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* The ''VideoGame/GrandTheftAuto'' series has a history with this: Sonny, the end boss of ''Vice City'', is different from your average mobster only in that he can take ''three rockets to the face'' before dying.

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* The ''VideoGame/GrandTheftAuto'' series has a history with this: Sonny, the end boss of ''Vice City'', is different from your average mobster only in that he can take ''three rockets to the face'' before dying. Likewise, [[spoiler: Big Smoke]] is wearing body armor, which can let him survive your gunfire for quite a while before dying. Even if you make headshots against him, he can take quite a number of them before going down.
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* TabletopGame/SentinelsOfTheMultiverse has three notable examples in different ways. Akash'Thriya is the conventional kind- she has 200 HP, while the average villain has ~80 and the average attack does 2 damage. Iron Legacy has compartively low health, but has a dizzying array of methods to block, redirect and heal from damage, making getting past his defences a slog. And Spite has massive amounts of healing, making it extremely difficult to make an attack stick. All three are likely going to be the longest fights in the game.

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* TabletopGame/SentinelsOfTheMultiverse ''TabletopGame/SentinelsOfTheMultiverse'' has three notable examples in examples, each of a different ways. type. Akash'Thriya is the conventional kind- she has kind with 200 HP, while HP (For context, the average villain has ~80 and the average attack does 2 damage.damage). Iron Legacy has compartively low health, but has a dizzying array of methods to block, redirect and heal from damage, making getting past his defences a slog. And Spite has massive amounts of healing, making it extremely difficult to make an attack stick. All three are likely going to be the longest fights in the game.
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* TabletopGame/SentinelsOfTheMultiverse has three notable examples in different ways. Akash'Thriya is the conventional kind- she has 200 HP, while the average villain has ~80 and the average attack does 2 damage. Iron Legacy has compartively low health, but has a dizzying array of methods to block, redirect and heal from damage, making getting past his defences a slog. And Spite has massive amounts of healing, making it extremely difficult to make an attack stick. All three are likely going to be the longest fights in the game.
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* Unlike most 2D ''VideoGame/SonicTheHedgehog'' games, where they usually give out after 8 solid strikes, the bosses in ''[[VideoGame/SonicRushAdventure Sonic Rush Adventure]]'' have a ton of health -- for example, the very first takes ''20'' hits to defeat. As a trade-off, though, their weak points are vulnerable far more often, which makes them less of a pain overall.

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* Unlike most 2D ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' games, where they usually give out after 8 solid strikes, the bosses in ''[[VideoGame/SonicRushAdventure Sonic Rush Adventure]]'' have a ton of health -- for example, the very first takes ''20'' hits to defeat. As a trade-off, though, their weak points are vulnerable far more often, which makes them less of a pain overall.
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** ''VideoGame/FinalFantasyVIII'': Elvoret, the WakeUpCallBoss, is a relatively minor example. Albeit he has 3523 HP at the highest, at this point in the game, this is ''a lot''. Your measly physical attacks will deal around 50-60 damage per turn, and your magic will deal slightly more than 100. You pretty much have to rely on GFs and Limit Breaks if you don't wanna be stuck fighting the flying monster forever.

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** ''VideoGame/FinalFantasyVIII'': Elvoret, the WakeUpCallBoss, is a relatively minor example. Albeit he has 3523 HP at the highest, at this point in the game, this is ''a lot''. Your measly physical attacks will deal around 50-60 damage per turn, and your magic will deal slightly more than 100. You pretty much have to rely on GFs [=GFs=] and Limit Breaks if you don't wanna be stuck fighting the flying monster forever.
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** ''VideoGame/FinalFantasyI'': The Wizards (albeit not a boss, they are a fixed encounter). They have no special moves at all, but they are horribly ''tough''. They can soak up AND deal large amounts of damage. The first fight with them to obtain the Crown is a LuckBasedMission since random encounter logic decides whether you fight 2 of them or '''4''' of them.

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** ''VideoGame/FinalFantasyI'': The Wizards Piscodemons[[note]]Wizards in the first english translation[[/note]] (albeit not a boss, they are a fixed encounter). They have no special moves at all, but they are horribly ''tough''. They can soak up AND deal large amounts of damage. The first fight with them to obtain the Crown is a LuckBasedMission since random encounter logic decides whether you fight 2 of them or '''4''' of them.
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* In ''VideoGame/MegaManZX Advent'' the final boss' first form is a giant [[OurDragonsAreDifferent three-headed robot dragon]] that has so much health it's not even represented by a life bar (according to the Mega Man wiki, calculating for individual buster shots it has a whopping ''486'' units of health). For comparison, most life-bars in the ''ZX'' and ''Zero'' series have 32 units individually, and so even bosses with three life bars only come out to 96 units. The trade-off is that he's also a StationaryBoss with a ''huge'' weakpoint that doesn't have long invincibility frames, meaning the fight is essentially all about burst-damaging him down while avoiding all the attacks he throws out.

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* In ''VideoGame/MegaManZX Advent'' the final boss' first form is a giant [[OurDragonsAreDifferent three-headed robot dragon]] that has so much health it's not even represented by a life bar (according to the Mega Man wiki, calculating for individual buster shots it has a whopping ''486'' ''600'' units of health). For comparison, most life-bars in the ''ZX'' and ''Zero'' series have 32 units individually, and so even bosses with three life bars only come out to 96 units. [[note]]Combined with the two life bars of his second form, he has a total of 664 units of health. The next tankiest FinalBoss is [[VideoGame/MegaManZero3 Omega]], who has a total of three phases with three life bars each coming out at a total of 288 units of health.[[/note]] The trade-off is that he's also a StationaryBoss with a ''huge'' weakpoint that doesn't have long invincibility frames, meaning the fight is essentially all about burst-damaging him down while avoiding all the attacks he throws out.
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* In ''VideoGame/MegaManZX Advent'' the final boss' first form is a giant [[OurDragonsAreDifferent three-headed robot dragon]] that has so much health it's not even represented by a life bar (according to the Mega Man wiki, calculating for individual buster shots it has a whopping ''486'' units of health). For comparison, most life-bars in the ''ZX'' and ''Zero'' series have 32 units individually, and so even bosses with three life bars only come out to 96 units.

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* In ''VideoGame/MegaManZX Advent'' the final boss' first form is a giant [[OurDragonsAreDifferent three-headed robot dragon]] that has so much health it's not even represented by a life bar (according to the Mega Man wiki, calculating for individual buster shots it has a whopping ''486'' units of health). For comparison, most life-bars in the ''ZX'' and ''Zero'' series have 32 units individually, and so even bosses with three life bars only come out to 96 units. The trade-off is that he's also a StationaryBoss with a ''huge'' weakpoint that doesn't have long invincibility frames, meaning the fight is essentially all about burst-damaging him down while avoiding all the attacks he throws out.
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* In ''Brotato'' by Blobfish is a top-down shooter roguelite. In this game, it can sometimes by hard to take down enemies that have over a 100 health. When you reach Stage 20 of the game, you'll encounter 1 of a [[FinalBoss possible two types of Boss]], Predator and Invoker. Both of these bosses have 29,900 health! In addition, they're also a FlunkyBoss who regularly sends EliteMook to attack and harass you, trying to kill you while preventing you from launching a sustained, concentrated attack on the boss. It's telling that victory happens when the time runs out while you're still alive since, depending on how lucky you were in finding items and choosing stat increases, it can be impossible to kill the boss before the time ends.
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** ''VideoGame/CrisisCore'' has Minerva, who has 10,000,000 HP in a game where the damage cap is 99,999. Hard Mode doubles this to 20,000,000. The ''Reunion'' release tops them all, however, by beating Aeronite's record for most HP on a ''Final Fantasy'' boss by buffing Hard Mode Minerva's HP to ''77,777,777''.
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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': While there are many tanky enemies in this game and [[VideoGame/TheLegendOfZeldaBreathOfTheWild its direct predecessor]], there is one boss that really takes the cake in a way the game acknowledges. [[spoiler:During Ganondorf's second phase as the Demon King, his health bar refills and then keeps going... and going... and going, until it almost reaches the end of the screen, effectively giving him twice as much health as a normal boss. And this isn't even his final phase.]]
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* The first ''VideoGame/{{Prototype}}'' loved these, pretty much any enemy that can't be instantly killed (or nearly so) is more or less a wall with health. Elizabeth Greene is particularly annoying, it's at best a 10 minute boss fight if you're lucky and have the right abilities, and if you don't it can take upwards of 45 minutes of CherryTapping. The Supreme Hunter takes this and tacks on a 6-minute time limit just for fun. Even common mooks like Hunters are quite spongey, which is annoying since they are RespawningEnemies.
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** Tera Raid bosses in ''VideoGame/PokemonScarletAndViolet'' have their HP multiplied by an increasing factor based on the raid difficulty (we're talking about up to several ''dozens'' here). To give you an idea, boosting your Pokémon's offensive stat to the maximum ''may (and eventually will) not be enough to OneHitKill the hardest raid bosses'', whereas one-shotting an opposing Pokémon without any buffs is often easy to do in regular battles.

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** Tera Raid bosses in ''VideoGame/PokemonScarletAndViolet'' have their HP multiplied by an increasing factor based on the raid difficulty (we're talking about up (up to several ''dozens'' here). To give you an idea, boosting your Pokémon's offensive stat to the maximum ''may (and ''several dozen times'' their original HP), eventually will) not be enough resulting in bosses who can tank ''several super effective hits'' from Pokémon that have been ''buffed to OneHitKill the hardest raid bosses'', whereas maximum''. Bear in mind that in regular gameplay, one-shotting an opposing enemy Pokémon without any using buffs is often easy to do in regular battles.do.
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** Tera Raid bosses in ''VideoGame/PokemonScarletAndViolet'' have their HP multiplied by an increasing factor based on the raid difficulty (we're talking about up to several ''dozens'' here). To give you an idea, boosting your Pokémon's offensive stat to the maximum ''may (and eventually will) not be enough to OneHitKill the hardest raid bosses'', whereas one-shotting an opposing Pokémon without any buffs is often easy to do in regular battles.
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** ''The Lost Crowns Trilogy'' is chock full of {{bonus boss}}es whose health bar and resistances outstrip even the vanilla game's FinalBoss, with the exception being the Adventurer trio (even then, they have unreasonably high parameters for player-sized enemies).

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** ''The Lost Crowns Trilogy'' is chock full of {{bonus boss}}es {{Optional Boss}}es whose health bar and resistances outstrip even the vanilla game's FinalBoss, with the exception being the Adventurer trio (even then, they have unreasonably high parameters for player-sized enemies).



* The last two {{Bonus Boss}}es of the second ''VideoGame/DigitalDevilSaga''. Whereas the two optional bosses before them, Shiva and Vishnu, have roughly 10,000 HP, [[spoiler:Seth]] has 23,000 and [[spoiler:Satan]] has 30,000. What takes this into Damage Sponge Boss instead of Fake Longevity is that they do indeed have interesting moves, especially [[spoiler:Satan]].

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* The last two {{Bonus {{Optional Boss}}es of the second ''VideoGame/DigitalDevilSaga''. Whereas the two optional bosses before them, Shiva and Vishnu, have roughly 10,000 HP, [[spoiler:Seth]] has 23,000 and [[spoiler:Satan]] has 30,000. What takes this into Damage Sponge Boss instead of Fake Longevity is that they do indeed have interesting moves, especially [[spoiler:Satan]].



** ''VideoGame/FinalFantasyVII'': [[OneWingedAngel Safer Sephiroth]] is the last form of a SequentialBoss, and the FinalBoss of the game. While he qualifies as a Damage Sponge Boss due to his high HP, how high that actually is depends on how much you've done by the time you reach him. If any of your party members are level 99, you defeated any of the {{Bonus Boss}}es, or you used the [[BackUpFromOtherworld Knights of the Round Materia]] on any of his previous forms, Safer Sephiroth's maximum HP goes up for every one of those proverbial checkboxes you've marked off. It's designed to be a challenge no matter how many endgame sidequests you've completed.

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** ''VideoGame/FinalFantasyVII'': [[OneWingedAngel Safer Sephiroth]] is the last form of a SequentialBoss, and the FinalBoss of the game. While he qualifies as a Damage Sponge Boss due to his high HP, how high that actually is depends on how much you've done by the time you reach him. If any of your party members are level 99, you defeated any of the {{Bonus {{Optional Boss}}es, or you used the [[BackUpFromOtherworld Knights of the Round Materia]] on any of his previous forms, Safer Sephiroth's maximum HP goes up for every one of those proverbial checkboxes you've marked off. It's designed to be a challenge no matter how many endgame sidequests you've completed.



*** The Monster Arena {{Bonus Boss}}es. With the exception of exactly two bosses, HP values ''start'' at six digits and only get worse. Going into battle with any of these bosses without a character that can hit for 99,999 HP or more in one turn is asking to fail.

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*** The Monster Arena {{Bonus {{Optional Boss}}es. With the exception of exactly two bosses, HP values ''start'' at six digits and only get worse. Going into battle with any of these bosses without a character that can hit for 99,999 HP or more in one turn is asking to fail.
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** In ''Afterbirth'', [[spoiler:Hush and Ultra Greed]], are like this, due to having a special sort of DamageReduction. A GameBreaker of a run that would kill any and every other enemy and boss within a few seconds will still take a very long time to wear either of them down. In theory, a loadout that does less damage would kill them at about the same rate... except they also spawn ridiculous amounts of minions that could easily overwhelm you if you're not doing enough damage and, in the case of [[spoiler:Ultra Greed, ''heal him'' if you don't kill them]]. The skewed DamageReduction is particularly noticeable with [[spoiler:Hush, since you fight an unmodified version of the TrueFinalBoss of the original ''VideoGame/TheBindingOfIsaac'' as a warm up, and he generally dies in less than thirty seconds.]] You ''can'' kill them in a single hit with the Chaos Card and can easily beat [[spoiler:Hush]] if thrown correctly (throw the card directly at it from the bottom of the stage) '''[[LuckBasedMission if you have one]]'''.

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** In ''Afterbirth'', [[spoiler:Hush and Ultra Greed]], Greed]] are like this, due to having a special sort of DamageReduction. A GameBreaker of a run that would kill any and every other enemy and boss within a few seconds will still take a very long time to wear either of them down. In theory, a loadout that does less damage would kill them at about the same rate... except they also spawn ridiculous amounts of minions that could easily overwhelm you if you're not doing enough damage and, in the case of [[spoiler:Ultra Greed, ''heal him'' if you don't kill them]]. The skewed DamageReduction is particularly noticeable with [[spoiler:Hush, since you fight an unmodified version of the TrueFinalBoss of the original ''VideoGame/TheBindingOfIsaac'' as a warm up, and he generally dies in less than thirty seconds.]] You ''can'' kill them in a single hit with the Chaos Card and can easily beat [[spoiler:Hush]] if thrown correctly (throw the card directly at it from the bottom of the stage) '''[[LuckBasedMission if you have one]]'''.

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** The Barons of Hell (the first two of which are introduced as bosses, a.k.a. the 'Bruiser Brothers', at the end of the first episode) are considered to have hit points ''well'' out of proportion with their actual threat level. This led to the introduction of Hell Knights in ''VideoGame/DoomII'', which were about as dangerous (their plasma orbs and claw attacks did the same damage), but only half as tough, making them slightly closer to a GlassCannon that could be placed more often without needlessly slowing down the pace of combat.



** Although at least with the Spider Mastermind, the fact that its Triple Chaingun is a {{hitscan}} weapon does require you to put a little thought into not getting killed. But still, that only changes the strategy to "Shoot it until it dies, and don't wind up full of hot lead."

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** Although at least with With the Spider Mastermind, which has 3000 HP, the fact that its Triple Chaingun is a {{hitscan}} weapon does require you to put a little thought into not getting killed. But still, that only changes the strategy to "Shoot it until it dies, and don't wind up full of hot lead."

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** This is due to how the games combat system handles boss stats. While regular enemies have static stats, bosses stats are a multiplier of your main character's stats. So the more you beef up your main character, the tougher the boss gets in comparison.



* The major difference between the difficulties in the first ''Franchise/MassEffect'' game was that on higher difficulties you had to spend more time sitting there on full-auto before anything died, leading to enemies taking comical amounts of punishment without the 'warp' de-buff or special ammo types.

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* ''Franchise/MassEffect'':
**
The major difference between the difficulties in the first ''Franchise/MassEffect'' game was that on higher difficulties you had to spend more time sitting there on full-auto before anything died, leading to enemies taking comical amounts of punishment without the 'warp' de-buff or special ammo types.
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* Subverted hysterically in the ''VideoGame/SaintsRowIV'' DLC ''Enter the Dominatrix:'' early on, main-game BigBad Zinyak appears with a healthbar ''three screenwidths long.'' He goes down with one shot.

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* Subverted hysterically in the ''VideoGame/SaintsRowIV'' DLC ''Enter the Dominatrix:'' early on, main-game BigBad Zinyak appears with a healthbar ''three screenwidths long.'' He goes down with one shot. ''From a pistol.''
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** This is due to how the games combat system handles boss stats. While regular enemies have static stats, bosses stats are a multiplier of your main character's stats. So the more you beef up your main character, the tougher the boss gets in comparison.
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* In ''E.D.F.: Earth Defense Force'', all bosses are big ugly damage sponges. The only one that goes slightly against type is a SegmentedSerpent exclusive to the SNES version, which is only vulnerable in the head.

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* In ''E.D.F.: Earth Defense Force'', ''VideoGame/EarthDefenseForce'', all bosses are big ugly damage sponges. The only one that goes slightly against type is a SegmentedSerpent exclusive to the SNES version, which is only vulnerable in the head.
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** Also of note is Zygarde,specifically its [[GodzillaThreshold Complete Forme]], which it gains access to starting from ''Sun and Moon'' onward. In this forme, the only real boost Zygarde gets is that its HP is doubled (from an already great 108 to '''216'''), and a slight increase in Special attack (from a mediocre 81 to a passable 91). Outside of the HP boost, Complete Zygarde's stats are strong but overall quite underwhelming for a legendary. However, its insane amount of HP lets it perform a variety of roles, one of which is boosting its offensive stats and Speed to ridiculous proportions with Dragon Dance and/or Coil while having the bulk to perform it multiple times safely. Add in the fact it can use an unavoidable Ground-Type Attack with Thousand Arrows, and you've got yourself a ridiculous powerhouse. In fact, it was the first Pokémon in the Generation 7 Metagame Smogon saw fit to ban to Ubers.

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** Also of note is Zygarde,specifically Zygarde, specifically its [[GodzillaThreshold Complete Forme]], which it gains access to starting from ''Sun and Moon'' onward. In this forme, the only real boost Zygarde gets is that its HP is doubled (from an already great 108 to '''216'''), and a slight increase in Special attack (from a mediocre 81 to a passable 91). Outside of the HP boost, Complete Zygarde's stats are strong but overall quite underwhelming for a legendary. However, its insane amount of HP lets it perform a variety of roles, one of which is boosting its offensive stats and Speed to ridiculous proportions with Dragon Dance and/or Coil while having the bulk to perform it multiple times safely. Add in the fact it can use an unavoidable Ground-Type Attack with Thousand Arrows, and you've got yourself a ridiculous powerhouse. In fact, it was the first Pokémon in the Generation 7 Metagame Smogon saw fit to ban to Ubers.

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** The Cyberdemon takes a lot of hits[[note]]About 400 bullets, 45-50 rockets or 150-200 plasma rifle shots. The BFG takes it down in only four blasts, but you don't have access to it during Episode 2 of the first game.[[/note]], shoots rockets which can one-shot you with a direct hit at 100% health, and is defeated by circle strafing and shooting. It led to the creation of the sarcastic "tip" of "[[CaptainObvious To defeat the Cyberdemon, shoot at it until it dies.]]" The same goes for just about every other boss in the original ''Doom'' games, including the Barons of Hell and the Spider Mastermind.

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** The Cyberdemon takes a lot of hits[[note]]About 400 bullets, 45-50 rockets or 150-200 plasma rifle shots. The BFG takes it down in only four blasts, but you don't have access to it during Episode 2 of the first game.[[/note]], shoots rockets which can one-shot you with a direct hit at 100% health, and is defeated by circle strafing and shooting. It led to the creation of the sarcastic "tip" of "[[CaptainObvious To defeat the Cyberdemon, shoot at it until it dies.]]" The same goes for just about every other boss in the original ''Doom'' games, including the Barons of Hell and the Spider Mastermind.Mastermind. There's another complication regarding the Cyberdemon in the first Doom game. When you first encounter him, the level there has a [[SuspiciousVideoGameGenerosity huge]] supply of ammo for your Rocket Launcher, which is (at that point in the game) the weapon with the most raw power. Problem is, the Cyberdemon is immune to splash damage, meaning that only the damage caused by the direct hit has any effect on him. If you opt to use the rocket launcher, the battle ends up being drawn out even longer. If you have a surplus of cells, it's far faster to whip out the [[EnergyWeapon Plasma Rifle]] instead. Thankfully when he appears again [[spoiler: in the secret level of episode 3]], you might've finally found '''[[TropeNamer the]]''' {{BFG}}, which makes the rematch [[CurbStompBattle a lot easier]].



** There's another complication regarding the Cyberdemon in the first Doom game. When you first encounter him, the level there has a [[SuspiciousVideoGameGenerosity huge]] supply of ammo for your Rocket Launcher, which is (at that point in the game) the weapon with the most raw power. Problem is, the Cyberdemon is immune to splash damage, meaning that only the damage caused by the direct hit has any effect on him. If you opt to use the rocket launcher, the battle ends up being drawn out even longer. If you have a surplus of cells, it's far faster to whip out the [[EnergyWeapon Plasma Rifle]] instead. Thankfully when he appears again [[spoiler: in the secret level of episode 3]], you might've finally found '''[[TropeNamer the]]''' {{BFG}}, which makes the rematch [[CurbStompBattle a lot easier]].
** In its first appearance, you can get the Cyberdemon caught up on the building architecture. Then shoot through a tiny gap in the building. Safely [[CherryTapping pecking it to death]] with the pistol becomes tedious though.
** The Mother Demon in ''Doom 64''. If you thought the Cyberdemon's 4000 HP was huge, this one has 5000! If you did not collect the keys, [[OhCrap enjoy wasting a lot of ammo against a plethora of enemies before facing the Mother Demon.]] Fortunately, the spot where the Mother Demon is located respawns supercharge soul spheres. Unlike the Cyberdemon and Spider Mastermind, the Mother Demon is not immune to splash damage.

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** There's another complication regarding the Cyberdemon in the first Doom game. When you first encounter him, the level there has a [[SuspiciousVideoGameGenerosity huge]] supply of ammo for your Rocket Launcher, which is (at that point in the game) the weapon with the most raw power. Problem is, the Cyberdemon is immune to splash damage, meaning that only the damage caused by the direct hit has any effect on him. If you opt to use the rocket launcher, the battle ends up being drawn out even longer. If you have a surplus of cells, it's far faster to whip out the [[EnergyWeapon Plasma Rifle]] instead. Thankfully when he appears again [[spoiler: in the secret level of episode 3]], you might've finally found '''[[TropeNamer the]]''' {{BFG}}, which makes the rematch [[CurbStompBattle a lot easier]].
** In its first appearance, you can get the Cyberdemon caught up on the building architecture. Then shoot through a tiny gap in the building. Safely [[CherryTapping pecking it to death]] with the pistol becomes tedious though.
** The Mother Demon in ''Doom 64''. ''VideoGame/Doom64''. If you thought the Cyberdemon's 4000 HP was huge, this one has 5000! If you did not collect the keys, [[OhCrap enjoy wasting a lot of ammo against a plethora of enemies before facing the Mother Demon.]] Demon. Fortunately, the spot where the Mother Demon is located respawns supercharge soul spheres. Unlike the Cyberdemon and Spider Mastermind, the Mother Demon is not immune to splash damage.
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** The Cyberdemon takes a lot of hits, shoots rockets which can one-shot you with a direct hit at 100% health, and is defeated by circle strafing and shooting. It led to the creation of the sarcastic "tip" of "[[CaptainObvious To defeat the Cyberdemon, shoot at it until it dies.]]" The same goes for just about every other boss in the original ''Doom'' games, including the Barons of Hell and the Spider Mastermind.

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** The Cyberdemon takes a lot of hits, hits[[note]]About 400 bullets, 45-50 rockets or 150-200 plasma rifle shots. The BFG takes it down in only four blasts, but you don't have access to it during Episode 2 of the first game.[[/note]], shoots rockets which can one-shot you with a direct hit at 100% health, and is defeated by circle strafing and shooting. It led to the creation of the sarcastic "tip" of "[[CaptainObvious To defeat the Cyberdemon, shoot at it until it dies.]]" The same goes for just about every other boss in the original ''Doom'' games, including the Barons of Hell and the Spider Mastermind.
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* ''Every'' FOE and boss (except for the second stratum's, oddly enough) in ''VideoGame/EtrianOdyssey Untold 2: The Fafnir Knight''. Your biggest threat against them isn't their dangerous attacks killing you, but being worn down enough that you aren't able to put up with their attacks for 40+ turns.

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* ''Every'' ''[[VideoGame/EtrianOdysseyIIHeroesOfLagaard Etrian Odyssey 2 Untold: The Fafnir Knight]]'': Every FOE and boss (except for the second stratum's, oddly enough) in ''VideoGame/EtrianOdyssey Untold 2: The Fafnir Knight''.enough). Your biggest threat against them isn't their dangerous attacks killing you, but being worn down enough that you aren't able to put up with their attacks for 40+ turns.
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** The [[WesternAnimation/{{Hercules}} Rock Titan]] in ''VideoGame/KingdomHeartsI'', at least relative to the other bossess. Two of his three attacks are ridiculously easy to dodge, and battling him is more of a matter of time than difficulty.

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** The [[WesternAnimation/{{Hercules}} Rock Titan]] in ''VideoGame/KingdomHeartsI'', at least relative to the other bossess.bosses. Two of his three attacks are ridiculously easy to dodge, and battling him is more of a matter of time than difficulty.
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* Shiva, if he is the FinalBoss on the highest difficulty in ''VideoGame/StreetsOfRage 3'', has ''seven'' health bars. He moves fast and can hit you hard if you aren't careful, so the player has to be on perfect form to fully deplete his health. He has less bars of health on lower difficulties, but can still dish out the pain. The TrueFinalBoss also has seven health bars, but he also comes with a time limit imposed if you want to get the good ending. While not outright impossible to beat within the time limit, the boss's movement patterns make it very difficult to land a good hit on.
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* ''VideoGame/EldenRing'':
** The highest health pool belongs to Rykard, Lord of Blasphemy, who has 89,613 hit points over two phases (30,439 in Phase 1 and 59,174 in phase 2), but, much like Yhorm before him, there's a specific weapon near him (the Serpent-Hunter) that deals massive damage to him, meaning that unless you're going for a SelfImposedChallenge the health bar isn't as troublesome as you might think.
** The second-highest total goes to the Fire Giant with 43,000 hp, plus damage reduction, though hitting his already injured body parts (easier said than done, especially in the second phase) deals more damage. And there's no Serpent Hunter-esque gimmick with him; you gotta grind down that health bar the hard way.
** Third place goes to Malenia, Blade of Miquella, with 33,251 across 2 phases. But the numbers are kind of misleading, because Malenia also heals whenever she lands an attack on the player (even if the hit was blocked- no turtling allowed!), meaning that any slip-up means you're going to have to go through the health she just recovered too.
** Just out of the Big Three is Dragonlord Placidusax with 26,650 health, but he also has higher damage resistances than Malenia does, and doesn't damage himself during his phase transition like the Fire Giant does.
** Mohg, Lord of Blood is in 5th place with 18,398 hit points, but much like Malenia, it's misleading because he will unavoidably heal ~25% of his health in his phase transition, giving him about 23,000 effective hp.
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[[folder: Non-Video-Game Examples]]
* ''Literature/ADearthOfChoice'': Omen, the second-floor boss, is immune to several kinds of damage, and highly resistant to most other kinds. Unless the adventurers can find something that he's vulnerable to, it's a long slog to take him down. Fortunately, he's nothing special on offence; he has a giant sword, but is only moderately capable with it.
[[/folder]]
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* ''VideoGame/PlantsVsZombies'': There's really not much else you can do to Dr. Zomboss's Zombot but let whatever offensive plants you got whale on it until it explodes. If you have spare Ice-shrooms, though, you can prevent him from getting back up for a while, letting you finish the fight sooner, or gain a few more plants before the horde attacks again.

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