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** The Spear of the Church can turn into this if the player controlling him happens to suck. Even if the Spear is controlled by an AI, it's still basically just a 2 vs. 1 [=PvP=] fight.

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** The Champion's Gravetender is just a regular, human-sized NPC with no special powers or gimmicks other than a shield, his Greatwolf is another copy of the giant wolves you'll have already encountered (and mostly likely killed) ''twice'' at this point in the DLC, and to top it off, [[ArsonMurderAndJaywalking he's inexplicably not wearing pants.]]
** The Spear of the Church can turn into this if the player controlling him happens to suck. Even if the Spear is controlled by an AI, it's still basically just a 2 vs. 1 [=PvP=] fight. The fact that this is the very last fight you'll have before ''[[spoiler:the very last boss of the entire franchise]]'' only adds salt to the wound. Many players choose to save him for later and then go back and [[BonusBoss fight Darkeater Midir]] because of how lame the Spear fight is.
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** Dancer of the Boreal Valley has a grab attack that, if caught in, can result in a one hit KO even at full health. If her slamming you down on the floor doesn't kill you, then the stab with her blade finishes the job.
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** Also, the line the Fire Keeper has when you give her souls to level up. "[[UnusualEuphemism Touch the darkness within me]]", anyone? Not to mention that the act of doing so involves [[DoesThisRemindYouOfAnything one partner kneeling while the Fire Keeper is filled with a white substance.]]
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* {{Adorkable}}: For all her serenely calm dignity, using the right EmoteCommands in front of the Firekeeper reveals her to have a surprisingly playful side. Do something silly and she'll put a hand to her mouth as if [[NotSoStoic suppressing giggles]], salute or bow her and she'll gracefully bow in return, and if you start clapping or give her a toast she'll even perform a GirlySkirtTwirl. Small wonder that most, if not all, of the fanbase has fallen in love with her.

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* {{Adorkable}}: For all her serenely calm dignity, using the right EmoteCommands EmoteCommand in front of the Firekeeper reveals her to have a surprisingly playful side. Do something silly and she'll put a hand to her mouth as if [[NotSoStoic suppressing giggles]], salute or bow her and she'll gracefully bow in return, and if you start clapping or give her a toast she'll even perform a GirlySkirtTwirl. Small wonder that most, if not all, of the fanbase has fallen in love with her.
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* {{Adorkable}}: For all her serenely calm dignity, using the right EmoteCommands in front of the Firekeeper reveals her to have a surprisingly playful side. Do something silly and she'll put a hand to her mouth as if [[NotSoStoic suppressing giggles]], salute or bow her and she'll gracefully bow in return, and if you start clapping or give her a toast she'll even perform a GirlySkirtTwirl. Small wonder that most, if not all, of the fanbase has fallen in love with her.
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* NauseaFuel: The Curse-Rotted Greatwood. For starters, it just looks [[BodyHorror disgusting]], being horribly swollen and covered in grotesque boils. Oh, and those boils? You can only deal damage to the tree by [[AttackItsWeakPoint melee attacking them]] until they ''burst'', spraying you with noxious yellow fluid. [[SarcasmMode Lovely.]] Oh, and for extra gross points, the largest cluster of pustules is located [[GroinAttack between its legs.]]
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** The Catacomb Crab. Eventually the theories around it elevated it to near-omnipotent status.
** Champion Gundyr is considered one of the biggest badasses in the series, despite (or because of) his lack of any significant supernatural powers. The consensus is that when he TurnsRed, he simply ''starts trying''.

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Ya can't play with audience reactions


* AuthorsSavingThrow: [[DownplayedTrope Downplayed]], as, while some ''Dark Souls II'' fans were pleasantly surprised to find more overt references to the game in ''The Ringed City'' [[spoiler: including revisiting good ole Earthen Peak, several armor sets from the second game, and some more lore connections,]] the continued trend of ContinuityPorn to the first Dark Souls and lack of important closure for lore introduced in II still disappoints other fans.

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* AuthorsSavingThrow: [[DownplayedTrope Downplayed]], as, while AuthorsSavingThrow:
** While
some ''Dark Souls II'' fans were pleasantly surprised to find more overt references to the game in ''The Ringed City'' [[spoiler: including revisiting good ole Earthen Peak, several armor sets from the second game, and some more lore connections,]] the continued trend of ContinuityPorn to the first Dark Souls and lack of important closure for lore introduced in II still disappoints other fans.
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** The Dancer of the Boreal Valley has managed to earn quite a surprising fanbase, both for generally being an excellent and challenge boss battle.

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** The Dancer of the Boreal Valley has managed to earn quite a surprising fanbase, both fanbase for generally being an excellent and challenge challenging boss battle.battle and for... [[SelfFanservice other]] [[ShakingTheRump reasons]].
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That was just creepy.


** The Dancer of the Boreal Valley has managed to earn quite a surprising fanbase, both for generally being an excellent boss battle, and for [[BrutalHonesty her impressive]] [[MsFanservice ass]] (and how she [[ShakingTheRump shows it off]] [[DanceBattler as she fights]]).

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** The Dancer of the Boreal Valley has managed to earn quite a surprising fanbase, both for generally being an excellent and challenge boss battle, and for [[BrutalHonesty her impressive]] [[MsFanservice ass]] (and how she [[ShakingTheRump shows it off]] [[DanceBattler as she fights]]).battle.

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** [[BlobMonster Aldrich]], Saint of the Deep and [[KillTheGod Devourer of Gods]], was a cleric who founded the Church of the Deep and took to [[ImAHumanitarian devouring the flesh of men]] for power. Turning to devouring the undead, Aldrich grew bloated and [[EldritchAbomination mutated into a hideous, slug-like being]] who continued to devour countless people alive, luxuriating in their screams. Eventually sacrificed to become a Lord of Cinder, Aldrich was revived and housed within the Cathedral of the Deep where he continued to have helpless people fed to him. In his most profane act, Aldrich devoured the god Gwyndolin slowly, [[AndIMustScream keeping him in a state of unending agony]]. Not even children were safe from Aldrich, and only two, Anri and Horace, ever escaped the Devourer's hunger.

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** [[BlobMonster Aldrich]], Saint of the Deep and [[KillTheGod Devourer of Gods]], was a cleric who founded the Church of the Deep and took to [[ImAHumanitarian devouring the flesh of men]] for power. Turning to devouring the undead, Aldrich grew bloated and [[EldritchAbomination mutated into a hideous, slug-like being]] being who continued to devour countless people alive, luxuriating in their screams. Eventually sacrificed to become a [[Characters/DarkSoulsIIILordsOfCinder Lord of Cinder, Cinder]], Aldrich was revived and housed within the Cathedral of the Deep where he continued to have helpless people fed to him. In his most profane act, Aldrich devoured the god Gwyndolin slowly, [[AndIMustScream keeping him in a state of unending agony]]. Not even children were safe from Aldrich, and only two, Anri and Horace, ever escaped the Devourer's hunger.
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** The soft-spoken and enigmatic Yuria of Londor is the potential architect of the Age of Dark, pledging her loyalty to [[PlayerCharacter the Ashen One]] once they obtain 5 Dark Sigils from the pilgrim Yoel. Set on making you into a Dark Lord, Yuria uses a proxy to manipulate Anri of Astora into joining you in wedlock, granting the Ashen One the remaining Dark Sigils they need to become the Lord of Hollows. Instructing them to usurp the First Flame, one of the potential endings of the game sees the Ashen One bringing forth a new world of darkness, one where mankind can potentially thrive, [[WellIntentionedExtremist just as Yuria desires]].

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** The soft-spoken and enigmatic Yuria of Londor is the potential architect of the Age of Dark, pledging her loyalty to [[PlayerCharacter the Ashen One]] once they obtain 5 Dark Sigils from the pilgrim Yoel. Set on making you into a Dark Lord, Yuria uses a proxy to manipulate Anri of Astora into joining you in wedlock, granting the Ashen One the remaining Dark Sigils they need to become the Lord of Hollows. Instructing them to usurp the First Flame, one of the potential endings of the game sees the Ashen One bringing forth a new world of darkness, one where mankind can potentially thrive, [[WellIntentionedExtremist just as Yuria desires]]. Of course, it's also possible that it's so that humanity can be enslaved as mindless hollows who, rather than attacking anything that moves, now follow the orders of a puppet ruler "guided" (read: manipulated) by Yuria.

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* EveryoneIsJesusInPurgatory: A common interpretation of the game and the story is that is is symbolic of Miyazaki wanting to end the ''Dark Souls'' series, but being forced to continue by publishers. The Lords of Cinder are often attributed to being the developers, who after making the first game, were forced to create more games despite wanting to make new properties, while the player character is supposed to represent the publisher, who go around forcing them to return to make the third game. The Lord of Hollows ending has even been linked to something of a TakeAThirdOption meta wise: the developers decide that they should take the "soul" of ''Dark Souls'', while letting it end to create something new. The rabbit hole goes much deeper beyond that but many find the game to be an allegory for that concept, not unlike ''VideoGame/MetalGearSolid4GunsOfThePatriots''.

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* EveryoneIsJesusInPurgatory: EveryoneIsJesusInPurgatory:
**
A common interpretation of the game and the story is that is is symbolic of Miyazaki wanting to end the ''Dark Souls'' series, but being forced to continue by publishers. The Lords of Cinder are often attributed to being the developers, who after making the first game, were forced to create more games despite wanting to make new properties, while the player character is supposed to represent the publisher, who go around forcing them to return to make the third game. The Lord of Hollows ending has even been linked to something of a TakeAThirdOption meta wise: the developers decide that they should take the "soul" of ''Dark Souls'', while letting it end to create something new. The rabbit hole goes much deeper beyond that but many find the game to be an allegory for that concept, not unlike ''VideoGame/MetalGearSolid4GunsOfThePatriots''.''VideoGame/MetalGearSolid4GunsOfThePatriots''.
** A second, related interpretation by a smaller group of players is the opposite - that Miyazaki and his team wanted to continue the ''Dark Souls'' series but were forced to stop by their publisher Bandai Namco, who decided to end the series with the third entry. During development, Miyazaki state he saw the game as a "turning point" in the series and wanted to explore some new ideas for the future of the franchise, but changed this sentiment when he announced that, as of the time being, the publisher wasn't interested in further entries. Rather than let the "soul" of ''Dark Souls'' fade away, they took it with them so that new franchises could be built on a similar play style - similar to the "extinguish the flame" ending where the Firekeeper finally gently snuffs out the last embers to let new flames be born in the darkness.
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** The [[ChestMonster Mimic]] and the [[DemBones skeletons]] in the Catacombs of Carthas (aka [[FanNickname MVP Ledge Mimic and the Skeleton Gank Squad]] are extremely well-liked for the mechanic that lets you [[EnemyMine cooperate]] with them to kill the much larger nearby Fire Demon, which both of them can do [[CurbStompBattle without hardly breaking a sweat.]]

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** The [[ChestMonster Mimic]] and the [[DemBones skeletons]] in the Catacombs of Carthas Carthuas (aka [[FanNickname MVP Ledge Mimic and the Skeleton Gank Squad]] are extremely well-liked for the mechanic that lets you [[EnemyMine cooperate]] with them to kill the much larger nearby Fire Demon, which both of them can do [[CurbStompBattle without hardly breaking a sweat.]]



*** The crabs in general. They're all rather out of place and [[{{Bathos}} goofy considering the tone of the series]]. The baby crabs are virtually harmless, making them something like the successors of the [[MushroomMan mushroom enemies]] from ''I''.

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*** The crabs in general. They're all rather out of place and [[{{Bathos}} goofy considering the tone of the series]]. The fact that they're not always hostile and relatively innocuous in appearance aside from their size makes them [[UglyCute oddly endearing]]. The baby crabs are virtually harmless, making them something like the successors of the [[MushroomMan mushroom enemies]] from ''I''. Expect to find "time for crab" messages in ''every'' area of the game, no matter how random or irrelevant.

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* ContestedSequel: While ''VideoGame/DarkSoulsIII'' has been generally well-received, there isn't much of a consensus on how the game stacks up to its predecessors. On one hand, gripes about its lack of individuality, combat more reminiscent of ''VideoGame/{{Bloodborne}}'' than the other two ''Dark Souls'' games, and [[ContinuityPorn near-constant callbacks to ''Dark Souls'']] are common. Praise, on the other hand, for its detailed world, balanced difficulty curve, [[AwesomeBosses/DarkSouls numerous and varied bosses]], and overall polish and cohesion is just as common.
** To say nothing of the response to the DLC, with it ranging from people feeling it was the best send-off for the series to people feeling it inferior to previous DLC [[ContinuityPorn for]] [[ItsShortSoItSucks a number of reasons]].

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* ContestedSequel: ContestedSequel:
**
While ''VideoGame/DarkSoulsIII'' has been generally well-received, there isn't much of a consensus on how the game stacks up to its predecessors. On one hand, gripes about its lack of individuality, combat more reminiscent of ''VideoGame/{{Bloodborne}}'' than the other two ''Dark Souls'' games, and [[ContinuityPorn near-constant callbacks to ''Dark Souls'']] are common. Praise, on the other hand, for its detailed world, balanced difficulty curve, [[AwesomeBosses/DarkSouls numerous and varied bosses]], and overall polish and cohesion is just as common.
** To say nothing of the response to the DLC, with it ranging from people feeling it was the best send-off for the series to people feeling it inferior to previous DLC [[ContinuityPorn for]] [[ItsShortSoItSucks a number of reasons]]. The inclusion of references to ''Dark Souls II'', such as enemies and items from ''II'' being added or locations like the Earthen Peak being included in the Ringed City, made some of the ''[=DS2=]'' fans who were previously upset for the lack of attention change their minds while others thought it was a token effort that didn't really add to the lore as much as admit that the game happened.
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** Yuria of Londor comes across as very sinister for wanting to end the First Flame for good and [[spoiler: grooming you to become the Lord of Hollows, including having Anri killed so they can be your partner]], but within the context of the game her goals are arguably sympathetic, and it's ambiguous as to whether the Age of Dark will be a good thing or a bad thing for humankind.

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** Yuria of Londor comes across as very sinister for wanting to end the First Flame for good and [[spoiler: grooming you to become the Lord of Hollows, including having Anri killed so they can be your partner]], but within the context of the game her goals are arguably sympathetic, and it's ambiguous as to whether the Age of Dark will be a good thing or a bad thing for humankind. On the one hand, it's supposed to free humanity from the cycle of Fire and Dark and release the "curse of mortality" that binds them; on the other hand, the actual ending shows [[spoiler:everyone has become a near-identical, instinctively loyal Hollow who may be just as mindless as always... and there's no guarantee that the player, as the Lord of Hollows, isn't just a puppet for Yuria to further manipulate.]]
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** Considering that in ''Dark Souls II'' the Blue Sentinels just plainly didn't work most of the time, the community is even less happy that they've not only returned but also now share the exact same group of people to defend with the Blade of the Darkmoon, a covenant which never had anything to do with defending the innocent. That, and the Way of the Blue gives no rewards and can once again be swapped out for a better covenant extremely early on.

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** Considering that in ''Dark Souls II'' the Blue Sentinels just plainly didn't work most of the time, the community is even less happy that they've not only returned but also now share the exact same group of people to defend with the Blade of the Darkmoon, a covenant which never had anything to do with defending the innocent.innocent[[note]]Blades of the Darkmoon pursued and punished invaders who were indicted by the players they invaded and killed. Since there is no indictment, being summoned to defend someone currently being invaded is the closest the game can offer but creates a redundency.[[/note]]. That, and the Way of the Blue gives no rewards and can once again be swapped out for a better covenant extremely early on.
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*** The crabs in general. They're all rather out of place and [[{{Bathos}} goofy considering the tone of the series]]. The baby crabs are virtually harmless, making them something like the successors of the [[MushroomMan mushroom enemies]] from ''I''.


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** Slave Knight Gael, the {{Deuteragonist}} of sorts of the [[DownloadableContent two DLCs]], has become quite popular, due to a combination of being an IronWoobie HeroOfAnotherStory, a badass who's willing to help you fight multiple bosses in the two [=DLCs=], and a sheer {{Determinator}} willing to do anything, [[spoiler:even go completely hollow and commit SuicideByCop]], to achieve his goals. It helps that [[spoiler:his boss fight is [[AwesomeBosses completely awesome]], and an amazing send-off to end the ''Dark Souls'' trilogy]].

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* EveryoneIsJesusInPurgatory: A common interpretation of the game and the story is that is is symbolic of Miyazaki wanting to end the ''Dark Souls'' series, but being forced to continue by publishers. The Lords of Cinder are often attributed to being the developers, who after making the first game, were forced to create more games despite wanting to make new properties, while the player character is supposed to represent the publisher, who go around forcing them to return to make the third game. The Lord of Hollows ending has even been linked to something of a TakeAThirdOption meta wise: the developers decide that they should take the "soul" of ''Dark Souls'', while letting it end to create something new. The rabbit hole goes much deeper beyond that but many find the game to be an allegory for that concept, not unlike ''VideoGame/MetalGearSolid4GunsOfThePatriots''.



* {{Fanon}}: Fan artists in general like to draw Pickle Pee, Pump-a-Rum Crow not as a talking crow, but a [[CuteMonsterGirl cute harpy girl]] with short black hair and a rag bikini even though there's nothing to support it.

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* {{Fanon}}: {{Fanon}}:
**
Fan artists in general like to draw Pickle Pee, Pump-a-Rum Crow not as a talking crow, but a [[CuteMonsterGirl cute harpy girl]] with short black hair and a rag bikini even though there's nothing to support it.



** Due to finding his armor after beating the Nameless King, the community generally agrees that Ornstein, sometime after taking his guard of Anor Londo, left to rejoin the Nameless King. From there many believe he underwent the process of becoming a Dragon, though why is not clear.
** The Catacombs of Carthus being underneath the Abyss Watchers has been accepted by many as being that the Abyss Watchers, upon learning of Wolnir in the Abyss, destroyed Carthus and setup shop on top of the Catacombs so that they could guard it. This is also used to explain how they became corrupted by the Abyss, essentially making Wolnir's presence as a boss below a form of TakingYouWithMe. In game nothing of this is implied to be the case, but due to how natural the transition is, many feel it makes more sense than just being "the lands smashed together".



** The Hollows up on the High Wall and in Castle Lothric can also turn into this due to their better A.I. making it harder to beat them like in previous games, as well as the spear and great axe wielding ones having deceptively high health and hitting like a freight train (especially in the early game). And, as is tradition, their flailing stun-lock combo comes back with a vengeance and can still catch unaware players with a bad case of the You Dieds.

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** The Hollows up on the High Wall and in Castle Lothric can also turn into this due to their better A.I. making it harder to beat them like in previous games, as well as the spear and great axe wielding ones having deceptively high health and hitting like a freight train (especially in the early game). And, as is tradition, their flailing stun-lock combo comes back with a vengeance and can still catch unaware players with a bad case of the You Dieds."You Died".



** Holy Knight Hodrick, otherwise known as "The Parry King" [[labelnote:*]]He's absolutely notorious for dishing out parries and lethal ripostes like there's no tomorrow[[/labelnote]]. This gets hilarious within the ''Souls'' community, which pegged either [=YouTubers=] [=OroboTheNinja=] or [=PeevePeeverson=] for the title of "Parry King".

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** Holy Knight Hodrick, otherwise known as "The Parry King" [[labelnote:*]]He's absolutely notorious for dishing out parries and lethal ripostes like there's no tomorrow[[/labelnote]]. This gets hilarious within the ''Souls'' community, which pegged either [=YouTubers=] [=OroboTheNinja=] or [=PeevePeeverson=] for the title of "Parry King".
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* AntiClimaxBoss: As much as FROM Software tried to avert this for the GrandFinale of the franchise, not all the bosses live up to the hype.

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* AntiClimaxBoss: As much as FROM Software tried to avert this for the GrandFinale of the franchise, not all the bosses live up to the hype.



* BreatherBoss: After the ''triple'' whammy of Sulyvahn, Aldrich and the Dancer, the Dragonslayer Armor is fairly easy by comparison, especially if you summon for him. [[ShmuckBait Just don't use]] [[DamageSpongeBoss both the summon signs.]] On the other hand, if you resort to SequenceBreaking and [[ThatOneBoss/DarkSouls fighting him early]]...

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* BreatherBoss: After the ''triple'' whammy of Sulyvahn, Aldrich and the Dancer, the Dragonslayer Armor is fairly easy by comparison, especially if you summon for him. [[ShmuckBait Just don't use]] [[DamageSpongeBoss both the summon signs.]] On the other hand, if you resort to SequenceBreaking and [[ThatOneBoss/DarkSouls fighting him early]]...early]].



** The Curse Rotted Greatwood isn't hard as far as ''Dark Souls'' bosses go, given it only has a few basic attacks and obvious weak spots that foil its otherwise invincible body. What makes it a tedious fight is having to reach those spots while it's constantly trying to swat you away, made even worse by its limbs' obnoxious range and the Hollows that try to interfere during the first half of the fight. In the second half, you also have to contend with an additional arm that can [[GrappleMove molest you]], and you'll be losing a lot of time going back and forth trying to reach the remaining pustules as the Greatwood becomes more mobile and uses attacks that you are forced to rereat from.
** Yhorm the Giant becomes this if one doesn't use the Storm Ruler to win the fight. His moveset is very basic and easy to figure out, with only his stomps being attacks the player has to worry about. However, he has absurd defenses that make all attacks do significantly reduced damage even if one uses strong builds that would be useful against such a foe. Due to that, he essentially's a DamageSpongeBoss in a game series that generally avoids that type of boss, and so you are encourged to either use the Storm Ruler, or do Siegward's quest so he does it for you. If not, he's potentially one of the longest boss fights in the entire series.

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** The Curse Rotted Greatwood isn't hard as far as ''Dark Souls'' bosses go, given it only has a few basic attacks and obvious weak spots that foil its otherwise invincible body. What makes it a tedious fight is having to reach those spots while it's constantly trying to swat you away, made even worse by its limbs' obnoxious range and the Hollows that try to interfere during the first half of the fight. In the second half, you also have to contend with an additional arm that can [[GrappleMove molest you]], and you'll be losing a lot of time going back and forth trying to reach the remaining pustules as the Greatwood becomes more mobile and uses attacks that you are forced to rereat from.
retreat from. It is an optional boss, but because it has the Transposing Kilm, you'll want to fight it so you can get special boss weapons/items from their souls.
** Yhorm the Giant becomes this if one doesn't use the Storm Ruler to win the fight. His moveset is very basic and easy to figure out, with only his stomps being attacks the player has to worry about. However, he has absurd defenses that make all attacks do significantly reduced damage even if one uses strong builds that would be useful against such a foe. Due to that, he essentially's essentially is a DamageSpongeBoss in a game series that generally avoids that type of boss, and so you are encourged encouraged to either use the Storm Ruler, or do Siegward's quest so he does it for you. If not, he's potentially one of the longest boss fights in the entire series.

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* DemonicSpiders: Welcome to Lothric! Please enjoy your stay, as FROM has made certain that the enemies are difficult and the mercy is out of stock.

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* DemonicSpiders: Welcome to Lothric! Please enjoy your stay, as FROM has made certain that the enemies are difficult and the mercy is out of stock.DemonicSpiders:



** The Pontiff Knights are {{Lightning Bruiser}}s through-and-through--they can catch up with you and perform different types of multi-hit combos that can kill you if you fail to block or dodge any, and one of them includes extending their range (and slowing the delay) and damage of their next attack by imbuing it with magic. On top of that, they can fire homing projectiles from afar and are content to do just that as long as you're far away, making even dragging them out a chore as they can very suddenly change their mind and rush you. And just to make it worse, they always come in pairs or threes, sometimes accompanied by the Fire Witches. The only way to reliably beat them is stunlock them and pray that they'll be dead before your stamina runs out.



** [[spoiler:Silver Knights]] make a return and learned a few new moves along the way - they can now dodge too (in a ''VideoGame/{{Bloodborne}}''-sidestep way), can charge up their weapons with lightning, got quite a lot of HP, and don't stagger easily unless you're packing a heavy weapon. Ironically enough, these changes can make them harder to some players than [[spoiler:the Black Knights]].



** Likewise in Archdragon Peak, the rock lizards. They look deceptively slow and weak, but can actually take reasonable amount of punishment, are more than capable of shoving you off ledges, and can roll over you worse than a wheel skeleton. Oh, and they breathe fire. Even one can be an incredible pain in a narrow space, but two or more can become pure insanity.



** The Corvian Knights in the Painted World of Ariandel. Extremely fast, durable, and mobile, they can stunlock you to death using either a rapier or their WolverineClaws, both of which can rapidly break your guard and then inflict bleed on you for a near instant kill. Despite their size, they're also surprisingly difficult to land a good hit on due to their tendency to leap out of the way just as your weapon is about to connect, throwing a set of kukris at you as they do so just to add insult to injury. It really doesn't help that they have a ton of health and it's possible to agro as many as 3 of them at once if you aren't careful.

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** The Corvian Knights in the Painted World of Ariandel. Extremely fast, durable, and mobile, they can stunlock you to death using either a rapier or their WolverineClaws, both of which can rapidly break your guard and then inflict bleed on you for a near instant kill. Despite their size, they're also surprisingly difficult to land a good hit on due to their tendency to leap out of the way just as your weapon is about to connect, throwing a set of kukris at you as they do so just to add insult to injury. It really doesn't help that they have a ton of health and it's possible to agro aggro as many as 3 of them at once if you aren't careful.



** The Pygmy Hollows in The Ringed City have behaviour designed to frustrate you. Thrall-like ambushes? Check. Mobbing you out of nowhere? Check. Interfering in battles with or accompanying tough enemies? Check. To add to the annoyance, they're capable of casting the lightning spear and stake miracles and can cast the former from quite a distance. A special variety does not attack but has curse crystals on its back, rapidly building up your curse meter, while the Hollow itself plays dead or is difficult to spot. Finally, they have one of the most annoying and pathetic attacks in the entire game: a push that does no damage and only serves to interrupt your attack animation so that they can retreat and fling lightning spears from a safe distance. Due to their low health and melee attack power, it will only delay their death by a few seconds and further test your patience.
** Rats return and are just as annoying as ever. Low HP, come in swarms, and have an annoying jumping attack? A classic example of this trope. It gets even more pronounced if you decide to take on the Giant in Irithyll Dungeon - the game starts to spawn them infinitely until you kill the giant.

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** The Pygmy Hollows in The Ringed City have behaviour behavior designed to frustrate you. Thrall-like ambushes? Check. Mobbing you out of nowhere? Check. Interfering in battles with or accompanying tough enemies? Check. To add to the annoyance, they're capable of casting the lightning spear and stake miracles and can cast the former from quite a distance. A special variety does not attack but has curse crystals on its back, rapidly building up your curse meter, while the Hollow itself plays dead or is difficult to spot. Finally, they have one of the most annoying and pathetic attacks in the entire game: a push that does no damage and only serves to interrupt your attack animation so that they can retreat and fling lightning spears from a safe distance. Due to their low health and melee attack power, it will only delay their death by a few seconds and further test your patience.
** Rats return and are just as annoying as ever. Low HP, come in swarms, and have an annoying jumping attack? A classic example of this trope. It gets even more pronounced if you decide to take on the Giant in Irithyll Dungeon - the game starts to spawn them infinitely until you kill the giant.
patience.



** Wolves in the Painted World of Ariandel aren't very tough on their own, being somewhat similar to the undead dog enemies. If not killed immediatley, however, they will howl, drawing wolves from within a considerable range to you, which on their turn will howl to summon more wolves. Their realistic AI of surrounding you and baiting your attacks can make them very frustrating to fight. If the pack grows too large, this easily crosses over into demonic spider territory, as they will attempt to overwhelm you when you fail an attack.

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** Wolves in the Painted World of Ariandel aren't very tough on their own, being somewhat similar to the undead dog enemies. If not killed immediatley, immediately, however, they will howl, drawing wolves from within a considerable range to you, which on their turn will howl to summon more wolves. Their realistic AI of surrounding you and baiting your attacks can make them very frustrating to fight. If the pack grows too large, this easily crosses over into demonic spider territory, as they will attempt to overwhelm you when you fail an attack.



** The Curse Rotted Greatwood isn't hard as far as ''Dark Souls'' bosses go, given it only has a few basic attacks and obvious weak spots that foil its otherwise invincible body. What makes it a tedious fight is having to reach those spots while it's constantly trying to swat you away, made even worse by its limbs' obnoxious range and the Hollows that try to interfere during the first half of the fight. In the second half, you also have to contend with an additional arm that can [[GrappleMove molest you]], and you'll be losing a lot of time going back and forth trying to reach the remaining pustules as the Greatwood becomes more mobile.

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** The Curse Rotted Greatwood isn't hard as far as ''Dark Souls'' bosses go, given it only has a few basic attacks and obvious weak spots that foil its otherwise invincible body. What makes it a tedious fight is having to reach those spots while it's constantly trying to swat you away, made even worse by its limbs' obnoxious range and the Hollows that try to interfere during the first half of the fight. In the second half, you also have to contend with an additional arm that can [[GrappleMove molest you]], and you'll be losing a lot of time going back and forth trying to reach the remaining pustules as the Greatwood becomes more mobile.mobile and uses attacks that you are forced to rereat from.
** Yhorm the Giant becomes this if one doesn't use the Storm Ruler to win the fight. His moveset is very basic and easy to figure out, with only his stomps being attacks the player has to worry about. However, he has absurd defenses that make all attacks do significantly reduced damage even if one uses strong builds that would be useful against such a foe. Due to that, he essentially's a DamageSpongeBoss in a game series that generally avoids that type of boss, and so you are encourged to either use the Storm Ruler, or do Siegward's quest so he does it for you. If not, he's potentially one of the longest boss fights in the entire series.
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"contend", not "content". Removing redundant sentences.


** The Curse Rotted Greatwood isn't really hard even by the series standard as it only has a few basic attacks and you have to attack specific spots on it to kill it. What makes it a tedious fight is that you have to find those spots while it is trying to swat you away, and during the first half of the fight generic enemies will try to kill you while you do so. It can extend the length of the fight and cause a player to have trouble hitting it. In the second half you also have to content with it moving, and it has an attack that spits out some kind of acid that forces you to run away from it. It isn't hard but it takes so long to to defeat sometimes.

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** The Curse Rotted Greatwood isn't really hard even by the series standard as far as ''Dark Souls'' bosses go, given it only has a few basic attacks and you have to attack specific obvious weak spots on it to kill it. that foil its otherwise invincible body. What makes it a tedious fight is that you have having to find reach those spots while it is it's constantly trying to swat you away, made even worse by its limbs' obnoxious range and the Hollows that try to interfere during the first half of the fight generic enemies will try to kill you while you do so. It can extend the length of the fight and cause a player to have trouble hitting it. fight. In the second half half, you also have to content contend with it moving, and it has an attack additional arm that spits out some kind can [[GrappleMove molest you]], and you'll be losing a lot of acid that forces you time going back and forth trying to run away from it. It isn't hard but it takes so long to to defeat sometimes. reach the remaining pustules as the Greatwood becomes more mobile.

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Removing non-YMMV trope


** The Curse Rotted Greatwood can be a pretty tedious boss. To start, there are only certain spots where you can effectively damage it and you have to wait for it to be in the right position so you can attack the weak points. The boss also has an annoying habit of using attacks that keep you from getting close to it and there are also respawning mooks that you need to deal with in the first phase.
** Deacons of the Deep. Not the most unique idea of a boss (read: it's a room full of mooks, with one being the KingMook), but good god, the [[FatBastard fat bastards of a clerics]] will make life hell trying to kill the head pope in the room just by ganging up on you.
** The Crystal Sage is an excellent example: while he starts the fight immobile, he soon starts teleporting everywhere while spamming massively dangerous spells, meaning your stamina is going to be basically drained as soon as you get into range due to all the running and dodging. [[spoiler: It's even worse when he starting bringing his illusory doubles into play, who have 1 health each but spam out dangerous spells of their own!]]
** Aldrich, Saint of the Deep, as part of his ThatOneBoss status, due to sinking in an out of the deep regularly, as well as being able to move while spamming dark soul masses that don't hit terribly hard, but nevertheless are numerous enough to make them annoying to dodge and impossible to ignore. He also has his OneHitKill rain of arrows attack that stops the fight and forces the player to run around avoiding it.

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** The Curse Rotted Greatwood can be a pretty tedious boss. To start, there are isn't really hard even by the series standard as it only certain spots where you can effectively damage it has a few basic attacks and you have to wait for it to be in the right position so you can attack the weak points. The boss also has an annoying habit of using attacks that keep you from getting close specific spots on it to kill it. What makes it and there are also respawning mooks a tedious fight is that you need have to deal with in find those spots while it is trying to swat you away, and during the first phase.
** Deacons
half of the Deep. Not the most unique idea of a boss (read: it's a room full of mooks, with one being the KingMook), but good god, the [[FatBastard fat bastards of a clerics]] will make life hell trying to kill the head pope in the room just by ganging up on you.
** The Crystal Sage is an excellent example: while he starts
the fight immobile, he soon starts teleporting everywhere generic enemies will try to kill you while spamming massively dangerous spells, meaning your stamina is going to be basically drained as soon as you get into range due to all do so. It can extend the running and dodging. [[spoiler: It's even worse when he starting bringing his illusory doubles into play, who have 1 health each but spam out dangerous spells length of their own!]]
** Aldrich, Saint of the Deep, as part of his ThatOneBoss status, due to sinking in an out of the deep regularly, as well as being able to move while spamming dark soul masses that don't hit terribly hard, but nevertheless are numerous enough to make them annoying to dodge and impossible to ignore. He also has his OneHitKill rain of arrows attack that stops
the fight and forces the cause a player to have trouble hitting it. In the second half you also have to content with it moving, and it has an attack that spits out some kind of acid that forces you to run around avoiding it.away from it. It isn't hard but it takes so long to to defeat sometimes.



* GuideDangIt: Some sidequests or covenants are easily either missed, or locked until your next playthrough.
** If you defeat [[spoiler:the Curse-Rotted Greatwood]] before you managed to join the Mound-Makers covenant, it becomes unavailable until late in the game. [[spoiler:And then if you miss that and decide to join Rosaria's Fingers you then lock yourself out of the covenant until your next play through if you didn't get it already.]]
** Curing [[spoiler:your Dark Sigil]], either out of curiosity or because [[spoiler:you want to cure your Hollowing?]] Great job, you just locked yourself out from the third, secret ending.
** The mechanics of Yoel giving you free levels and [[spoiler: upgrading the Dark Sigil]] are counter-intuitive; as opposed to avoiding death like the series has taught from day one, Yoel will only be able to give you another one for every two deaths the player has. He will also die of his own accord if you defeat the Deacons of the Deep or get through the Catacombs. If you don't know this, you get locked out of the questline that follows his, just for not dying as much in the early game as you're expected to.
** Even joining a covenant just to see what it's about can lock you out of questlines without prior warning. [[spoiler: Joining the Rosaria's Fingers covenant will make Sirris show up at Firelink to give you a courtesy call saying you're her enemy, preventing you from finishing her quest until next playthrough. She only tells you that the Fingers are her enemies after you help her in Irithyll; for reference, you can join the Fingers as soon as you find them in the Cathedral of the Deep, whereas even getting to Irithyll means clearing the Cathedral and the Catacombs]].
** Getting to Archdragon Peak requires you to kill BonusBoss Oceiros, the Consumed King, pick up a gesture from a corpse in the room past his boss chamber, then ''use said gesture in one very specific spot in a completely different part of the world''. The one hint you're given is a corpse/statue performing the gesture where you're supposed to do it.
*** The Twinkling Dragon Torso Stone is obtained in a similar manner.
** ''The Ringed City'' has another instance: [[spoiler: to get to the Purging Monument and finish Lapp's questline, you're told to 'show your humanity' to a wall. What this actually means is to go out of the building, stand in the swamp outside, and use Chameleon or a Young White Branch, which will turn you into a Humanity sprite and cause a ladder to drop when you approach the wall. Missing this means losing both Lapp's armor set and the ability to reset the Spear of the Church boss fight.]]
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Adjust as my previous edits were made quickly and not as I was originally wanting.


* ItsShortSoItSucks: The general reception to ''Ashes of Ariandel'' can be chalked up to this. Its got a great final boss and the area is well designed, but it only has ''two bosses'', and at most has ''maybe'' two areas if you are generous and count areas like the pre-cathedral as being its own area. Given the quality of past DLC adding at least three bosses and usually two-three areas, it makes it one of the weakest DLC content in the series. To put this in perspective, Dark Souls 1 had four DLC bosses and Dark Souls 2 had three bosses per DLC. One of the things FROM made sure to mention when advertising ''The Ringed City'' was its increased length and greater number of bosses (4).

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* ItsShortSoItSucks: The general reception to ''Ashes of Ariandel'' can be chalked up to this. Its got It has a great final boss and the area itself is well designed, but it only has ''two bosses'', and at most has ''maybe'' maybe two areas if you are generous and count areas like the pre-cathedral as being its own area. Given the quality of past DLC adding at least three bosses and usually two-three areas, it makes it one of the weakest DLC content in the series.generous. To put this in perspective, Dark Souls 1 had four DLC bosses and Dark Souls 2 had three bosses per DLC. One of the things FROM made sure to mention when advertising ''The Ringed City'' was its increased length and greater number of bosses (4).



** Another storyline that gets a lot of focus is Londor. Apparently its a city for Hollows founded by three sisters, two of which appear in the game, and are shown to be skilled but overly decent people who wanted to ensure Humanity was freed of the shackles of the Linking of the Fire. Given how many dead Pilgrams of Londor are found, and the implications a city of Hollows has, just like the Angels of Lothric, its a plot and concept that doesn't get the same amount of focus. Londor itself is used more so as a plot device to justify characters more so than an actual location, which for many made the DLC sad since Londor was one of the most wanted DLC locations.

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** Another storyline that gets a lot of focus is Londor. Apparently its Various pieces of in game lore explain it to be a city for of Hollows founded by three sisters, two all of which appear them want to bring about the Age of Dark, or rather, the Age of Man. Not only is it a unique concept given how most cities or homes in the game, and series are shown poorly made settlements that easily fall due to be skilled the curse, but overly decent people who wanted to ensure Humanity was freed of apparently ''Kaathe'' had a hand in the shackles creation of the Linking of the Fire. it. Given how many dead Pilgrams items and pieces of lore exist about Londor, and Unsurp the Fire ending essentially having you take the Fire and Dark together, you would expect Londor are found, and to be one of the implications a city of Hollows has, just like DLC locations, but nothing comes from it. Like with the Angels of Lothric, its Lothric plot, it comes across as a plot huge missed opportunity, and concept the fact that doesn't get both of the same amount games DLC references the lore of focus. Londor itself is used more so as a plot device to justify characters more so than an actual location, which for many made makes the DLC sad since Londor was one of the most wanted DLC locations.cities absence sting harder.
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** Another storyline that gets a lot of focus is Londor. Apparently its a city for Hollows founded by three sisters, two of which appear in the game, and are shown to be skilled but overly decent people who wanted to ensure Humanity was freed of the shackles of the Linking of the Fire. Given how many dead Pilgrams of Londor are found, and the implications a city of Hollows has, just like the Angels of Lothric, its a plot and concept that doesn't get the same amount of focus. Londor itself is used more so as a plot device to justify characters more so than an actual location, which for many made the DLC sad since Londor was one of the most wanted DLC locations.
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* ItsShortSoItSucks: ''Ashes of Ariandel'' got this reaction from some quarters, in particular because it [[spoiler: only has two bosses, one of whom is very difficult to find and generally considered to be somewhat underwhelming anyway]]. To put this in perspective, Dark Souls 1 had four DLC bosses and Dark Souls 2 had three bosses per DLC. One of the things FROM made sure to mention when advertising ''The Ringed City'' was its increased length and greater number of bosses (4).

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* ItsShortSoItSucks: The general reception to ''Ashes of Ariandel'' can be chalked up to this. Its got this reaction from some quarters, in particular because a great final boss and the area is well designed, but it [[spoiler: only has ''two bosses'', and at most has ''maybe'' two bosses, areas if you are generous and count areas like the pre-cathedral as being its own area. Given the quality of past DLC adding at least three bosses and usually two-three areas, it makes it one of whom is very difficult to find and generally considered to be somewhat underwhelming anyway]].the weakest DLC content in the series. To put this in perspective, Dark Souls 1 had four DLC bosses and Dark Souls 2 had three bosses per DLC. One of the things FROM made sure to mention when advertising ''The Ringed City'' was its increased length and greater number of bosses (4).
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This feels like a weak point. Your comparing a boss released in the base game to an enemy in the DLC.


** While it fits the ending of the game being an anti-climax of a dying world, the Soul of Cinder is not radically more difficult to fight than a single-sword-weilding Ringed Knight, one of the {{Mooks}} of ''The Ringed City'', who can serve as practice for this fight due to them having some simularities. Unlike the Ringed Knights, the Soul has a more diverse moveset and a boss-sized health pool, but this is basically canceled out by it being a boss fight, so you can use all of your resources against this single enemy, who at the end of the day feels like fighting another {{Mook}}.

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* TheyWastedAPerfectlyGoodPlot: The rot (the black sludge that corrupts Iudex Gundyr and other enemies) is almost completely ignored. Almost no lore even mentions it and only a few enemies including the Iudex are affected by it. Considering how much lore is taken from previous games, some fans are annoyed that one of the game's unique lore points is dropped past the first area. [[spoiler:AllThereInTheManual reveals that they're called the Pus of Man, and are a result of being corrupted by the Abyss. Their Humanity has gone wild and turned them into twisted monsters as a result. However, it doesn't explain how ''wyverns'' have been infected by it, or how specifically the Abyss was able to affect them. They're also ''somehow'' tied to the Ancient Serpents.]]

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* TheyWastedAPerfectlyGoodPlot: TheyWastedAPerfectlyGoodPlot:
**
The rot (the black sludge that corrupts Iudex Gundyr and other enemies) is almost completely ignored. Almost no lore even mentions it and only a few enemies including the Iudex are affected by it. Considering how much lore is taken from previous games, some fans are annoyed that one of the game's unique lore points is dropped past the first area. [[spoiler:AllThereInTheManual reveals that they're called the Pus of Man, and are a result of being corrupted by the Abyss. Their Humanity has gone wild and turned them into twisted monsters as a result. However, it doesn't explain how ''wyverns'' have been infected by it, or how specifically the Abyss was able to affect them. They're also ''somehow'' tied to the Ancient Serpents.]]]]
** [[OurAngelsAreDifferent The Angels of Lothric]] were one of the more unique story additions to the series. They seem to have nothing to do with the Demons of Izalith, Gwyn or even the First Flame. One day, Gertrude (who may or may not be Gwynevere's daughter) was visited by something only described as an Angel. Gertrude is blind and mute, which was possibly due to the experience but still managed to record a Miracle which is utterly unlike any kind of Miracle spell in the game thus far. This inspired a new religion, which led to a civil war between Lothric Knights who still followed Gwyn and the Winged Knights of the Angelic faith. Pilgrims eventually turn into Pilgrim Butterflys which may or may not be related. The Ringed City DLC had an enemy that evoked Angelic imagery, but just turned out to be the hologram of Pilgrim's who grew some kind of parasite. Safe to say, they remain the biggest mystery in the game. Everything written here is the extent of the story the player gets on these beings, which can be disappointing.
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** A lot of robes have hoods that aren't officially apart of the armor set, so From added into one or two headpieces that allow you to pull them over your head. This only works for maybe 2 robes out of the dozen or so and it makes you wonder why they bothered.
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** [[spoiler:Seeing the Soul of Cinder perform the iconic backflip popular with players of VideoGame/DarkSouls1 is supposed to be a WhamShot... but for people who haven't played the first game (and potentially those who have played the game), seeing this ominous FinalBoss in smouldering heavy armour randomly perform a handstand-backflip can look ridiculous to the point that it pulls one completely out of the moment and the dramatic nature of the fight.]]

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