History ThatOneBoss / Atlus

17th Sep '17 4:56:44 PM nombretomado
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** On the 5th day, should you choose to save Otome you will end up in a battle where ''[[HoldTheLine you cannot allow a single enemy team to reach the escape point]]'' and this battle is difficult because of [[ArsGoetia Bifrons]]. This demon has a Baphomet with no weaknesses and an Asp with only one backing him up, and Bifrons is a Fallen-class demon, meaning his race skill '''will''' heal his HP and MP every time he takes out one of your guys, so stalling him out isn't an option. Considering that he has [[PlayingWithFire Agidyne and Maragi]], both of which are being buffed by Fire Amp, and he can attack twice in a skirmish because of Beast Eye, that can happen quite a bit. Both of Bifrons' demons can give him long-range attacks, but they also cause him to only move about every four turns. His Baphomet possesses Drain, just like the one Ronaldo had when you fought him two days beforehand, and the Asp has Life Drain, which only steals HP but gets stronger if the Asp is close to death when it uses the skill. The one saving grace about the mission is that it is not necessary to defeat Bifrons to clear the battle's victory condition.

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** On the 5th day, should you choose to save Otome you will end up in a battle where ''[[HoldTheLine you cannot allow a single enemy team to reach the escape point]]'' and this battle is difficult because of [[ArsGoetia [[Literature/ArsGoetia Bifrons]]. This demon has a Baphomet with no weaknesses and an Asp with only one backing him up, and Bifrons is a Fallen-class demon, meaning his race skill '''will''' heal his HP and MP every time he takes out one of your guys, so stalling him out isn't an option. Considering that he has [[PlayingWithFire Agidyne and Maragi]], both of which are being buffed by Fire Amp, and he can attack twice in a skirmish because of Beast Eye, that can happen quite a bit. Both of Bifrons' demons can give him long-range attacks, but they also cause him to only move about every four turns. His Baphomet possesses Drain, just like the one Ronaldo had when you fought him two days beforehand, and the Asp has Life Drain, which only steals HP but gets stronger if the Asp is close to death when it uses the skill. The one saving grace about the mission is that it is not necessary to defeat Bifrons to clear the battle's victory condition.
10th Sep '17 10:55:32 AM Timber
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** The Traitor isn't too noteworthy out of context, with no special mechanics beyond hitting like a truck and [[WeCannotGoOnWithoutYou deliberately focusing on the protagonist]], but in context, it's a three-phase fight with only extremely vague hints that it might be coming, comes almost immediately after a damage-heavy miniboss fight with no opportunity to save between the two fights, and you can't rely on your memory of the Traitor's weaknesses, resistances, and abilities while they were traveling with you. If you know the fight's on the way, it's not difficult, but if you didn't see it coming, you're in for a ''nasty'' last surprise.
2nd Sep '17 2:35:24 PM lalalei2001
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** Mr. Wild, the Legend5, has strong Robopon that can cause status effects as well as deal heavy damage. And he stole ''your'' Robopon, Dosbot, for the fight.

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** Mr. Wild, the Legend5, [=Legend5=], has strong Robopon that can cause status effects as well as deal heavy damage. And he stole ''your'' Robopon, Dosbot, for the fight.
2nd Sep '17 2:33:13 PM HamburgerTime
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** Also from Record Breaker is [[spoiler:Cor Caroli]]. Like Benetnasch from the Septentrione Arc, you can't summon any demons mid-fight because [[spoiler:Alcor]] is preventing her from interfering with the demons you already have out. Every time [[spoiler:Alcor]] gets a turn, he'll take damage and it's GameOver if he dies so you have to keep an eye on him. [[spoiler:Cor Caroli]] has two arms assisting her in battle, and they can act twice while she's boosting her defense with Asterion and can attack anyone on the field, including [[spoiler:Alcor]].

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** Also The final showdown with Miyako Hotsuin on Day 4 of Triangulum makes her "brother" Yamato look like a fluffy Angora rabbit by comparison. To start with, she resists everything, except Physical which she ''reflects'', just in case you were thinking of cheesing her with [[GameBreaker Pierced Multi-strikes or Deathbounds]], and is backed up by a Zouchoten that allows her to attack twice per turn, Dual Shadow EX, letting her attack twice per skirmish (meaning, in short, you'll likely eat ''four attacks'' per round from Record Breaker is her), and an Osiris that can buff her magic through the roof and heal her to full at any time. If that wasn't bad enough, she's supported by a large group of human agents with powerful Auto Skills, healing moves, and the ability to give her random buffs. While she's technically optional, as instead of fighting her you can send her brother behind her to deactivate her machine and free Alcor, doing so takes three turns and will result in not just her but all her henchmen converging on Yamato's position. Oh, and he can't move during that time. And to top it all off, just when you thought you were out of the woods...
** In the subsequent fight with
[[spoiler:Cor Caroli]]. Like Caroli]], like Benetnasch from the Septentrione Arc, you can't summon any demons mid-fight because [[spoiler:Alcor]] is preventing her from interfering with the demons you already have out. Every time [[spoiler:Alcor]] gets a turn, he'll take damage and it's GameOver if he dies so you have to keep an eye on him. [[spoiler:Cor Caroli]] has two arms assisting her in battle, and they can act twice while she's boosting her defense with Asterion and can attack anyone on the field, including [[spoiler:Alcor]].
20th Aug '17 7:15:26 PM GVN.Chaos
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Added DiffLines:

** Shadow Kanji. Shadow Yukiko [[WakeUpCallBoss set the bar for bosses in this game]], and Shadow Kanji proves that Shadow Yukiko was ''not'' a one-time thing. On top of having access to some very powerful physical attacks and an Area-of-Effect electric spell [[RunningGag (which, again, is gonna get a Once More since one of your party is weak to it)]], as well as two other shadows who give him buffs and free heals. This alone makes a fight with him a major test of endurance, but then he ups the ante with Forbidden Murmer and Roar of Wrath: the former ''poisons both you and Yosuke with 100% success'', which is bad enough given the amount of hurt he can deal. Roar of Wrath is even worse, as it inflicts both Yukiko and Chie with Rage, the former being annoying as the two flunky shadows either resist or ''drain'' Physical Attacks, with Yukiko being worse as she's your only hardline healer at this point in the game, which makes surviving this boss all the more difficult. Thankfully, ''Golden'' once-again numbs down the difficulty somewhat, by giving the flunky shadows weaknesses and making them lose their physical immunity... but also making [[spoiler: Shadow Kanji]] drain electricity (which admittedly makes sense, [[FridgeLogic since how can a thunder-user not be immune to electricity?]]), giving Red Wall and White Wall to help the flunky shadow's weaknesses, and Revolution, which boosts the critical rate of all party members. [[RunningGag Good luck!]]
19th Aug '17 10:57:41 AM Materioptikon
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** Even by FinalBoss standards, [[spoiler:YHVH]] is a menace. He starts out the fight with two Luster Candies and he also resists everything, which means you need Awakened Power or a Pierce move to deal damage initially. The fight's gimmick is that there are two parties: Nanashi's and Flynn's. Flynn has the ability to remove resistances and create weaknesses with his unique move, and he has Energy Drain to keep him using it. [[spoiler:YHVH himself has a few unique moves, most notably ''God's Mouth'', which is a repeat of his One Hit Kill from ''II'', and ''Divine Harmony'', which removes all status effects on the party - buffs, Doping, Charge/Concentrate, etc]]. He also has ''Authoritative Stance'', similar to ''Imposing Stance'' in that it cuts your Press Turn icons on your next turn, except instead of one icon he takes off ''three'', leaving you with up to two turns at best if you exploit his weaknesses and outright ''giving him free turns'' if you have so much as one empty party slot. To make matters worse, [[spoiler:he's a SequentialBoss, and in his second form, he has the ability to buff himself fully and Smirk with ''Infinite Power'', or debuff the whole party fully with ''Unending Curse''. He also comes with ''Supernova'' in this form, a devastating Almighty attack]]. \\
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And this is already hard enough on the Bonds Route, where Flynn [[spoiler:has a full party (himself, Jonathan, Walter, and Isabeau)]]. On Massacre, [[spoiler:Satan is his only teammate and the game will not an exception to the "number of party members = number of Press Turn icons available" rule for these two. That aforementioned ''Authoritative Stance''? Pray (heh) that YHVH doesn't use it on Flynn's party.]]

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** Even by FinalBoss standards, [[spoiler:YHVH]] is a menace. He starts out the fight with two Luster Candies and he also resists everything, which means you need Awakened Power or a Pierce move to deal damage initially. The fight's gimmick is that there are two parties: Nanashi's and Flynn's. Flynn has the ability to remove resistances and create weaknesses with his unique move, and he has Energy Drain to keep him using it. [[spoiler:YHVH himself has a few unique moves, most notably ''God's Mouth'', which is a repeat of his One Hit Kill from ''II'', and ''Divine Harmony'', which removes all status effects on the party - buffs, Doping, Charge/Concentrate, etc]]. He also has ''Authoritative Stance'', similar to ''Imposing Stance'' in that it cuts your Press Turn icons on your next turn, except instead of one icon he takes off ''three'', leaving you with up to two turns at best if you exploit his weaknesses and outright ''giving him free turns'' if you have so much as one empty party slot. To make matters worse, [[spoiler:he's a SequentialBoss, and in his second form, he has the ability to buff himself fully and Smirk with ''Infinite Power'', or debuff the whole party fully with ''Unending Curse''. He also comes with ''Supernova'' in this form, a devastating Almighty attack]]. \\\n\\\n
**
And this is already hard enough on the Bonds Route, where Flynn [[spoiler:has a full party (himself, Jonathan, Walter, and Isabeau)]]. On Massacre, [[spoiler:Satan is his only teammate and the game will not an exception to the "number of party members = number of Press Turn icons available" rule for these two. That aforementioned ''Authoritative Stance''? Pray (heh) that YHVH doesn't use it on Flynn's party.]]
18th Aug '17 2:19:25 PM Leefan
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* Vritra is often cited as ThatOneBoss of [=DDS2=]. [[spoiler:Especially if you go into battle expecting him to be weak against ice attacks]]. Many a gamer has burst a blood vessel to see their Ice attack ''repelled onto their party'' and watch their ''whole battle plan'' fall apart at their feet as the very same magic from their precious strategy is flung back at them. Twice as hard. And then Vritra calls you an idiot for thinking it would have worked. He also has a pair of tentacles that protect him from damage and must be destroyed before you can actually do damage to him. (These naturally regenerate after a couple of turns.) To top it off, he has a skill that has an extremely high chance of freezing your characters. In [=DDS2=]'s battle system a physical attack against a frozen target is an automatic critical, (Which not only causes extra damage but ''gives the attacker an extra turn'') which Vritra is more than happy to exploit.

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* Vritra is often cited as ThatOneBoss of [=DDS2=]. [[spoiler:Especially if you go into battle expecting him to be weak against ice attacks]]. Many a gamer gamers has burst a blood vessel to see their Ice attack ''repelled onto their party'' and watch their ''whole battle plan'' fall apart at their feet as the very same magic from their precious strategy is flung back at them. Twice as hard. And then Vritra calls you an idiot for thinking it would have worked. He also has a pair of tentacles that protect him from damage and must be destroyed before you can actually do damage to him. (These naturally regenerate after a couple of turns.) To top it off, he has a skill that has an extremely high chance of freezing your characters. In [=DDS2=]'s battle system a physical attack against a frozen target is an automatic critical, (Which not only causes extra damage but ''gives the attacker an extra turn'') which Vritra is more than happy to exploit.
13th Aug '17 1:02:56 PM Zuxtron
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* ''VideoGame/{{Persona 3}}'': Atlus apparently decided to go back to its roots; like in ''Nocturne'', pretty much ''every'' boss is difficult to kill. [[UpdatedRerelease Persona 3 Portable]] tones down the difficulty a bit, but not so much that it makes much of a difference unless you manually take control of the party.
** The Hierophant, the boss that forms the first half of July's full moon run. First, the game stipulates that you must bring a character who is weak to electricity to a fight in which the boss uses electric attacks. That character is also your healer. While the healer saves herself, the boss spams your party with any number of attacks, including the infamous "Prophecy of Ruin," which has a high chance of inflicting the "fear" status effect on your entire party, causing them to occasionally skip their turn. There's nothing like getting the boss down to the end of its lifebar and then watching helplessly as the protagonist, now fear-stricken, slumps and gives up his turn, leaving the boss free to kill you with some low-level physical attacks that the "fear" status makes you vulnerable against.
** After that, we have the Lovers, who, while not as difficult, is a douchebag. As you might expect from a giant Shadow heart, it specializes in Charm attacks, and will annoy you with Holy Arrow and Marin Karin. God help you if the MC gets charmed, because for some reason, nobody ever seems to want to cure it. And then it brings out its signature move, Heartbreaker, which deals huge damage to the whole party ''and deals even more to charmed party members''.
** On August, DualBoss Chariot and Justice. Although they don't have many strong attacks, if you kill one but not the other, the next turn they will [[TheComputerIsACheatingBastard revive their partner to full health.]] That, along with you not being able to control your teammates directly, means a lot of angry moments where you wanted to keep one on low health long enough to whittle the other one down [[ArtificialStupidity right as that teammate that you put on healing/support decides now would be a good time to kill the weakened enemy]]-- and presto, you're fighting two high-health bosses again. [[NiceJobBreakingItHero Nice job breaking it, teammates.]]
** Strength and Fortune, both on October. Fortune can hit you hard with its attacks - which are pseudorandom - and you can't even touch it until Strength's dead. Most of the other full moon bosses aren't that bad, but this is definitely That One Full Moon Boss. [[spoiler:Strength and Fortune are a PuzzleBoss. With a bit of luck, you can get them to cast the Fear status on themselves and with the skill Ghastly Wail you get a guaranteed OneHitKill.]]
** If you don't have a prepared party, the Hanged Man can be a pain. It hits with high-level physical attacks like Akasha Arts and God's Hand, and you have to knock down 3 statues to actually hit it. Not only that, but it summons Devious Mayas. If too many Mayas show up, the Hanged Man will ''make one of them explode and deal massive damage to the party!'' It can respawn the statues, too. Sometimes the only hit you can land on it before it respawns the statues is an All-Out Attack.
** 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.
** Sleeping Table, the infamous boss from the fourth block, floor 135 of Tartarus. It was deemed difficult enough for most players that it earned a spot as a late-game boss in ''VideoGame/{{Persona 4}}''. Its physical attacks are nothing special, but it comes armed with Maragidyne (highest-tier, party-wide fire attack), Hamaon (light-based instant kill) and Megidola (second-tier, unblockable, all-party Almighty attack,) has no weaknesses, and has such exceedingly high defenses that anything you throw at it deals pitiful damage. In addition to that, it is immune to status changes. In other words, it will rain destruction on you and you cannot prevent it. When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain.
** The World Balance from floor 236. Some players have complained that they thought that it was actually adapting to their decisions. (It's not.) The boss is smart enough to exploit the "one more" action system the same way players do -- it hits any vulnerability it can find, taking out one party member, then blasts your entire party with Megidoloan.
** Natural Dancer. It just ''loves'' to charm your party (with an unusually high success rate) and has powerful all-party Garu attacks, and the only kind of attack it doesn't resist is Bufu (well, it technically doesn't resist physical skills either, but it will quickly cast a spell which reflects those back at you). It also bears mentioning that your wind-resistant party member, as well as a couple of the better wind-resistant/immune personae, have powerful healing abilities. Healing abilities which they will happily spam on the boss when they (inevitably) get charmed, meaning that even if you have a good setup to avoid being massacred by its wind attacks, you'll still find it extremely hard to damage the boss faster than it gets healed.
** If you thought the Natural Dancer was bad, then the Royal Dancers are basically that times three. They only have one skill that does damage, but more than make up for it by having almost every ailment-causing move under the sun; Tentarafoo, Poison Breath and Sexy Dance are just a few of their moves. They can use Patra, Charmdi and Posumudi if you try to use ailments on them, and they can also heal themselves. Oh, and the one actual attack they have is Primal Force, one of the strongest physical attacks in the game, and in ''Portable'', they also use Heat Wave, which deals Strike-type damage if you thought about using a Null-Pierce persona to get around Primal Force.
*** Fun fact: Panic (a status effect it will spam) is one of the game's three statuses that turn about 90% of physical attacks to the target into a critical. A critical hit does between 1.5 and 2 times the damage of the regular attack and grants a one more. You do not want a Primal Force hitting you and critical-ing. And it will.
** The FinalBoss deserves mention for being a shining example of FakeDifficulty in a game which is otherwise tough but fair. She's a SequentialBoss with ''' thirteen''' forms. The first twelve aren't that bad, but put together they take almost an hour to get through, and no saving in between forms. Then the last form likes to spam unblockable hit-all attack, has 6000 HP (''four'' times as much as the previous ones), takes half damage from everything except for one element, and will randomly stop your progress cold by using an energy shield that reflects everything, even Almighty. It needs luck just to whittle down her HP to the point where she's finally had enough and busts out her ultimate attack -- an unblockable attack that can deal status ailments. Why is this bad? Fun fact 1: Charm is a status ailment. Fun fact 2: You probably have a teammate with full heal around just to keep yourself alive. Fun fact 3: Yes, full heal is FULL heal. If you are unfortunate enough to have a charmed teammate use their full heal on the boss, ''she gets all 6000 of her HP back''. While she does remain in her last form, it completely restarts, which includes the random everything-reflecting energy shield. Hard bosses are one thing, but bosses that make you go through ''long'' AIRoulette, clobbering you, and then ''returns you back to the beginning'', are special kinds of sadism.
** The UpdatedRerelease, ''Persona 3 FES'', has the The Brilliant Cyclops, fought in the second dungeon of ''[[PlayableEpilogue The Answer]]''. It's just one Shadow, and the previous fight pitted you against four. Besides, it's the second boss of the game! This shouldn't be too hard, right? [[WakeUpCallBoss WRONG]]. The only element it's vulnerable to is fire (it reflects everything else), it has very powerful ice spells and can summon Soul Dancers, which could be bosses on their own, by virtue of having Agidyne and ''healing spells'' potent enough to get the Cyclops back to full health in two turns. It will summon those Dancers after it falls below 50% HP, and each time one dies, it just replaces them the next turn it can. There can also be two of them on the field at once, so they can either heal the Cyclops to full health in one turn, or have one attack your party and the other heal.
** The final boss in the sixth level dungeon of ''The Answer'': The Conceited Maya and the Jotuns of Blood. The Maya has a large number of hit points and will absorb damage from physical attacks, meaning your party is restricted to their ElementalPowers. However, every time it loses twenty-five percent of its health, it summons ''Jotuns of Blood,'' which are nearly as difficult to kill and are invulnerable to elemental attacks. Furthermore, they possess all of the high-level attacks (both single and multi-target) for the four main elements and will absolutely shred your party's weaknesses. Like the World Balance, these enemies also have AI that exploit the "One More" system to destroy anyone with an uncovered elemental weakness.
* ''VideoGame/{{Persona 4}}'': While thankfully not as bad as ''VideoGame/{{Persona 3}}'' in terms of [[NintendoHard raw difficulty]], this game still has its fair share of pieces of work:
** [[spoiler:Shadow Yukiko]]. While [[spoiler:Shadow Yosuke and Shadow Chie]] were meant to [[WarmUpBoss show the player the ins-and-outs of combat]], this boss is the first real challenge in the game up to this point. She has access to a ''very'' powerful Area-of-Effect Fire Attack called "Burn to Ashes," which ''will'' get a Once More as one of your party members are weak to Fire. As if that isn't enough, she has access to Terror Voice and Shivering Rondo, the former skill capable of instilling the Fear status in one party member, which she'll likely follow up with Shivering Rondo, which deals ''massive'' Almighty damage to the affected. ''[[SerialEscalation Then]]'' you have to contend with her Charming Prince flunky, who can ''also'' inflict Fear on you, and can heal [[spoiler:Shadow Yukiko]] if left alone. Best part is? [[OhCrap She has no weaknesses, despite seeming weak to Ice.]] Thankfully, ''Golden'' adds a weakness to Ice spells that mitigates the difficulty somewhat... but now she has White Wall and now Charming Prince has Makajam, which can silence any of your ice-casters. [[ThisIsGonnaSuck Have fun!]]
** [[spoiler: Shadow Kanji.]] [[spoiler: Shadow Yukiko]] [[WakeUpCallBoss set the bar for bosses in this game]], and [[spoiler: Shadow Kanji]] proves that [[spoiler:Shadow Yukiko]] was ''not'' a one-time thing. On top of having access to some very powerful physical attacks and an Area-of-Effect electric spell [[RunningGag (which, again, is gonna get a Once More since one of your party is weak to it)]], as well as two other shadows who give him buffs and free heals. This alone makes a fight with him a major test of endurance, but then he ups the ante with Forbidden Murmer and Roar of Wrath: the former ''poisons both you and Yosuke with 100% success'', which is bad enough given the amount of hurt he can deal. Roar of Wrath is even worse, as it inflicts both Yukiko and Chie with Rage, the former being annoying as the two flunky shadows either resist or ''drain'' Physical Attacks, with Yukiko being worse as she's your only hardline healer at this point in the game, which makes surviving this boss all the more difficult. Thankfully, ''Golden'' once-again numbs down the difficulty somewhat, by giving the flunky shadows weaknesses and making them lose their physical immunity... but also making [[spoiler: Shadow Kanji]] drain electricity (which admittedly makes sense, [[FridgeLogic since how can a thunder-user not be immune to electricity?]]), giving Red Wall and White Wall to help the flunky shadow's weaknesses, and Revolution, which boosts the critical rate of all party members. [[RunningGag Good luck!]]
** [[spoiler:Shadow Teddie]] specializes in Ice attacks and by extension is immune to them, AND he has Mind Charge (which can power up his Ice attacks even more) plus Ice Break (reduces Ice resistance) and Marakunda (lowers party defense). As if this wasn't bad enough, you have the Nihil Hand move to deal with, which does nasty damage and inflicts the Dizzy status on the whole party and if one or more of your party are already Dizzy, it's an ''[[OneHitKill instakill]]'' for them. To top it all off, [[spoiler:Shadow Teddie]] likes to throw out both Foolish Whisper (a Silence spell, aka prevents use of your Persona) and Nullity Guidance, a move that will ALWAYS crit and give [[spoiler:Shadow Teddie]] a Once More (leaving you with even less time to prepare for Nihil Hand) and causes a Dizzy state. [[RunningGag Best wishes!]]

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* ''VideoGame/{{Persona 3}}'': Atlus apparently decided to go back to its roots; like in ''Nocturne'', pretty much ''every'' boss is difficult to kill. [[UpdatedRerelease Persona 3 Portable]] tones down 3}}'' has the difficulty a bit, but not so much that it makes much of a difference unless you manually take control of the party.
** The Hierophant, the boss that forms the first half of July's full moon run. First, the game stipulates that you must bring a character who is weak to electricity to a fight in which the boss uses electric attacks. That character is also your healer. While the healer saves herself, the boss spams your party with any number of attacks, including the infamous "Prophecy of Ruin," which has a high chance of inflicting the "fear" status effect on your entire party, causing them to occasionally skip their turn. There's nothing like getting the boss down to the end of its lifebar and then watching helplessly as the protagonist, now fear-stricken, slumps and gives up his turn, leaving the boss free to kill you with some low-level physical attacks that the "fear" status makes you vulnerable against.
** After that, we have the Lovers, who, while not as difficult, is a douchebag. As you might expect from a giant Shadow heart, it specializes in Charm attacks, and will annoy you with Holy Arrow and Marin Karin. God help you if the MC gets charmed, because for some reason, nobody ever seems to want to cure it. And then it brings out its signature move, Heartbreaker, which deals huge damage to the whole party ''and deals even more to charmed party members''.
** On August, DualBoss Chariot and Justice. Although they don't have many strong attacks, if you kill one but not the other, the next turn they will [[TheComputerIsACheatingBastard revive their partner to full health.]] That, along with you not being able to control your teammates directly, means a lot of angry moments where you wanted to keep one on low health long enough to whittle the other one down [[ArtificialStupidity right as that teammate that you put on healing/support decides now would be a good time to kill the weakened enemy]]-- and presto, you're fighting two high-health bosses again. [[NiceJobBreakingItHero Nice job breaking it, teammates.]]
** Strength and Fortune, both on October. Fortune can hit you hard with its attacks - which are pseudorandom - and you can't even touch it until Strength's dead. Most of the other full moon bosses aren't that bad, but this is definitely That One Full Moon Boss. [[spoiler:Strength and Fortune are a PuzzleBoss. With a bit of luck, you can get them to cast the Fear status on themselves and with the skill Ghastly Wail you get a guaranteed OneHitKill.]]
** If you don't have a prepared party, the Hanged Man can be a pain. It hits with high-level physical attacks like Akasha Arts and God's Hand, and you have to knock down 3 statues to actually hit it. Not only that, but it summons Devious Mayas. If too many Mayas show up, the Hanged Man will ''make one of them explode and deal massive damage to the party!'' It can respawn the statues, too. Sometimes the only hit you can land on it before it respawns the statues is an All-Out Attack.
** 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.
**
Sleeping Table, the infamous boss from the fourth block, floor 135 of Tartarus. It was deemed difficult enough for most players that it earned a spot as a late-game boss in ''VideoGame/{{Persona 4}}''. Its physical attacks are nothing special, but it comes armed with Maragidyne (highest-tier, party-wide fire attack), Hamaon (light-based instant kill) and Megidola (second-tier, unblockable, all-party Almighty attack,) has no weaknesses, and has such exceedingly high defenses that anything you throw at it deals pitiful damage. In addition to that, it is immune to status changes. In other words, it will rain destruction on you and you cannot prevent it. When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain.
** The World Balance from floor 236. Some players have complained that they thought that it was actually adapting to their decisions. (It's not.) The boss is smart enough to exploit the "one more" action system the same way players do -- it hits any vulnerability it can find, taking out one party member, then blasts your entire party with Megidoloan.
** Natural Dancer. It just ''loves'' to charm your party (with an unusually high success rate) and has powerful all-party Garu attacks, and the only kind of attack it doesn't resist is Bufu (well, it technically doesn't resist physical skills either, but it will quickly cast a spell which reflects those back at you). It also bears mentioning that your wind-resistant party member, as well as a couple of the better wind-resistant/immune personae, have powerful healing abilities. Healing abilities which they will happily spam on the boss when they (inevitably) get charmed, meaning that even if you have a good setup to avoid being massacred by its wind attacks, you'll still find it extremely hard to damage the boss faster than it gets healed.
** If you thought the Natural Dancer was bad, then the Royal Dancers are basically that times three. They only have one skill that does damage, but more than make up for it by having almost every ailment-causing move under the sun; Tentarafoo, Poison Breath and Sexy Dance are just a few of their moves. They can use Patra, Charmdi and Posumudi if you try to use ailments on them, and they can also heal themselves. Oh, and the one actual attack they have is Primal Force, one of the strongest physical attacks in the game, and in ''Portable'', they also use Heat Wave, which deals Strike-type damage if you thought about using a Null-Pierce persona to get around Primal Force.
*** Fun fact: Panic (a status effect it will spam) is one of the game's three statuses that turn about 90% of physical attacks to the target into a critical. A critical hit does between 1.5 and 2 times the damage of the regular attack and grants a one more. You do not want a Primal Force hitting you and critical-ing. And it will.
** The FinalBoss deserves mention for being a shining example of FakeDifficulty in a game which is otherwise tough but fair. She's a SequentialBoss with ''' thirteen''' forms. The first twelve aren't that bad, but put together they take almost an hour to get through, and no saving in between forms. Then the last form likes to spam unblockable hit-all attack, has 6000 HP (''four'' times as much as the previous ones), takes half damage from everything except for one element, and will randomly stop your progress cold by using an energy shield that reflects everything, even Almighty. It needs luck just to whittle down her HP to the point where she's finally had enough and busts out her ultimate attack -- an unblockable attack that can deal status ailments. Why is this bad? Fun fact 1: Charm is a status ailment. Fun fact 2: You probably have a teammate with full heal around just to keep yourself alive. Fun fact 3: Yes, full heal is FULL heal. If you are unfortunate enough to have a charmed teammate use their full heal on the boss, ''she gets all 6000 of her HP back''. While she does remain in her last form, it completely restarts, which includes the random everything-reflecting energy shield. Hard bosses are one thing, but bosses that make you go through ''long'' AIRoulette, clobbering you, and then ''returns you back to the beginning'', are special kinds of sadism.
** The UpdatedRerelease, ''Persona 3 FES'', has the The Brilliant Cyclops, fought in the second dungeon of ''[[PlayableEpilogue The Answer]]''. It's just one Shadow, and the previous fight pitted you against four. Besides, it's the second boss of the game! This shouldn't be too hard, right? [[WakeUpCallBoss WRONG]]. The only element it's vulnerable to is fire (it reflects everything else), it has very powerful ice spells and can summon Soul Dancers, which could be bosses on their own, by virtue of having Agidyne and ''healing spells'' potent enough to get the Cyclops back to full health in two turns. It will summon those Dancers after it falls below 50% HP, and each time one dies, it just replaces them the next turn it can. There can also be two of them on the field at once, so they can either heal the Cyclops to full health in one turn, or have one attack your party and the other heal.
** The final boss in the sixth level dungeon of ''The Answer'': The Conceited Maya and the Jotuns of Blood. The Maya has a large number of hit points and will absorb damage from physical attacks, meaning your party is restricted to their ElementalPowers. However, every time it loses twenty-five percent of its health, it summons ''Jotuns of Blood,'' which are nearly as difficult to kill and are invulnerable to elemental attacks. Furthermore, they possess all of the high-level attacks (both single and multi-target) for the four main elements and will absolutely shred your party's weaknesses. Like the World Balance, these enemies also have AI that exploit the "One More" system to destroy anyone with an uncovered elemental weakness.
* ''VideoGame/{{Persona 4}}'': 4}}'':
** Shadow Yukiko.
While thankfully not as bad as ''VideoGame/{{Persona 3}}'' in terms of [[NintendoHard raw difficulty]], this game still has its fair share of pieces of work:
** [[spoiler:Shadow Yukiko]]. While [[spoiler:Shadow
Shadow Yosuke and Shadow Chie]] Chie were meant to [[WarmUpBoss show the player the ins-and-outs of combat]], this boss is the first real challenge in the game up to this point. She has access to a ''very'' powerful Area-of-Effect Fire Attack called "Burn to Ashes," which ''will'' get a Once More as one of your party members are weak to Fire. As if that isn't enough, she has access to Terror Voice and Shivering Rondo, the former skill capable of instilling the Fear status in one party member, which she'll likely follow up with Shivering Rondo, which deals ''massive'' Almighty damage to the affected. ''[[SerialEscalation Then]]'' you have to contend with her Charming Prince flunky, who can ''also'' inflict Fear on you, and can heal [[spoiler:Shadow Yukiko]] Shadow Yukiko if left alone. Best part is? [[OhCrap She has no weaknesses, despite seeming weak to Ice.]] Thankfully, ''Golden'' adds a weakness to Ice spells that mitigates the difficulty somewhat... but now she has White Wall and now Charming Prince has Makajam, which can silence any of your ice-casters. [[ThisIsGonnaSuck Have fun!]]
** [[spoiler: Shadow Kanji.]] [[spoiler: Shadow Yukiko]] [[WakeUpCallBoss set the bar for bosses in this game]], and [[spoiler: Shadow Kanji]] proves that [[spoiler:Shadow Yukiko]] was ''not'' a one-time thing. On top of having access to some very powerful physical attacks and an Area-of-Effect electric spell [[RunningGag (which, again, is gonna get a Once More since one of your party is weak to it)]], as well as two other shadows who give him buffs and free heals. This alone makes a fight with him a major test of endurance, but then he ups the ante with Forbidden Murmer and Roar of Wrath: the former ''poisons both you and Yosuke with 100% success'', which is bad enough given the amount of hurt he can deal. Roar of Wrath is even worse, as it inflicts both Yukiko and Chie with Rage, the former being annoying as the two flunky shadows either resist or ''drain'' Physical Attacks, with Yukiko being worse as she's your only hardline healer at this point in the game, which makes surviving this boss all the more difficult. Thankfully, ''Golden'' once-again numbs down the difficulty somewhat, by giving the flunky shadows weaknesses and making them lose their physical immunity... but also making [[spoiler: Shadow Kanji]] drain electricity (which admittedly makes sense, [[FridgeLogic since how can a thunder-user not be immune to electricity?]]), giving Red Wall and White Wall to help the flunky shadow's weaknesses, and Revolution, which boosts the critical rate of all party members. [[RunningGag Good luck!]]
** [[spoiler:Shadow Teddie]]
Teddie specializes in Ice attacks and by extension is immune to them, AND he has Mind Charge (which can power up his Ice attacks even more) plus Ice Break (reduces Ice resistance) and Marakunda (lowers party defense). As if this wasn't bad enough, you have the Nihil Hand move to deal with, which does nasty damage and inflicts the Dizzy status on the whole party and if one or more of your party are already Dizzy, it's an ''[[OneHitKill instakill]]'' for them. To top it all off, [[spoiler:Shadow Teddie]] Shadow Teddie likes to throw out both Foolish Whisper (a Silence spell, aka prevents use of your Persona) and Nullity Guidance, a move that will ALWAYS crit and give [[spoiler:Shadow Teddie]] Shadow Teddie a Once More (leaving you with even less time to prepare for Nihil Hand) and causes a Dizzy state. [[RunningGag Best wishes!]]



** Kunino-sagiri is a pain in the ass. He has a ridiculous amount of HP and can ''control your party members'' so they try to kill ''you'' if you're unlucky. The hard part is when he uses Quad Convergence, which powers up the strength of one element and makes the other ones do close to nothing if you attack him with it, while also giving him a ''huge'' power boost when using that element, forcing you to have a diverse Persona stock to deal with him. He also ''always'' uses Ma-Dyne spells, which hit the entire group. The worst part is always when he's nearly dead, when he takes control of '''all''' your party members for one turn, and thus you have to do your absolute very best to survive the onslaught. If you can get through that, then you basically win so long as you can live through the boss constantly spamming "Unerring Justice", an attack that deals almighty damage to your entire party, but pray the AI doesn't get smart with you. [[OverlyLongGag Have a good one!]]
*** And in [[UpdatedRerelease Golden]], [[MissionControl Rise]] tends to raise the attack of the whole party the turn they all get controlled by the boss.



** [[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 and access to all of the main four elements (at this point in the game all of your party members are weak to one of said elements), a powerful physical attack, and stat 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 when the paintings are defeated and the main boss appears, the party only has 3 turns to damage him before he re-enters his painting form. From the second time onward, the paintings begin to use his signature move, The Artist's Grace, which renders one party member weak to 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 killed instantly. The paintings also gain the ability to revive one another, which given their elemental resistances will invariably happen at some point in the fight.

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** [[spoiler:Shadow Madarame]] 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 and access to all of the main four elements (at this point in the game all of your party members are weak to one of said elements), a powerful physical attack, and stat 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 when the paintings are defeated and the main boss appears, the party only has 3 turns to damage him before he re-enters his painting form. From the second time onward, the paintings begin to use his signature move, The Artist's Grace, which renders one party member weak to 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 killed instantly. The paintings also gain the ability to revive one another, which given their elemental resistances will invariably happen at some point in the fight.



** Even though he is the FinalBoss, [[spoiler: God of Control, Yaldaboath]] can be frustrating. At first he is nothing special but as the fight goes on he summons one of four arms that uses moves based off the previous bosses, and also have their own movesets and resistances that almost guarantee at least one party member at all times will be susceptible to a weakness. And even without that the arms can decide to have a turn to double the cost of moves, inflict incurable status conditions on a target, or automatically counter any move that targets the boss with an attack that drains all the SP of the attacking party member. The boss can also spend his turn resurrecting an arm at half health. Because of this and the boss's massive HP, on top of just coming from a fight from the previous boss without a break, SP management is difficult. Even worse, at the last fourth of the fight the boss will automatically revive all his arms at full health and charge up an attack where even guarding can potentially create a TotalPartyWipe. And even if the party survives it the boss will essentially have five moves a turn now. He can also use that move multiple times in the battle.

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** Even though he is the FinalBoss, [[spoiler: God of Control, Yaldaboath]] can be frustrating. At first he is nothing special but as the fight goes on he summons one of four arms that uses moves based off the previous bosses, and also have their own movesets and resistances that almost guarantee at least one party member at all times will be susceptible to a weakness. And even without that the arms can decide to have a turn to double the cost of moves, inflict incurable status conditions on a target, or automatically counter any move that targets the boss with an attack that drains all the SP of the attacking party member. The boss can also spend his turn resurrecting an arm at half health. Because of this and the boss's massive HP, on top of just coming from a fight from the previous boss without a break, SP management is difficult. Even worse, at the last fourth of the fight the boss will automatically revive all his arms at full health and charge up an attack where even guarding can potentially create a TotalPartyWipe. And even if the party survives it the boss will essentially have five moves a turn now. He can also use that move multiple times in the battle.
24th Jul '17 5:15:25 AM CybranGeneralSturm
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->'''We get off on your tears.'''

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->'''We ->'''"We get off on your tears.'''"'''
24th Jul '17 5:14:43 AM CybranGeneralSturm
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->''"'We get off on your tears."''co

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->''"'We ->'''We get off on your tears."''co'''
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