisure, even still keeping him asleep if they want.
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* ''VideoGame/DiceyDungeons'': Mostly averted, with bosses taking the usual effects from status conditions, except for Scathach. Scathach is a riff on the Wizard enemy, with a wide selection of potent effects but only one die. To ensure an interesting fight, Scathach is immune to Lock and Freeze, which would trivialise her by preventing her from attacking at all or forcing her to repeat her least damaging attack respectively.
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* ''VideoGame/RiseOfTheThirdPower'': Most bosses are immune to instant death, stun effects, and silence. These types of enemies are indicated by a brown stone in the status window. Strangely, there are some bosses like Selene and Noraskov, who are immune to instant death, but not stun and silence.
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*** In ''Persona 4'', Chie's Follow Up attack[[note]]Follow Up attacks have a chance to be performed whenever an enemy is knocked down[[/note]], Galactic Punt, insta-kills a random normal enemy. When done against a boss, it becomes Galaxy Kick which simply deals a large amount of damage.
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* ''VideoGame/IttleDew'': The bosses can't be frozen, teleported, or launched by a portal block (an instant kill on anything else). While some normal enemies are immune to being frozen, none are immune to the other two.

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* ''VideoGame/IttleDew'': ''VideoGame/IttleDew1'': The bosses can't be frozen, teleported, or launched by a portal block (an instant kill on anything else). While some normal enemies are immune to being frozen, none are immune to the other two.

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Added Simulation folder (in "straight examples" category)


[[folder:Simulation]]
* ''VideoGame/LobotomyCorporation'' has multiple damage types, with Pale damage being a PercentDamageAttack against employees. It works as standard damage against [[EldritchAbomination Abnormalities]], however.
[[/folder]]



[[folder: Strategy]]

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[[folder: Strategy]][[folder:Strategy]]



* In ''VideoGame/DragonQuestI'', the Dragonlord is ''not'' immune to Sleep/Snooze, as shown in this video. However, the low hit rate for Sleep makes this AwesomeButImpractical. https://www.youtube.com/watch?v=Twbxxr2THzI

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* In ''VideoGame/DragonQuestI'', the Dragonlord is ''not'' immune to Sleep/Snooze, as shown in [https://www.youtube.com/watch?v=Twbxxr2THzI this video.video]. However, the low hit rate for Sleep makes this AwesomeButImpractical. https://www.youtube.com/watch?v=Twbxxr2THzI
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** In all games but ''[[VideoGame/PokemonColosseum Colosseum]]'' and ''[[VideoGame/PokemonXDGaleOfDarkness XD]]'', you can't capture another Trainer's Pokémon and use it as your own -- not even with the Master Ball. Justified since, as the game points out, those are Pokémon that already have owners, and so you'd be blatantly kidnapping them. The aforementioned Orre games do allow this, but you can only snag specific Shadow Pokémon.

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** In all games but ''[[VideoGame/PokemonColosseum Colosseum]]'' and ''[[VideoGame/PokemonXDGaleOfDarkness XD]]'', you can't capture another Trainer's Pokémon and use it as your own -- not even with the Master Ball. Justified since, as the game points out, those are Pokémon that already have owners, and so you'd be blatantly kidnapping them. The aforementioned Orre games do allow this, but you can only snag specific Shadow Pokémon.Pokémon, which are implied[[note]]Shadow Pokémon are the creations of Cipher, a criminal organization connected to the aptly-named Team Snagem[[/note]] to [[StealingFromThieves have been stolen from their true original trainers in the first place]].
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*** Oddly, Diablo himself has an inversion of this. He is the only enemy in the final four levels of the game that can be affected by the [[spoiler:Holy Bolt spell, which otherwise only works on undead targets.]]
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* ''VideoGame/HaloInfinite'': Storyline bosses can't be killed instantly with headshots, even after you shoot off their helmets. Headshots do some extra damage against them, but you'll still need to pump lots of rounds into them to kill them. This doesn't apply to the assassination target HVTs, who can still be taken out with headshots barring the usual energy shields or helmets.
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* In ''VideoGame/PokemonRejuvenation'', boss pokemon - be they Rift Pokemon or just especially powerful ones like Geara's Giratina - have an aura that simply makes them immune to effects that would make for an easy or simple win. Some of these are understandable, with one-hit kill moves and moves that change the boss's core ability, but others are banned just because it would make the fight "too easy", like the use of Leech Seed, a move that slowly drains the boss's health over time, or Haze, a move that would clear all stat changes on the field. It also weakens toxic poisoning into regular poisoning, makes it so paralysis never prevents a boss from moving, and causes boss Pokemon to unfreeze immediately. Frustratingly, these status changes are never voiced to the player, not even through a message similar to what's received when the player tries to use a banned move.
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** several large monsters are unable to be captured for various reasons and is forced to be slain by the hunter.

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** several Several large monsters are unable to be captured for various reasons and is forced to be slain by the hunter.



*** Both Abyssal Lagracius and Raging Brachydios are unable to be captured due to being unable to set traps in the habitats they reside. Additionally in ''Iceborne'' the latter upon trapping the hunter, prevents the usage of any traps, forcing the hunter into a DuelToTheDeath.

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*** Both Abyssal Lagracius Lagiacrus and Raging Brachydios are unable to be captured due to being unable to set traps in the habitats they reside. Additionally in ''Iceborne'' the latter upon trapping the hunter, prevents the usage of any traps, forcing the hunter into a DuelToTheDeath.



** The FinalBoss of ''VideoGame/MonsterHunterWorld'' cannot be mounted, presumably due to its sheer size.

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** The FinalBoss of ''VideoGame/MonsterHunterWorld'' cannot be mounted, presumably due to its sheer size. Apex monsters in ''Rise''[[spoiler:, Ibushi and Narwa]] also cannot be mounted. While [[spoiler:Narwa the Allmother]] cannot be mounted, a monster that can be mounted shows up partway through the fight, enabling you to use Wyvern Riding against [[spoiler:her]] that way.



** ''VideoGame/ShinMegamiTenseiV'' has most bosses be ''resistant'' to all statuses, but not immune to them, so you can land them if you spam them repeatedly, and can even get a guarenteed success if you use your LimitBreak on it. The instant-death effects of Light and Dark spells still don't work on bosses even if they're otherwise weak to them, though.

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** ''VideoGame/ShinMegamiTenseiV'' has most bosses be ''resistant'' to all statuses, but not immune to them, so you can land them if you spam them repeatedly, and can even get a guarenteed guaranteed success if you use your LimitBreak on it. The instant-death effects of Light and Dark spells still don't work on bosses even if they're otherwise weak to them, though.though; they're still good for damage, just like the game before. On a side note, Abscess demons cannot be negotiated with regardless of lunar phase, requiring you to kill them, ''and'' they have the same boss immunity to instant death even if their species shows up later.
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** although it should be noted that in this game and its [[VideoGame/FinalFantasyTacticsA2 sequel]] enemies can have either the normal ribbon accessory, immunity to all status effects as an equipped item, or in some cases have the "Immunity" passive which does the same thing but in a skill slot. Thankfully the player can get ribbons for their own team un each game although Immunity the passive skill is this trope incarnate.

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