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Separating the two Dante/Raidou encounters, as both are different boss fights.


** Dante (or Raidou Kuzunoha XIV in the ''Chronicle'' Edition and the ''HD Remaster'' if the "Chronicle" version was chosen at the start. They're functionally identical.) is faced at the entrance to Mantra HQ, and he's a very well-rounded combatant who cannot be easily cheesed. He responds to your debuffs with a Dekunda of his own, he has party-wide attacks of the phys, elec and force variety, and his signature attack has a very high crit rate. He also uses his own version of Taunt that makes you more vulnerable to everything he has. He resists all forms of damage with no weakness and has the usual ContractualBossImmunity. No gimmicks or tricks, just a straightforward battle a la ''VideoGame/DevilMayCry'', which makes preparing for him all the more difficult. He becomes tediously nightmarish during his game at the Third Kalpa. The Player is forced to navigate a labyrinth with a series of switches that must be activated to proceed, all while avoiding encountering him. The problem is Dante will pursue you across the whole Kalpa while constantly shooting at you if you are in his line of sight and within a certain range. Each shot staggers you, and he fires at a high rate and with minimal breaks, so getting too close essentially means you are already caught. When he tags you, Dante will score a free hit on you, kicking you back to the beginning, and he will reset ''all'' the switches. Fitting, considering he basically went through some similar puzzle levels in his own game, but still unpleasant. It's a big CatharsisFactor when you finally get around to recruiting him at the bottom of the Labyrinth of Amala, and you get to use his exact powerful skill set to sweep enemy mobs.

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** Dante (or Raidou Kuzunoha XIV in the ''Chronicle'' Edition and the ''HD Remaster'' if the "Chronicle" version was chosen at the start. They're functionally identical.) is faced at the entrance to Mantra HQ, and he's a very well-rounded combatant who cannot be easily cheesed. He responds to your debuffs with a Dekunda of his own, he has party-wide attacks of the phys, elec Phys, Elec and force Force variety, and his signature attack has a very high crit rate. He also uses his own version of Taunt that makes you more vulnerable to everything he has. He resists all forms of damage with no weakness and has the usual ContractualBossImmunity. No gimmicks or tricks, just a straightforward battle a la ''VideoGame/DevilMayCry'', which makes preparing for him all the more difficult. He becomes tediously nightmarish during his game at the Third Kalpa. The Player is forced to navigate a labyrinth with a series of switches that must be activated to proceed, all while avoiding encountering him. The problem is Dante will pursue you across the whole Kalpa while constantly shooting at you if you are in his line of sight and within a certain range. Each shot staggers you, and he fires at a high rate and with minimal breaks, so getting too close essentially means you are already caught. When he tags you, Dante will score a free hit on you, kicking you back to the beginning, and he will reset ''all'' the switches. Fitting, considering he basically went through some similar puzzle levels in his own game, but still unpleasant. It's a big CatharsisFactor when you finally get around to recruiting him at the bottom of the Labyrinth of Amala, and you get to use his exact powerful skill set to sweep enemy mobs.



** The Specter, during your [[RecurringBoss second fight against him]], has upgraded its resistances and now voids non-Almighty Magic attacks, forcing the player to use physical skills. He also packs ManaDrain, which he will utilize incessantly and then cast Megido to make up for the fact that the small Specters don't fuse into a big one. They also pack Dekunda so that you WILL have to use buffs. The one saving grace is that [[spoiler:the Specters don't ''start'' with enough MP to cast Megido, meaning that if they can't take it off of you for whatever reason they're powerless]]... but who in their right minds would [[spoiler:go into a ''boss fight'' with little to no MP]]?

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** The Specter, ** Dante (Raidou) becomes tediously nightmarish during your his game at the Third Kalpa. The Player is forced to navigate a labyrinth with a series of switches that must be activated to proceed, all while avoiding encountering him. The problem is Dante will pursue you across the whole Kalpa while constantly shooting at you if you are in his line of sight and within a certain range. Each shot staggers you, and he fires at a high rate and with minimal breaks, so getting too close essentially means you are already caught. When he tags you, Dante will score a free hit on you, kicking you back to the beginning, and he will reset ''all'' the switches. Fitting, considering he basically went through some similar puzzle levels in his own game, but still unpleasant. To top it off, at the end of the cat and mouse game, [[RecurringBoss second it is another boss fight against him]], him]] and this time he adds Almighty attacks (one of which comes with a chance of instant death). It's a big CatharsisFactor when you finally get around to recruiting him at the bottom of the Labyrinth of Amala, and you get to use his exact powerful skill set to sweep enemy mobs.
** The Specter [[RecurringBoss in its rematch]],
has upgraded its resistances and now voids non-Almighty Magic attacks, forcing the player to use physical skills. He also packs ManaDrain, which he will utilize incessantly and then cast Megido to make up for the fact that the small Specters don't fuse into a big one. They also pack Dekunda so that you WILL have to use buffs. The one saving grace is that [[spoiler:the Specters don't ''start'' with enough MP to cast Megido, meaning that if they can't take it off of you for whatever reason they're powerless]]... but who in their right minds would [[spoiler:go into a ''boss fight'' with little to no MP]]?
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** 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 don't have a common damage vulnerability, meaning every available HerdHittingAttack will heal at least one of the paintings. 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 guarding 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. He was made easier in ''Royal'': while his portrait form can use The Artist's Grace and Restore from the start, once defeated it does not regenerate; instead, Madarame will summon clones of himself that use a certain element but are weak to the opposite element and the attacks themselves do scratch damage. Combined with the buffed Baton Pass mechanics it's easy to rack up One Mores and then have an ally unleash a powerful attack for massive damage at no cost. What's more, near the end of the fight he'll start summoning clones that spawn with random ''status conditions.''

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** 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 don't have a common damage vulnerability, meaning every available HerdHittingAttack will heal at least one of the paintings. 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 guarding 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. He was made easier in ''Royal'': Thankfully though, ''Royal'' downgraded him into a GoddamnedBoss: while his portrait form can use The Artist's Grace and Restore from the start, once defeated it does not regenerate; instead, Madarame will summon clones of himself that use a certain element but are weak to the opposite element and the attacks themselves do scratch damage. Combined with the buffed Baton Pass mechanics it's easy to rack up One Mores and then have an ally unleash a powerful attack for massive damage at no cost. What's more, near the end of the fight he'll start summoning clones that spawn with random ''status conditions.''



** While Shadow Okumura is quite easy in the vanilla game, he's among the most awkward difficulty spikes in ''Royal'', considering that Shadow Sae or Shadow Shido later on are much more controlled. Unlike in vanilla, if you do not defeat any of his robots within two turns, he will reshuffle and send back all of his robots on that wave at '''full health''' and all of the robots will pile up on a single target, and he can reshuffle his entire wave ''any number of times'' as long as you don't kill them within the turn limit. Furthermore, as a very subtle case of ThatOneAttack combined with what seems to be a move that deliberately induces player-sided negligence, he does use Rakukaja, followed by Rakunda and Famine's Scream to make sure he does stall you because most players are simply not prepared to remove something like a stray Rakukaja on one robot. That single Rakukaja actually lets him stall you without fail because a Division Manager or General Manager with a defense buff usually can't be killed in two turns. If you do not know how to use debuffs or buff removal against this, he will loop you until time runs out. Do not forget the Execurobo himself is still there unaltered and can take around 10 minutes to kill, and there's an extra enemy after him. In fact, most of his difficulty comes from absolutely ridiculous TrialAndErrorGameplay, since there is no way to find out any of his more erratic behaviors unless you trigger it. Furthermore, the robot's do not resist Gun and are very weak to a bunch of status conditions capable of inducing Technical damage, again impossible to find without trial and error. Hope you spent time at the pool and darts club! Surprisingly enough, Shadow Okumura is significantly easier on [[HarderThanHard Merciless]]. Merciless vastly increases damage done when hitting weaknesses or inflicting Technical damage, both for the party and the enemies, and the robots have elemental weaknesses while mainly using physical attacks. The Executive Director can still kill you if you're careless, but the waves of robots are overall much easier if you know what you're doing.

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** While Shadow Okumura is quite easy in the vanilla game, he's among the most awkward difficulty spikes in ''Royal'', considering that Shadow Sae or Shadow Shido later on are much more controlled. Unlike in vanilla, if you do not defeat any of his robots within two turns, he will reshuffle and send back all of his robots on that wave at '''full health''' and all of the robots will pile up on a single target, and he can reshuffle his entire wave ''any number of times'' as long as you don't kill them within the turn limit. Furthermore, as a very subtle case of ThatOneAttack combined with what seems to be a move that deliberately induces player-sided negligence, he does use Rakukaja, followed by Rakunda and Famine's Scream to make sure he does stall you because most players are simply not prepared to remove something like a stray Rakukaja on one robot. That single Rakukaja actually lets him stall you without fail because a Division Manager or General Manager with a defense buff usually can't be killed in two turns. If you do not know how to use debuffs or buff removal against this, he will loop you until time runs out. Do not forget the Execurobo himself is still there unaltered and can take around 10 minutes to kill, and there's an extra enemy after him. In fact, most of his difficulty comes from absolutely ridiculous TrialAndErrorGameplay, since there is no way to find out any of his more erratic behaviors unless you trigger it. Furthermore, the robot's do not resist Gun and are very weak to a bunch of status conditions capable of inducing Technical damage, again impossible to find without trial and error. Hope you spent time at the pool and darts club! Surprisingly enough, Shadow Okumura is significantly easier on [[HarderThanHard Merciless]]. Merciless vastly increases damage done when hitting weaknesses or inflicting Technical damage, both for the party and the enemies, and the robots have elemental weaknesses while mainly using physical attacks. The Executive Director can still kill you if you're careless, but the waves of robots are overall much easier if you know what you're doing. Hope you spent time at the pool and darts club!
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** The final stage of Record Breaker is a long fight [[BossBonanza between several bosses]]. The first is the Prime Factor of Heat, which has three long and winding routes to reach it and periodically hits one of the three routes with large fire damage. The other three Prime Factors work with each other, and begin the fight with interlocking buffs that give them infinite range and two actions per turn. Fortunately, each Factor you defeat greatly empowers your deployed teams, making each subsequent one easier to beat -- and you'll need this, because the fight with Canopus involves punching through three walls to even get to it on top of fending off stray Genes harrassing your party. Canopus and its walls all have high HP and Vitality, meaning that even with the buffs it will still take a while to bring it down. You also can only decide your team leaders and their equipped skills at the very beginning of the fight, so choose wisely. Ultimately, this final stage is longer than it is deadly, but if you don't manage your resources well you can be left in a difficult position.
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** As far as the Full Moon Shadows go, Chariot and Justice are a ''total'' pain in the ass. The boss fight is fairly tame if they're united but once they split up, you're in for one ''hellalicious'' fight: Chariot utilizes multi-hit Strike skills and has ''three'' status ailment skills as well as ''Power Charge''. Justice on the other hand, excels in multi-hit Pierce attacks as well as the OneHitKill Hama and the heavy-hitting ''Vile Assault'', which deals more damage to a downed enemy. And if that wasn't bad enough, both Chariot and Justice have '''''Samarecarm''''' in case one of them is KO'ed, and the ONLY way to finish these two Shadows is to either [[GeminiDestructionLaw deplete their HP at the same time]].

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** As far as the Full Moon Shadows go, Chariot and Justice are a ''total'' pain in the ass. The boss fight is fairly tame if they're united but once they split up, you're in for one ''hellalicious'' fight: Chariot utilizes multi-hit Strike skills and has ''three'' status ailment skills as well as ''Power Charge''. Justice on the other hand, excels in multi-hit Pierce attacks as well as the OneHitKill Hama and the heavy-hitting ''Vile Assault'', which deals more damage to a downed enemy. And if that wasn't bad enough, both Chariot and Justice have '''''Samarecarm''''' in case one of them is KO'ed, and the ONLY way to finish these two Shadows is to either [[GeminiDestructionLaw deplete their HP at the same time]].
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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are far tougher and [[GoddamnedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].

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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are far tougher and [[GoddamnedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength them with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish easily kill them off with Ghastly Wail to end the boss fight]].
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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are far tougher and [[GoddamanedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].

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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are far tougher and [[GoddamanedBoss [[GoddamnedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].
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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are much tougher and [[GoddmanedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].

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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are much far tougher and [[GoddmanedBoss [[GoddamanedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].
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** If you think Chariot and Justice are just a pair of one-timers, Fortune and Strength are much tougher and [[GoddmanedBoss more irritating]] in that regard. The entire boss fight is a mix of TrialAndErrorGameplay and LuckBasedMission: Fortune has the ever-annoying [[SignatureMove Wheel of Fortune]], which either heals, damages, buffs/debuffs, or inflict status ailments to either the party or them, while Strength would cast an invincible shield on Fortune and can inflict either Distress or Charm. And by the way, both of them have heavy-hitting skills and are capable of finishing you off in a few hits, especially if your party is inflicted with either Rage or Distress through Wheel of Fortune. On the bright side, if you've successfully inflicted Fear on Fortune and Strength with Wheel of Fortune, [[BeatThematTheirOwnGame you can finish them off with Ghastly Wail to end the boss fight]].

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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks, and absorbs Wind. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in a few hits by his Rage-inflicted normal attacks.

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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks, and absorbs Wind. That said, the Interprid Interpid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in a few hits by his Rage-inflicted normal attacks.attacks.
** The Fanatic Tower on the 85th floor is almost just as bad as the above Interpid Knight, albeit [[GoddamnedBoss for a completely different reason]]. For starters, it's only vulnerable (but not weak) to Strike and Wind, since it resists all other physical attacks, can deflect all other magical attacks, and block ''all'' status ailments. Additionally, it utilizes second-tier elecricity attacks, can easily inflict Poison on all enemies thanks to having Poison Boost in its disposal, and worst of all, it ''also'' has Mind Charge. While Yukari has Garu skills, Akihiko's normal attack type is Strike, and Aigis has Kill Rush and Swift Strike, the Fanatic Tower can get One Mores from hitting Yukari and Aigis with their weaknesses as well as avoiding Strike attacks with the ever-annoying Dodge Strike.



** Out of all the Tartarus guardians, the infamous boss of the 135th floor, the Sleeping Table, stands out as one of the strongest Shadows you've ever fought to the point where it earned a spot as an ''end-game sub-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Touch (which inflicts Fear on an enemy), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.

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** Out of all the Tartarus guardians, the infamous boss of the 135th floor, the Sleeping Table, stands out as one of the strongest Shadows you've ever fought to the point where it earned a spot as an ''end-game sub-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Touch (which inflicts Fear on an enemy), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Shadows Fortune and Strength.
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** As far as the Full Moon Shadows go, Chariot and Justice are a ''total'' pain in the ass. The boss fight is fairly tame if they're united but once they split up, you're in for one ''hellalicious'' fight: Chariot utilizes multi-hit Strike skills and has ''three'' status ailment skills as well as ''Power Charge''. Justice on the other hand, excels in multi-hit Pierce attacks as well as the OneHitKill Hama and the heavy-hitting ''Vile Assault'', which deals more damage to a downed enemy. And if that wasn't bad enough, both Chariot and Justice have '''''Samarecarm''''' in case one of them is killed off, and the ONLY way to finish these two Shadows is to either [[GeminiDestructionLaw deplete their HP at the same time]] or wait for them to re-fuse before finishing them off.

to:

** As far as the Full Moon Shadows go, Chariot and Justice are a ''total'' pain in the ass. The boss fight is fairly tame if they're united but once they split up, you're in for one ''hellalicious'' fight: Chariot utilizes multi-hit Strike skills and has ''three'' status ailment skills as well as ''Power Charge''. Justice on the other hand, excels in multi-hit Pierce attacks as well as the OneHitKill Hama and the heavy-hitting ''Vile Assault'', which deals more damage to a downed enemy. And if that wasn't bad enough, both Chariot and Justice have '''''Samarecarm''''' in case one of them is killed off, KO'ed, and the ONLY way to finish these two Shadows is to either [[GeminiDestructionLaw deplete their HP at the same time]] or wait for them to re-fuse before finishing them off.time]].
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** 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.

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** Sleeping Table, Out of all the Tartarus guardians, the infamous boss from of the fourth block, floor 135 135th floor, the Sleeping Table, stands out as one of Tartarus. It was deemed difficult enough for most players that the strongest Shadows you've ever fought to the point where it earned a spot as an ''end-game boss'' sub-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile Touch (which inflicts Fear on all enemies), an enemy), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.



** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is NOT the case for these guys]], because all of them don't have any weaknesses ''at all'', can resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Matarukaja, and Tempest Slash. Yukari and Aigis (who has Dekunda) are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not available until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Unless you have a Persona/accessory that blocks Electricity, Dekaja, and/or Dekunda, either the boss fight becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Ice/Wind/Almighty attacks to fight back.

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** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is in NOT the case for these guys]], guys]] because all of them similar to the above Hell Knights, they don't have any weaknesses ''at all'', all''. They can also resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Marakunda, Matarukaja, and Tempest Slash. Yukari and Aigis (who has Dekunda) are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not available until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Unless you have a Persona/accessory that blocks Electricity, Dekaja, and/or Dekunda, either the boss fight becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Ice/Wind/Almighty attacks to fight back.
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*** A few turns after she displays her new skills, she will play BarrierChangeBoss again, but this time she also gains the unique field skills of the Womb of Grief bosses, including Sol Canus and Cocytus, which negates her weaknesses entirely (reducing Co-Op effectiveness). However, arguably the worst thing the boss can do is to set up one of three Torahs, which reflects all attacks from combatants of a single alignment (it doesn't reflect Almighty, but they only deal a laughable amount of damage at this point). The Torahs last for at least 7 turns and it will force you to spend turns changing your team around, reducing your damage output and potentially allows the boss to heal more with Preening and slowly wreck you with Divine Pain. In short, if you don't have a good mixture of combatants from various alignments nor the necessary spells to consistently exploit her weaknesses, she ''will'' lock you out for many turns, especially on higher difficulties when she uses Preening more often and her Torahs persist even longer.

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*** A few turns after she displays her new skills, she will play BarrierChangeBoss again, but this time she also gains the unique field skills of the Womb of Grief bosses, including Sol Canus and Cocytus, which negates her weaknesses entirely (reducing Co-Op effectiveness). However, arguably the worst thing the boss can do is to set up one of three Torahs, which reflects all attacks from combatants of a single alignment (it doesn't reflect Almighty, but they only deal a laughable amount of damage at this point). The Torahs last for at least 7 turns and it will force you to spend turns changing your team around, reducing your damage output and potentially allows the boss to heal more with Preening and slowly wreck you with Divine Pain. In short, if you don't have a good mixture of combatants from various alignments nor the necessary spells to consistently exploit her weaknesses, she ''will'' lock you out for many turns, especially on higher difficulties when she uses Preening more often and her Torahs persist even longer.



** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.

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** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.



** Arguably a lot of them can be this, but the fifth night's ''Doom's Bride'' is the worst. First of all, you fight her on an [[SlippySlideyIceWorld Ice Level]], where if you slip on ice off the edge, you die. Second of all, she is [[LightningBruiser very fast]] at climbing compared to other bosses before her. Third, she has a move that causes an avalanche - if you are caught by this ''you are swept down to a lower level until it stops'', which is potentially lethal. And lastly, she brings FakeDifficulty on with her cyclone attack. Removing random blocks from the level to hit you with ''and'' making it difficult to see what's going on.
** The ''[[ExactlyWhatItSaysOnTheTin Child With A Chainsaw]]'' is the boss after the above ''Doom's Bride''. Players who think that this boss is merely a pumped-up version of its previous, third night appearance are in for a very painful awakening. The chainsaw-child is fast and has two deadly attacks. The first throws flaming rocks onto a row of blocks, which is generally the currently highest block ''which you tend to be on'', and those all end up as cracked blocks that crumble after stepping on them once or twice. The arguably worse attack has the baby add block-sized miniature, round chainsaws onto certain blocks, which then travel either horizontally along the row or vertically up its other axis. And they continue this for quite some time. Touching one of them spells instant death, though they are extra dangerous because the level has several spring blocks - jumping on this block throws Vincent up several rows, convenient for proceeding in the level. '''Not''' convenient when you use one and, due to lack of seeing above very well, immediately throwing Vincent into one of the chainsaws and killing him.

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** Arguably a lot of them can be this, but the The fifth night's ''Doom's Bride'' is the worst.Bride''. First of all, you fight her on an [[SlippySlideyIceWorld Ice Level]], where if you slip on ice off the edge, you die. Second of all, she is [[LightningBruiser very fast]] at climbing compared to other bosses before her. Third, she has a move that causes an avalanche - if you are caught by this ''you are swept down to a lower level until it stops'', which is potentially lethal. And lastly, she brings FakeDifficulty on with her cyclone attack. Removing random blocks from the level to hit you with ''and'' making it difficult to see what's going on.
** The ''[[ExactlyWhatItSaysOnTheTin Child With A Chainsaw]]'' is the boss after the above ''Doom's Bride''. Players who think that this boss is merely a pumped-up version of its previous, third night appearance are in for a very painful awakening. The chainsaw-child is fast and has two deadly attacks. The first throws flaming rocks onto a row of blocks, which is generally the currently highest block ''which you tend to be on'', and those all end up as cracked blocks that crumble after stepping on them once or twice. The arguably worse attack has the baby add block-sized miniature, round chainsaws onto certain blocks, which then travel either horizontally along the row or vertically up its other axis. And they continue this for quite some time. Touching one of them spells instant death, though they are extra dangerous because the level has several spring blocks - jumping on this block throws Vincent up several rows, convenient for proceeding in the level. '''Not''' convenient when you use one and, due to lack of seeing above very well, immediately throwing Vincent into one of the chainsaws and killing him.
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** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 38) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.

to:

** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 38) 44) respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.
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** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to all single-target, high-tier elemental spells, including the OneHitKill Hamaon and Mudoon as well as the dreaded '''''[[ThatOneAttack Megidolaon]]'''''. It's got the magic stat to back it up too, even if you have accessories that can block your party's weaknesses, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.

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** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to all single-target, high-tier elemental spells, including the OneHitKill Hamaon Mahamaon and Mudoon Mamudoon as well as the dreaded '''''[[ThatOneAttack Megidolaon]]'''''. It's got the magic stat to back it up too, even if you have accessories that can block your party's weaknesses, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.
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None


** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is NOT the case for these guys]], because all of them don't have any weaknesses ''at all'', can resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Matarukaja, and Tempest Slash. Yukari and Aigis (who has Dekunda) are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not avaible until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Unless you have a Persona/accessory that blocks Electricity, Dekaja, and/or Dekunda, either the boss fight becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Ice/Wind/Almighty attacks to fight back.

to:

** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is NOT the case for these guys]], because all of them don't have any weaknesses ''at all'', can resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Matarukaja, and Tempest Slash. Yukari and Aigis (who has Dekunda) are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not avaible available until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Unless you have a Persona/accessory that blocks Electricity, Dekaja, and/or Dekunda, either the boss fight becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Ice/Wind/Almighty attacks to fight back.
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** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka the game's BigBadFriend ''Ryoji'')]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health, and its [[AttackReflector Moonless Gown]] can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off [[spoiler:the Nyx Avatar]] would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.

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** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka the game's BigBadFriend ''Ryoji'')]].Ryoji)]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health, and its [[AttackReflector Moonless Gown]] can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off [[spoiler:the Nyx Avatar]] would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.
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** Straight off of the Sleeping Table on the 146th Floor are the Hell Knights, which are practically the Intrepid Knight on steroids. They resist all forms of magic and absorb Electricity, can inflict Poison, and between [[ShockAndAwe (Ma)Ziodyne]] and [[CastingAShadow Mudo]], they can get One Mores from hitting either Yukari, Aigis, or Ken with their respective weaknesses. Fortuntely though, the Hell Knights can be Charmed and Poisoned, Akihiko can shrug off Electricity attacks and learns Matarunda at Level 47, and Junpei learns [[HerdHittingAttack Blade of Fury]] at Level 50, but keep in mind that you'll have to play support and defensive for this boss fight, since Aigis is weak to Electricity and none of your party members not named Yukari or Ken have party-wide healing spells.

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** Straight off of the Sleeping Table on the 146th Floor are the Hell Knights, which are practically the Intrepid Knight on steroids. They resist all forms of magic and absorb Electricity, can inflict Poison, and between [[ShockAndAwe (Ma)Ziodyne]] and [[CastingAShadow Mudo]], they can get One Mores from hitting either Yukari, Aigis, or Ken with their respective weaknesses. Fortuntely Fortunately though, the Hell Knights can still be Charmed and Poisoned, Akihiko can shrug off Electricity attacks and learns Matarunda at Level 47, and Junpei learns [[HerdHittingAttack Blade of Fury]] at Level 50, but keep in mind that you'll have to play support and defensive for this boss fight, since Aigis is weak to Electricity and none of your party members not named Yukari or Ken have party-wide healing spells.
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None


** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka the game's BigBadFriend ''Ryoji'')]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health and its Moonless Gown can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off [[spoiler:the Nyx Avatar]] would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.

to:

** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka the game's BigBadFriend ''Ryoji'')]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health health, and its [[AttackReflector Moonless Gown Gown]] can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off [[spoiler:the Nyx Avatar]] would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.
Is there an issue? Send a MessageReason:
None


** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka Ryoji)]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health and its Moonless Gown can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off the Nyx Avatar would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.

to:

** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka Ryoji)]].the game's BigBadFriend ''Ryoji'')]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health and its Moonless Gown can deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off the [[spoiler:the Nyx Avatar Avatar]] would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.
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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight but at least it doesn't have Mind Charge and is vulnerble to Distress, though God help you if anyone in your party gets Charmed.

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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight but at least it doesn't have Mind Charge and is vulnerble vulnerable to Distress, though God help you if anyone in your party gets Charmed.
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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight but at least it doesn't have Mind Charge and is vulnerble to Distress, though God help you if anyone in your party are Charmed.

to:

** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight but at least it doesn't have Mind Charge and is vulnerble to Distress, though God help you if anyone in your party are gets Charmed.
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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks, and absorbs Wind. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in one or two hits by his Rage-inflicted normal attacks.

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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks, and absorbs Wind. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in one or two a few hits by his Rage-inflicted normal attacks.
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** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to all single-target, high-tier elemental spells, including the OneHitKill Hamaon and Mudoon as well the dreaded '''''Megidolaon'''''. It's got the magic stat to back it up too, even if you have accessories that can block your party's weaknesses, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.

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** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to all single-target, high-tier elemental spells, including the OneHitKill Hamaon and Mudoon as well as the dreaded '''''Megidolaon'''''.'''''[[ThatOneAttack Megidolaon]]'''''. It's got the magic stat to back it up too, even if you have accessories that can block your party's weaknesses, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.
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** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 38) respectively, as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.

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** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 38) respectively, respectively as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.
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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge and is vulnerble to Distress, but God help you if anyone in your party are Charmed.

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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/accessory that can resist or outright block Charm are almost mandated for this fight, and fight but at least it doesn't have Mind Charge and is vulnerble to Distress, but though God help you if anyone in your party are Charmed.
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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/Accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge and is vulnerble to Distress, but God help you if anyone in your party are Charmed.

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** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/Accessory Persona/accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge and is vulnerble to Distress, but God help you if anyone in your party are Charmed.
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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks and drains wind spells. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in one or two hits by his Rage-inflicted normal attacks.

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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks attacks, and drains wind spells.absorbs Wind. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in one or two hits by his Rage-inflicted normal attacks.



** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/Accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge and is vulnerble to Distress, but God help anyone in your party are Charmed.

to:

** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari, Ken, and/or a Persona/Accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge and is vulnerble to Distress, but God help you if anyone in your party are Charmed.



** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka Ryoji)]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health and its Moonless Gown can repel any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off the Nyx Avatar would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.

to:

** Said FinalBoss is none other than [[spoiler:the Nyx Avatar (aka Ryoji)]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health and its Moonless Gown can repel deflect any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting Almighty party wide-attack that randomly applies status effects to each party member. If your Persona has Unshaken Will, then finishing off the Nyx Avatar would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At this point, you might as well just start over again from scratch.
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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists ''all'' physical attacks and drains wind spells.

to:

** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists Charm, Distress, Panic, ''all'' physical attacks and drains wind spells. That said, the Interprid Knight is moderately susceptible to Rage, so casting Provoke or Infuriate would turn him into a GlassCannon for a few turns and lessen the difficulty to a reasonably managable level, but good luck not to get finished off in one or two hits by his Rage-inflicted normal attacks.



** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari and Ken are almost mandated for this fight, and at least it doesn't have Mind Charge, but God help you if they're Charmed.
** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.
** Straight off of the Sleeping Table on the 146th Floor are the Hell Knights, which are practically the Intrepid Knight on steroids. They resist all forms of magic and absorb Electricity, and between [[ShockAndAwe (Ma)Ziodyne]] and [[CastingAShadow Mudo]], they can get One Mores from hitting your party Members who are weak to either of those weaknesses. While Akihiko can shrug off Electricity attacks, you'll have to make good use of him as well as your Physical-using party members, but Junpei gains a HerdHittingAttack (Blade of Fury in this case) after reaching ''[[MagikarpPower Level 50]]'', and Aigis is also weak to Electricity attacks.
** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is NOT the case for these guys]], because all of them don't have any weaknesses ''at all'', can resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Matarukaja, and Tempest Slash. Yukari and Aigis are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not avaible until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Either the boss becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Almighty attacks to fight back.

to:

** Coming on the 110th Floor is the Natural Dancer, who packs both Garudyne and Magarudyne to pulverize anyone vulnerable to Wind (which Junpei is weak to) and Hamaon to randomly finish off anyone in one shot. It also has Sexy Dance backed with Charm Boost to cause discord within the party, and at this point your only means of curing Charm only affect one member at a time. Bringing Yukari and Ken Yukari, Ken, and/or a Persona/Accessory that can resist or outright block Charm are almost mandated for this fight, and at least it doesn't have Mind Charge, Charge and is vulnerble to Distress, but God help you if they're anyone in your party are Charmed.
** Arguably the most JustForFun/{{Egregious}} and well-known example from this game has to be the 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 an ''end-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), Megidola (second-tier, unblockable, all-party Almighty attack), Evil Smile (which inflicts Fear on all enemies), Ghastly Wail (which finishes off enemies inflicted by the Fear ailment), and is resistant to Slash, Pierce, and Fire attacks. In addition to that, status ailments and Strike attacks are useless against it. In other words, unless you bring Akihiko and Junpei for their [[BoringButPractical Tarunda and Marakukaja]] (which Junpei learns once he reaches Level 38) respectively, as well as Ken for his resistance to Light, it will rain destruction on the party and you cannot prevent it at all, ''especially'' to Koromaru and Mitsuru (who are weak to Light and Fire respectively). When getting hit with Maragidyne is considered a ''breather'', you know you're in for a lot of pain. And the most insulting part? Sleeping Table is at '''''Level 50''''', which is four levels higher than the Full Moon Bosses Fortune and Strength.
** Straight off of the Sleeping Table on the 146th Floor are the Hell Knights, which are practically the Intrepid Knight on steroids. They resist all forms of magic and absorb Electricity, can inflict Poison, and between [[ShockAndAwe (Ma)Ziodyne]] and [[CastingAShadow Mudo]], they can get One Mores from hitting your party Members who are weak to either of those Yukari, Aigis, or Ken with their respective weaknesses. While Fortuntely though, the Hell Knights can be Charmed and Poisoned, Akihiko can shrug off Electricity attacks, attacks and learns Matarunda at Level 47, and Junpei learns [[HerdHittingAttack Blade of Fury]] at Level 50, but keep in mind that you'll have to make good use of him as well as your Physical-using party members, but Junpei gains a HerdHittingAttack (Blade of Fury in play support and defensive for this case) after reaching ''[[MagikarpPower Level 50]]'', and boss fight, since Aigis is also weak to Electricity attacks.
and none of your party members not named Yukari or Ken have party-wide healing spells.
** The Judgement Swords on the 171st Floor are relatively unique compared to previous group bosses, because they wouldn't be too hard by this stage as a singular boss... but as the plural name implies, they're a WolfpackBoss, and all other group bosses before it at least had the mercy of possessing an elemental weakness that can net you an All-Out Attack. Well, [[OhCrap that is NOT the case for these guys]], because all of them don't have any weaknesses ''at all'', can resist physical and Fire attacks, absorb Electricity, and have third-tier Zio spells, Marakunda in combo with Matarukaja, and Tempest Slash. Yukari and Aigis (who has Dekunda) are total deadweights for this boss fight due to their Electricity weakness. Even worse, Mitsuru is not avaible until November 14 and the ''only'' party member who can tank Electricity, Akihiko, has very little in the way of damaging them, leaving him to Heal/Support duty. Either Unless you have a Persona/accessory that blocks Electricity, Dekaja, and/or Dekunda, either the boss fight becomes dragged down to a slog of gradually whittling each one down or you begin trying to experiment with Almighty Ice/Wind/Almighty attacks to fight back.



** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to ''every single'' -dyne spell, ''every single target insta-kill spell'', AND '''''Megidolaon'''''. It's got the magic stat to back it up too, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.

to:

** By the point of the Sixth Block, Adamah, you'd have gotten strong enough to be a lot easier in fighting off the off-hand Tartarus Guardian boss. But then the World Balance appears; fought on the 236th Floor, it has access to ''every single'' -dyne spell, ''every single target insta-kill spell'', AND all single-target, high-tier elemental spells, including the OneHitKill Hamaon and Mudoon as well the dreaded '''''Megidolaon'''''. It's got the magic stat to back it up too, even if you have accessories that can block your party's weaknesses, and in case it's running out of SP, it'll cast Spirit Drain before following up with one of its spells. The boss spends the first one-third of its HP focusing on its elemental Dyne spells, the following third on its insta-kill spells, and the final third trying to strike an elemental weakness followed by a Megidolaon; and giving it a One More is the ''last'' thing you want when it is already packing enough heat as is. Worse still, unlike most bosses it may occasionally deviate from this pattern as it cycles through its spells, and reflecting ''any'' of its spells (either with Makarakarn or Magic Mirror) or attempting to paralyze it with Thunder Reign or Niflheim ''will'' cause it to spam Megidolaon every turn instead, which is potentially even worse unless the party can withstand and heal off the damage every turn.



** Said FinalBoss is none other than [[spoiler:the Nyx Avatar]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting almighty party wide attack that randomly applies status effects to each party member. Woe be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At that point, you might as well just start over again from scratch.

to:

** Said FinalBoss is none other than [[spoiler:the Nyx Avatar]].Avatar (aka Ryoji)]]. Even by Atlus standards, this boss is a ''total'' nightmare. It has ''[[MarathonBoss FOURTEEN]]'' phases to it (one for each Arcana up to Death), with the final phase having a lot of health. health and its Moonless Gown can repel any attack and deals 500 damage, ''including'' Almighty spells. And at the very end of the fight, when the boss is at very low health, it begins to use Night Queen, a very hard hitting almighty Almighty party wide attack wide-attack that randomly applies status effects to each party member. Woe If your Persona has Unshaken Will, then finishing off the Nyx Avatar would be a cakewalk. Otherwise, it sucks be to you if a character with healing skills is inflicted with Charm, as they will almost certainly use their first turn to heal the boss back to full health. At that this point, you might as well just start over again from scratch.
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** Even by [[spoiler:[[DiscOneFinalBoss Disc One]]]] FinalBoss standards, [[spoiler:Kunino-sagiri]] is just downright unfair. He has 8500 HP and gains access to the highest ''all'' -dyne spells, all of which he'll use at leisure to exploit your party's inevitable elemental weaknesses and, unless you block, ''will'' get a Once More and let him continue a rampage. Thinking of using [[SixthRanger Naoto]] to cast Tetrakarn and Makarakarn to repel attacks back at him? [[TakeAThirdOption He'll simply respond]] with casting Life/Spirit Drain and then Tetra/Makara Break to shatter whatever wall Naoto puts up, and up and continue spamming his elemental attacks to siphon off weaknesses and do as much damage as possible. If you manage to bring him down to 75% of his original health, [[spoiler:Kunino-sagiri]] will begin periodically using and re-using Quad Converge to boost the power of ''one'' element while ''nerfing all other magic affinities'', while keeping his pattern uninterrupted as he continues to hit you with all kinds of elemental attacks. Izanagi help you if he hits a weakness during this phase, as it's practically ''asking'' to be two-shot if not ''one-shot'' as a direct result. However, it's also safe to use Makarakarn and Magic Mirrors during this phase because [[spoiler:Kunino-sagiri]] doesn't use Life/Spirit Drain and Tetra/Makara Break until the effects of Quad Converge wore off. If by some miracle you survive that, [[spoiler:Kunino-sagiri]] goes for the jugular with [[ThatOneAttack Control]], which ''brainwashes anywhere from one to ALL of your party members to act as his flunkies for two turns''. Even worse, your stolen party members would either attack or use a physical/elemental skill on Yu, so if you have a Persona that can block/absorb the damage inflicted by the them, you can weather the storm and continue to whittle down [[spoiler:Kunino-sagiri's]] HP... if not or you have a Persona that can reflect, you're in for a ''world'' of hurt. The ''only'' saving grace here is [[spoiler: Kunino-sagiri]] would resort to normal attacks after using Control the second time and your stolen party members would sometimes skip a turn by "hesitating" while under the effects of it. If you manage to get through ''that'', [[spoiler:Kunino-sagiri]] simply begins spamming Unerring Justice, which is basically a fancier Megidola until either [[TheHero Yu]] or [[spoiler:Kunino-sagiri]] drops dead. And the final insult to injury? [[spoiler:He's just the first of the {{Disc One Final Boss}}es and ends up being indirectly responsible for Nanako's death! If you want to have Nanako miraculously resuscitated and get to the True Ending, you need to answer the right responses or risk getting the second-worst ending]]. [[OverlyLongGag Have a nice day!]]

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** Even by [[spoiler:[[DiscOneFinalBoss Disc One]]]] FinalBoss standards, [[spoiler:Kunino-sagiri]] is just downright unfair. He has 8500 HP and gains access to the highest ''all'' -dyne spells, all of which he'll use at leisure to exploit your party's inevitable elemental weaknesses and, unless you block, ''will'' get a Once More and let him continue a rampage. Thinking of using [[SixthRanger Naoto]] to cast Tetrakarn and Makarakarn to repel attacks back at him? [[TakeAThirdOption He'll simply respond]] with casting Life/Spirit Drain and then Tetra/Makara Break to shatter whatever wall Naoto puts up, and up and continue spamming his elemental attacks to siphon off weaknesses and do as much damage as possible. If you manage to bring him down to 75% of his original health, [[spoiler:Kunino-sagiri]] will begin periodically using and re-using Quad Converge to boost the power of ''one'' element while ''nerfing all other magic affinities'', while keeping his pattern uninterrupted as he continues to hit you with all kinds of elemental attacks. Izanagi help you if he hits a weakness during this phase, as it's practically ''asking'' to be two-shot if not ''one-shot'' as a direct result. However, it's also safe to use Makarakarn and Magic Mirrors during this phase because [[spoiler:Kunino-sagiri]] doesn't use Life/Spirit Drain and Tetra/Makara Break until the effects of Quad Converge wore off. If by some miracle you survive that, [[spoiler:Kunino-sagiri]] goes for the jugular with [[ThatOneAttack Control]], which ''brainwashes anywhere from one to ALL of your party members to act as his flunkies for two turns''. Even worse, your stolen party members would either attack or use a physical/elemental skill on Yu, so if you have a Persona that can block/absorb the damage inflicted by the them, you can weather the storm and continue to whittle down [[spoiler:Kunino-sagiri's]] HP... if not or you have a Persona that can reflect, you're in for a ''world'' of hurt. The ''only'' saving grace here is [[spoiler: Kunino-sagiri]] would resort to normal attacks after using Control the second time and your stolen party members would sometimes skip a turn by "hesitating" while under the effects of it. If you manage to get through ''that'', [[spoiler:Kunino-sagiri]] simply begins spamming Unerring Justice, which is basically a fancier Megidola until either [[TheHero Yu]] or [[spoiler:Kunino-sagiri]] drops dead. And the final insult to injury? [[spoiler:He's just the first of the {{Disc One Final Boss}}es and ends up being indirectly responsible for Nanako's death! If you want to have Nanako miraculously resuscitated and get to the True Ending, you need to answer the right responses or risk getting the second-worst ending]]. [[OverlyLongGag Have a nice day!]]
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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack) and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists ''all'' physical attacks and drains wind spells.

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** After the first bosses you fight manage to be challenging, but not enough to really qualify as ThatOneBoss, the Intrepid Knight on the 59th Floor reminds you just ''what'' kind of game it is you're playing and [[Creator/{{Atlus}} who published it]]. Boasting Magarula and Garudyne, the Intrepid Knight does ridiculous amounts of damage due to having spells that you probably won't see until you're at Level ''40s''. On top of that, the Intrepid Knight has Hama (which may be a low-level Light insta-kill, but will still be a nasty surprise to anyone who doesn't expect it), Makarakarn (where it reflects ''all'' magic attacks), '''''[[ThatOneAttack Mind Charge]]''''' (which makes the next magical attack do 2.5x times more damage. Keep in mind he has [[OhCrap Magarula and Garudyne]]), Heat Wave (second-tier all-hit Strike attack) attack), and Wind Break (which outright nulls any resistance one may have to Wind spells). And the worst part is, he resists ''all'' physical attacks and drains wind spells.



** [[spoiler: Shadow Mitsuo]] will make you cry. He takes way too long and constantly gives himself a shield of 1400 additional hit points every few turns. He has a ton of attacks: he'll attempt to put the Fear condition on the whole party with Evil Smile and then use Ghastly Wail, which instantly kills fearful foes. Sometimes, he will precede Fear with Stagnant Air, which raises the susceptibility to status ailments. Worse, it will consistently attack with a randomly-chosen, multi-target elemental spell corresponding to the elemental wall spell it casts while its barrier is down; if at least one character is weak to the element and is knocked down, it will immediately follow up with the party-wide Megidola that will almost certainly kill at least the weakened character, if not everyone else. And in barrier mode, aside from a powerful normal attack (that deals [[NonElemental Almighty]] damage), it can also use the party-wide Gigadyne and a "Bomb" attack that delivers medium damage and inflicts Exhaustion status ([=SP=] drops with every action, like Poison does for [=HP=]) with 100% success rate if the attack hits. It's almost a relief when he uses the barrier form's ordinary attack, which hits between 170-240 [=HP=] when you're likely in the mid-300s. Of course, [[spoiler:Shadow Mitsuo]] only uses Gigadyne if his barrier form is resurrected (and it likely will be), plus the barrier form's normal attack also gets more powerful after a resurrection. Unless your party members are equipped with the Bravery Vessel (an accessory that reduces the chance of being inflicted with the Fear aliment), have one of your party members guard while [[spoiler:Shadow Mitsuo]] is exposed (which likewise protects him/her from being inflicted by Evil Smile),bring a Persona/item that can cure Exhaustion and Fear, or all of the above, then you're in BIG trouble. [[RunningGag Go get 'em, champ!]]

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** [[spoiler: Shadow Mitsuo]] will make you cry. He takes way too long and constantly gives himself a shield of 1400 additional hit points every few turns. He has a ton of attacks: he'll attempt to put the Fear condition on the whole party with Evil Smile and then use Ghastly Wail, which instantly kills fearful foes. Sometimes, he will precede Fear with Stagnant Air, which raises the susceptibility to status ailments. Worse, it will consistently attack with a randomly-chosen, multi-target elemental spell corresponding to the elemental wall spell it casts while its barrier is down; if at least one character is weak to the element and is knocked down, it will immediately follow up with the party-wide Megidola that will almost certainly kill at least the weakened character, if not everyone else. And in barrier mode, aside from a powerful normal attack (that deals [[NonElemental Almighty]] damage), it can also use the party-wide Gigadyne and a "Bomb" attack that delivers medium damage and inflicts Exhaustion status ([=SP=] drops with every action, like Poison does for [=HP=]) with 100% success rate if the attack hits. It's almost a relief when he uses the barrier form's ordinary attack, which hits between 170-240 [=HP=] when you're likely in the mid-300s. Of course, [[spoiler:Shadow Mitsuo]] only uses Gigadyne if his barrier form is resurrected (and it likely will be), plus the barrier form's normal attack also gets more powerful after a resurrection. Unless your party members are equipped with the Bravery Vessel (an accessory that reduces the chance of being inflicted with the Fear aliment), have one of your party members guard while [[spoiler:Shadow Mitsuo]] is exposed (which likewise protects him/her from being inflicted by Evil Smile),bring Smile), bring a Persona/item that can cure Exhaustion and Fear, or all of the above, then you're in BIG trouble. [[RunningGag Go get 'em, champ!]]

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