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Re-arranged Octopath Traveler list in Chapter and Danger Level order


** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance. Ophilia is required for this fight, and she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally [[spoiler:Hróðvitnir]] is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!
** Ophilia, Chapter 3: [[spoiler:the Mystery Man and the Shady Figure, two kidnappers who work for the Savior]]. This is a DualBoss fight between two entities that lack a shared weakness, meaning that they're unlikely to be broken on the same turn without extra effort from the player. Also, their elemental weaknesses get locked out after the first turn so long as both are alive, further narrowing the opportunity. They'll be constantly be barraging the group with whole-party elemental attacks, buff each other, and one will cast a 800 point heal to both of them (at a point in the game where you're likely only powerful enough to just barely hit quad digit damage) if they're able to act during their turn should their health fall low enough. If one dies before the other, they'll either start barraging the party with buffed two-hit spells or spam heavy damage on your debuffed party. Might want to start praying to Sealticge on this one unless you want to grind like crazy.

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** Tressa, Chapter 2: [[spoiler:Omar, the hired lackey of corrupt city official Morlock]]. who starts the fight with two lackeys who can each hit the entire party for 500 damage with their Vacuum Slice attack. Add Omar's Sideswipe into the mix, and you have an enemy party that can easily wipe your entire party in one turn, even at the recommended level of 22, unless you can take out one of the lackeys very quickly. There's a reason Morlock pays him so well...
** Therion, Chapter 2: [[spoiler:Orlick, keeper of the Ruby Dragonstone]]. He starts off the match with the assistance of two mooks that both cover up his weaknesses, stopping the player from breaking the boss at the start of the match. These two {{Elite Mook}}s have enough firepower behind them to be threatening, and enough HP to not go down quickly. The boss also has a respectable damage output himself, and can boost the firepower of both himself and his minions whenever needed, which can get quite overwhelming. Later on in the fight, he summons another minion that has enough HP and firepower to qualify as a miniboss on its own; it has over 12,000 HP, at a point where you might hit 600 damage with a fully-buffed character using 4 BP.
** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance. Ophilia is required for this fight, and while her healing spells will serve you well, she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally [[spoiler:Hróðvitnir]] is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!
** Ophilia, Cyrus, Chapter 3: [[spoiler:the Mystery Man and 2: [[spoiler:Gideon, the Shady Figure, two kidnappers who work for the Savior]]. This is a DualBoss fight between two entities that lack a shared weakness, meaning that they're unlikely to be broken on the same turn without extra effort from the player. Also, their elemental MadScientist of dark magic]]. His weaknesses get locked out after the first turn so are covered as long as both his undead minions are alive, further narrowing alive. Said minions hit hard, as does the opportunity. They'll be constantly be barraging the group boss himself, with whole-party elemental attacks, buff each other, Executioner being an almost guaranteed OneHitKill move. He's also fond of using debuffs and one will cast a 800 point heal to both of them (at a point in the game where you're likely only powerful enough to just barely hit quad digit damage) if they're able to act during their turn should their health fall low enough. If one dies before the other, they'll either start barraging the party with buffed two-hit spells or spam heavy damage Terror on your debuffed party. Might want party to start praying to Sealticge on this one unless you want to grind like crazy.make life difficult for you.



** Alfyn, Chapter 3: [[spoiler:Miguel, the killer and kidnapper that Alfyn saved]]. Two attacks a round, a two-hit physical debuff, a hit-all attack and the power of a runaway minivan is bad enough. But every time he recovers from a break, he [[BarrierChangeBoss shuffles his vulnerabilities]], meaning you have to sniff them out all over again. Still not convinced? Halfway through, he TurnsRed and sets up for '''five''' attacks in a given round every time he recovers from break status, on top of shuffling his vulnerabilities. And when you include the possibilities already known, the odds of you walking away from that one go down drastically unless you break him again. Hope your burst damage and status-shifting game is up to snuff, 'cause if it's not, you're gonna need a miracle. Don't even ''think'' of trying to take him on at the recommended level of 32; Most players would recommend that you be at level '''40''' at minimum.
** Therion, Chapter 3: [[spoiler:Gareth, the right hand of Darius]]. He is able to drain your SP, can disable your items, has a hard-hitting attack that targets your entire party (healing his HP to boot) and gradually increases the amount of moves he has in one turn up to four times. Hope you brought your leghold trap.

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** Alfyn, Chapter 3: [[spoiler:Miguel, the killer and kidnapper that Alfyn saved]]. Two attacks a round, a two-hit physical debuff, a hit-all attack and the power of a runaway minivan is bad enough. But every time he recovers from a break, he [[BarrierChangeBoss shuffles his vulnerabilities]], meaning you have to sniff them out all over again. Still not convinced? Halfway through, he TurnsRed and sets up for '''five''' attacks in a given round every time he recovers from break status, on top of shuffling his vulnerabilities. And when you include the possibilities already known, the odds of you walking away from that one go down drastically unless you break him again. Hope your burst damage and status-shifting game is up to snuff, 'cause if it's not, you're gonna need a miracle. Don't even ''think'' of trying to take him on at the recommended level of 32; Most most players would recommend that you be at level '''40''' at minimum.
** Tressa, Chapter 3: [[spoiler:The Venomtooth Tiger, a vicious monster]]. The boss hits hard and can poison your party members. Later on in the fight, it uses a skill called Peerless Poison, which causes the poison to drain your SP and BP, in addition to your HP. If you're having trouble keeping up with the healing or dispelling poisons, it will quickly overwhelm you.
** Therion, Chapter 3: [[spoiler:Gareth, the right hand of Darius]]. He is able to drain your SP, can disable your items, has a hard-hitting attack that targets your entire party (healing his HP to boot) and gradually increases the amount of moves he has in one turn up to four times. Hope you brought your leghold trap.Leghold Trap.
** Ophilia, Chapter 3: [[spoiler:the Mystery Man and the Shady Figure, two kidnappers who work for the Savior]]. This is a DualBoss fight between two entities that lack a shared weakness, meaning that they're unlikely to be broken on the same turn without extra effort from the player. Also, their elemental weaknesses get locked out after the first turn so long as both are alive, further narrowing the opportunity. They'll be constantly be barraging the group with whole-party elemental attacks, buff each other, and one will cast a 800 point heal to both of them (at a point in the game where you're likely only powerful enough to just barely hit quad digit damage) if they're able to act during their turn should their health fall low enough. If one dies before the other, they'll either start barraging the party with buffed two-hit spells or spam heavy damage on your debuffed party. Might want to start praying to Sealticge on this one unless you want to grind like crazy.
** Olberic, Chapter 4: [[spoiler:Werner, the mastermind behind Olberic's suffering]]. He loves to debuff the party's physical defense and then use a devastating area attack that will probably kill your squishiest party members, such as Ophilia, Primrose or Cyrus. He can also inflict Terror with said attack, crippling your fighters unless you have protection or an apothecary to remove it. What is more, he can kill instantly those affected by said ailment, so you will spend half the fight reviving your slaughtered characters. You'd better give your frailest characters the Cleric's Saving Grace skill if you want them to survive anything.



** Therion, Chapter 2: [[spoiler: Orlick, keeper of the Ruby Dragonstone]]. He starts off the match with the assistance of two mooks that both cover up his weaknesses, stopping the player from breaking the boss at the start of the match. These two {{Elite Mook}}s have enough firepower behind them to be threatening, and enough HP to not go down quickly. The boss also has a respectable damage output himself, and can boost the firepower of both himself and his minions whenever needed, which can get quite overwhelming. Later on in the fight, he summons another minion that has enough HP and firepower to qualify as a miniboss on its own; it has over 12,000 HP, and a point where you might hit 600 damage with a fully-buffed character using 4 BP.
** Olberic, Chapter 4: [[spoiler:Werner, the mastermind behind Olberic's suffering]]. He loves to debuff the party's physical defense and then using a devastating area attack that will probably kill your squishiest party members, such as Ophilia, Primrose or Cyrus. He can also inflict Terror with said attack, crippling your fighters unless you have protection or an apothecary to remove it. What is more, he can kill instantly those affected by said ailment, so you will spend half the fight reviving your slaughtered characters. You'd better give your frailest characters the Cleric's Saving Grace skill if you want them to survive anything.
** Tressa, Chapter 2: [[spoiler:Omar,the hired lackey of corrupt city official Morlock]]. who starts the fight with two lackeys who can each hit the entire party for 500 damage with their Vacuum Slice attack. Add Omar's Sideswipe into the mix, and you have an enemy party that can easily wipe your entire party in one turn, even at the recommended level of 22, unless you can take out one of the lackeys very quickly. There's a reason Morlock pays him so well...
** Cyrus, Chapter 2: [[spoiler:Gideon, the MadScientist of dark magic]]. His weaknesses are covered as long as his undead minions are alive. Said minions hit hard, as does the boss himself, with Executioner being an almost guaranteed OneHitKill move. He's also fond of using debuffs and Terror on your party to make life difficult for you.
** Tressa, Chapter 3: [[spoiler:The Venomtooth Tiger, a vicious monster]]. The boss hits hard and can poison your party members. Later on in the fight, it uses a skill called Peerless Poison, which causes the poison to drain your SP and BP, in addition to your HP. If you're having trouble keeping up with the healing or dispelling poisons, it will quickly overwhelm you.

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* Varesh Ossa from ''VideoGame/GuildWars''. UGH. She is even harder than the final boss. (Granted, he is rather easy but...) She also has a OneWingedAngel form too, blegh.

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* ''VideoGame/GuildWars'':
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Varesh Ossa from ''VideoGame/GuildWars''. UGH. She in ''Factions'' is the hardest boss in the game - even harder than the final ''final'' boss. (Granted, he is rather She has unique abilities that either reduce the area of the stage you're at to nothing or force everyone to focus fire, all while simply shrugging off most of your attacks and you have to deal with a lot of flunkies. So you lit her on fire, inflicted bleed, poisoned her, and your mesmer cast Summon Phanasm? Well guess what - her health still only lowers bit by bit.
** The Doppelganger in ''Prophecies''. They copy your abilities to a tee - and [[ArtificialBrilliance they know how to use them]]. Many people came in used to the game needing a party - and now they have to fight solo. Despite the PowerCreep rendering many ''Prophecies'' missions easy, this one kept up. Even if you can [[ArtificialStupidity cheese it]] by making a build it doesn't know how to use, it will still be quite difficult if you're a fragile class. And this isn't as
easy but...) She as it sounds - ie give yourself a bit of sustainability? Well now ''it'' uses it too. Many consider this to be the BestBossEver as very few games have done anything like this, but at the same time it's also has a OneWingedAngel form too, blegh.very much ThatOneBoss.
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'''Note:''' FinalBoss and WakeUpCallBoss can't be added unless they are overpowered by ''their'' standards. BonusBoss is completely banned from being ThatOneBoss, because it's not mandatory to fight them and easily preparable.

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'''Note:''' FinalBoss and WakeUpCallBoss can't be added unless they are overpowered by ''their'' standards. BonusBoss {{Superboss}} is completely banned from being ThatOneBoss, because it's not mandatory to fight them and easily preparable.
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irrelevant?


** The Pork Tank is bad enough on regular difficulty, with the nearly useless Salsa, the SquishyWizard Kumatora, and the powerful, invincible but CPU-controlled Wess fighting it. It has a powerful cannon that takes off 40 HP a shot even if you decrease its offense (both characters have about 100 HP at this point), an attack that damages both Kumatora and Salsa, and an attack that makes both your characters cry. On Hard Mode, where the HP of all enemies is doubled, it becomes an unholy killing machine with 3400+ HP. Here, it's a guarantee that Kumatora will run out of PP less than halfway through the fight. It really comes down to Wess being useful with his attacks, which he usually isn't. And if both Kumatora and Salsa die, you lose. Salsa, however, can actually [[spoiler: imitate that tank pretty darn well with his overlooked Monkey Mimic, which is actually more like Poo's "Mirror" from ''VideoGame/EarthBound''.]] Of course, you don't really think to [[spoiler: [[AbnormalAmmo make Salsa shoot cannonballs from nowhere]]]] ''right away.''

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** The Pork Tank is bad enough on regular difficulty, with the nearly useless Salsa, the SquishyWizard Kumatora, and the powerful, invincible but CPU-controlled Wess fighting it. It has a powerful cannon that takes off 40 HP a shot even if you decrease its offense (both characters have about 100 HP at this point), an attack that damages both Kumatora and Salsa, and an attack that makes both your characters cry. On Hard Mode, where the HP of all enemies is doubled, it becomes an unholy killing machine with 3400+ HP. Here, it's a guarantee that Kumatora will run out of PP less than halfway through the fight. It really comes down to Wess being useful with his attacks, which he usually isn't. And if both Kumatora and Salsa die, you lose. Salsa, however, can actually [[spoiler: imitate [[spoiler:imitate that tank pretty darn well with his overlooked Monkey Mimic, which is actually more like Poo's "Mirror" from ''VideoGame/EarthBound''.Mimic.]] Of course, you don't really think to [[spoiler: [[AbnormalAmmo [[spoiler:[[AbnormalAmmo make Salsa shoot cannonballs from nowhere]]]] ''right away.''
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* ''VideoGame/EarthBound'':

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* ''VideoGame/EarthBound'': ''VideoGame/EarthBound1994'':
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* ''VideoGame/AbsentedAgeSquarebound'': The Ruin Warden features an arena surrounded by water, which means that its knockback electric beam can easily decimate the player's HP bar if they're hit dead on. While other Ganger bosses are hard in their own ways, this one severely punishes the player for failing to dodge in comparison. Adding to that, the method for breaking its shield is much more specific than other Ganger bosses, since it won't normally take damage from Foxtrot. Even if the player manages to break its shield and force it into turn-based mode, it's still quite strong due to its ability to switch between physical and magical immunity, along with powerful AOE and knockback skills.

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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!



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* Macha in ''Franchise/DotHack'' [[VideoGame/DotHackR1Games Volume 4]]. She has an attack which charms the entire party without fail, meaning that all you can do is watch your team beat each other up and hope they snap out of it before you get a game over.
** Skeith in ''Franchise/DotHack'' Volume 1 is much worse. Three out of its four attacks are powerful enough to bring a full-health character down to under a third of its health, and of these, one hits the entire party and is impossible to dodge (IT is also percentage based so it won't outright kill you, but one of its other attacks, which it loves to use, will oneshot you afterwards). The fourth attack inflicts enough damage so that any other attack can kill, as well as causing every status effect in the game (which is the same attack that put Orca into a coma (which you also have, by the way). And the attack that shows up a few more times with other bosses. Fun). And its second phase is worse than the first, considering how much faster it gets. Plus the fact that it likes randomly inflicting status effects on your party, for some reason. Hope you stocked up on revives - never mind that they were TooAwesomeToUse up until now. It does not help that Skeith lurks at the end of ThatOneLevel, so you're already hurting, or that you can't LevelGrind to make this battle easier; even at the game's {{Cap}}, all of the above still applies. And to top it all off, [[spoiler: he becomes Cubia after you beat him, who is ALSO on this list.]]
** Then there's Cubia Core in ''Franchise/DotHack'' volume 2. It can render itself immune to all physical attacks or all magic attacks on a whim, when there's a character who has ''zero'' physical attacks forced into your party. It should also be noted that this character is a SquishyWizard who is basically the only way to deal sufficient magical damage when Cubia Core nullifies physical attacks - "sufficient" because the bastard heals itself, repeatedly, thanks to its [[TheMedic Repth Gohmoras]] that it summons. A lot. Of course, this makes them a priority target, although Cubia hardly needs it as Cubia Core has three unavoidable attacks that can easily kill said SquishyWizard. Note that after reviving a dead character in this game, they start at 0 MP. Fun fun fun.
** Tarvos in the fourth volume shows just how much the developers learned by repeating almost the exact same gimmick as Cubia Core. Granted, Tarvos doesn't heal itself, so it doesn't seem nearly as bad as Cubia Core...until it decides to use [[AlwaysAccurateAttack Cursed]] [[OneHitKill Death]] [[ThatOneAttack Play]].
* The sequel to Franchise/DotHack, the VideoGame/DotHackGU, has AIDA<Oswald>. She's the first AIDA boss to spend all her time on top of you at melee range, and her melee attacks are ''devastating'' and trying to attack her with a scythe while not stunned is ''foolish''. On top of that, her bullet attacks slow you (to make you easier to smack around), her homing attacks tend to hover out of sight and swarm at an odd timing to make them harder to knock away, and her "laser" attack is a web that makes for micro-dodging hell. She'll probably be the first Avatar battle that you have to refight.
** One of the difficulties with bosses in .Hack://G.U. is that certain bosses have attacks that cannot be avoided at all and must just be survived. The first fight against Azure Kite, the fight against Sirius, the fight against Tri-Edge (both times), and the third fight with Azure Kite, Orca, and Balmung, all have one attack the boss can use multiple times that cannot be blocked or dodged, and thus if your character is too weak or their equipment is too low-level, you are guaranteed to be killed no matter what you do.
** The most difficult of all bosses is the second volume's final boss, [[spoiler:the true Tri-Edge]]. The ground phase of the battle has the boss continually spawn Neighbors which provide various support effects: one type will spam [[EnergyWeapon Lei Zas]], another will make the boss invincible as long as it's alive, and the third will repeatedly cast Ol Repth on the boss, undoing several minutes' worth of damage in seconds. On top of that the boss has several attacks which hit massive swathes of the battle arena and is one of the few to have an unblockable cutscene attack, which it uses fairly regularly. On top of that, the boss fight is followed by an Avatar battle against Corbenik the Rebirth, which isn't as outrageously tough but certainly a strong boss in its own right. The third volume features a rematch against the same boss, [[VillainForgotToLevelGrind but it's forgotten to level grind]] and is relatively easy to dispatch. However, the ensuing rematch with Corbenik has gotten much tougher, as its new form features a number of powerful and annoying attacks, and even Data Draining it has become much more difficult thanks to its new barrier making you have to land ''two'' shots in rapid succession within the time limit.
** Cubia's back, and has some new tricks in store. Albeit it's mostly not TOO bad, considering it's the FinalBoss, the first two phases of the battle which are comprised of the last Avatar Battle in all the G.U. trilogy can be bothersome. Specifically, Cubia has an attack in the second portion of the Avatar battle that it only uses at low health, but can easily send you back to the very beginning of the entire fight, which is quite long to begin with. The attack is [[ThatOneAttack Chaos Gehenna]], which causes a stream of large, explosive Gomorras to fly at Skeith. The attack can deal ''huge'' damage, and it's almost impossible to destroy or dodge all of the suicidal {{Mook}}s. The Cubia Core can once again give problems as well (if you're not overleveled, which makes it an AnticlimaxBoss), since it sends an unending stream of Gomorras at the party, and it's Right Core can inflict multiple status effects, the most dangerous being Charm, which is basically a form of Confusion that cannot be cured by whacking the afflicted over the head. The main core itself can also fire many energy beams out of it's mouth, fly away and ram the platform the characters are standing on during which it cannot be harmed, and it's cutscene attack that makes energy blasts literally rain upon the party followed by a large explosion can hurt.



** The third Chaos Lord, Vath. Basically, he has Stalagbite with him, and both have low HP, but here's the catch - if you attack Stalagbite first, your damage will be significantly reduced when attacking Vath. And if you attack Vath first (or have someone in the zone attack him while you're going after Stalagbite)? Stalagbite will gain an enormous boost to his attack power and do quad-digit damage, usually resulting in a TotalPartyKill.

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** The third Chaos Lord, Vath. Basically, he has Stalagbite with him, and both have low HP, but here's the catch - -- if you attack Stalagbite first, your damage will be significantly reduced when attacking Vath. And if you attack Vath first (or have someone in the zone attack him while you're going after Stalagbite)? Stalagbite will gain an enormous boost to his attack power and do quad-digit damage, usually resulting in a TotalPartyKill.



* Demon Droguza from ''VideoGame/ArcTheLadTwilightOfTheSpirits''. He has physical attack power that's through the roof, and has ranged attacks as well - a sweeping tail laser that slices across the midpoint of the battlefield (where you ''will'' be caught, unavoidably) and a giant energy ball that goes boom on your little cluster of fighters and nukes roughly half of their HP on a normal, non-grindfest playthrough. And your healer will very likely die. Add in the fact that the resurrection spells aren't likely going to be available to you at this point.

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* Demon Droguza from ''VideoGame/ArcTheLadTwilightOfTheSpirits''. He has physical attack power that's through the roof, and has ranged attacks as well - -- a sweeping tail laser that slices across the midpoint of the battlefield (where you ''will'' be caught, unavoidably) and a giant energy ball that goes boom on your little cluster of fighters and nukes roughly half of their HP on a normal, non-grindfest playthrough. And your healer will very likely die. Add in the fact that the resurrection spells aren't likely going to be available to you at this point.



** The fight with the [[FanNickname Angel of Darkness]] (which comes ''right after'' Fadroh). He has a ridiculously long combo attack (8 attacks, in a game where 5 hits is a very long combo for an enemy), which he always finishes with one of two moves. The first is Binding Winds, which inflicts paralysis, a status condition so ridiculously overpowered it puts even the paralysis in ''VideoGame/FinalFantasyI'' to shame - in large part because it ''nullifies the character's defensive ability''. The second is Fangs of Darkness, which causes him to be healed by the amount of damage he just did in that combo. Not in that attack, in that combo. And after you get him down to around half health, he TurnsRed, and uses this combo ''twice per turn''. If he decides to use Fangs of Darkness on a paralyzed character, well, '''fuck'''.
** The boss of [[ThatOneLevel Zosma Tower]], Ungyo and Agyo. Two giant dog-golems that pull the same trick Fadroh pulls; at first they seem easy, but then they buff themselves to ungodly levels. One buffs attack, while the other buffs defense. They're not ''as'' hard as Fadroh, mostly due to being easier to counter (fire and water), but they both have a mountain of hit points and are murder for an unprepared player. Just to top it off, Agyo also has [[ThatOneAttack A-Up Pentagram]], which deals ridiculously high damage to a single character, and they both can inflict their element's status effect with their finishers (Pillar of Flames - Flames, Pillar of Ice - Frozen).

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** The fight with the [[FanNickname Angel of Darkness]] (which comes ''right after'' Fadroh). He has a ridiculously long combo attack (8 attacks, in a game where 5 hits is a very long combo for an enemy), which he always finishes with one of two moves. The first is Binding Winds, which inflicts paralysis, a status condition so ridiculously overpowered it puts even the paralysis in ''VideoGame/FinalFantasyI'' to shame - -- in large part because it ''nullifies the character's defensive ability''. The second is Fangs of Darkness, which causes him to be healed by the amount of damage he just did in that combo. Not in that attack, in that combo. And after you get him down to around half health, he TurnsRed, and uses this combo ''twice per turn''. If he decides to use Fangs of Darkness on a paralyzed character, well, '''fuck'''.
** The boss of [[ThatOneLevel Zosma Tower]], Ungyo and Agyo. Two giant dog-golems that pull the same trick Fadroh pulls; at first they seem easy, but then they buff themselves to ungodly levels. One buffs attack, while the other buffs defense. They're not ''as'' hard as Fadroh, mostly due to being easier to counter (fire and water), but they both have a mountain of hit points and are murder for an unprepared player. Just to top it off, Agyo also has [[ThatOneAttack A-Up Pentagram]], which deals ridiculously high damage to a single character, and they both can inflict their element's status effect with their finishers (Pillar of Flames - -- Flames, Pillar of Ice - -- Frozen).



** Another obnoxious opponent is Chilldream, who stands out as the only opponent in the game who isn't a BonusBoss but can do something [[TheComputerIsACheatingBastard your character can never do]] - shooting 20 high attack bolts at once (your max is 15). Since Chilldream has maxed out attack power, that means 50 unblockable damage per round unless you got the High Defend Bonus skill (which is mutually exclusive with Low Attack Bonus, the latter of which is much more useful in literally every battle except this one). This assumes he doesn't simply cast Freeze Defend, which deals 100 unblockable damage. This, in a game where you might have 400 HP in time for the ''final boss'', and are likely to have under 200 around the time you can first face Chilldream. The saving grace is that it's possible to avoid facing him with clever use of the game's Relationship system, though doing this causes you to gain Reputation points (when on the Black path you want as few of these as possible, and Black players are the only ones who have to face Chilldream in the first place.)

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** Another obnoxious opponent is Chilldream, who stands out as the only opponent in the game who isn't a BonusBoss but can do something [[TheComputerIsACheatingBastard your character can never do]] - -- shooting 20 high attack bolts at once (your max is 15). Since Chilldream has maxed out attack power, that means 50 unblockable damage per round unless you got the High Defend Bonus skill (which is mutually exclusive with Low Attack Bonus, the latter of which is much more useful in literally every battle except this one). This assumes he doesn't simply cast Freeze Defend, which deals 100 unblockable damage. This, in a game where you might have 400 HP in time for the ''final boss'', and are likely to have under 200 around the time you can first face Chilldream. The saving grace is that it's possible to avoid facing him with clever use of the game's Relationship system, though doing this causes you to gain Reputation points (when on the Black path you want as few of these as possible, and Black players are the only ones who have to face Chilldream in the first place.)



** The dice bosses known as I and II, encountered in Fou-lu's tomb. They're both packing plenty of HP - that's brutal enough. To add insult to injury, their first move is always to use Statis, which prevents you from using the game's most damaging combos. So when you decide to fall back on Ryu's HP-granting dragon forms, they bust out a move called Revolution, which randomizes your characters' HP counts (healing Ryu in dragon form is impossible without a very special, very rare item). Their regular physical attack is very brutal. But, after all is said and done, the worst part about it all is that one die will always attack before your characters and one die will always attack after your characters, meaning planning any sort of defense or healing takes some good luck.
** And before you venture into the tomb, you get to fight Won-qu. Won-qu has 32,000 HP, which is about twice as much as you've seen on any boss up to this point. His physical attack is brutal; his defense is very, very good. But what makes Won-qu so frustrating is that his first move is always Frost Breath, which is very bad for two reasons - first, Ryu has a natural affinity to fire, which means Frost Breath hits him harder than average; second, it's entirely possible that half your party could be wearing armor that actually makes Frost Breath do ''more'' damage. Woe betide you if your front three fighters are wearing that armor.

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** The dice bosses known as I and II, encountered in Fou-lu's tomb. They're both packing plenty of HP - -- that's brutal enough. To add insult to injury, their first move is always to use Statis, which prevents you from using the game's most damaging combos. So when you decide to fall back on Ryu's HP-granting dragon forms, they bust out a move called Revolution, which randomizes your characters' HP counts (healing Ryu in dragon form is impossible without a very special, very rare item). Their regular physical attack is very brutal. But, after all is said and done, the worst part about it all is that one die will always attack before your characters and one die will always attack after your characters, meaning planning any sort of defense or healing takes some good luck.
** And before you venture into the tomb, you get to fight Won-qu. Won-qu has 32,000 HP, which is about twice as much as you've seen on any boss up to this point. His physical attack is brutal; his defense is very, very good. But what makes Won-qu so frustrating is that his first move is always Frost Breath, which is very bad for two reasons - -- first, Ryu has a natural affinity to fire, which means Frost Breath hits him harder than average; second, it's entirely possible that half your party could be wearing armor that actually makes Frost Breath do ''more'' damage. Woe betide you if your front three fighters are wearing that armor.



* ''VideoGame/ChampionsOnline'' rarely has such bosses, mostly because all of the most powerful ones are pretty much for a full party (meaning at least SOMEONE has the right powers to either keep him busy or take him down), or a full open environment beatdown by everyone who can gather there, or have a specific method and set of tactics for defeating them that most players can do solo (though not without taking a world of hurt in some cases). However, in the Demonflame adventure pack, the final boss BECOMES ThatOneBoss not because of him - but because of the horrible AI of your mandatory assistant. You must keep the Boss and his summoned mook busy as your assistant opens five mystic chests, releasing the power contained within. Unfortunately, it is timed - and if the Boss or his mook attacks the assistant, the assistant fights back - and keeps fighting until his target is dead, even if he's not being attacked anymore. Solo attempts on this boss are possible - but if you lose twice, you're given a "mercy" win with no rewards and you'd have to start the whole adventure pack over again to try for a 'solid' win once more.

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* ''VideoGame/ChampionsOnline'' rarely has such bosses, mostly because all of the most powerful ones are pretty much for a full party (meaning at least SOMEONE has the right powers to either keep him busy or take him down), or a full open environment beatdown by everyone who can gather there, or have a specific method and set of tactics for defeating them that most players can do solo (though not without taking a world of hurt in some cases). However, in the Demonflame adventure pack, the final boss BECOMES ThatOneBoss not because of him - -- but because of the horrible AI of your mandatory assistant. You must keep the Boss and his summoned mook busy as your assistant opens five mystic chests, releasing the power contained within. Unfortunately, it is timed - -- and if the Boss or his mook attacks the assistant, the assistant fights back - -- and keeps fighting until his target is dead, even if he's not being attacked anymore. Solo attempts on this boss are possible - -- but if you lose twice, you're given a "mercy" win with no rewards and you'd have to start the whole adventure pack over again to try for a 'solid' win once more.



** The serpent lady boss in ''2.'' Just ''getting'' to her is rough--unlike other bosses, she isn't found in a dungeon, but one of three randomly generated spots in the overworld. The only way to know which is to talk to a fairy in the center of the continent where she's found. ''And'' reaching that spot is timed. ''And'' there's no way to warp to those spots--you have to walk all the way there, fending off encounters along the way, during which your time limit is still ticking down. Once you actually reach her, she ''starts off'' with a BreathWeapon that can leave your entire party under the effects of the nefarious [[StatusEffects Fatal Poison]]. And that's to say nothing of when she literally turns her charm on, giving your ''entire party'' only a 50% chance of being able to actually attack her.

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** The serpent lady boss in ''2.'' Just ''getting'' to her is rough--unlike rough -- unlike other bosses, she isn't found in a dungeon, but one of three randomly generated spots in the overworld. The only way to know which is to talk to a fairy in the center of the continent where she's found. ''And'' reaching that spot is timed. ''And'' there's no way to warp to those spots--you spots -- you have to walk all the way there, fending off encounters along the way, during which your time limit is still ticking down. Once you actually reach her, she ''starts off'' with a BreathWeapon that can leave your entire party under the effects of the nefarious [[StatusEffects Fatal Poison]]. And that's to say nothing of when she literally turns her charm on, giving your ''entire party'' only a 50% chance of being able to actually attack her.



* The Steel Mechorilla from ''VideoGame/{{MOTHER 3}}''. Nothing gimmick-y about it-- it's just very, VERY powerful, powerful enough to beat up all your characters without the slightest difficulty. And it has a ton of HP. ''And'' he powers himself up if you [[spoiler:cast PK Thunder more than twice]], becoming even tougher (not helped by the fact that [[spoiler: Boney's EnemyScan ability tells you that it's weak to PK Thunder, but using that ability on it twice makes it go [[TurnsRed berserk]] and thus [[HoistByHisOwnPetard makes the fight even harder]]]]). It is not unheard of for a player to load all four characters' inventories with healing items... and end up using ''almost every single one.''

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* The Steel Mechorilla from ''VideoGame/{{MOTHER 3}}''. Nothing gimmick-y about it-- it -- it's just very, VERY powerful, powerful enough to beat up all your characters without the slightest difficulty. And it has a ton of HP. ''And'' he powers himself up if you [[spoiler:cast PK Thunder more than twice]], becoming even tougher (not helped by the fact that [[spoiler: Boney's EnemyScan ability tells you that it's weak to PK Thunder, but using that ability on it twice makes it go [[TurnsRed berserk]] and thus [[HoistByHisOwnPetard makes the fight even harder]]]]). It is not unheard of for a player to load all four characters' inventories with healing items... and end up using ''almost every single one.''



** Coventina the Matron... or any of the other Mursaat Monk Bosses from ''Prophecies''. It takes a specialised -team- to take them down effectively due to the efficiency of their self-healing... and can consume a LOT of time. Makes for much trouble if coupled with OTHER Mursaat bosses.

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** Coventina the Matron... or any of the other Mursaat Monk Bosses from ''Prophecies''. It takes a specialised -team- ''team'' to take them down effectively due to the efficiency of their self-healing... and can consume a LOT of time. Makes for much trouble if coupled with OTHER Mursaat bosses.



* Macha in ''Franchise/DotHack'' [[VideoGame/DotHackR1Games Volume 4]]. She has an attack which charms the entire party without fail, meaning that all you can do is watch your team beat each other up and hope they snap out of it before you get a game over.
** Skeith in ''Franchise/DotHack'' Volume 1 is much worse. Three out of its four attacks are powerful enough to bring a full-health character down to under a third of its health, and of these, one hits the entire party and is impossible to dodge (IT is also percentage based so it won't outright kill you, but one of its other attacks, which it loves to use, will oneshot you afterwards). The fourth attack inflicts enough damage so that any other attack can kill, as well as causing every status effect in the game (which is the same attack that put Orca into a coma (which you also have, by the way). And the attack that shows up a few more times with other bosses. Fun). And its second phase is worse than the first, considering how much faster it gets. Plus the fact that it likes randomly inflicting status effects on your party, for some reason. Hope you stocked up on revives -- never mind that they were TooAwesomeToUse up until now. It does not help that Skeith lurks at the end of ThatOneLevel, so you're already hurting, or that you can't LevelGrind to make this battle easier; even at the game's {{Cap}}, all of the above still applies. And to top it all off, [[spoiler: he becomes Cubia after you beat him, who is ALSO on this list.]]
** Then there's Cubia Core in ''Franchise/DotHack'' volume 2. It can render itself immune to all physical attacks or all magic attacks on a whim, when there's a character who has ''zero'' physical attacks forced into your party. It should also be noted that this character is a SquishyWizard who is basically the only way to deal sufficient magical damage when Cubia Core nullifies physical attacks -- "sufficient" because the bastard heals itself, repeatedly, thanks to its [[TheMedic Repth Gohmoras]] that it summons. A lot. Of course, this makes them a priority target, although Cubia hardly needs it as Cubia Core has three unavoidable attacks that can easily kill said SquishyWizard. Note that after reviving a dead character in this game, they start at 0 MP. Fun fun fun.
** Tarvos in the fourth volume shows just how much the developers learned by repeating almost the exact same gimmick as Cubia Core. Granted, Tarvos doesn't heal itself, so it doesn't seem nearly as bad as Cubia Core...until it decides to use [[AlwaysAccurateAttack Cursed]] [[OneHitKill Death]] [[ThatOneAttack Play]].
* The sequel to Franchise/DotHack, the VideoGame/DotHackGU, has AIDA<Oswald>. She's the first AIDA boss to spend all her time on top of you at melee range, and her melee attacks are ''devastating'' and trying to attack her with a scythe while not stunned is ''foolish''. On top of that, her bullet attacks slow you (to make you easier to smack around), her homing attacks tend to hover out of sight and swarm at an odd timing to make them harder to knock away, and her "laser" attack is a web that makes for micro-dodging hell. She'll probably be the first Avatar battle that you have to refight.
** One of the difficulties with bosses in .Hack://G.U. is that certain bosses have attacks that cannot be avoided at all and must just be survived. The first fight against Azure Kite, the fight against Sirius, the fight against Tri-Edge (both times), and the third fight with Azure Kite, Orca, and Balmung, all have one attack the boss can use multiple times that cannot be blocked or dodged, and thus if your character is too weak or their equipment is too low-level, you are guaranteed to be killed no matter what you do.
** The most difficult of all bosses is the second volume's final boss, [[spoiler:the true Tri-Edge]]. The ground phase of the battle has the boss continually spawn Neighbors which provide various support effects: one type will spam [[EnergyWeapon Lei Zas]], another will make the boss invincible as long as it's alive, and the third will repeatedly cast Ol Repth on the boss, undoing several minutes' worth of damage in seconds. On top of that the boss has several attacks which hit massive swathes of the battle arena and is one of the few to have an unblockable cutscene attack, which it uses fairly regularly. On top of that, the boss fight is followed by an Avatar battle against Corbenik the Rebirth, which isn't as outrageously tough but certainly a strong boss in its own right. The third volume features a rematch against the same boss, [[VillainForgotToLevelGrind but it's forgotten to level grind]] and is relatively easy to dispatch. However, the ensuing rematch with Corbenik has gotten much tougher, as its new form features a number of powerful and annoying attacks, and even Data Draining it has become much more difficult thanks to its new barrier making you have to land ''two'' shots in rapid succession within the time limit.
** Cubia's back, and has some new tricks in store. Albeit it's mostly not TOO bad, considering it's the FinalBoss, the first two phases of the battle which are comprised of the last Avatar Battle in all the G.U. trilogy can be bothersome. Specifically, Cubia has an attack in the second portion of the Avatar battle that it only uses at low health, but can easily send you back to the very beginning of the entire fight, which is quite long to begin with. The attack is [[ThatOneAttack Chaos Gehenna]], which causes a stream of large, explosive Gomorras to fly at Skeith. The attack can deal ''huge'' damage, and it's almost impossible to destroy or dodge all of the suicidal {{Mook}}s. The Cubia Core can once again give problems as well (if you're not overleveled, which makes it an AnticlimaxBoss), since it sends an unending stream of Gomorras at the party, and it's Right Core can inflict multiple status effects, the most dangerous being Charm, which is basically a form of Confusion that cannot be cured by whacking the afflicted over the head. The main core itself can also fire many energy beams out of it's mouth, fly away and ram the platform the characters are standing on during which it cannot be harmed, and it's cutscene attack that makes energy blasts literally rain upon the party followed by a large explosion can hurt.



* ''Kingdoms of Amalur: Reckoning'', an otherwise fairly easy game, features the Maid of Windermere: A boss who summons a horde of minions that can keep you almost permanently stunlocked and whittle your health down to zero within seconds unless your character happens to be specialized in crowd control - and even then it's a difficult fight. By comparison, the final boss is considered by many to be easier.

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* ''Kingdoms of Amalur: Reckoning'', an otherwise fairly easy game, features the Maid of Windermere: A boss who summons a horde of minions that can keep you almost permanently stunlocked and whittle your health down to zero within seconds unless your character happens to be specialized in crowd control - -- and even then it's a difficult fight. By comparison, the final boss is considered by many to be easier.



** Also, the full [[QuirkyMinibossSquad Omega Team]]. First off, it's not just a DualBoss- there's ''three'' of them, and while Earp was a BreatherBoss in his first appearance, Helio tends to leave you with lots of status effects and has a nasty ice spell, and Flynn was pretty hard even when she was ''alone''. And because they all attack in different ways, and even if you equip water-absorbing armour to [[ElementalAbsorption absorb]] one of Flynn's spells, you're still at the mercy of RandomNumberGod, since she's prone to spamming [[ThatOneAttack Comet Slash]], which leaves your party in such a devastated state that it requires so much healing that getting in any hit at all is hard, and you're likely to run out of healing items and mana before they go down.

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** Also, the full [[QuirkyMinibossSquad Omega Team]]. First off, it's not just a DualBoss- DualBoss -- there's ''three'' of them, and while Earp was a BreatherBoss in his first appearance, Helio tends to leave you with lots of status effects and has a nasty ice spell, and Flynn was pretty hard even when she was ''alone''. And because they all attack in different ways, and even if you equip water-absorbing armour to [[ElementalAbsorption absorb]] one of Flynn's spells, you're still at the mercy of RandomNumberGod, since she's prone to spamming [[ThatOneAttack Comet Slash]], which leaves your party in such a devastated state that it requires so much healing that getting in any hit at all is hard, and you're likely to run out of healing items and mana before they go down.



* The infinitely infuriating Kromar, from ''VideoGame/LilMonster''. He's got a metric buttload of HP, ridiculously high strength that makes even his weakest attacks do almost 100 damage, and copious healing gems. However, he ''also'' makes liberal use of Meteor Drop, the most powerful attack move in the game--which does something like 230 damage per hit, coming from him. If you've been LevelGrinding up to that point of the game, you're likely to have about 400 HP, give or take. Yeah. He's ''hard.''
* Gynophobia, the second-to-last boss of [[spoiler:Oersted]]'s chapter in ''VideoGame/LiveALive'', makes the final boss of the chapter feel like a mook. She comes with two attacks: Sweet Whisper and Enchantment. Sweet Whisper puts you to sleep and inflicts Drunk, which shuts off all but one of your attacks, while Enchantment does massive amounts of damage and heals her for the damage done. Enchantment only hits at close range, but Sweet Whisper covers much of the arena - and your character's range is minimal in comparison, forcing you to fight within its hit radius. What's more, if you failed to find [[spoiler:the hidden field of healing grass]] earlier in the chapter, you may well end up fighting Gynophobia without ''any means of healing yourself''.
* Many of the end-level bosses in the PC game for ''VideoGame/TheLordOfTheRingsTheReturnOfTheKing'' had various tricks and unusual ways you had to fight them, but most were fairly straightforward- There were patterns to their summoned allies, points where they couldn't be attacked, and times they were vulnerable. Then there was Gorbag, at the end of the "Minas Morgul" level. The only way to beat him was to first break his shield- which required a spear- then immobilize him- which required another spear- and only then would his health bar appear so you could wail on him for a few seconds before he ''got another shield.'' And actually picking up these spears, since you're a freaking Hobbit, takes forever, during which you're vulnerable to attack (Which knocks the spear out of your hand, so you have to get another one.) Oh, and he'll also leap at you across the whole level and begin rapidly assaulting you if you stay in one place (ie near the spears) for too long. Oh, and after you break the shield, he'll still fight, still be immune, and keep trying to attack you until you get that second spear. And don't take too long with that second spear, or he'll just grab another shield and you have to START ALL OVER AGAIN.

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* The infinitely infuriating Kromar, from ''VideoGame/LilMonster''. He's got a metric buttload of HP, ridiculously high strength that makes even his weakest attacks do almost 100 damage, and copious healing gems. However, he ''also'' makes liberal use of Meteor Drop, the most powerful attack move in the game--which game -- which does something like 230 damage per hit, coming from him. If you've been LevelGrinding up to that point of the game, you're likely to have about 400 HP, give or take. Yeah. He's ''hard.''
* Gynophobia, the second-to-last boss of [[spoiler:Oersted]]'s chapter in ''VideoGame/LiveALive'', makes the final boss of the chapter feel like a mook. She comes with two attacks: Sweet Whisper and Enchantment. Sweet Whisper puts you to sleep and inflicts Drunk, which shuts off all but one of your attacks, while Enchantment does massive amounts of damage and heals her for the damage done. Enchantment only hits at close range, but Sweet Whisper covers much of the arena - -- and your character's range is minimal in comparison, forcing you to fight within its hit radius. What's more, if you failed to find [[spoiler:the hidden field of healing grass]] earlier in the chapter, you may well end up fighting Gynophobia without ''any means of healing yourself''.
* Many of the end-level bosses in the PC game for ''VideoGame/TheLordOfTheRingsTheReturnOfTheKing'' had various tricks and unusual ways you had to fight them, but most were fairly straightforward- straightforward -- There were patterns to their summoned allies, points where they couldn't be attacked, and times they were vulnerable. Then there was Gorbag, at the end of the "Minas Morgul" level. The only way to beat him was to first break his shield- shield -- which required a spear- spear -- then immobilize him- him -- which required another spear- spear -- and only then would his health bar appear so you could wail on him for a few seconds before he ''got another shield.'' And actually picking up these spears, since you're a freaking Hobbit, takes forever, during which you're vulnerable to attack (Which knocks the spear out of your hand, so you have to get another one.) Oh, and he'll also leap at you across the whole level and begin rapidly assaulting you if you stay in one place (ie near the spears) for too long. Oh, and after you break the shield, he'll still fight, still be immune, and keep trying to attack you until you get that second spear. And don't take too long with that second spear, or he'll just grab another shield and you have to START ALL OVER AGAIN.



** His giant-robot form requires you to dodge his hand-smashes and strike his right hand to expose his weakpoint. He'll frequently feint or attack twice in quick succession, requiring you to carefully watch his arms to predict his attack. Once his core is vulnerable to damage, you'll need to hop onto a rock in front of him to hit him with melee attacks—but act too fast, and he'll start a three-hit combo that can kill even a STR-buffed [[GlassCannon Tia]]. When his HP gets low enough, he'll smash away chunks of the arena, leaving even less space to avoid his attacks. [[spoiler:And when you fight him ''again'' shortly afterwards, he'll start off by breaking down the arena to its smallest size.]]

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** His giant-robot form requires you to dodge his hand-smashes and strike his right hand to expose his weakpoint. He'll frequently feint or attack twice in quick succession, requiring you to carefully watch his arms to predict his attack. Once his core is vulnerable to damage, you'll need to hop onto a rock in front of him to hit him with melee attacks—but attacks -- but act too fast, and he'll start a three-hit combo that can kill even a STR-buffed [[GlassCannon Tia]]. When his HP gets low enough, he'll smash away chunks of the arena, leaving even less space to avoid his attacks. [[spoiler:And when you fight him ''again'' shortly afterwards, he'll start off by breaking down the arena to its smallest size.]]



** The bosses of Jack's and Grunt's recruitment missions. In Jack's, Warden Kuril has taken up residence behind a shield that has to have its emitters - which are spread out across the field - in a horrible snarled mess of a battlefield with awkwardly positioned waist-height walls and well-defended enemies who can come from virtually anywhere. In Grunt's, you need to deal with an YMIR mech, Jedore herself, and a seemingly endless chain of berserk, armoured krogan (there are actually only about four of them, but it feels like dozens - especially given the krogan HealingFactor) who stroll forward firing shotguns at you and climb up onto the walkway you're on to flank you. Both of these are early enough in the game that you probably don't have high-level powers or all that many teammate options.

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** The bosses of Jack's and Grunt's recruitment missions. In Jack's, Warden Kuril has taken up residence behind a shield that has to have its emitters - -- which are spread out across the field - -- in a horrible snarled mess of a battlefield with awkwardly positioned waist-height walls and well-defended enemies who can come from virtually anywhere. In Grunt's, you need to deal with an YMIR mech, Jedore herself, and a seemingly endless chain of berserk, armoured krogan (there are actually only about four of them, but it feels like dozens - -- especially given the krogan HealingFactor) who stroll forward firing shotguns at you and climb up onto the walkway you're on to flank you. Both of these are early enough in the game that you probably don't have high-level powers or all that many teammate options.



** In ''X'', the [[JokeLevel Limbo]] dungeon has [[spoiler:something called Alien Technology, which looks like the Ubisoft insignia. This Boss has ''a million'' hit points - estimated - is highly resistant to magic, immune to conditions, and has overwhelming physical defense. It can't attack you physically, but it has an ability that damages every character by half the damage it receives from physical weapons. (Fortunately, it's an optional Boss.)]]

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** In ''X'', the [[JokeLevel Limbo]] dungeon has [[spoiler:something called Alien Technology, which looks like the Ubisoft insignia. This Boss has ''a million'' hit points - estimated - -- is highly resistant to magic, immune to conditions, and has overwhelming physical defense. It can't attack you physically, but it has an ability that damages every character by half the damage it receives from physical weapons. (Fortunately, it's an optional Boss.)]]



** Reinhart. After a HopelessBossFight very early on (which will cause him to go nuts if you manage to beat him and his then-level-35 monster - for reference, you're expected to be at level 8), most players would've eventually settled into the groove of [[GameBreaker 2 high bells and a ring of knowledge]] for everything except tournaments, where they would shuffle their equipment around to give their monsters an edge in the races. This works fine and dandy up until the European GP, where being 20 levels above EVERYONE BUT REINHART (and having fed your monster of choice lots of candy) will still make the difference in time between you and Reinhart's beast of a monster less than half a second. Making this much more painful is when he tells you immediately afterward that he was only beaten by one other racer.

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** Reinhart. After a HopelessBossFight very early on (which will cause him to go nuts if you manage to beat him and his then-level-35 monster - -- for reference, you're expected to be at level 8), most players would've eventually settled into the groove of [[GameBreaker 2 high bells and a ring of knowledge]] for everything except tournaments, where they would shuffle their equipment around to give their monsters an edge in the races. This works fine and dandy up until the European GP, where being 20 levels above EVERYONE BUT REINHART (and having fed your monster of choice lots of candy) will still make the difference in time between you and Reinhart's beast of a monster less than half a second. Making this much more painful is when he tells you immediately afterward that he was only beaten by one other racer.



* The ''VideoGame/MonsterRancher'' series doesn't really have ''bosses'' per se (Well, ''VideoGame/MonsterRancherEVO'' did, but that's... [[UnexpectedGameplayChange well...]]), but it does have tons of computer-defined opponents--some of whom could easily be ThatOneBoss, despite actually being "That One Monster." There are too many throughout the series to list all of them, but there are a couple patterns:

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* The ''VideoGame/MonsterRancher'' series doesn't really have ''bosses'' per se (Well, ''VideoGame/MonsterRancherEVO'' did, but that's... [[UnexpectedGameplayChange well...]]), but it does have tons of computer-defined opponents--some opponents -- some of whom could easily be ThatOneBoss, despite actually being "That One Monster." There are too many throughout the series to list all of them, but there are a couple patterns:



** The Wizard of Yendor himself is mind-numbingly annoying - and dangerous as well. His abilities include casting powerful spells (some of them capable of being [[OneHitKill instantly lethal]]) as well as stealing certain important {{MacGuffin}}s and [[SelfDuplication creating clones of himself]]. And as if that wasn't enough, he [[ResurrectiveImmortality won't stay dead]] - even if the player kills him or escapes the level, he will periodically cast nasty spells on the player or even return to fight in person again until the player reaches the Astral plane.

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** The Wizard of Yendor himself is mind-numbingly annoying - -- and dangerous as well. His abilities include casting powerful spells (some of them capable of being [[OneHitKill instantly lethal]]) as well as stealing certain important {{MacGuffin}}s and [[SelfDuplication creating clones of himself]]. And as if that wasn't enough, he [[ResurrectiveImmortality won't stay dead]] - -- even if the player kills him or escapes the level, he will periodically cast nasty spells on the player or even return to fight in person again until the player reaches the Astral plane.



** He can also arm the floor with a variety of traps that all hurt like your mother, and you better not color in all the panels if you know what's good for you. Red is pure damage, orange confuses - [=CASTs=], keep your Sol Atomizers handy, because confusion is annoying. He can use this in tandem with his regular attacks, which is a source of rage on its own.

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** He can also arm the floor with a variety of traps that all hurt like your mother, and you better not color in all the panels if you know what's good for you. Red is pure damage, orange confuses - -- [=CASTs=], keep your Sol Atomizers handy, because confusion is annoying. He can use this in tandem with his regular attacks, which is a source of rage on its own.



* ''VideoGame/ReturnToKrondor'' has a few bosses that are candidates for this trope. The first candidate is a demon. This demon is huge, red, and muscular. It does not use magic attacks, but it has a claw attack that will hit your characters ''very'' hard and almost never misses. It is pretty much immune to magic attacks (However, it is possible to blind this monster with the spell Behold the Birthing Sun - the second last magic spell you can unlock in the Fire Spells section). This demon a lot of health points, and you will need a good sword to hurt it. Your party against this demon consists of James the thief and Jazhara the mage. Wait, that's not all! Your decisions in the game will cause one out of a few scenarios to occur: 1. You fight the demon and one necromancer in a small room, 2. You fight the demon and two mages in a small room, or 3. You fight the demon, one necromancer, and at least four Nighthawks in the Bar. Have fun! The second candidate is at least one of the Grey Talon Mercernaries. Some of them have magical armour and weapons. This means that if you did not properly prepare for this fight, then you are going to spend forever trying to inflict damage on them. The party consists of William the warrior and six Krondorian guards. The third candidate is the Vampire Lord. Your decisions will result in one or two fights with this boss. One of the fights has the boss being able to completely restore all his health (He has a lot of health points) every time you bring it down to zero. He also will very likely hit you, and not only does he hit hard, but the vampire bite adds a lot to the damage he inflicts. This means that he can topple mighty Solon in a few hits. That fight ends after a number of turns, in which the Vampire Lord disappears in a puff of smoke. The other fight with him is the same as the last one with two differences: 1. He can no longer completely restore his health when you bring it down to zero and 2. He has three vampires and a zombie backing him up. At least this time he dies for good after a number of turns...if you last that long. The party consists of James the thief, Jazhara the mage, Kendaric the mage, and Solon the warrior-priest. The fourth candidate is the Dragon Soul. This boss is practically immune to attacks except for magic swords. It will simply shoot chain lightning at you on every turn. There is little defense against magic attacks. All you can do is try to survive for enough turns before it is automatically defeated. The party is the same as the one fighting the Vampire Lord.

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* ''VideoGame/ReturnToKrondor'' has a few bosses that are candidates for this trope. The first candidate is a demon. This demon is huge, red, and muscular. It does not use magic attacks, but it has a claw attack that will hit your characters ''very'' hard and almost never misses. It is pretty much immune to magic attacks (However, it is possible to blind this monster with the spell Behold the Birthing Sun - -- the second last magic spell you can unlock in the Fire Spells section). This demon a lot of health points, and you will need a good sword to hurt it. Your party against this demon consists of James the thief and Jazhara the mage. Wait, that's not all! Your decisions in the game will cause one out of a few scenarios to occur: 1. You fight the demon and one necromancer in a small room, 2. You fight the demon and two mages in a small room, or 3. You fight the demon, one necromancer, and at least four Nighthawks in the Bar. Have fun! The second candidate is at least one of the Grey Talon Mercernaries. Some of them have magical armour and weapons. This means that if you did not properly prepare for this fight, then you are going to spend forever trying to inflict damage on them. The party consists of William the warrior and six Krondorian guards. The third candidate is the Vampire Lord. Your decisions will result in one or two fights with this boss. One of the fights has the boss being able to completely restore all his health (He has a lot of health points) every time you bring it down to zero. He also will very likely hit you, and not only does he hit hard, but the vampire bite adds a lot to the damage he inflicts. This means that he can topple mighty Solon in a few hits. That fight ends after a number of turns, in which the Vampire Lord disappears in a puff of smoke. The other fight with him is the same as the last one with two differences: 1. He can no longer completely restore his health when you bring it down to zero and 2. He has three vampires and a zombie backing him up. At least this time he dies for good after a number of turns...if you last that long. The party consists of James the thief, Jazhara the mage, Kendaric the mage, and Solon the warrior-priest. The fourth candidate is the Dragon Soul. This boss is practically immune to attacks except for magic swords. It will simply shoot chain lightning at you on every turn. There is little defense against magic attacks. All you can do is try to survive for enough turns before it is automatically defeated. The party is the same as the one fighting the Vampire Lord.



* ''VideoGame/RuneFactory3'': Even among the jacked-up bosses within the Sharance Maze, Golem and Siren stand out. Most have near-full-screen, multi-hit magic attacks which, while powerful, can be nerfed or outright nullified with the right equipment (Or dodged with the [[SprintShoes Rocket Shoes]]). Except for the Golem - which simply chases you around with multi-hit punch attacks and {{Rocket Punch}}es and dizzies you with nearly every blow (setting you up for a knockout follow-up) and Siren - which has "Siren Song". It throws musical notes at you, each color does different elemental damage (did we mention the accessories that nullify damage from one element gives you double damage from it's opposite?). It also contains black notes that will OneHitKO you. Oh, and as the notes drift towards you, they change color. So that water note drifting towards you could suddenly become fire or death just before it it hits you. Like many bosses on this list, if you have the right equipment, they're nothing to worry about. If you don't, you die.

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* ''VideoGame/RuneFactory3'': Even among the jacked-up bosses within the Sharance Maze, Golem and Siren stand out. Most have near-full-screen, multi-hit magic attacks which, while powerful, can be nerfed or outright nullified with the right equipment (Or dodged with the [[SprintShoes Rocket Shoes]]). Except for the Golem - -- which simply chases you around with multi-hit punch attacks and {{Rocket Punch}}es and dizzies you with nearly every blow (setting you up for a knockout follow-up) and Siren - -- which has "Siren Song". It throws musical notes at you, each color does different elemental damage (did we mention the accessories that nullify damage from one element gives you double damage from it's opposite?). It also contains black notes that will OneHitKO you. Oh, and as the notes drift towards you, they change color. So that water note drifting towards you could suddenly become fire or death just before it it hits you. Like many bosses on this list, if you have the right equipment, they're nothing to worry about. If you don't, you die.



** ''VideoGame/SaGaFrontier'' has a few nasty ones as well. T260's final battle, the [=GenocideHeart=], which has forms that inflict status effects and hefty (as in, 500+) damage to your entire party at the same time. Right near the start of Riki's quest you fight Tanzer, who can one-shot anyone who has less than 350 or so HP (which will be most, if not all, of your party unless you did a LOT of grinding beforehand - oh, and if you save in the room right before you fight him, you can't backtrack to grind anymore). But perhaps the most notorious is the [=DevilSquid=], another very early boss in Asellus' quest. Hits the entire party with enough water-based damage to take them out in a single blow, and there's really no good place to grind before you hit him. Your only real shot at winning is to [[spoiler: put one of Mesarthim's water-resisting armor items on Asellus instead]] or to have bought the Asura while you were still in Facinaturu (and you did buy it... right?).

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** ''VideoGame/SaGaFrontier'' has a few nasty ones as well. T260's final battle, the [=GenocideHeart=], which has forms that inflict status effects and hefty (as in, 500+) damage to your entire party at the same time. Right near the start of Riki's quest you fight Tanzer, who can one-shot anyone who has less than 350 or so HP (which will be most, if not all, of your party unless you did a LOT of grinding beforehand - -- oh, and if you save in the room right before you fight him, you can't backtrack to grind anymore). But perhaps the most notorious is the [=DevilSquid=], another very early boss in Asellus' quest. Hits the entire party with enough water-based damage to take them out in a single blow, and there's really no good place to grind before you hit him. Your only real shot at winning is to [[spoiler: put one of Mesarthim's water-resisting armor items on Asellus instead]] or to have bought the Asura while you were still in Facinaturu (and you did buy it... right?).



*** Zehnoa. This boss puts traps around the arena and loves flinging you into them. Not fun - hope you brought 9 of every healing item, you'll need them. You know the game recognizes the {{difficulty spike}} when it leaves ''three Poseidon's Claws'' in a chest right across from the last [[SavePoint Golden Goddess Statue]] before fighting it.

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*** Zehnoa. This boss puts traps around the arena and loves flinging you into them. Not fun - -- hope you brought 9 of every healing item, you'll need them. You know the game recognizes the {{difficulty spike}} when it leaves ''three Poseidon's Claws'' in a chest right across from the last [[SavePoint Golden Goddess Statue]] before fighting it.



* Baron Brixius in the flash game ''VideoGame/{{Sonny}} 2''. He has HP 3 times the last boss, He also has an attack that he like to spam,with damage over time and reduce the amount of healing received, interspersed with powerful attack or recharging his focus. And also, this game didn't allow Resurrection in the middle of a fight. [[spoiler: Subverted however, as he is actually [[WakeUpCallBoss wake-up call]] PuzzleBoss, being the first battle that couldn't be defeated through brute force alone (although previous battle still need strategy though), which will be common through-out the game.]]
** The Hydra, the final boss of the 4th area - Just like Brixius, there have been multiple threads on sites where the game is hosted asking how to kill it. They also use similar strategy - spamming attack with damage over time and heal reducer. Although Hydra has more manageable HP, it is a FlunkyBoss, it's debuff can be dispelled, the damage isn't that great if not stacked (the [[GlassCannon Fire Claw]] is the primary damage dealer), and [[spoiler: he is not a PuzzleBoss]].

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* Baron Brixius in the flash game ''VideoGame/{{Sonny}} 2''. He has HP 3 times the last boss, He also has an attack that he like to spam,with damage over time and reduce the amount of healing received, interspersed with powerful attack or recharging his focus. And also, this game didn't allow Resurrection in the middle of a fight. [[spoiler: Subverted however, as he is actually [[WakeUpCallBoss wake-up call]] PuzzleBoss, being the first battle that couldn't be defeated through brute force alone (although previous battle still need strategy though), which will be common through-out throughout the game.]]
** The Hydra, the final boss of the 4th area - -- Just like Brixius, there have been multiple threads on sites where the game is hosted asking how to kill it. They also use similar strategy - -- spamming attack with damage over time and heal reducer. Although Hydra has more manageable HP, it is a FlunkyBoss, it's debuff can be dispelled, the damage isn't that great if not stacked (the [[GlassCannon Fire Claw]] is the primary damage dealer), and [[spoiler: he is not a PuzzleBoss]].



* ''VideoGame/{{Terranigma}}''[='s=] Bloody Mary is the combo breaker in a series of reasonably easy minor bosses. She has high defense and powerful attacks, plus a floating ring of masks or something that screw you every time, as Ark's physical attacks are all close range. Your best bet is a magic ring, and you're limited to 9 of those. Making matters worse, Bloody Mary is actually ''statistically massively overpowered'' for the area she's in- in ''Terranigma'' a few stat points make a ''big'' difference to your damage and if you just challenge her at the normal level you'd be at after playing through the game and clearing her dungeon at a natural pace, your attacks will effectively do ''ScratchDamage'' to her. You effectively ''have'' to level grind for a couple more levels to even have a ''chance'' at beating her.

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* ''VideoGame/{{Terranigma}}''[='s=] Bloody Mary is the combo breaker in a series of reasonably easy minor bosses. She has high defense and powerful attacks, plus a floating ring of masks or something that screw you every time, as Ark's physical attacks are all close range. Your best bet is a magic ring, and you're limited to 9 of those. Making matters worse, Bloody Mary is actually ''statistically massively overpowered'' for the area she's in- in -- in ''Terranigma'' a few stat points make a ''big'' difference to your damage and if you just challenge her at the normal level you'd be at after playing through the game and clearing her dungeon at a natural pace, your attacks will effectively do ''ScratchDamage'' to her. You effectively ''have'' to level grind for a couple more levels to even have a ''chance'' at beating her.



** [[MonsterKnight Undyne]], the FinalBoss of Waterfall. No matter which route you take, she is likely to give you hell. ([[GoldenEnding True]]) PacifistRun? You fight her [[LowLevelRun with your starting HP]] and can't attack her while she showers you with barrages of magical spears that you can't dodge and instead have to [[UnexpectedGameplayChange block with a magical shield.]] The only way to defeat her without killing her is to [[spoiler:run away from the fight, then run until she inevitably catches up, and then repeat until she collapses from exhaustion, which is only hinted to even be possible, let alone required, by a single line of dialogue just before the fight - and even then it can be only done when she changes her attack pattern for a few turns]]. She gets a bit easier on a Neutral Run, where you don't have to bother with the [[ThouShaltNotKill no killing rule]] before or during the fight, [[TheDeterminator but even after having 0 HP, she still fights on for a few rounds]] - but then comes the [[KillThemAll Genocide Run]], where she seemingly turns into a {{Zero Effort|Boss}} CutsceneBoss... and then she becomes [[OneWingedAngel Undyne the Undying]], beating the crap out of the player with new, much faster, stronger and more random versions of her two regular attack patterns, with several new attacks thrown in. One way or another, defeating Undyne will take you a while.

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** [[MonsterKnight Undyne]], the FinalBoss of Waterfall. No matter which route you take, she is likely to give you hell. ([[GoldenEnding True]]) PacifistRun? You fight her [[LowLevelRun with your starting HP]] and can't attack her while she showers you with barrages of magical spears that you can't dodge and instead have to [[UnexpectedGameplayChange block with a magical shield.]] The only way to defeat her without killing her is to [[spoiler:run away from the fight, then run until she inevitably catches up, and then repeat until she collapses from exhaustion, which is only hinted to even be possible, let alone required, by a single line of dialogue just before the fight - -- and even then it can be only done when she changes her attack pattern for a few turns]]. She gets a bit easier on a Neutral Run, where you don't have to bother with the [[ThouShaltNotKill no killing rule]] before or during the fight, [[TheDeterminator but even after having 0 HP, she still fights on for a few rounds]] - -- but then comes the [[KillThemAll Genocide Run]], where she seemingly turns into a {{Zero Effort|Boss}} CutsceneBoss... and then she becomes [[OneWingedAngel Undyne the Undying]], beating the crap out of the player with new, much faster, stronger and more random versions of her two regular attack patterns, with several new attacks thrown in. One way or another, defeating Undyne will take you a while.



** The QuoteSource and FinalBoss of the [[KillEmAll Genocide Route]], [[spoiler:[[CrouchingMoronHiddenBadass Sans the Skeleton]]]], who decided to [[LetsGetDangerous take matters into his own hands]]. His attacks can only deal ScratchDamage and he himself is a OneHitPointWonder... thing is, said attacks ignore MercyInvincibility, making you recieve ''[[DeathOfAThousandCuts one hit point of damage per frame]]'', and each frame applies a stacking DamageOverTime effect as well. As for killing him in one hit - it won't happen since he ''dodges your attacks.'' On top of this, his own attack patterns are ''gruelling''; he opens [[CombatPragmatist using one of his most powerful attacks before your first turn]] (meaning you can die before you even see the battle menu) and then starts throwing barrages of fast, hard-to-dodge attack patterns at you... and ''then'' he reveals he was ''holding back'' and starts [[ConfusionFu switching patterns mid-attack]], [[WeaponizedTeleportation teleporting the player into the way of his bullets]], and [[InterfaceScrew attacking the player during their own turn.]] The interesting thing about this boss is that everything about him is [[InvokedTrope purposefully designed]] to be as rage-inducing as possible. He ''knows'' about your ability to SAVE and LOAD and, by extension, that he can't actually beat you in a fair fight, as you'll just keep reloading until you finally get the upper hand. So instead he purposefully taunts you, breaks the rules, and generally tries to be as big of a pain in the ass as possible, all in the hopes of making you RageQuit.

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** The QuoteSource and FinalBoss of the [[KillEmAll Genocide Route]], [[spoiler:[[CrouchingMoronHiddenBadass Sans the Skeleton]]]], who decided to [[LetsGetDangerous take matters into his own hands]]. His attacks can only deal ScratchDamage and he himself is a OneHitPointWonder... thing is, said attacks ignore MercyInvincibility, making you recieve ''[[DeathOfAThousandCuts one hit point of damage per frame]]'', and each frame applies a stacking DamageOverTime effect as well. As for killing him in one hit - -- it won't happen since he ''dodges your attacks.'' On top of this, his own attack patterns are ''gruelling''; he opens [[CombatPragmatist using one of his most powerful attacks before your first turn]] (meaning you can die before you even see the battle menu) and then starts throwing barrages of fast, hard-to-dodge attack patterns at you... and ''then'' he reveals he was ''holding back'' and starts [[ConfusionFu switching patterns mid-attack]], [[WeaponizedTeleportation teleporting the player into the way of his bullets]], and [[InterfaceScrew attacking the player during their own turn.]] The interesting thing about this boss is that everything about him is [[InvokedTrope purposefully designed]] to be as rage-inducing as possible. He ''knows'' about your ability to SAVE and LOAD and, by extension, that he can't actually beat you in a fair fight, as you'll just keep reloading until you finally get the upper hand. So instead he purposefully taunts you, breaks the rules, and generally tries to be as big of a pain in the ass as possible, all in the hopes of making you RageQuit.



* From the sequel, ''[[VideoGame/VampireTheMasqueradeBloodlines Vampire: The Masquerade - Bloodlines]]'': the two endgame bosses. Depending on who you side with, you have to defeat one or both of them.

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* From the sequel, ''[[VideoGame/VampireTheMasqueradeBloodlines Vampire: The Masquerade - -- Bloodlines]]'': the two endgame bosses. Depending on who you side with, you have to defeat one or both of them.



* ThatOneBoss of ''VideoGame/WildArms4'' comes in only about halfway through the game, in the form of Hugo. He was annoying in that he would '''almost always''' decide to stop time and dodge your attack right before you try to attack him! Use lock out? He'll move to a new square. And don't even try to trap him around a lock out, because that stops you as much as it stops him, leaving you open to his attacks. His swords can become a fucking bow! The strategy--[[spoiler:corner him with three characters; he can't get past them]]--is a "why didn't I think of that?!" moment, but then again, it's also not hinted at very well, if at all, unlike every other PuzzleBoss in the game.

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* ThatOneBoss of ''VideoGame/WildArms4'' comes in only about halfway through the game, in the form of Hugo. He was annoying in that he would '''almost always''' decide to stop time and dodge your attack right before you try to attack him! Use lock out? He'll move to a new square. And don't even try to trap him around a lock out, because that stops you as much as it stops him, leaving you open to his attacks. His swords can become a fucking bow! The strategy--[[spoiler:corner strategy -- [[spoiler:corner him with three characters; he can't get past them]]--is them]] -- is a "why didn't I think of that?!" moment, but then again, it's also not hinted at very well, if at all, unlike every other PuzzleBoss in the game.



** There's a [[PuzzleBoss trick]] to Minamimoto, but it's a hell of a GuideDangIt: [[spoiler: his chain teleporting is triggered when he's touched with the stylus - as in, you the player touch him on the screen. Notably, he's the only the enemy that directly reacts to being touched like this. If you have pins that don't necessitate actually touching him, he's much easier for Neku to pin down.]]

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** There's a [[PuzzleBoss trick]] to Minamimoto, but it's a hell of a GuideDangIt: [[spoiler: his chain teleporting is triggered when he's touched with the stylus - -- as in, you the player touch him on the screen. Notably, he's the only the enemy that directly reacts to being touched like this. If you have pins that don't necessitate actually touching him, he's much easier for Neku to pin down.]]


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** In ''VideoGame/XenobladeChronicles2'', the Chapter 7 DualBoss against Malos and Jin is commonly cited as the hardest in the game. They're both difficult bosses to fight on their own, due to having a whole slew of annoying tactics, and having them gang up on you makes it even worse. Malos can disrupt Blade Combos by either reducing the timer on them or sealing your specials entirely, and he can lower your Blades' affinity to make them less useful overall. Jin can use the entire Driver Combo in one attack with Heavenly Disrupt, [[MyRulesAreNotYourRules force Launch]] with Stunned Swallow, cancel any affinity bonuses with Skyward Slash, and disable healing with Zero Zone. Both can inflict Blowdown on the entire party at once, and overall most of their attacks hit like a truck. Malos also has an art that increases his defenses by a fair amount, and Jin is hard to hit at all thanks to his naturally high agility. And for the first half of the fight, [[spoiler:you don't have Pyra/Mythra, who is in all likelihood your party's biggest damage-dealer]].

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** * In ''VideoGame/XenobladeChronicles2'', the Chapter 7 DualBoss against Malos and Jin is commonly cited as the hardest in the game. They're both difficult bosses to fight on their own, due to having a whole slew of annoying tactics, and having them gang up on you makes it even worse. Malos can disrupt Blade Combos by either reducing the timer on them or sealing your specials entirely, and he can lower your Blades' affinity to make them less useful overall. Jin can use the entire Driver Combo in one attack with Heavenly Disrupt, [[MyRulesAreNotYourRules force Launch]] with Stunned Swallow, cancel any affinity bonuses with Skyward Slash, and disable healing with Zero Zone. Both can inflict Blowdown on the entire party at once, and overall most of their attacks hit like a truck. Malos also has an art that increases his defenses by a fair amount, and Jin is hard to hit at all thanks to his naturally high agility. And for the first half of the fight, [[spoiler:you don't have Pyra/Mythra, who is in all likelihood your party's biggest damage-dealer]].
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* The fight with the Solidum Telethia ranks as (one of) the hardest in ''VideoGame/{{Xenoblade}}'' for many players. It's not really the Boss himself that's the problem: it's Tyrea who fights alongside him. The Telethia will evade any and all attacks unless you use Purge on it. easy enough. But you've only got so much time before the effects of Purge wear off and it begins attacking again. This is annoying but not impossible. Tyrea makes it worse because not only is she capable of attacking any of your characters, she's also capable of casting a Shield on the Telethia, making damaging him very difficult indeed. Now you may think it's easy to get around this, just take Tyrea out first right? WRONG! The Telethia likes to use a move that's kinda like Pokemon's Follow Me, as it forces you to attack the Telethia himself. Oh, and if you're using [[TheHero Shulk]], which you probably are since only him can silence the Telethia, all his attacks will do ScratchDamage to Tyrea. Fun times. (Though at least if you die to this boss, you will respawn outside the room with Melia back in your party and you can now teleport to landmarks and level up if need be, where you previously couldn't in the High Entia tomb)

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* The fight with the Solidum Telethia ranks as (one of) the hardest in ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' for many players. It's not really the Boss himself that's the problem: it's Tyrea who fights alongside him. The Telethia will evade any and all attacks unless you use Purge on it. easy enough. But you've only got so much time before the effects of Purge wear off and it begins attacking again. This is annoying but not impossible. Tyrea makes it worse because not only is she capable of attacking any of your characters, she's also capable of casting a Shield on the Telethia, making damaging him very difficult indeed. Now you may think it's easy to get around this, just take Tyrea out first right? WRONG! The Telethia likes to use a move that's kinda like Pokemon's Follow Me, as it forces you to attack the Telethia himself. Oh, and if you're using [[TheHero Shulk]], which you probably are since only him can silence the Telethia, all his attacks will do ScratchDamage to Tyrea. Fun times. (Though at least if you die to this boss, you will respawn outside the room with Melia back in your party and you can now teleport to landmarks and level up if need be, where you previously couldn't in the High Entia tomb)
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** The serpent lady boss in ''2.'' Just ''getting'' to her is rough--unlike other bosses, she isn't found in a dungeon, but one of three randomly generated spots in the overworld. The only way to know which is to talk to a fairy in the center of the continent where she's found. ''And'' reaching that spot is timed. ''And'' there's no way to warp to those spots--you have to walk all the way there, fending off encounters along the way, during which your time limit is still ticking down. Once you actually reach her, she ''starts off'' with a BreathWeapon that can leave your entire party under the effects of the nefarious [[StandardStatusEffects Fatal Poison]]. And that's to say nothing of when she literally turns her charm on, giving your ''entire party'' only a 50% chance of being able to actually attack her.
** In the third game the bosses of the Wind Tower are very tough. You are told at the start of the dungeon to not take any of the treasure chests. If you decide you need the items or if the game tricks you into opening a chest by making you think the chests are now OK to touch, at the end of the tower the boss will start off by making you fight three VERY strong fire enemies from the end of the game. You have to fight the Incarnation of Wind who is the main boss immediately after and you don't get to heal. The boss constantly puts a wind shield up over herself which makes almost all attacks, both magic and physical ones, do almost nothing and makes physical attackers get [[StandardStatusEffect sniffles]] which do damage over time and which make them extra weak to wind attacks. AND she can heal and she is much faster than your party so she does it before you can get a chance to do anything. If you don't have speed boost skills all you can really do is [[MarathonBoss wait for her to run out of AP.]]

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** The serpent lady boss in ''2.'' Just ''getting'' to her is rough--unlike other bosses, she isn't found in a dungeon, but one of three randomly generated spots in the overworld. The only way to know which is to talk to a fairy in the center of the continent where she's found. ''And'' reaching that spot is timed. ''And'' there's no way to warp to those spots--you have to walk all the way there, fending off encounters along the way, during which your time limit is still ticking down. Once you actually reach her, she ''starts off'' with a BreathWeapon that can leave your entire party under the effects of the nefarious [[StandardStatusEffects [[StatusEffects Fatal Poison]]. And that's to say nothing of when she literally turns her charm on, giving your ''entire party'' only a 50% chance of being able to actually attack her.
** In the third game the bosses of the Wind Tower are very tough. You are told at the start of the dungeon to not take any of the treasure chests. If you decide you need the items or if the game tricks you into opening a chest by making you think the chests are now OK to touch, at the end of the tower the boss will start off by making you fight three VERY strong fire enemies from the end of the game. You have to fight the Incarnation of Wind who is the main boss immediately after and you don't get to heal. The boss constantly puts a wind shield up over herself which makes almost all attacks, both magic and physical ones, do almost nothing and makes physical attackers get [[StandardStatusEffect [[StatusEffects sniffles]] which do damage over time and which make them extra weak to wind attacks. AND she can heal and she is much faster than your party so she does it before you can get a chance to do anything. If you don't have speed boost skills all you can really do is [[MarathonBoss wait for her to run out of AP.]]



** Enya. High defense for a long range attacker, and both she and her Stand can inflict one of several StandardStatusEffects, including the dreaded ''Control''. Control is like Confusion except 1) the affected can also attack other party members, and 2) it cannot be cured by most things that would cure confusion. It is possible to have no control over this fight for several turns at a time, and all you can do is pray that your party members haven't been killed by either each other or Justice. In addition, Justice is an invincible MookMaker whose summoned Corpses have a surprisingly high damage output. There are two Stands that get an advantage in this fight (Pixies and Deep Purple) but the rest are more or less left to their own devices, especially the ones that lack long-range attacks. And if all that isn't enough, [[GuideDangIt unless you knew to have Jotaro in your party before the fight]], Jotaro has to fight Enya ''alone'', and he is about the worst-suited person for fighting her because he won't have any long-range attacks on a first playthrough. Your only option then is to just use Brainstorm and pray it works the first time.

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** Enya. High defense for a long range attacker, and both she and her Stand can inflict one of several StandardStatusEffects, StatusEffects, including the dreaded ''Control''. Control is like Confusion except 1) the affected can also attack other party members, and 2) it cannot be cured by most things that would cure confusion. It is possible to have no control over this fight for several turns at a time, and all you can do is pray that your party members haven't been killed by either each other or Justice. In addition, Justice is an invincible MookMaker whose summoned Corpses have a surprisingly high damage output. There are two Stands that get an advantage in this fight (Pixies and Deep Purple) but the rest are more or less left to their own devices, especially the ones that lack long-range attacks. And if all that isn't enough, [[GuideDangIt unless you knew to have Jotaro in your party before the fight]], Jotaro has to fight Enya ''alone'', and he is about the worst-suited person for fighting her because he won't have any long-range attacks on a first playthrough. Your only option then is to just use Brainstorm and pray it works the first time.



** And the mother of all of them, Disciple [[spoiler:Lorithia]]. Flunkies with sizable health bars that you need to take down or your physical damage to the boss will be nerfed to hell (until [[OhCrap they're brought back]]), attacks that cause StandardStatusEffects (The really bad ones, too), high HP, and worst of all, the area is surrounded by acid pools that cause your HP to start going down fast. Your computer-controlled allies [[ArtificialStupidity are too dumb to run out of the pools]] and she is so large she will often push your party into them. And to top it all off…"You'll pay for your insolence! You'll pay for your insolence! You'll pay for your insolence!"

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** And the mother of all of them, Disciple [[spoiler:Lorithia]]. Flunkies with sizable health bars that you need to take down or your physical damage to the boss will be nerfed to hell (until [[OhCrap they're brought back]]), attacks that cause StandardStatusEffects StatusEffects (The really bad ones, too), high HP, and worst of all, the area is surrounded by acid pools that cause your HP to start going down fast. Your computer-controlled allies [[ArtificialStupidity are too dumb to run out of the pools]] and she is so large she will often push your party into them. And to top it all off…"You'll pay for your insolence! You'll pay for your insolence! You'll pay for your insolence!"
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* 'VideoGame/TheLastRemnant'': Gates of Hell. It has 2 free attacks that it can perform while it's in its turn, both which can hit all the deadlocked teams (it has multi-deadlock), not counting its attacks in its main attack phase, which means it can attack 3 times in a turn. The problem is that a lot of players will try to deal as much damage to the boss as possible, causing nearly all your teams to engage in deadlock with the boss, which will result in massive damages being dealt to nearly everyone. And if a group is dead, the boss will cast Pandemonium, turning the dead group against you. The best way to beat it is to keep only few teams to engage it, and let the rest acting as healers and rotate in if possible to maximize the survivability.

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* 'VideoGame/TheLastRemnant'': ''VideoGame/TheLastRemnant'': Gates of Hell. It has 2 free attacks that it can perform while it's in its turn, both which can hit all the deadlocked teams (it has multi-deadlock), not counting its attacks in its main attack phase, which means it can attack 3 times in a turn. The problem is that a lot of players will try to deal as much damage to the boss as possible, causing nearly all your teams to engage in deadlock with the boss, which will result in massive damages being dealt to nearly everyone. And if a group is dead, the boss will cast Pandemonium, turning the dead group against you. The best way to beat it is to keep only few teams to engage it, and let the rest acting as healers and rotate in if possible to maximize the survivability.
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*** Hell, he's this ''in-universe''. [[spoiler:Flowey the Flower]], who had the power to SAVE and LOAD before you, says that this guy was a pain in the ass to beat.

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*** Hell, he's this ''in-universe''. [[spoiler:Flowey the Flower]], who had the power to SAVE and LOAD before you, says that this guy was a pain in the ass to beat.beat, and was entirely unable to whenever he showed up to put a stop to things.
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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally [[spoiler:Hróðvitnir]] is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!

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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; endurance. Ophilia is required for this fight, and she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally [[spoiler:Hróðvitnir]] is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!
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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally Hróðvitnir is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!

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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has Physical Defense equivalent to soggy toilet paper at best[[note]]She has great Elemental Defense, so naturally Hróðvitnir [[spoiler:Hróðvitnir]] is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that!
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** And if you thought Leo Cantus was fun now, wait until you see [[VideoGame/NEOTheWorldEndsWithYou Leo Cantus Armo]]. While there are no stylus motions, anyone who thinks they can just use one psych at a time against him is zetta slow in the head, as he will dodge that psych unless he's armored... and when he is armored, you have to chip at it before he starts taking regular damage. Add in that he's fast and strong with wide-reaching attacks, and you've got quite the fight ahead of you. It's important to note that you only have five psychs available to you by this point, and you don't get your sixth until after this showdown. There's also [[BonusBoss Felidae Cantus]] if you're feeling masochistic.
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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous beast]]. The boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has the durability of soggy toilet paper at best, meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go from bad to worse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that.

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** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous beast]]. The wolf]]. This boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has the durability of Physical Defense equivalent to soggy toilet paper at best, best[[note]]She has great Elemental Defense, so naturally Hróðvitnir is a physical attacker to render this upside pretty much null and void during this fight[[/note]], meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go from bad to worse FromBadToWorse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that.that!

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* For having bosses where most of the strategy is simply 'hit things until they die and get out of the way of attacks', one wouldn't expect ''Videoame/{{Elsword}}'' to have one, but it does: Cutty Sark, the boss of 5-5 (Heart of the Spire, in Feita). For much of the fight, Cutty stays out of range of your attacks, with the only way of knowing where he is being the monster indicator at the edge of the screen. To bring him down to earth, you must knock him out of the air by hitting his wings with one of the ballistae on the field, which is easier said than done as he moves rather fast, and ANY attack can trigger a ballista, requiring some time to reload it. Cutty's attacks also hit quite hard, he swoops the field blindingly fast, he can drag you to the edge of the field, and he can summon more Stone Gargoyles on a whim. Couple this with the two bottomless pits on either end of the battlefield, and it's a real test of patience. Cutty does sometimes float above said pits, but woe betide you if you play a close-range character or one with no reliable long-range skills.

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*** Hamelyn from early in the Thieves' Guild questline. He's an absurdly powerful mage that's thrown at you right the hell out of nowhere during what's an otherwise standard infiltration mission (of a meadery, no less), and his lightning magic can fry you in seconds. You don't ''have'' to kill him to beat the mission, but good luck slipping past him: his pet Skeevers utterly ruin your stealthy approach by alerting him to your presence.
* For having bosses where most of the strategy is simply 'hit things until they die and get out of the way of attacks', one wouldn't expect ''Videoame/{{Elsword}}'' ''VideoGame/{{Elsword}}'' to have one, but it does: Cutty Sark, the boss of 5-5 (Heart of the Spire, in Feita). For much of the fight, Cutty stays out of range of your attacks, with the only way of knowing where he is being the monster indicator at the edge of the screen. To bring him down to earth, you must knock him out of the air by hitting his wings with one of the ballistae on the field, which is easier said than done as he moves rather fast, and ANY attack can trigger a ballista, requiring some time to reload it. Cutty's attacks also hit quite hard, he swoops the field blindingly fast, he can drag you to the edge of the field, and he can summon more Stone Gargoyles on a whim. Couple this with the two bottomless pits on either end of the battlefield, and it's a real test of patience. Cutty does sometimes float above said pits, but woe betide you if you play a close-range character or one with no reliable long-range skills.
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** The Pork Tank is bad enough on regular difficulty, with the nearly useless Salsa, the SquishyWizard Kumatora, and the powerful, invincible but CPU-controlled Wess fighting it. It has a powerful cannon that takes off 40 HP a shot even if you decrease its offense (both characters have about 100 HP at this point), an attack that damages both Kumatora and Salsa, and an attack that makes both your characters cry. On Hard Mode, where the HP of all enemies is doubled, it becomes an unholy killing machine with 3400+ HP. Here, it's a guarantee that Kumatora will run out of PP less than halfway through the fight. It really comes down to Wess being useful with his attacks, which he usually isn't. And if both Kumatora and Salsa die, you lose. Salsa, however, can actually [[spoiler: imitate that tank pretty darn well with his overlooked Monkey Mimic, which is actually more like Poo's "Mirror" from ''VideoGame/EarthBound''.]] Of course, you don't really think to [[spoiler: [[CrazyAwesome make Salsa shoot cannonballs from nowhere]]]] ''right away.''

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** The Pork Tank is bad enough on regular difficulty, with the nearly useless Salsa, the SquishyWizard Kumatora, and the powerful, invincible but CPU-controlled Wess fighting it. It has a powerful cannon that takes off 40 HP a shot even if you decrease its offense (both characters have about 100 HP at this point), an attack that damages both Kumatora and Salsa, and an attack that makes both your characters cry. On Hard Mode, where the HP of all enemies is doubled, it becomes an unholy killing machine with 3400+ HP. Here, it's a guarantee that Kumatora will run out of PP less than halfway through the fight. It really comes down to Wess being useful with his attacks, which he usually isn't. And if both Kumatora and Salsa die, you lose. Salsa, however, can actually [[spoiler: imitate that tank pretty darn well with his overlooked Monkey Mimic, which is actually more like Poo's "Mirror" from ''VideoGame/EarthBound''.]] Of course, you don't really think to [[spoiler: [[CrazyAwesome [[AbnormalAmmo make Salsa shoot cannonballs from nowhere]]]] ''right away.''

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Reorganizing Earth Bound examples based on order of appearance


** Also in Magicant, though [[{{Backtracking}} much earlier in the game]], is The Fish. It doesn't have any special gimmicks, except that its Offense is ludicrously high for the point at which you encounter it, and you only have Ninten in your party. It's so strong that it's continuous attack can easily deplete all of Ninten's HP in one go before he can cast [=DefenseUp=] (which is practically necessary to survive) unless you did some MoneyGrinding and bought the very best armor in the game, or managed to keep a Flying Man as a meat shield (which again, is a LuckBasedMission.) at least if you do survive the first few turns, defeating it doesn't require much strategy. It's also [[SkippableBoss totally optional]], though fighting The Fish is necessary to get the Onyx Hook, which will make leveling up Lloyd and Ana much easier once you get them.

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** Also in Magicant, though [[{{Backtracking}} much earlier in the game]], is The the Fish. It doesn't have any special gimmicks, except that its Offense is ludicrously high for the point at which you encounter it, and you only have Ninten in your party. It's so strong that it's continuous attack can easily deplete all of Ninten's HP in one go before he can cast [=DefenseUp=] (which is practically necessary to survive) unless you did some MoneyGrinding and bought the very best armor in the game, or managed to keep a Flying Man as a meat shield (which again, is a LuckBasedMission.) at least if you do survive the first few turns, defeating it doesn't require much strategy. It's also [[SkippableBoss totally optional]], though fighting The Fish is necessary to get the Onyx Hook, which will make leveling up Lloyd and Ana much easier once you get them.



** The Trillionage Sprout is a doozy. He's the boss of Milky Well, the third Sanctuary, but is very powerful considering how early he can be fought. For one thing, he starts with two Tough Mobile Sprouts, which are GoddamnedBats who can call for help and heal each other for large amounts. You need to ''[[ShootTheMedicFirst kill them first]]'' or it will be basically impossible to even dent the Sprout, who has considerably high health. He can also put up a shield to block damage or hit your party with PSI Flash, which causes a bevy of nasty status ailments. The real danger of Trillionage Sprout is when he uses an attack where he "glares with its eerie eyes", causing one of your characters to become [[TakenForGranite Diamondized]]. Diamondization is like death; if everyone gets Diamondized, it's game over. At this point, you have three characters, but only one has the attack power to deal any real damage to the Sprout. Also, Diamondization is instant, unblockable, and hard to cure at this point in the game.



** Ness's Nightmare from the same game is a ''huge'' pain in the ass to deal with -- first, because you're forced to go at it alone (unless you're lucky enough to keep a Flying Man alive up to that point, which is hard enough in itself), and second, because it tends to constantly use Lifeup and power shields on itself before whaling on you with high-level PSI attacks. It ''is'' possible to at least grab a special pendant that nullifies the effect of its "glorious light" attack, but waiting for it to completely drain its PP so it can be rendered useless is a big hassle. (The power boost received at the end is a sweet consolation prize, though.)

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** Ness's Nightmare from Let's not forget Shrooom!. He packs a fairly high amount of HP for the same game is a ''huge'' pain in time being, but that's not the ass to deal with -- first, because you're forced to go at it alone (unless you're lucky enough to keep a Flying Man alive up to issue. What is the issue is the fact that point, which is hard enough in itself), and second, because it he tends to constantly use Lifeup and power shields scatter his spores on itself before whaling your party, which potentially sets the Mushroomization status on your team. It works sort of like Confusion, but you can still input your party's commands (they just might hit each other instead). So you can get your party ready to attack with high-level PSI attacks. It ''is'' possible their best moves, get Mushroomized, and [[EpicFail watch as they rip themselves to at least grab a special pendant that nullifies the effect of its "glorious light" attack, but waiting for it to completely drain its PP so it can be rendered useless is a big hassle. (The power boost received at the end is a sweet consolation prize, though.)shreds]].



** The Trillionage Sprout is a doozy. He's the boss of Milky Well, the third Sanctuary, but is very powerful considering how early he's fought. For one thing, he starts with two Tough Mobile Sprouts, which are GoddamnedBats who can call for help and heal each other for large amounts. You need to ''[[ShootTheMedicFirst kill them first]]'' or it will be basically impossible to even dent the Sprout, who has considerably high health. He can also put up a shield to block damage or hit your party with PSI Flash, which causes a bevy of nasty status ailments. The real danger of Trillionage Sprout is when he uses an attack where he "glares with its eerie eyes", causing one of your characters to become Diamondized. Diamondization is like death; if everyone gets Diamondized, it's game over. At this point, you have three characters, but only one has the attack power to deal any real damage to the Sprout. Also, Diamondization is instant, unblockable, and hard to cure at this point in the game.
** Let's not forget Shrooom!. He packs a fairly high amount of HP for the time being, but that's not the issue. What is the issue is the fact that he tends to scatter his spores on your party, which potentially sets the Mushroomization status on your team. It works sort of like Confusion, but you can still input your party's commands (they just might hit each other instead). So you can get your party ready to attack with their best moves, get Mushroomized, and [[EpicFail watch as your party rip themselves to shreds]].


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** Ness's Nightmare from the same game is a ''huge'' pain in the ass to deal with -- first, because you're forced to go at it alone (unless you're lucky enough to keep a Flying Man alive up to that point, which is hard enough in itself), and second, because it tends to constantly use Lifeup Beta and power shields on itself before whaling on you with PSI Rockin (making it the only boss in the game that can use Ness's own extremely powerful offensive PSI against him other than the FinalBoss), and its "glorious light" attack (aka PSI Flash Omega, which has a ''37.5%'' chance of [[OneHitKill being an instant kill]]). It ''is'' possible to at least grab a special pendant that nullifies the effect of the "glorious light", but waiting for it to completely drain its PP so it can be rendered useless is a big hassle. (The power boost received at the end is a sweet consolation prize, though.)
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** The fight with Void Dark in Disgaea 5 can be extremely frustrating for two main reasons: he has a decent army, and his Overload is freezing every enemy in the way. What this means is if you are hit, ''you instantly lose your turn with everyone in its range''. You cannot move them, defend, or attack. so they're just going to get slapped around for it.
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** One of the difficulties with bosses in .Hack://G.U. is that certain bosses have attacks that cannot be avoided at all and must just be survived. The first fight against Azure Kite, the fight against Sirius, the fight against Tri-Edge (both times), and the third fight with Azure Kite, Orca, and Balmung, all have one attack the boss can use multiple times that cannot be blocked or dodged, and thus if your character is too weak or their equipment is too low-level, you are guaranteed to be killed no matter what you do.

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* ''VideoGame/BravelyDefaultII'':
** Glenn, the holder of the Salve-Maker asterisk. He only has a few moves he'll use, but all of them are painful. He can mix up a Gigapotion to heal himself for 5,000 health out of his 35,000 total (and you can find him when your level is in the low thirties, so your characters can only break 4,000 in specific equipment and job setups), he can mix up a nasty attack that deals 1,500 damage to each character and inflicts Contagion, and he can use Philtre to charm one character. The latter two of those are two of his three counter-attack moves, with Philtre coming off of physical damage and the 1,500-to-all as "Counter Any Damage". You want magical damage? He'll counter that with [=BP=] Tonic. Other turns, he'll Default often to build up for a two-Attack, 1,500-to-all, Philtre medley of pain. Run him out of magic points? You're cute, that only stops his Philtre. Poison him? Gigapotion can't be stopped. The one mercy is that he is not a mandatory story boss, but should you desire his Asterisk...

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* ''VideoGame/BravelyDefaultII'':
**
''VideoGame/BravelyDefaultII'': Glenn, the holder of the Salve-Maker asterisk. He only has a few moves he'll use, but all of them are painful. He can mix up a Gigapotion to heal himself for 5,000 health out of his 35,000 total (and you can find him when your level is in the low thirties, so your characters can only break 4,000 in specific equipment and job setups), he can mix up a nasty attack that deals 1,500 damage to each character and inflicts Contagion, and he can use Philtre to charm one character. The latter two of those are two of his three counter-attack moves, with Philtre coming off of physical damage and the 1,500-to-all as "Counter Any Damage". You want magical damage? He'll counter that with [=BP=] Tonic. Other turns, he'll Default often to build up for a two-Attack, 1,500-to-all, Philtre medley of pain. Run him out of magic points? You're cute, that only stops his Philtre. Poison him? Gigapotion can't be stopped. The one mercy is that he is not a mandatory story boss, but should you desire his Asterisk...
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** Asgore Dreemurr, the King of Monsters, on a Neutral-Pacifist run[[note]]Since you can't get the [[GoldenEnding True Pacifist]] ending on your first playthrough, this type of run is the best you can do at first, although it cuts a lot of work out of getting the GoldenEnding[[/note]]. Since he ''[[ButThouMust forces]]'' you to fight him[[labelnote:explanation]]He ''[[InterfaceScrew destroys the Mercy button]]''[[/labelnote]] and has lots of health and very damaging attacks [[LowLevelRun compared to your own low stats]], it'll take a long time before he goes down, especially if your unused to using the FIGHT command (which you won't have used much, if at all, during a Neutral-Pacifist run), and his attacks are hard to dodge.

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** Asgore Dreemurr, the King of Monsters, on a Neutral-Pacifist run[[note]]Since you can't get the [[GoldenEnding True Pacifist]] ending on your first playthrough, this type of run is the best you can do at first, although it cuts a lot of work out of getting the GoldenEnding[[/note]]. Since he ''[[ButThouMust forces]]'' you to fight him[[labelnote:explanation]]He ''[[InterfaceScrew destroys the Mercy button]]''[[/labelnote]] and has lots of health and very damaging attacks [[LowLevelRun compared to your own low stats]], it'll take a long time before he goes down, especially if your you're unused to using the FIGHT command (which you won't have used much, if at all, during a Neutral-Pacifist run), and his attacks are hard to dodge.
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* Aragog from the UsefulNotes/GameBoyColor version of ''VideoGame/HarryPotter and the Chamber of Secrets''. His attacks take roughly 25% of your hp every turn, plus he can poison you for even more damage. Did I mention that he can paralyze you to prevent you from healing between turns? Best part is, he starts off with a surprise attack.

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* Aragog from the UsefulNotes/GameBoyColor version of ''VideoGame/HarryPotter and the Chamber of Secrets''.''VideoGame/HarryPotterAndTheChamberOfSecrets''. His attacks take roughly 25% of your hp every turn, plus he can poison you for even more damage. Did I mention that he can paralyze you to prevent you from healing between turns? Best part is, he starts off with a surprise attack.
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* The Steel Mechorilla from ''VideoGame/{{MOTHER 3}}''. Nothing gimmick-y about him-- he's just very, VERY powerful, powerful enough to beat up all your characters without the slightest difficulty. And he has a ton of HP. ''And'' he powers himself up if you [[spoiler:cast PK Thunder more than twice]], becoming even tougher (not helped by the fact that [[spoiler: Boney's EnemyScan ability tells you that it's weak to PK Thunder, but using that ability on it twice makes it go [[TurnsRed berserk]] and thus [[HoistByHisOwnPetard makes the fight even harder]]]]). It is not unheard of for a player to load all four characters' inventories with healing items... and end up using ''almost every single one.''

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* The Steel Mechorilla from ''VideoGame/{{MOTHER 3}}''. Nothing gimmick-y about him-- he's it-- it's just very, VERY powerful, powerful enough to beat up all your characters without the slightest difficulty. And he it has a ton of HP. ''And'' he powers himself up if you [[spoiler:cast PK Thunder more than twice]], becoming even tougher (not helped by the fact that [[spoiler: Boney's EnemyScan ability tells you that it's weak to PK Thunder, but using that ability on it twice makes it go [[TurnsRed berserk]] and thus [[HoistByHisOwnPetard makes the fight even harder]]]]). It is not unheard of for a player to load all four characters' inventories with healing items... and end up using ''almost every single one.''



** The fight with the Masked Man at the temple of the sixth Needle. You have to fight him after going through tougher Pork Troopers and he can consecutively attack, destroy your shields, and use high-level PSI. It doesn't help that the only remotely close place to heal before going into the two-part battle is fairly easy to miss. You have to make do with whatever you've got left after struggling through the area, which is rare for this game, as bosses tend to be tough enough at full strength.

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** The fight with the Masked Man at the temple of the sixth Needle. You have to fight him after going through tougher Pork Troopers and he can consecutively attack, is able to attack twice per turn, destroy your shields, and use high-level PSI. It doesn't help that the only remotely close place to heal before going into the two-part battle is fairly easy to miss. You have to make do with whatever you've got left after struggling through the area, which is rare for this game, as bosses tend to be tough enough at full strength.



** The Jealous Bass, fought in the Club [[InherentlyFunnyWords Titiboo]] Attic, is probably ''the'' most infamous boss in the entire game. It comes with two flunkies, and combos with them to hit you up to four times (the Jealous Bass gets two attacks while his minions get one each). If you take out the mooks, [[TurnsRed the Bass gets angrier and powers up]], getting even stronger. Just to add to that, the only party members available during that part of the game are Lucas, whose PSI abilities are very limited at the time as they only consist of weak healing and one offensive attack, and [[ActionPet Boney]], who is a FragileSpeedster whose only special ability is an EnemyScan. If that wasn't enough, the Club Titiboo Attic is also a case of ThatOneLevel, as it is full of GoddamnedBats which not only are hard to avoid, but also guarantee that you don't make it to the boss fight without having to waste PP, items or losing HP.

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** The Jealous Bass, fought in the Club [[InherentlyFunnyWords Titiboo]] Attic, is probably ''the'' most infamous boss in the entire game. It comes with two flunkies, and combos with them to hit you up to four times at every turn (the Jealous Bass gets two attacks while his minions get one each). If you take out the mooks, [[TurnsRed the Bass gets angrier and powers up]], getting even stronger. Just to add to that, the only party members available during that part of the game are Lucas, whose PSI abilities are very limited at the time as they only consist of weak healing and one offensive attack, and [[ActionPet Boney]], who is a FragileSpeedster whose only special ability is an EnemyScan. If that wasn't enough, the Club Titiboo Attic is also a case of ThatOneLevel, as it is full of GoddamnedBats which not only are hard to avoid, but also guarantee that you don't make it to the boss fight without having to waste PP, items or losing HP. The Bass also [[{{Jerkass}} taunts you if it defeats you and you attempt to re-fight it]], so there's also that.
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* The flash game ''Book of Mages: The Dark Times'':

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* The flash game ''Book of Mages: The Dark Times'':''VideoGame/BookOfMagesTheDarkTimes'':
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* ''VideoGame/OctopathTraveler'':
** Ophilia, Chapter 2: [[spoiler:Hróðvitnir, a monstrous beast]]. The boss is going to make sure that the Kindling will not be a fun journey, let alone an easy one. The instant the fight starts, it gives itself a buff that lets it act twice per round, and it makes full use of attack buffs, attack and defense debuffs, and party attacks to maximize its durability and endurance; Ophilia is required for this fight, and she has the durability of soggy toilet paper at best, meaning she stands to die pretty often, along with some of your other squishies. [[spoiler:As the fight wears on, things go from bad to worse as it introduces, in order, the ability to increase its maximum guard points (acting twice per turn means it doesn't have to sacrifice an attack to do this), a party-wide debuff to disable your boosting, and the ability to act '''thrice''' per round]]. Have fun with that.
** Ophilia, Chapter 3: [[spoiler:the Mystery Man and the Shady Figure, two kidnappers who work for the Savior]]. This is a DualBoss fight between two entities that lack a shared weakness, meaning that they're unlikely to be broken on the same turn without extra effort from the player. Also, their elemental weaknesses get locked out after the first turn so long as both are alive, further narrowing the opportunity. They'll be constantly be barraging the group with whole-party elemental attacks, buff each other, and one will cast a 800 point heal to both of them (at a point in the game where you're likely only powerful enough to just barely hit quad digit damage) if they're able to act during their turn should their health fall low enough. If one dies before the other, they'll either start barraging the party with buffed two-hit spells or spam heavy damage on your debuffed party. Might want to start praying to Sealticge on this one unless you want to grind like crazy.
** H'aanit, Chapter 2: [[spoiler:The Lord of the Forest, the stag-like guardian of the forest]]. If you allow the fight to linger, it has an attack that not only reduces your HPToOne and a self heal, but also changes the boss' weaknesses to one of three alternate sets. And if you let the fight drag on for too long, it will summon a third set of backups which will stun and silence lock you.
** Alfyn, Chapter 3: [[spoiler:Miguel, the killer and kidnapper that Alfyn saved]]. Two attacks a round, a two-hit physical debuff, a hit-all attack and the power of a runaway minivan is bad enough. But every time he recovers from a break, he [[BarrierChangeBoss shuffles his vulnerabilities]], meaning you have to sniff them out all over again. Still not convinced? Halfway through, he TurnsRed and sets up for '''five''' attacks in a given round every time he recovers from break status, on top of shuffling his vulnerabilities. And when you include the possibilities already known, the odds of you walking away from that one go down drastically unless you break him again. Hope your burst damage and status-shifting game is up to snuff, 'cause if it's not, you're gonna need a miracle. Don't even ''think'' of trying to take him on at the recommended level of 32; Most players would recommend that you be at level '''40''' at minimum.
** Therion, Chapter 3: [[spoiler:Gareth, the right hand of Darius]]. He is able to drain your SP, can disable your items, has a hard-hitting attack that targets your entire party (healing his HP to boot) and gradually increases the amount of moves he has in one turn up to four times. Hope you brought your leghold trap.
** H'aanit, Chapter 4: [[spoiler:Redeye, the quarry of H'aanit's master]]. Even if you know what's waiting for you, it will blast you with a myriad of nasty status effects, with a party-wide blind (which it inflicts with a hard hitting physical attack) being the least of the concerns. It also will toss a party-wide ''concussion'', sometimes lasting multiple turns, and if that happens to the whole party, it's up to luck on whether or not it will use weaker, single attacks (IE: you survive), or its stronger, party hitting attacks (IE: total party kill). Even then, that's before it TurnsRed, gains another turn, and starts using its petrification attack, which means that if it kills the character that's petrified (and it ''will'' target only a petrified character to do just that), they're removed from the battle entirely. Take Alfyn, take a good tank, take a good thief, and pray.
** Therion, Chapter 2: [[spoiler: Orlick, keeper of the Ruby Dragonstone]]. He starts off the match with the assistance of two mooks that both cover up his weaknesses, stopping the player from breaking the boss at the start of the match. These two {{Elite Mook}}s have enough firepower behind them to be threatening, and enough HP to not go down quickly. The boss also has a respectable damage output himself, and can boost the firepower of both himself and his minions whenever needed, which can get quite overwhelming. Later on in the fight, he summons another minion that has enough HP and firepower to qualify as a miniboss on its own; it has over 12,000 HP, and a point where you might hit 600 damage with a fully-buffed character using 4 BP.
** Olberic, Chapter 4: [[spoiler:Werner, the mastermind behind Olberic's suffering]]. He loves to debuff the party's physical defense and then using a devastating area attack that will probably kill your squishiest party members, such as Ophilia, Primrose or Cyrus. He can also inflict Terror with said attack, crippling your fighters unless you have protection or an apothecary to remove it. What is more, he can kill instantly those affected by said ailment, so you will spend half the fight reviving your slaughtered characters. You'd better give your frailest characters the Cleric's Saving Grace skill if you want them to survive anything.
** Tressa, Chapter 2: [[spoiler:Omar,the hired lackey of corrupt city official Morlock]]. who starts the fight with two lackeys who can each hit the entire party for 500 damage with their Vacuum Slice attack. Add Omar's Sideswipe into the mix, and you have an enemy party that can easily wipe your entire party in one turn, even at the recommended level of 22, unless you can take out one of the lackeys very quickly. There's a reason Morlock pays him so well...
** Cyrus, Chapter 2: [[spoiler:Gideon, the MadScientist of dark magic]]. His weaknesses are covered as long as his undead minions are alive. Said minions hit hard, as does the boss himself, with Executioner being an almost guaranteed OneHitKill move. He's also fond of using debuffs and Terror on your party to make life difficult for you.
** Tressa, Chapter 3: [[spoiler:The Venomtooth Tiger, a vicious monster]]. The boss hits hard and can poison your party members. Later on in the fight, it uses a skill called Peerless Poison, which causes the poison to drain your SP and BP, in addition to your HP. If you're having trouble keeping up with the healing or dispelling poisons, it will quickly overwhelm you.
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This piece of work took me 90 minutes to defeat.

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* ''VideoGame/BravelyDefaultII'':
** Glenn, the holder of the Salve-Maker asterisk. He only has a few moves he'll use, but all of them are painful. He can mix up a Gigapotion to heal himself for 5,000 health out of his 35,000 total (and you can find him when your level is in the low thirties, so your characters can only break 4,000 in specific equipment and job setups), he can mix up a nasty attack that deals 1,500 damage to each character and inflicts Contagion, and he can use Philtre to charm one character. The latter two of those are two of his three counter-attack moves, with Philtre coming off of physical damage and the 1,500-to-all as "Counter Any Damage". You want magical damage? He'll counter that with [=BP=] Tonic. Other turns, he'll Default often to build up for a two-Attack, 1,500-to-all, Philtre medley of pain. Run him out of magic points? You're cute, that only stops his Philtre. Poison him? Gigapotion can't be stopped. The one mercy is that he is not a mandatory story boss, but should you desire his Asterisk...
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*** Hell, he's this ''in-universe''. The BigBad, [[spoiler:Flowey the Flower]], who had the power to SAVE and LOAD before you, says that this guy was a pain in the ass to beat.

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*** Hell, he's this ''in-universe''. The BigBad, [[spoiler:Flowey the Flower]], who had the power to SAVE and LOAD before you, says that this guy was a pain in the ass to beat.
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* ''VideoGame/IcewindDale'' has Yxunomei. This demon comes at the end of a five-level dungeon (with no place to restock unless the group treks all the way back to Kuldahar), has a pack of [[FlunkyBoss henchmen]] and is fought is a restricted space (no hit-and run tactics allowed). As if it were not enough, she can only be hurt by +2 weapons (which not every party member might have so far acquired).

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