History Main / GoddamnedBoss

5th Mar '17 7:49:57 PM nombretomado
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* Bosses in ''MarvelUltimateAlliance'' games aren't particularly hard in and of themselves. Unfortunately, these bosses do nothing but spam attacks that knock your heroes all around the room and interrupt your attacks. Plus, while they can knock you all over the place, they themselves are [[TheComputerIsACheatingBastard completely immune to Trip, Stun, Popup, and Grappling.]] This reaches head against wall levels when you find that a party full of [[MightyGlacier Mighty Glaciers]] and [[FlyingBrick Flying Bricks]] can be kicked around by minor villains whom they should realistically be able to one-shot. Basically, every boss fight slaps your entire team of superheroes with TheWorfEffect. This was slightly improved in the second game, which gave larger characters like the Thing and the Hulk "knockback resistance," so they could no longer be PunchedAcrosstheRoom.

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* Bosses in ''MarvelUltimateAlliance'' ''VideoGame/MarvelUltimateAlliance'' games aren't particularly hard in and of themselves. Unfortunately, these bosses do nothing but spam attacks that knock your heroes all around the room and interrupt your attacks. Plus, while they can knock you all over the place, they themselves are [[TheComputerIsACheatingBastard completely immune to Trip, Stun, Popup, and Grappling.]] This reaches head against wall levels when you find that a party full of [[MightyGlacier Mighty Glaciers]] and [[FlyingBrick Flying Bricks]] can be kicked around by minor villains whom they should realistically be able to one-shot. Basically, every boss fight slaps your entire team of superheroes with TheWorfEffect. This was slightly improved in the second game, which gave larger characters like the Thing and the Hulk "knockback resistance," so they could no longer be PunchedAcrosstheRoom.
23rd Feb '17 1:42:28 PM Ryan914
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** The Moldorm is the first boss of ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' and has pretty much the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off.

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** The Moldorm is the first boss of ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' and has pretty much the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off.off; this too can be mitigated if you [[spoiler: sequence break and get the Magic Rod from Turtle Rock before completing the 7th dungeon. It takes out the boss in 3 hits.]]
17th Feb '17 10:21:33 PM Dattix
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** Tapu Fini in ''VideoGame/PokemonSunAndMoon'' will test your patience to the extreme. First off, its ability automatically summons Misty Terrain, meaning you won't be able to inflict status on it for five turns. It has Aqua Ring to regenerate the damage you do to it, on top of having very good defenses and a strong defensive typing making wearing it down harder. It also has Muddy Water to wear you down and lower your accuracy, and Hydro Pump if it feels like just killing you instead. Park a Grass/Dragon/Water-type in front of it to resist the hits? It has Nature's Madness, which halves your HP and puts you in danger of being knocked out even with the type resist. The only thing keeping it from being ThatOneBoss is the fact that it doesn't hit as hard as the other Tapus, the Ultra Beasts, or the cover legendaries, making it merely annoying instead. Expect to sink a while into catching it, and god help you if you're resetting for natures and whatnot.
15th Feb '17 6:40:19 PM bt8257
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These bosses are not particularly difficult or dangerous, but are an absolute pain in the butt to fight (one of the proposed titles for this trope was "Pain In The Boss", for this reason). Sure, your character may be able to last all day against this boss's attacks, but your patience certainly cannot. Frustration leading to mistakes is the most common way that players end up getting killed by these bosses.

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These bosses are not particularly difficult or dangerous, but are an absolute pain in the butt ass to fight (one of the proposed titles for this trope was "Pain In The Boss", for this reason). Sure, your character may be able to last all day against this boss's attacks, but your patience certainly cannot. Frustration leading to mistakes is the most common way that players end up getting killed by these bosses.
7th Feb '17 10:30:07 AM finalsurvivor1
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' has the BonusBoss Izanami. She isn't particularly hard to defend against even if you immediately go after her as soon as her respective sidequest opens up; as long as you have a good demon composition and use your secondary partner Hiroshi's abilities strategically (his attack can ''remove Smirk''), she's not terribly hard to defend against. The main issue is that she has Diarahan, a fully-healing spell; if you can't damage her fast enough, she will eventually use it and undo all of your efforts.

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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' has the ''VideoGame/ShinMegamiTenseiIVApocalypse'':
** The
BonusBoss Izanami. She isn't particularly hard to defend against even if you immediately go after her as soon as her respective sidequest opens up; as long as you have a good demon composition and use your secondary partner Hiroshi's abilities strategically (his attack can ''remove Smirk''), she's not terribly hard to defend against. The main issue is that she has Diarahan, a fully-healing spell; if you can't damage her fast enough, she will eventually use it and undo all of your efforts.efforts.
** In the main storyline, Azrael. Not too terrible a boss on his own, but simply getting to him is a pain. After the last point where you can save before him, you have to watch a four scene long cutscene. After that, there's a two part Horde fight. Only after beating the second Horde can you fight Azrael, who has two phases, gives no Assist Gauge for your party for plot reasons, and switches between reflecting physical and magic each turn, and not following his pattern can easily cost you a set of turns. If you do lose, you start over at the cutscenes and Hordes.
** Some of [[BonusBoss the Fiends]] try to stall the fight so they can kick you out after ten turns, forcing you to got through their sections of Twisted Tokyo again. Three take the cake:
*** David, the first Fiend. In his second phase, he keeps using Makarakarn each turn, covering his weakness. Couple that with his unique debuff Haunting Rhapsody, and it might take numerous trips to beat him.
*** Black Rider, the fifth Fiend. His unique Stance move takes off two Press Turns instead of one, and he comes with Calibrate, which buffs hit/evade rate by three, and Dekaja, removing all buffs. If you let him Smirk, he uses Antichthon, dealing heavy damage and debuffing your party.
*** The DLC Fiend: [[spoiler:En no Ozuno. Unlike the rest of the Fiends, En no Ozuno is a Puzzle Boss that remains annoying each fight. In addition to hitting hard, he can counter attacks with Peacock Incantation and, in his second phase, fully buff his defense and hit/evade rate with Goki's Water Wall. Finally, he has Dekaja. He's weak to Physical, but countering his buffs and resetting your own buffs will waste your turns, forcing you to trek through the longest part of Twisted Tokyo numerous times]].
6th Feb '17 1:44:37 AM phineas81707
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** King Dodongo is by no means difficult to defeat- most characters are able to one-round his weak point, even if they are unable to against other bosses. The annoying bit is revealing this weak point: King Dodongo has a massive array of attacks that he can use regardless of health, and only ''one'' will expose his weakpoint. For reference, most other bosses have two or three attacks that expose their weak points, and the attacks that don't tend to appear once the boss has [[TurnsRed lost some health]]. If you don't have a Focus Spirit to reveal Dodongo's weakpoint immediately and/or are using a warrior that isn't powerful enough to defeat him in one weak-point strike... prepare to take a while.
4th Feb '17 12:18:07 PM Gosicrystal
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* ''VideoGame/TheLegendOfZeldaALinkToThePast'':
** Moldorm from the Tower of Hera, the third dungeon. It fought you on top of a platform with open edges and a hole in the middle. And the KnockBack from hitting it in the wrong place would very, ''very'' likely send you plummeting down a floor (two floors if you fell down the hole in the middle). In which case you'd go back upstairs, pick up a heart or two, and realize ''the fight has started from the beginning.'' Any damage you did? ''Gone.'' It got faster the more damaged it got, making it more and more likely that it would knock you off and you'd lose more work.
** The Moldorm is the first boss of ''VideoGame/TheLegendOfZeldaLinksAwakening'' and has pretty much the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off.

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* ''VideoGame/TheLegendOfZeldaALinkToThePast'':
''Franchise/TheLegendOfZelda'':
** In ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', Moldorm from the Tower of Hera, the third dungeon. It fought you on top of a platform with open edges and a hole in the middle. And the KnockBack from hitting it in the wrong place would very, ''very'' likely send you plummeting down a floor (two floors if you fell down the hole in the middle). In which case you'd go back upstairs, pick up a heart or two, and realize ''the fight has started from the beginning.'' Any damage you did? ''Gone.'' It got faster the more damaged it got, making it more and more likely that it would knock you off and you'd lose more work.
** The Moldorm is the first boss of ''VideoGame/TheLegendOfZeldaLinksAwakening'' ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' and has pretty much the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off.



** Fraaz from ''VideoGame/TheLegendOfZeldaSpiritTracks'', especially in the final stretch. He switches between [[BarrierChangeBoss fire and ice]] attacks, and while charging up one, he is weak to the other, which can be exploited by using the boomerang to pick up the fire/ice left over from his previous attack and hit him with it. The thing is, this has to be done several times repeatedly in the last stretch, and if you're not quick enough or get hit with even one attack, you have to start the whole time-consuming process over again. To clarify, in order to complete the [[BossRush Take 'Em All On]] challenge and fight [[spoiler:[[BonusBoss Dark Link]]]], he has to be fought two extra times.
** Malladus and Cole teaming up is annoying as hell. The damage you receive is minimal, but it's not a traditional boss fight like you'd expect. It's more an exercise in avoiding all of Cole's attacks as you steer Zelda up to where Malladus is using the stylus. While you're trying to do two things at once, Cole is throwing ghost mice at you that can stun you and take control of Zelda away from you, making you lose progress. And even more than that, the platforms start shifting as you get closer to the end, which can ''really'' throw you off.
** That Twilit Bloat that is the last Tear of Light in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. First of all, it's electrified -- imagine the unholy union of Barinade from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and a gigantic tick. He flies, naturally. You're on this floating wooden platform in the middle of Lake Hylia, that ''of course'' tilts with your weight, and he can swim under it and knock you off. The only time you can attack him is after he tries to attack you (for a FULL HEART of damage -- and you only have five at this point), assuming you managed to both dodge him and are still close enough to reach him. And if you've managed to do this three times, you have to leap on top of him and attack his little tick legs all at once.

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** Fraaz from ''VideoGame/TheLegendOfZeldaSpiritTracks'', ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'':
*** Fraaz,
especially in the final stretch. He switches between [[BarrierChangeBoss fire and ice]] attacks, and while charging up one, he is weak to the other, which can be exploited by using the boomerang to pick up the fire/ice left over from his previous attack and hit him with it. The thing is, this has to be done several times repeatedly in the last stretch, and if you're not quick enough or get hit with even one attack, you have to start the whole time-consuming process over again. To clarify, in order to complete the [[BossRush Take 'Em All On]] challenge and fight [[spoiler:[[BonusBoss Dark Link]]]], he has to be fought two extra times.
** *** Malladus and Cole teaming up is annoying as hell. The damage you receive is minimal, but it's not a traditional boss fight like you'd expect. It's more an exercise in avoiding all of Cole's attacks as you steer Zelda up to where Malladus is using the stylus. While you're trying to do two things at once, Cole is throwing ghost mice at you that can stun you and take control of Zelda away from you, making you lose progress. And even more than that, the platforms start shifting as you get closer to the end, which can ''really'' throw you off.
** That Twilit Bloat that is the last Tear of Light in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''.Princess]]'':
*** That Twilit Bloat that is the last Tear of Light.
First of all, it's electrified -- imagine the unholy union of Barinade from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and a gigantic tick. He flies, naturally. You're on this floating wooden platform in the middle of Lake Hylia, that ''of course'' tilts with your weight, and he can swim under it and knock you off. The only time you can attack him is after he tries to attack you (for a FULL HEART of damage -- and you only have five at this point), assuming you managed to both dodge him and are still close enough to reach him. And if you've managed to do this three times, you have to leap on top of him and attack his little tick legs all at once.



** Partners in Time's final boss marathon. The final boss alone has two phases, obscene health, heals every few turns, has a weak point that can only be attacked after destroying two other weak points, and they regenerate too, it attacks multiple times per turn and deals high damage: a true evening-filling final boss. These bosses are the reason the GameBreaker Ulti-Free Badge is worth getting: unlimited Bros. Attacks for one Bro is the only way to make relatively quick work of them.

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** Partners ''Partners in Time's Time'''s final boss marathon. The final boss alone has two phases, obscene health, heals every few turns, has a weak point that can only be attacked after destroying two other weak points, and they regenerate too, it attacks multiple times per turn and deals high damage: a true evening-filling final boss. These bosses are the reason the GameBreaker Ulti-Free Badge is worth getting: unlimited Bros. Attacks for one Bro is the only way to make relatively quick work of them.



* ''VideoGame/DevilSurvivor2''

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* ''VideoGame/DevilSurvivor2''''VideoGame/DevilSurvivor2'':



* ''VideoGame/FinalFantasyVI'' has Tunnel Armor, an early-game boss. You fight it with [[LoveableRogue Locke]] and [[MagicKnight Celes]] in your party, but the fight requires you to constantly use Celes' [[PowerNullifier Runic]] ability, to stop the boss' devastating magic attacks. If Celes skips a turn of Runic to attack, then the boss' magical abilities can easily knock them both down. This leaves it up to Locke to slowly chip down the thing's HP, stopping periodically to throw Tonics at Celes and chug some himself. Becomes much easier if you use a [[DualWielding Genji Glove]] to double Locke's offense, but getting one that early requires a bit of a GuideDangIt.
** Additionally, if you [[GuideDangIt left a certain chest unopened in your first run through the area and opened it when you're going through at this point,]] it will contain a Thunder Rod, which you can use as an item on the Tunnel Armor to use Thundara, which ends up killing it instantly.
** Let's not forget Doom/Death Gaze. Let's see, he tries to pull a TotalPartyKill a la Level 5 Doom Spell the moment the battle begins, occasionally cuts off shit-tons of health with Aero or Blizzaraga, can randomly cast Level 1 Doom Spell to kill one of your party members, and hightails it after less than 5 turns. Oh, and he can appear the moment you take flight in [[spoiler:Daryl's]] airship, where he's likely twice your level and can kick your ass faster than you can say "what the hell was that thing?!". Oh, and when you ''do'' plan on fighting him and he flees, it can take ''forever'' to find him again. And don't think he'll just decide to stick around the second time around. Or the third. Or the fourth.

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* ''VideoGame/FinalFantasyVI'' has ''VideoGame/FinalFantasyVI'':
**
Tunnel Armor, an early-game boss. You fight it with [[LoveableRogue Locke]] and [[MagicKnight Celes]] in your party, but the fight requires you to constantly use Celes' [[PowerNullifier Runic]] ability, to stop the boss' devastating magic attacks. If Celes skips a turn of Runic to attack, then the boss' magical abilities can easily knock them both down. This leaves it up to Locke to slowly chip down the thing's HP, stopping periodically to throw Tonics at Celes and chug some himself. Becomes much easier if you use a [[DualWielding Genji Glove]] to double Locke's offense, but getting one that early requires a bit of a GuideDangIt.
**
GuideDangIt. Additionally, if you [[GuideDangIt left a certain chest unopened in your first run through the area and opened it when you're going through at this point,]] it will contain a Thunder Rod, which you can use as an item on the Tunnel Armor to use Thundara, which ends up killing it instantly.
** Let's not forget Doom/Death Gaze. Let's see, he tries to pull a TotalPartyKill a la Level 5 Doom Spell the moment the battle begins, occasionally cuts off shit-tons of health with Aero or Blizzaraga, can randomly cast Level 1 Doom Spell to kill one of your party members, and hightails it after less than 5 turns. Oh, and he can appear the moment you take flight in [[spoiler:Daryl's]] airship, where he's likely twice your level and can kick your ass faster than you can say "what the hell was that thing?!". Oh, and when you ''do'' plan on fighting him and he flees, it can take ''forever'' to find him again. And don't think he'll just decide to stick around the second time around. Or the third. Or the fourth.



** One of the last bosses , [[spoiler:Jecht]], will, at the appropriate level, take ages due to the very long healing animation of the two columns supporting the boss throughout the fight. The heals are not that big, but the columns can't be taken out of commission permanently, respawning three rounds later with double health if they are killed, and there is no way to speed up the animation.
*** This can be somewhat alleviated by casting Zombie-status on him, since he's not immune and will thus take damage from the heals. The slightly annoying thing is that the heal does take off the status effect, but still damages him before it's cleared, so it's not so bad.

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** One of the last bosses , [[spoiler:Jecht]], will, at the appropriate level, take ages due to the very long healing animation of the two columns supporting the boss throughout the fight. The heals are not that big, but the columns can't be taken out of commission permanently, respawning three rounds later with double health if they are killed, and there is no way to speed up the animation.
***
animation. This can be somewhat alleviated by casting Zombie-status on him, since he's not immune and will thus take damage from the heals. The slightly annoying thing is that the heal does take off the status effect, but still damages him before it's cleared, so it's not so bad.
22nd Jan '17 5:16:03 AM SpinAttaxx
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** Raikou and Entei are perhaps the worst roaming legendaries. In addition to all the points listed above, they also know Roar -- meaning that if you manage to stop them from fleeing, they'll try to make ''you'' run away instead. Even worse, if they pulled this off in ''[=FireRed=] and [=LeafGreen=]'', [[PermanentlyMissableContent they would disappear entirely, preventing you from ever catching them]]. Oh, and while roamers are entirely optional, if you want Ho-Oh in ''Pokémon Crystal'', you need all the beasts; these two included.
** The legendary Kanto birds in ''VideoGame/PokemonXAndY'' are a new breed of roamers -- this time, they'll split before you're even allowed to send out your Pokémon. You need to hunt them down around ''ten times'' before they finally settle down for good in Sea Spirit's Den, where they can be fought without running away.

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** *** Raikou and Entei are perhaps the worst roaming legendaries. In addition to all the points listed above, they also know Roar -- meaning that if you manage to stop them from fleeing, they'll try to make ''you'' run away instead. Even worse, if they pulled this off in ''[=FireRed=] and [=LeafGreen=]'', [[PermanentlyMissableContent they would disappear entirely, preventing you from ever catching them]]. Oh, and while roamers are entirely optional, if you want Ho-Oh in ''Pokémon Crystal'', you need all the beasts; these two included.
** *** The legendary Kanto birds in ''VideoGame/PokemonXAndY'' are a new breed of roamers -- this time, they'll split before you're even allowed to send out your Pokémon. You need to hunt them down around ''ten times'' before they finally settle down for good in Sea Spirit's Den, where they can be fought without running away.
21st Jan '17 7:55:06 AM SpinAttaxx
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** There's also Pre Gym Leader Justy from Colosseum, who uses a combination of Double Team, Sand Veil and Dig to keep you from hitting him. This leads to a tedious battle of spamming Faint Attack with Umbreon (if you taught it that; the Bite it comes with is usually more preferable) or Swift with Espeon (which no one does since it comes with Return).
** Candice in Pokemon Platinum, specifically. Her Froslass has the ability Snow Cloak, which ups its evasion by 20% in hailstorms, which her Abomasnow will cause hail to be permanently in play. Froslass will follow up by using Double Team numerous times to increase its evasion even more. The only saving grace is that she'll likely go down in one or two super-effective hits if they connect.
** Grimsley's rematch team in ''Black 2'' and ''White 2'', mainly for Liepard. It's already fast enough, but it has the Unburden ability on top of that. It'll always start with Fake Out, which will consume the Normal Gem it holds and makes it go even ''faster'', as well as wasting a turn by flinch (unless your mon has Inner Focus). Then it'll screw with you more because it knows Attract, which causes a status effect that wastes a turn half the time- and since this Liepard is female, and many species of mon have skewed gender ratios in favor of males (especially the starters)... you can expect to not be able to fight half the time. And it also knows Sucker Punch to go first if you're using a move (given that there's a good chance that you'll be unable to attack), just to make things more annoying. And this is his first mon.

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** There's also Pre Gym Leader Justy from Colosseum, ''VideoGame/PokemonColosseum'', who uses a combination of Double Team, Sand Veil and Dig to keep you from hitting him. This leads to a tedious battle of spamming Faint Attack with Umbreon (if you taught it that; the Bite it comes with is usually more preferable) or Swift with Espeon (which no one does since it comes with Return).
** Candice in Pokemon Platinum, ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'', specifically. Her Froslass has the ability Snow Cloak, which ups its evasion by 20% in hailstorms, which her Abomasnow will cause hail to be permanently in play. Froslass will follow up by using Double Team numerous times to increase its evasion even more. The only saving grace is that she'll likely go down in one or two super-effective hits if they connect.
** Grimsley's rematch team in ''Black 2'' and ''White 2'', ''VideoGame/PokemonBlack2AndWhite2'', mainly for Liepard. It's already fast enough, but it has the Unburden ability on top of that. It'll always start with Fake Out, which will consume the Normal Gem it holds and makes it go even ''faster'', as well as wasting a turn by flinch (unless your mon has Inner Focus). Then it'll screw with you more because it knows Attract, which causes a status effect that wastes a turn half the time- and since this Liepard is female, and many species of mon have skewed gender ratios in favor of males (especially the starters)... you can expect to not be able to fight half the time. And it also knows Sucker Punch to go first if you're using a move (given that there's a good chance that you'll be unable to attack), just to make things more annoying. And this is his first mon.


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** Any and all roaming Pokémon, no matter the game. For starters, [[GetBackHereBoss they run at the first chance they get to a random spot on the map]], which changes when you go to a different route or town/city. Next, they're all [[OlympusMons Legendary Pokémon]], meaning that you only get one chance per match to catch a Pokémon with the lowest possible catch rate. Thirdly, [[YouWillNotEvadeMe trapping moves like Mean Look]] only work so long as the user remains in battle (outside of using Baton Pass), and trapping abilities only work if the Pokémon was sent out at the start of the fight. Finally, if you want a certain kind of Nature and/or Hidden Power type on them (such as a Timid Raikou with an Ice-type Hidden Power), [[SarcasmMode you'll be pleased to know]] that their Natures, [=IVs=] etc. are all decided not when you first battle them, but as soon as they start running around the map, and the only way to reset them afterwards (from ''Platinum'' onwards) is to KO them and beat the Elite Four again to make them respawn, hoping above hope that the next spread is what you're after. Thankfully, statuses and damage inflicted remains when you run into them again, and the Master Ball makes catching them after you hunt them down easier, but [[TooAwesomeToUse there's often only one per game, and there are more than one of these arseholes]].
** Raikou and Entei are perhaps the worst roaming legendaries. In addition to all the points listed above, they also know Roar -- meaning that if you manage to stop them from fleeing, they'll try to make ''you'' run away instead. Even worse, if they pulled this off in ''[=FireRed=] and [=LeafGreen=]'', [[PermanentlyMissableContent they would disappear entirely, preventing you from ever catching them]]. Oh, and while roamers are entirely optional, if you want Ho-Oh in ''Pokémon Crystal'', you need all the beasts; these two included.
** The legendary Kanto birds in ''VideoGame/PokemonXAndY'' are a new breed of roamers -- this time, they'll split before you're even allowed to send out your Pokémon. You need to hunt them down around ''ten times'' before they finally settle down for good in Sea Spirit's Den, where they can be fought without running away.
19th Jan '17 11:33:13 PM LucaEarlgrey
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* Can heal itself up back to full, incredibly high hit points or not.

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* Can heal itself up back to full, full in an instant, incredibly high hit points or not.
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