History DemonicSpiders / FinalFantasy

6th Sep '17 3:35:50 PM gophergiggles
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** Skull Eaters. While they are a great source of AP and frequently run (and yes, you get the AP even if they flee), they're also nearly impossible to damage, faster than a bat out of hell, casting magic on the causes them to multiply, and inflict over 1000 HP of damage at a point in the game you're likely to have about 600. Depending purely on the RandomNumberGod, an encounter with one of these can either be free AP or spell total doom for your party.
** The D.Chimera, found only in one small patch of desert. Your first encounter with one is likely to involve [[ThatOneAttack Aqua Rake]] and [[TotalPartyKill four very dead Warriors Of Light]]. Even their regular attack (never mind the stronger alternate attack they have) is enough to OneHitKO a party member when you first pass by. It is possible to avoid the desert altogether, but odds are you'll either miss the one Karnak villager who warns you of it or not take the warning seriously enough. Hope you saved!
8th Apr '17 10:08:43 PM karategal
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** The Blue and Red Dragons of the last dungeon have devastating attacks that hit all party members, and worse yet, are not weak against the elements that fire- and ice-element monsters would be weak against. The blue ones aren't so bad-- they can be [[UselessUsefulSpell Stopped]], and Stop will always connect, leaving you to heal from Icestorm (a nasty hit-all ability) and beat on them at your leisure. The Red Dragons, however-- they have two attacks: a standard physical attack that will hit the tank for around 1000 points of damage, and Thermal Rays, which hits the entire party for around 2000 points of damage a piece. To put this in perspective: the tank will have (unless you [[GameBreaker augmented him]]) around 4500 HP. The [[SquishyWizard mages]] will have around 2500 HP. The Red Dragon is immune to Stop, but ''can'' be Slowed, and also Berserked to make him use only his physical attack (which will now hit for 2000 points of damage). The trouble is, though, that the person with access to Berserk and Slow is also the only person with access to the healing spells, so in practice, fights go like this: The Red Dragon casts Thermal Rays, everyone scrambles to heal and rezz, the healer finally gets an open turn, the player goes to select Slow or Berserk from the menu—the Red Dragon uses Thermal Rays AGAIN, the party drops everything to heal, rinse and repeat until death.

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



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

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



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

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



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

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



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

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



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

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



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

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



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

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



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

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



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

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** The most glaring example are the Meonektons. Nothing more than some low-rate enemies in XIII-2, ''XIII-2'', they now come back with a vengeance. The Meonektons now feature resistance against physical attacks and magical attacks. Their special move, Eerie Soundwave, gives off a plethora of status ailments. But the worst part is what happens when they ''do'' manage to get you with the status ailments: they become ''absolutely berserk''. Not only they start throwing Ruinga spells out like nobody's business, they are also fond of throwing Deathscythe, Rush (which are telegraphed), and Force Darts (which comes out ''really'' quickly and interrupts whatever it is you're doing). To add insult to the injury, this enemy is actually rather easy provided you have some Saboteur-like setup with Deprotect, Deshell, and perhaps Poison, in addition to weakness against every elements. But what makes this enemy a Demonic Spider is that they always spawn at 4-6AM, replacing every enemy, and they always spawn where the regular enemies have failed to spawn (because you've made them extinct). Worse still, later days spawn them in groups of two, making the battle that much harder. To top it all off, while the Meonekton can be made to be extinct, their spawn counter is set to ''65,535''(!), thus making them nigh-impossible to completely kill off (unless you visit the BonusDungeon).
6th Mar '17 6:21:23 PM omegafire17
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** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun will kill ''anything'' with one use that isn't Sentinel Snow.

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** The Falco Velocycles that show up in Palumpolum. They have a special move called [[GatlingGood Gatling Gun]] that attacks their target with a massive wave of projectiles. Gatling Gun will ''will'' kill ''anything'' with one use anything that isn't Sentinel Snow.Snow - and even if you're in that Role, you have to use Mediguard/Steelguard before they fire, because it can still kill a max-HP-up-to-that-point Snow, just barely.
9th Feb '17 10:30:04 PM Mythril_Wyrm
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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder Coeurls.

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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder ''Elder'' Coeurls.
9th Feb '17 2:26:39 PM Mythril_Wyrm
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* ''VideoGame/FinalFantasyVII''

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



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

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*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once. Or the one where you fight three Elder Coeurls.
4th Feb '17 8:21:58 PM Mythril_Wyrm
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** Feral Behemoths in Yaschas Massif 010 AF, when you first arrive. You have to stay inside the spotlights to keep them from running the Mog Clock down, and if you try fighting them, they can easily smash the entire party. And then, in 01X AF, you have the Narasimha, a rare albino Behemoth that is even stronger than the Feral Behemoth. If you have the misfortune of encountering one of those during your first visit, you'd best run.

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



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

to:

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



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

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



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

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** Necromancers, mid-level monsters that can be a pain for underleveled parties. They have loads of HP, instant death attacks, and a beam attack that can [[TakenForGranite petrify]] multiple targets. Better hope you have a lot of Gold Needles when you meet them.
** The Galvanades in Costlemark Tower. They absorb lightning damage, have powerful lightning-based attacks that can cause the [[StatusAilment [[DamageOverTime Shocked status]], and always appear alongside [[GoddamnedBats nuisance monsters]]. They also swell with each hit until they explode, causing massive damage in a wide area and spawning up to three Thunder Bombs...at least one of which will turn into a new Galvanade. Good luck Moreover, they always appear alongside [[GoddamnedBats nuisance monsters]], so have fun singling them out and killing them the Galvanades before they fill the entire room.
2nd Feb '17 8:27:50 PM Mythril_Wyrm
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** Final fantasy XV has Coeurls- giant cats that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing its wiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related items in a zone where one or two of them can spawn.

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** Final fantasy XV has Coeurls- Duscae is home to Coeurls, giant cats that can instant [[OneHitKill kill you]] or your [[TotalPartyKill whole party]] by throwing its wiskers their whiskers up in the air. It can be dodged, but have fun encountering them 20 levels too early, in a side quest that spawns quest related items in a zone where one or two of them can spawn.spawn.
*** This is to say nothing of the hunt where you fight ''five'' Coeurls at once.
** The Galvanades in Costlemark Tower. They absorb lightning damage, have powerful lightning-based attacks that can cause the [[StatusAilment Shocked status]], and always appear alongside [[GoddamnedBats nuisance monsters]]. They also swell with each hit until they explode, causing massive damage in a wide area and spawning up to three Thunder Bombs...at least one of which will turn into a new Galvanade. Good luck singling them out and killing them before they fill the entire room.
28th Jan '17 10:14:54 PM Acebrock
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** The toughness of the non-story battles [[DynamicDifficulty scale with Ramza's level]], so if you LevelGrind too much you'll find yourself facing some seriously frightening opponents. Bariaus Hill in particular is home to a veritable army of Chocobos, Tauros, Behemoths (who have instant kill abilities), and ''Dragons''.

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** The toughness of the non-story battles [[DynamicDifficulty [[LevelScaling scale with Ramza's level]], so if you LevelGrind too much you'll find yourself facing some seriously frightening opponents. Bariaus Hill in particular is home to a veritable army of Chocobos, Tauros, Behemoths (who have instant kill abilities), and ''Dragons''.
31st Dec '16 8:45:48 PM McJeff
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** [[DiscOneFinalDungeon Exdeath's Castle]] is full of them, and they're often found in configurations making it difficult to put together an effective strategy. For example, one encounter has a Dark Warlock (low health and defense, but start by casting status ailments and move on to instant death spells) with an Adamantite Golem (a magic resistant SmashMook) and a Reflect Mage (otherwise weak enemy with auto-Reflect status). Once you get higher up the castle, you start running into dragons. Red Dragons have a nasty fire attack, but an ice weakness makes them manageable. Blue Dragons have ''two'' nasty ice attacks, and for some reason no ice weakness. Yellow Dragons have a weaker but still painful thunder attack, but nasty physical attacks and a ton of hitpoints.



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

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** Literally every monster on the FloatingContinent. Ninjas love to hit the entire party with powerful elemental attacks and you can't run from encounters including them. The Behemoths have powerful physical attacks as well as ''Meteor/Meteo''. Dragons can not only use Revenge Blast to dish out crazy damage, but can use Snort/Sneeze to remove party members from battle, leaving the remaining two open to a pummeling. Even worse, if you Rasp away their MP to stop Revenge Blast, they start using Tail, which is almost as bad. The Brainpans will Stop multiple party members (through Smirk), leaving them open to tremendous damage from everything else, and one-shot them with 1000 Needles/Blow Fish. Misfits will shred you with Lifeshaver (although you can turn that against them with Gaia Gear). Platinum/Wirey Dragons have high offense and defense, lots of hitpoints, ''no'' weak points[[note]]except for Relm's Sketch of all things - sketching a Platinum Dragon casts Cyclonic and takes away 90% of their hitpoints[[/note]], and attack in groups of 3. Apocryphas/Apokryphos are usually pretty benign, but Level 4 Flare will devastate almost anyone who gets hit by it.hits for about 1200, which is going to one-shot you if you're not obscenely overleveled. And the ChestMonster you find early on, Gigantos, hits harder than [[DiscOneFinalBoss AtmaWeapon]].
25th Dec '16 11:13:19 AM Ferot_Dreadnaught
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* '''Tonberries'''. They're slow, sure, and you can run away, but if they get close, a party member is pretty much going to die in one shot. The GenreSavvy player knows to always have a character that almost never gets the final blow on an enemy--Tonberry's SignatureMove, Grudge or Everyone's Grudge, does damage based on the number of kills that character has had. Have a healer that almost never gets the final blow, and Tonberry can't do a thing to them, leaving them free to set up/revive the others. Unfortunately, in some installments, they also have an ability called "Chef's Knife", which '''will''' kill you deader than dead if Everyone's Grudge doesn't work.

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* '''Tonberries'''. They're slow, sure, and you can run away, but if they get close, a party member is pretty much going to die in one shot. The GenreSavvy savvy player knows to always have a character that almost never gets the final blow on an enemy--Tonberry's SignatureMove, Grudge or Everyone's Grudge, does damage based on the number of kills that character has had. Have a healer that almost never gets the final blow, and Tonberry can't do a thing to them, leaving them free to set up/revive the others. Unfortunately, in some installments, they also have an ability called "Chef's Knife", which '''will''' kill you deader than dead if Everyone's Grudge doesn't work.
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http://tvtropes.org/pmwiki/article_history.php?article=DemonicSpiders.FinalFantasy