History ThatOneBoss / Atlus

16th Jun '17 3:27:28 PM Twili19
Is there an issue? Send a Message


** Shadow Shido is a brutal marathon boss, with a grand total of five different forms the player has to fight through without a chance to save or heal up.

to:

** Shadow Shido [[spoiler:Shadow Shido]] is a brutal marathon boss, with a grand total of five different forms the player has to fight through without a chance to save or heal up.



*** His second form loses his reflection abilities but gains resistance to damn near every other element. He also has access to every single target dyne-level spell, so he can always hit your weaknesses no matter what.
*** His third form isn't too bad, but has an attack that can instantly kill the party if they aren't guarding.
*** His fourth form is tougher, packing an attack called Tyrant's Fist that deals enough damage to kill weaker party members in one blow and debuffs the attack of any that survive.

to:

*** His second form loses his reflection abilities but gains resistance to damn near every other element.all magic except Almighty. He also has access to every single target dyne-level spell, so he can always hit your weaknesses no matter what.
*** His third form isn't too bad, but has an attack that can instantly kill is a damage race for the party if they aren't guarding.
to finish him off before he can unleash colossal Almighty damage on your party.
*** His fourth form is tougher, packing packs an attack called Tyrant's Fist that deals enough damage to kill weaker party members in one blow and debuffs the attack of any that survive.
16th Jun '17 3:20:44 PM Twili19
Is there an issue? Send a Message


** Shadow Madarame is where many players encounter their first real obstacle in the game. To even get to his main body the player needs to defeat four different paintings, each with their own turn, two of which randomly either resist all physical moves or all magic moves, which wastes precious turns doing trial and error. In addition he has access to the main four elements, meaning that at least one character in the party is at risk of getting their weaknesses exploited, as well as having a powerful melee move and stat buffs. Even in his true form he is not completely defenseless, as he can still use Megido. And when he enters his painting form again not only do the resistances change but he will also use a move that causes a party member to be weak to any attack and start reviving downed paintings.

to:

** Shadow Madarame [[spoiler:Shadow Madarame]] is where many players encounter their first real obstacle in the game. To even get to his main body the player needs to defeat four different paintings, each with their own turn, two of which randomly either resist all physical moves or all magic moves, which wastes precious turns doing trial turn and error. In addition he has access to all of the main four elements, meaning that at least one character elements (at this point in the game all of your party is at risk members are weak to one of getting their weaknesses exploited, as well as having said elements), a powerful melee move physical attack, and stat buffs. buffs/debuffs. To make it worse, the four paintings together drains every element in the game, forcing the party to take them out one at a time. Even in his true form he is not completely defenseless, as he can still use Megido. And when the paintings are defeated and the main boss appears, the party only has 3 turns to damage him before he enters re-enters his painting form again not only do form. From the resistances change but he will also second time onward, the paintings begin to use a move that causes a his signature move, The Artist's Grace, which renders one party member to be weak to any attack and start reviving downed paintings.all elements (including physical). This is always followed by a defense debuff on the same party member, forcing them to waste their turn blocking or risk being one-shotted. The paintings also gain the ability to revive one another, which given their elemental resistances will invariably happen at some point in the fight.
10th Jun '17 2:23:48 PM Zuxtron
Is there an issue? Send a Message


** The FinalBoss [[spoiler:[[EldritchAbomination Melad Margus]]]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found [[SwordOfPlotAdvancement Ancardia]], then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.

to:

** The FinalBoss [[spoiler:[[EldritchAbomination Melad Margus]]]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] deadly (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found [[SwordOfPlotAdvancement Ancardia]], then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] portions of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.
3rd Jun '17 5:48:58 PM Gosicrystal
Is there an issue? Send a Message


** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[PlotCoupon the Ancardia]], in which case he's here to drive you insane with anxiety. Before even talking about this fight, to even ''get'' to the secret level where Scoppio is the player first needs to fulfill ''[[GuideDangIt an extremely obtuse condition]]'' to open the path to the bonus Scene.[[labelnote:Explanation]] You need to destroy an ''invisible'' object hidden in an innocuous corner in the preceding level, twice (which means breaking it, then waiting several turns for it to respawn to break it again). The only clue you get of this is that your companion will pass through this area several levels later and remark on a feeling if you ''didn't'' access the secret level. In other words, '''no clue at all.'''[[/labelnote]]. Now, as for the boss itself: Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hits like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]

to:

** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[PlotCoupon the Ancardia]], in which case he's here to drive you insane with anxiety. Before even talking about this fight, to even ''get'' to the secret level where Scoppio is the player first needs to fulfill ''[[GuideDangIt an extremely obtuse condition]]'' to open the path to the bonus Scene.[[labelnote:Explanation]] You need to destroy an ''invisible'' object hidden in an innocuous corner in the preceding level, twice (which means breaking it, then waiting several turns for it to respawn to break it again). The only clue you get of this is that your companion will pass through this area several levels later and remark on a feeling if you ''didn't'' access the secret level. In other words, '''no clue at all.'''[[/labelnote]]. Now, as for the boss itself: Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hits like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever chests. '''[[PermanentlyMissableContent Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]
27th May '17 6:08:11 AM CalamityRaven26
Is there an issue? Send a Message

Added DiffLines:

** The Guardian of the 59th floor, the [[KnightInShiningArmor Intrepid Knight]], is utterly brutal if you come in unprepared. Resists all physical attacks, wind attacks ''heal'' him, on top of packing a third-tier single-target wind spell and a second-tier target-all wind spell - and ''then'' he has Mind Charge, Makarakarn, [[OneHitKill Hama]], Counterstrike, Wind Break, Kill Rush, Heat Wave... boasting no weaknesses and plenty of ways to mop the floor with you, this boss serves as the first guardian in the game qualified for [[ThatOneBoss TOB status]] due to how ''insanely strong'' it is.
26th May '17 8:34:06 PM AKITN
Is there an issue? Send a Message


** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[PlotCoupon the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]

to:

** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[PlotCoupon the Ancardia]], in which case he's here to drive you insane with anxiety. Before even talking about this fight, to even ''get'' to the secret level where Scoppio is the player first needs to fulfill ''[[GuideDangIt an extremely obtuse condition]]'' to open the path to the bonus Scene.[[labelnote:Explanation]] You need to destroy an ''invisible'' object hidden in an innocuous corner in the preceding level, twice (which means breaking it, then waiting several turns for it to respawn to break it again). The only clue you get of this is that your companion will pass through this area several levels later and remark on a feeling if you ''didn't'' access the secret level. In other words, '''no clue at all.'''[[/labelnote]]. Now, as for the boss itself: Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's Hits like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]
26th May '17 8:24:03 PM AKITN
Is there an issue? Send a Message


** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[McGuffin the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]

to:

** [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[McGuffin [[PlotCoupon the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]



** The FinalBoss [[spoiler:[[EldritchAbomination Melad Margus]]]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found Ancardia, then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.

to:

** The FinalBoss [[spoiler:[[EldritchAbomination Melad Margus]]]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found Ancardia, [[SwordOfPlotAdvancement Ancardia]], then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.
26th May '17 8:13:31 PM AKITN
Is there an issue? Send a Message


** [[RecurringBoss Fights with your archangel rival]] (Melissa/Marietta) are always hectic do to them having much stronger BulletHell abilities than most enemies in the game, as well as the game making you compensate for [[SquishyWizard them being relatively squishy]] by giving you a fairly short turn limit to beat them. It doesn't help they later get the ability to temporarily NoSell anything, and that all their attacks will shred your timer in seconds, so you better get used to their patterns ''fast''.

to:

** [[RecurringBoss Fights with your archangel rival]] (Melissa/Marietta) ([[FallenAngel Melissa]]/[[LightIsNotGood Marietta]]) are always hectic do to them having much stronger BulletHell abilities than most enemies in the game, as well as the game making you compensate for [[SquishyWizard them being relatively squishy]] by giving you a fairly short turn limit to beat them. It doesn't help they later get the ability to temporarily NoSell anything, and that all their attacks will shred your timer in seconds, so you better get used to their patterns ''fast''.
26th May '17 8:11:23 PM AKITN
Is there an issue? Send a Message


** The Dotaurus fight is annoying due to its DualBoss nature. For the first part, you can't actually harm Dotaurus as he's out of reach (but he ''can'' hit you). Instead, you're fighting his pet dog Garm, as well as whatever hound enemies he summons. All of these (especially Garm) will continuously drain your Knights of their Vit if they're spotted while charging up, which is almost as bad as [[spoiler:Gunther]]'s special ability[[note]] Vit is ''very'' hard to recover, requiring leveling up (which is not effective in most cases, and even ''detrimental'' in some) or sacrificing other Knights to do it.[[/note]]. Taking out Garm prompts Dotaurus to take to the field, at which point the fight is more straightforward.
** Scoppio is not a mandatory boss, unless you want to find [[McGuffin the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]
** If you're fighting [[spoiler:Pische]], be prepared for RocketTagGameplay. Basically, the Boss is a small and fast-moving GlassCannon whose bullets do huge damage and cover a lot of the screen, but has little health in comparison and thus dies quickly. The problem is that [[spoiler:Pische]]'s special skill [[HealingFactor lets them heal themselves for most of their health]] if the player doesn't interrupt this action, which is made harrowing when they're too busy dodging bullets to focus on what the Boss is doing. While it's not that hard to win quickly on easier difficulties, as soon as you hit Hard you'll find that this encounter becomes exponentially more frustrating as the Boss takes less damage, has more health and faster cycles, meaning that to effectively counter this boss, the player absolutely cannot let up on the offensive.
** [[spoiler:Sacchito]]'s ''very'' [[SquishyWizard squishy]], and that's basically the only consolation, because the bullets are strong and you will find yourself severely limited during this fight. Yous see, the area you fight the boss in is a huge abyss with some lone footholds here and there. Only Lance Knights can move between the spaces, and only on one layer (there's two layers of footholds, one on each side of the stage, that can be accessed by your Knights), and that's basically the only thing they're good for here because they can only attack one square at any time in this stage and the boss [[TeleportSpam constantly teleports between them]]. Expect your attacks to miss a lot, as well as spend a long time doing nothing but holding a skill on charge, waiting for the boss to get into position. You may find you sometimes used turns just for positioning your Knights so a different class (a Wizard or an Archer, likely) can cover more ground in a future turn.
** [[AuthorityEqualsAsskicking No surprises here]], really, but [[OurDragonsAreDifferent Zolgonark]] is ''nasty''. First off, he's got three heads, each acting independently from one another (and each having its own lifebar and attack cycles, meaning he's essentially three bosses in one!) with their own attacks and abilities, so much like the fight with [[spoiler:Leonil]] earlier in the game, the player has to get used to dealing with three different patterns from the same boss, only at the same time. His attacks are powerful and the player can find themselves cornered at times, but that isn't what really makes this boss a struggle. ''Every'' enemy in the game has a HealingFactor that lets them regenerate some of the damage you deal, but Zolgonark's is especially strong, which means that if you can't deal substantial damage continuously, it's very possible that over the course of the battle, Zolgonark may end up healing for more health than any enemy in the game! The key is taking out a specific head which boosts his HealingFactor, but that does not diminish his threat in the least, only speed up the process.
** The FinalBoss [[spoiler:Melad Margus]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found Ancardia, then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.

to:

** The Dotaurus [[TheBeastmaster Dotaurus]] fight is annoying due to its DualBoss nature. For the first part, you can't actually harm Dotaurus as he's out of reach (but he ''can'' hit you). Instead, you're fighting his pet dog Garm, as well as [[FlunkyBoss whatever hound enemies he summons. summons.]] All of these (especially Garm) will continuously drain your Knights of their Vit if they're spotted while charging up, which is almost as bad as [[spoiler:Gunther]]'s special ability[[note]] Vit is ''very'' hard to recover, requiring leveling up (which is not effective in most cases, and even ''detrimental'' in some) or sacrificing other Knights to do it.[[/note]]. Taking out Garm prompts Dotaurus to take to the field, at which point the fight is more straightforward.
** Scoppio [[EldritchAbomination Scoppio]] is not a mandatory boss, unless you want to find [[McGuffin the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]
** If you're fighting [[spoiler:Pische]], [[spoiler:[[TragicMonster Pische]]]], be prepared for RocketTagGameplay. Basically, the Boss is a small and fast-moving GlassCannon whose bullets do huge damage and cover a lot of the screen, but has little health in comparison and thus dies quickly. The problem is that [[spoiler:Pische]]'s special skill [[HealingFactor lets them heal themselves for most of their health]] if the player doesn't interrupt this action, which is made harrowing when they're too busy dodging bullets to focus on what the Boss is doing. While it's not that hard to win quickly on easier difficulties, as soon as you hit Hard you'll find that this encounter becomes exponentially more frustrating as the Boss takes less damage, has more health and faster cycles, meaning that to effectively counter this boss, the player absolutely cannot let up on the offensive.
** [[spoiler:Sacchito]]'s [[spoiler:[[BrainwashedAndCrazy Sacchito]]]]'s ''very'' [[SquishyWizard squishy]], and that's basically the only consolation, because the bullets are strong and you will find yourself severely limited during this fight. Yous see, the area you fight the boss in is a huge abyss with some lone footholds here and there. Only Lance Knights can move between the spaces, and only on one layer (there's two layers of footholds, one on each side of the stage, that can be accessed by your Knights), and that's basically the only thing they're good for here because they can only attack one square at any time in this stage and the boss [[TeleportSpam constantly teleports between them]]. Expect your attacks to miss a lot, as well as spend a long time doing nothing but holding a skill on charge, waiting for the boss to get into position. You may find you sometimes used turns just for positioning your Knights so a different class (a Wizard or an Archer, likely) can cover more ground in a future turn.
** [[AuthorityEqualsAsskicking No surprises here]], really, but [[OurDragonsAreDifferent [[BigBad Zolgonark]] is ''nasty''. First off, he's got three heads, each acting independently from one another (and each having its own lifebar and attack cycles, meaning he's essentially three bosses in one!) with their own attacks and abilities, so much like the fight with [[spoiler:Leonil]] earlier in the game, the player has to get used to dealing with three different patterns from the same boss, only at the same time. His attacks are powerful and the player can find themselves cornered at times, but that isn't what really makes this boss a struggle. ''Every'' enemy in the game has a HealingFactor that lets them regenerate some of the damage you deal, but Zolgonark's is especially strong, which means that if you can't deal substantial damage continuously, it's very possible that over the course of the battle, Zolgonark may end up healing for more health than any enemy in the game! The key is taking out a specific head which boosts his HealingFactor, but that does not diminish his threat in the least, only speed up the process.
** The FinalBoss [[spoiler:Melad Margus]] [[spoiler:[[EldritchAbomination Melad Margus]]]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found Ancardia, then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.
26th May '17 8:02:38 PM AKITN
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/KnightsInTheNightmare'' takes this UpToEleven. It's considerably easier to list which bosses ''don't'' qualify for this trope than mention ones that do on ''the Normal difficulty alone'', in which case they're almost certainly a GoddamnedBoss instead. Every enemy class has its own skill in this game, and Bosses each have a unique ability of some kind on top of the usual two bullet patterns and a special attack, and it's often the reason why they are so tough.
** The [[BrainwashedAndCrazy Cursed Knight]], [[spoiler:Gunther]], is highly mobile (a common trend for Boss Units), his bullets reduce your timer by quite a bit for this early in the game, and [[ThatOneAttack his special skill]] [[OneHitKill lets him instantly kill any Knight in his direct line of vision]], in a game with FinalDeath. This unfortunately includes [[WeCannotGoOnWithoutYou Maria/Mellia]]. He's also invincible during its execution. This means that you need to blindside him when you attack if you actually want to do damage.
** [[RecurringBoss Fights with your archangel rival]] (Melissa/Marietta) are always hectic do to them having much stronger BulletHell abilities than most enemies in the game, as well as the game making you compensate for [[SquishyWizard them being relatively squishy]] by giving you a fairly short turn limit to beat them. It doesn't help they later get the ability to temporarily NoSell anything, and that all their attacks will shred your timer in seconds, so you better get used to their patterns ''fast''.
** The Dotaurus fight is annoying due to its DualBoss nature. For the first part, you can't actually harm Dotaurus as he's out of reach (but he ''can'' hit you). Instead, you're fighting his pet dog Garm, as well as whatever hound enemies he summons. All of these (especially Garm) will continuously drain your Knights of their Vit if they're spotted while charging up, which is almost as bad as [[spoiler:Gunther]]'s special ability[[note]] Vit is ''very'' hard to recover, requiring leveling up (which is not effective in most cases, and even ''detrimental'' in some) or sacrificing other Knights to do it.[[/note]]. Taking out Garm prompts Dotaurus to take to the field, at which point the fight is more straightforward.
** Scoppio is not a mandatory boss, unless you want to find [[McGuffin the Ancardia]], in which case he's here to drive you insane with anxiety. Scoppio has the dubious distinction of [[MarathonBoss having the second-highest HP count in the whole damn game]], second only to the FinalBoss, nearing the million benchmark on ''Normal'' alone, when he's found around halfway through the game! This means he's here to stay for a while, which is bad news, because if you want to find the Ancardia, you need to start opening chests (the bonus stage is filled with them) and pray that it pops out. The problem is that Scoppio: 1) Hit's like a damn truck; even if his patterns are uncomplicated, the damage is brutal. 2) His special ability [[DieChairDie lets him destroy breakable items in the room]]. [[OhCrap Which means the chests.]] '''[[LostForever Which may mean the one with the Ancardia.]]''' Scoppio's battle isn't harrowing because of the boss itself (despite his massive pool of health, he's slow and a large target, so it's a matter of time to beat him), but because you're on a LuckBasedMission to find the chest holding the Ancardia (which ''may not even spawn'' in the first round of treasures) before Scoppio destroys it. And because you have no way at all to figure out if Scoppio ''did'' get the one with Ancardia, most players will be [[SaveScumming paranoid enough by this point that they will reset the very moment he breaks one]] if the staff hasn't been found yet. It's possible to stop Scoppio as he winds up for the chest-destroying swing, but it takes more damage the longer the fight drags on and the higher the difficulty goes. The one mercy is that once you ''do'' find Ancardia, the staff will be completely safe from Scoppio's rampage despite still being on the map. Insultingly however, players of the Blue route who clear this stage and find Ancardia did so ''[[ShaggyDogStory for nothing]]'', as [[spoiler:Mellia ''breaks Ancardia herself'' as one giant middle finger to Marietta, which locks you into the bad ending not even halfway through the game!]]
** If you're fighting [[spoiler:Pische]], be prepared for RocketTagGameplay. Basically, the Boss is a small and fast-moving GlassCannon whose bullets do huge damage and cover a lot of the screen, but has little health in comparison and thus dies quickly. The problem is that [[spoiler:Pische]]'s special skill [[HealingFactor lets them heal themselves for most of their health]] if the player doesn't interrupt this action, which is made harrowing when they're too busy dodging bullets to focus on what the Boss is doing. While it's not that hard to win quickly on easier difficulties, as soon as you hit Hard you'll find that this encounter becomes exponentially more frustrating as the Boss takes less damage, has more health and faster cycles, meaning that to effectively counter this boss, the player absolutely cannot let up on the offensive.
** [[spoiler:Sacchito]]'s ''very'' [[SquishyWizard squishy]], and that's basically the only consolation, because the bullets are strong and you will find yourself severely limited during this fight. Yous see, the area you fight the boss in is a huge abyss with some lone footholds here and there. Only Lance Knights can move between the spaces, and only on one layer (there's two layers of footholds, one on each side of the stage, that can be accessed by your Knights), and that's basically the only thing they're good for here because they can only attack one square at any time in this stage and the boss [[TeleportSpam constantly teleports between them]]. Expect your attacks to miss a lot, as well as spend a long time doing nothing but holding a skill on charge, waiting for the boss to get into position. You may find you sometimes used turns just for positioning your Knights so a different class (a Wizard or an Archer, likely) can cover more ground in a future turn.
** [[AuthorityEqualsAsskicking No surprises here]], really, but [[OurDragonsAreDifferent Zolgonark]] is ''nasty''. First off, he's got three heads, each acting independently from one another (and each having its own lifebar and attack cycles, meaning he's essentially three bosses in one!) with their own attacks and abilities, so much like the fight with [[spoiler:Leonil]] earlier in the game, the player has to get used to dealing with three different patterns from the same boss, only at the same time. His attacks are powerful and the player can find themselves cornered at times, but that isn't what really makes this boss a struggle. ''Every'' enemy in the game has a HealingFactor that lets them regenerate some of the damage you deal, but Zolgonark's is especially strong, which means that if you can't deal substantial damage continuously, it's very possible that over the course of the battle, Zolgonark may end up healing for more health than any enemy in the game! The key is taking out a specific head which boosts his HealingFactor, but that does not diminish his threat in the least, only speed up the process.
** The FinalBoss [[spoiler:Melad Margus]] is easily the worst one of the lot, which is saying '''''something'''''. Aside from having the highest HP in the game, bar none (over ''a million'' in Normal difficulty, which is represented as ?????? in-game), it's very fast, moving constantly over a restrictive battlefield where the boss is normally vulnerable only on certain spaces, [[ForMassiveDamage its bullets are incredibly deadly]] (so strong, in fact, that getting hit just a couple of times pretty much ends your turn if you didn't Guard in time) not to mention unpredictable and hard to dodge. This needs to be repeated, actually--[[BulletHell the boss's attacks cover basically]] '''[[BulletHell the entire screen]]''' [[BulletHell and their natures make dodging them pretty much come down to reflex and sheer luck.]] One of its most dangerous characteristics is that the boss has very short attack cycles, to the point that you can end up having to dodge [[AttackAttackAttack several attacks in a row with no respite as the boss unleashes attacks]] ''[[AttackAttackAttack while]]'' [[AttackAttackAttack other attacks are still going on.]] Coupled with a stronger-than-usual HealingFactor, this boss can be quite unforgiving and leaves very little room for error. The one saving grace is that if the player is on the Red Path and has found Ancardia, then Maria has the ability to [[ForMassiveDamage severely speed up the battle by shredding through huge portions]] of [[spoiler:Melad Margus]]'s lifebar with her {{Limit Break}}s, if the player can dodge well enough to charge Maria up for it.
This list shows the last 10 events of 581. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=ThatOneBoss.Atlus