You've decided to play through a game series you like. After the third game, you start to notice a pattern: Some of these guys look or act similar to a boss from the last few games. You have discovered the Recurring Boss Template.

This is when a game series seems to reuse a boss in some way, but with something changed, often repeatedly throughout the series. It may have more attacks than the last time, or it may look different, but at the core it's still the same CosmicHorror you faced two games ago.

Similar to, but not to be confused with RecurringBoss and LegacyBossBattle, which are simply one character, machine, creature, or species of creature that gets the boss spot more than one time.

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!!Examples:

* The ''{{Kirby}}'' series seems to love using either limbless cyclopean {{Eldritch Abomination}}s or TeleportSpam wizards as the final bosses.
** ''VideoGame/SuperSmashBros.'', which was also made by HAL Laboratories, also uses this pattern with Master Hand, Crazy Hand and [[spoiler:Tabuu]].
* ''HouseOfTheDead'' commonly uses a FinalBoss that takes a humanoid form, and floats around throwing energy at you, often named after [[TarotMotifs the most sinister sounding tarot cards]].
** Except for 4 which is a giant ice insect that has its lower body underground. This one is named after The World... yeah, [[ItMakesSenseInContext It Makes (Some) Sense In Context]].
** They dropped the TarotMotifs entirely for ''VIdeoGame/TheHouseOfTheDeadOverkill'' (which is really, really disappointing.) So, the final boss of that game is simply named "Mother"... which is pretty fitting, in an extremely [[BodyHorror creepy]], [[VasquezAlwaysDies misogynistic]], [[FreudWasRight Freudian]], and just overall {{Squick}}-laden way.
* The ''MarioAndLuigi'' series for the Nintendo handhelds take pride in using ghostly, (most of the time) purple final bosses. [[spoiler:And Bowser getting possessed/mind controlled/fused with/whatever else by the Big Bad.]]
** The Koopalings in ''VideoGame/NewSuperMarioBrosWii'' take their cues from ''VideoGame/SuperMarioBros3'' (especially with the magic scepter attacks), with a dash of ''VideoGame/SuperMarioWorld'' for good measure.
** Every time you fight Bowser in the ''VideoGame/NewSuperMarioBros'' series, the battle is some variant of the battles against him in the original ''VideoGame/SuperMarioBros'' (the ones with the bridge and the axe). [[spoiler:Yes, even the final battle.]]
** Bowser also has a habit of fighting Mario in arenas with fragile floors that he can be tricked into breaking. First seen in ''VideoGame/SuperMarioBros3'', but makes a comeback in ''VideoGame/SuperMarioGalaxy''.
* ''Franchise/TheLegendOfZelda'' has frequently bosses that either:
** [[PlayingTennisWithTheBoss Play tennis with Link]].
** Have an [[GoForTheEye eye as a weakness]].
** Are killed [[FeedItABomb by throwing bombs into their mouths]].
** The FinalBoss that ends with an elaborate sword duel.
* ''{{Gradius}}'' games tend to involve {{Recurring Boss}}es, but near their ends they have variations on a "gun wall" boss, variations on a boss whose legs the player must duck and weave through, and variations on the organic AnticlimaxBoss.
** Also: Shoot the Core!
* And let's not forget how similar those bosses at the start of ''VideoGame/FinalFantasyIV'', ''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/FinalFantasyVII'' were. You know, the ones where you have to refrain from attacking halfway through the battle?
** Tutorial bosses could be exempted. Those are designed to teach people to wait despite being turn based.
** Final Fantasy is really the king of this trope, from the Demon Wall to Bahamut to those giant eye-balls with bat-wings, pretty much every game will have at least a handful of bosses that are (at the very least) homages to recurring types or specific enemies of previous games.
** IV, V and VI all have bosses who rely heavily on Quake and may have abiltiies to remove Float (The White Dragon, Catastrophe and the Dirt Dragon, respectively).
** IV has several bosses in the form of "main boss and two flunkies," such as Baigan, the Magus Sisters, and the CPU. For these bosses, it is unwise to kill off (both of) the flunkies first: not only will they be revived to full health by the main boss, but in the case of the CPU, said revival is accompanied by a devastating attack. VIII takes the formula and changes it up a bit: in fights such as the NORG Pod and Mobile Type-8, [[InvincibleMinorMinion the flunkies are invulnerable,]] serving mainly as sources of Muggable items and Drawable magic for the player in addition to whatever they do for their bosses.
* ''VideoGame/MegaMan''. Doctor Wily. Big, two-stage mecha with TeleportSpam second stage.
** ''VideoGame/MegaManX''. Sigma. Two- to three-stage boss, first with a robot body with [[StarWars lightsaber]]/[[{{Wolverine}} twin claws]]/[[CaptainAmerica a spiked throwing shield]]/[[GrimReaper energy scythe]]/whatever, then more on the level of OneWingedAngel variants.
** ''VideoGame/MegaManZero'' and ''MegaManZX''. Various characters. A human form, followed by a OneWingedAngel. Reversed for Omega and [[spoiler:Albert]].
** There's quite a variety of Devils to be seen throughout the entire series. Whether they're Yellow, Green, Black, or Rainbow, they are all able to split themselves into globs to launch at you and form into various weapons. They also tend to be ThatOneBoss; the exception is in ''VideoGame/MegaManXCommandMission'', where they're [[DegradedBoss demoted into regular enemies]]. That being said, if you purposefully beef them 2 of them up by hitting them with the attacks of their own element, they not only get healed but become stronger as well at the benefit of increased experience and [[ItemCrafting FME]]: the effect is cumulative and once you power the experience-increasing variety to the point where killing one will practically guarantee a level-up for the entire cast, they can easily kill anyone in 1 hit and get a boatload of turns to easily do so as well. Although usually at that point, they rarely if ever take advantage of their massively powered up status and actually attack you and instead opt to run away on their next turn, taking the EXP with them.
* ''Franchise/{{Metroid}}'' games have a few examples of this. For example, the final bosses of ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidZeroMission'' have a eary similar attack pattern (walk slowly forwards, stop, swing their claws in a huge arc) and weak spot (in the chest), although the one in ''Zero Mission'' spices things up a bit by also firing missiles and lasers.
* ''Franchise/MetalGear'' games are guaranteed to end with a melee battle. You can ''try'' to shoot The Boss in ''VideoGame/MetalGearSolid3'', but she'll deflect your bullets, strip you of your gun and force you into CQC.
* Its not just the final melee battles(Liquid Snake\Solidus Snake\The Boss\Liquid Ocelot), Franchise/MetalGear has this with every boss battle in the series in a same yet different way. There is almost always the following;
** Battle against a giant robot that must be taken down with missles(Metal Gear Rex\Metal Gear Rays\The Shagohad\Metal Gear Ray)
** Battle where you use a sniper rifle(Sniper Wolf\Vamp\The End\Crying Wolf)
** Battle against someone in a maze like area(Vulcan Raven\Fatman\The Fury\Raging Raven)
** Battle against an opponent who can hide from you and attacks from above(Gray Fox\Vamp\The Fear\Laughing Octopus)
* The first boss battle in a ''{{Raiden}}'' game is usually against a duo of machine, with one appearing slightly before the other.
* Several boss's gimmick(s) have actually been reused in different expansion packs in ''WorldOfWarcraft''. Such as, for example:
** Mind control. Mostly used by Jammal'an and first by Arugal.
** Gruul petrifies the party and shatters them if they're too close. Later in Wrath, another boss does the same thing. In Cataclysm, Ozruk does the same thing ''again''.
** Brutallus and Argaloth share the same model and a very similar Meteor Slash mechanic (an attack that must be absorbed by several people stacking up to split the damage, then switching off after a while), albeit with Argaloth being a considerably simpler fight.
** Sapphiron's ice bomb mechanic and the required LOS cover is reused in the Sindragosa encounter. The two also happen to be reanimated blue dragons.
* KingdomHearts has several of these, most notably the giant "leader" boss who summons lesser foes from the ground and the "armor" boss who's made up of mechanized limbs that attack both together and separately.
* ''VideoGame/MajorStryker'' has three templates, each used once in each episode, though with differences.
* ''Franchise/{{Castlevania}}'' has several:
** First off, Dracula himself. Aside from his varied OneWingedAngel forms, his first form ''always'' uses TeleportSpam while throwing fireballs.
*** Dracula's "potential hosts" from the ''VideoGame/CastlevaniaChroniclesOfSorrow'' games as well use the teleport and fireball routine.
** His aide, Death, often uses different tricks from game to game, but he ''always'' summons mini-sickles out of thin air to hunt you down.
* ''{{Contra}}'' has quite a few.
** The Gun Wall boss of the original game is reused many times in the series, usually as a early-game boss or a minor obstacle.
** The FinalBoss of the original ''Contra'', a giant heart with mook-spawning capsules, is a good contender for the most-reused boss in the series.
** The FinalBoss of the arcade Super Contra (a skeletal dragon-thing with [[CognizantLimbs snake-like arms]]) is a close runner up.
* The ''VideoGame/{{Darius}}'' series has two of them:
** (Insert Word Here) Fossil, a coelacanth. Starting with King Fossil from Darius. Usually the [[WarmUpBoss first or second boss in the game]], and appears in almost every single one of them.
** [[SpaceWhale Great Thing]]. A sperm whale with a load of cannons attached to it, and often the FinalBoss in every Darius game he's appeared in. Not to mention he's usually [[ThatOneBoss incredibly difficult]] in each game he's in. In Darius Twin, he's an optional second-to-last boss, and is the only boss to have his own specialized music separate from the normal boss music.
* ''Franchise/SonicTheHedgehog'' usually has one of two things for a final boss (though not necessarily the TrueFinalBoss), either a giant walking robot, as seen in ''Sonic2'', ''SonicAndKnuckles'', ''SonicHeroes'', ''SonicRush'' and ''SonicAdvance2'' (though there it can't move), or the final boss is a flying serpent like robot as seen in ''SonicAdventure'', ''Sonic06'' ''SonicUnleashed'' and ''SonicColours''.
** The TrueFinalBoss is usually a fight where you use [[EleventhHourSuperpower Super Sonic]]. As such you are always invincible, and you merely need to chase/get to the boss while keeping hold of as many rings as possible. These bosses generally involve merely dashing forwards and slamming either yourself, or one of it's own attacks into it, regardless of whether it's one of Eggman's machines, or an EldritchAbomination.

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