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Goddamned Boss
First, let us say that he is not That One Boss.

These bosses are not particularly difficult or dangerous, but are an absolute pain in the butt to fight (one of the proposed titles for this trope was Pain In The Boss for this reason). Sure, your character may be able to last all day against this boss's attacks, but your patience certainly cannot. Frustration leading to mistakes is the most common way that players end up getting killed by these bosses.

In short, the Goddamned Boss is the boss equivalent of Goddamned Bats, while That One Boss is the boss equivalent of Demonic Spiders. Or phrased another way, he's actually fairly easy to beat once you've seen through the annoyance factor, deciphered his attack pattern and come up with an effective counter-strategy.

Common traits of the Goddamned Boss include:
  • Attacks that cause an Interface Screw
  • Attacks that throw you to the other end of the arena or even out of it.
  • A weak spot that's nigh impossible to hit
  • Employs numerous Standard Status Effects, especially ones such as Sleep or Confuse that impede your ability to control your character
  • Frequently runs or teleports out of attack range
  • Incredibly high Hit Points
    • Regenerates its incredibly high hit points, especially at a rate just under how fast you can damage it.
  • Taunts the player constantly
  • Uses Mana Burn, Mana Drain, or some other form of Power Nullifier
  • Is sandwiched between long cutscenes or a drought of Save Points. The boss may not be much of a danger, but if you fail then you have to wait for a while before you can try to beat it again. You can go watch YouTube while waiting for some of these, but the worst ones require constant controller input.
    • Moves with very long animations, so even if the damage is minimal, you have to sit through the animation every time the boss uses it.
  • Is a Flunky Boss, especially if the flunkies make it awkward to damage the boss itself without getting hit.
  • The battle mechanics are painfully repetitive.
  • Has That One Attack which heals the boss or makes it invincible for a while, making the length of the fight dependent on how the A.I. Roulette is feeling that day.
    • A Tactical Suicide Boss that has an attack that lets you hurt it, and rarely uses it, at random.
    • By extension, a Tennis Boss that can only be damaged by its Tactical Suicide move and forces the player to wait before it's used.
  • If it's an optional boss, it may qualify as one of those if it's a major pain in the ass to summon him at all.

Sometimes overlaps with the Marathon Boss.

If this annoying yet easy boss occurs at a particularly plot-significant point, it may be seen as an Anticlimax Boss. For bosses that are really frickin' hard beyond an annoyance factor, see That One Boss. For the actual boss that God has damned, see Like a Badass out of Hell.

Examples:

    open/close all folders 

    Action Adventure 
  • The Legend of Zelda: A Link to the Past:
    • Moldorm from the Tower of Hera, the third dungeon. It fought you on top of a platform with open edges and a hole in the middle. And the Knock Back from hitting it in the wrong place would very, very likely send you plummeting down a floor (two floors if you fell down the hole in the middle). In which case you'd go back upstairs, pick up a heart or two, and realize the fight has started from the beginning. Any damage you did? Gone. It got faster the more damaged it got, making it more and more likely that it would knock you off and you'd lose more work.
    • The Moldorm is the first boss of The Legend of Zelda: Link's Awakening and has pretty much the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off.
    • The third form of Puppet Ganon in Wind Waker is basically Moldorm, except instead of the pits, it instead has a very specific weak point that you need to hit with a light arrow. Simple, right? Only, it moves around the ground very fast so that you'll have a hard time hitting it. It doesn't pose much of a threat to you, but it's still pretty damned annoying. There is a redeeming factor to this fight, however: the music. And the fact that he's weak to bait.
    • Fraaz from The Legend of Zelda: Spirit Tracks, especially in the final stretch. He switches between fire and ice attacks, and while charging up one, he is weak to the other, which can be exploited by using the boomerang to pick up the fire/ice left over from his previous attack and hit him with it. The thing is, this has to be done several times repeatedly in the last stretch, and if you're not quick enough or get hit with even one attack, you have to start the whole time-consuming process over again. To clarify, in order to complete the Take 'Em All On challenge and fight Dark Link, he has to be fought two extra times.
    • Malladus and Cole teaming up is annoying as hell. The damage you receive is minimal, but it's not a real fight as it is a avoid all attacks, make sure you don't get knocked back and use the crummy, poorly developed controls for Zelda to get her Phantom to the front end of the battle field. Did I mention she can get taken over? And freezes due to Ghost Mice? Oh and aside from all of this, the ground on which you walk shifts are moving platforms so it's not a straight line either. You'll be frustrated. Believe me, you'll be frustrated. The next part of the battle is ridiculously easy compared to the first.
    • That Twilit Bloat that is the last Tear of Light in Twilight Princess. First of all, it's electrified — imagine the unholy union of Barinade from The Legend of Zelda: Ocarina of Time and a gigantic tick. He flies, naturally. You're on this floating wooden platform in the middle of Lake Hylia, that of course tilts with your weight, and he can swim under it and knock you off. The only time you can attack him is after he tries to attack you (for a FULL HEART of damage — and you only have five at this point), assuming you managed to both dodge him and are still close enough to reach him. And if you've managed to do this three times, you have to leap on top of him and attack his little tick legs all at once.
      • Ganon's Puppet: Zelda is an interesting idea for a boss, and it's the first time we ever see this character fighting, but this boss cannot be attacked in any way... It's a Tennis Boss and, damaging her is entirely dependent on when the game decides "now's a good time to throw another energy ball that can be hit back".
  • Pyribbit in Kirby Triple Deluxe. While he can be rather dangerous at first, it becomes clear that a lot of his attacks are very telegraphed and follow a clear pattern. But no matter how good you get at the fight, there's nothing that can stop from jumping into the background, and absolutely every opportunity to attack him when he comes down is incredibly short. Can be extra frustrating in Dedede Tour where you not only have to deal with the harder (EX) form, but you're trying to be quick about it, as well!
  • Judge Doom, the Final Boss of Who Framed Roger Rabbit, is easily hit and can't really hit you effectively, but his stamina is far beyond absurd. Worse, when he's been knocked down and you have a chance to finish him off with a can of Dip, Judge Doom inexplicably gains the ability to kill you with one hit!
  • The Mother Monster from Crusader of Centy just sits there without doing anything whatsoever. It is easy to kill if you know which of the (couple of dozen) weapons you're supposed to be using, but of course there's no hint as to what that might be. Use anything else, and you can just whack at her for half an hour without accomplishing much.
  • In Cave Story, the game's True Final Boss, Ballos. He's definitely hard, and interesting, but not hard enough to count as That One Boss (as in, not hard enough by True Final Boss standards). No, he's a Goddamned Boss because to get to him you have to go through the long Bonus Level Of Hell, which is hard enough by itself, and fight ANOTHER challenging boss immediately before it without saving or using the full-heal boxes. To quote Yahtzee, it's like eating an entire bucket of corn on the cob without getting a kernel stuck in your teeth.
  • In Shadow of the Colossus, several of the Colossi may fit this role:
    • Avion is one of the first that comes to mind. To defeat it, you first have to get on top of it, which requires you to wait around until it gets near you and then execute a perfectly aimed and timed jump when it does. You lose your grip (and the ability to attack) whenever Avion makes a mid-air turn, which it spends most of the battle doing. If you fall (and you will), you have to swim all the way back across the huge lake-arena via a lazy breast stroke, which is frustratingly slow and takes an enormous amount of time.
    • Pelagia is also incredibly tedious to fight. The idea is to use Pelagia's lip to jump up to the top of a small building so it will put it's forefeet on the roof, exposing the weak point. Everything from getting it's attention close enough to the building to jump to it, succeeding in jumping to it's lip, succeeding in jumping to the building, and making the jump to it's weak point is absolutely maddening.
    • Basaran, if only because getting it to stand over a geyser — and have it centered so that it actually hits it — can be a pain to accomplish.
  • La-Mulana:
    • Baphomet could definitely qualify for a Goddamned Boss. While he doesn't have all that much health, and bombs (his primary weakness) do damage even if his wings are closed, the witches are what make this battle infuriating. There are about 4 witches on the screen at a time, and they vary from white (lightning bolts if you're in their field of vision), green (shoots fireball that goes through walls), light red (fast, shoot a large energy ball), and the most infuriating, gray. They're slow, but they fire a projectile that goes through walls and stuns you after the knockback (even in midair), which have a nasty tendency to hit you while you're trying to jump onto the main platform. Those gray witches will make you wish you were able to burn them. Also, he has a few attacks that are hard to dodge.
    • Bahamut is even more annoying. You fight him in a tiny-ass boat that drifts back and forth across the screen. You can't control it, only being able to influence its speed. Bahamut, meanwhile, will pop out of the water on the left and right sides and either charge you, breathe fire, or spit projectiles. If the boat drifts over him, you're going in the water, which hurts you even if you have the Scalesphere, and God help you if you get stuck under the boat.
    • Tiamat, oh boy. Her room has four infinity symbols that can be destroyed, and it's highly recommended that you do. If you don't, she attacks with her hair in 8 fixed directions (and they're in an awkward offset) making it almost impossible to get close to her for a respectable amount of time to hit her. Not only that, she spawns Goddamn Bats which increase in number over time.
    • All of those pale in comparison to Ba, a miniboss in the Confusion Gate. Ba is essentially Moldorm from hell. You fight him in a room lined with spikes and filled with very tiny platforms. Being a giant bat, all Ba does is fly around randomly and occasionally spit a single projectile at you. However, the knockback from any hit will send you flying off the platform and down one screen, refilling Ba's health. Unlike Moldorm, however, getting back to Ba is not as easy as just climbing back up. There's a few ways, but if you don't know how to do it, you may well be climbing all the way back up the Tower of the Goddess. It's one of the few puzzles in the game where the pistol would come in handy...except it's a puzzle you have to solve to open the door to where the pistol is hidden. Blargh.
  • No More Heroes 2: Desperate Struggle:
    • One particularly annoying boss is New Destroyman. The fight consists entirely of the red one fighting you up front and the blue one standing on the catwalks above shooting at you. You're supposed to position yourself so the blue one's attacks hit the red one, but occasionally, the attack will outright go around the red one to make sure it hits you. Once you kill the red one, it then degrades to grave-camping, as you basically just wait for the blue one to come revive him, the only opportunity you'll have to hit him.
    • The other Shinobu boss, Million Gunman, is pretty frustrating as well. He's a Get Back Here Boss who will dodge roll out of any attempt to directly attack him, moves around a multi-tiered stage really fast at random, forcing the player to rely on Shinobu's jumping mechanics to even get close to him. He's also somewhat of a Marathon Boss, as he takes a very small number of hits before taking off again, and can knock back the player with his fairly powerful projectile attack. And he doesn't shut the hell up.
    • Hell, ANY Shinobu fight can become this due to her overly annoying habit of stopping to taunt after every single combo, meaning she's about half the speed of Travis or Sir Henry, which makes her the worst character to play as.
  • The Spore Spawn in Super Metroid is an elaborate test of patience and jarringly slow paced compared to the other fights. Most of the fight is spent dodging falling pollen and its body just waiting for it to open up and show its weak point. Luckily, you can completely skip it with a little Sequence Breaking, even in a 100% Completion run.
    • Except, there are two places you can curl up into the morph ball and avoid everything. Neat little trick actually, makes him by far the easiest boss in the game.
  • The Bonus Boss of Poacher. His first form is a Damage-Sponge Boss that likes to fill the screen with bullets, but that's only the beginning — both of his other two forms are fought while jumping across small platforms above the only Bottomless Pit in the game. Any and all damage you take causes knockback and locks up your controls until you hit solid ground. All three forms have to be defeated without saving, and even after that, there's a good stretch of rooms covered in spikes between you and the next save point. Do the math.
  • Castlevania III: Dracula's Curse has two rather nasty instances of this:
    • The Cyclops, whose for some reason can only be damaged by hitting its giant hammer, which it carries on its shoulder as it walks left and right, forcing you to constantly outrun it across the screen repeatedly until you get that split second of time in which to Attack Its Weak Point. What makes it especially frustrating is that if you don't keep just the right amount of distance, it will sprint towards you, closing in on you and forcing you to waste even more time running away. Luckily, there are a few items and spells that make the Cyclops a bit less of a chore to deal with, such as the Knife, Axe, and Sypha's Lightning.
    • The Water Dragons from Level 6 are a combination of this and That One Boss. Thanks to the Bottomless Pit river making their fire breath knockback a guaranteed One-Hit KO, the player is forced to stand on the middle platform and very carefully move to the left and right edges and crouch accordingly. In order to defeat the dragons in a way in which you'll actually survive, you have to patiently wait for one of the dragon's heads to be at a position where you can hit it with the Axe, or repeatedly turbo-fire your whip in the hopes it'll make contact with one on its way down. And of course, each hit only deals 1/16 of the boss' life bar in traditional Castlevania fashion. It's one of the rare cases where even the timer can kill you in a Castlevania game.
  • Cro-Maine, one of the later bosses in E.V.O.: Search for Eden is the bane of anyone who plays this game. Not only does his attack do a lot of damage and has a huge swing radius, but one hit sends you clear out of the boss arena and forces you to start from the beginning. Note that his health is fully restored but yours isn't. Unlike every other boss in the game where there is always an evolution to give you an edge, your only hope against Cro-Maine is to carefully time your attacks so you can dodge his club and chip away at his health, and one slip up sends you all the way back to the start of the fight.

    Action Game 
  • In God of War III, there is truly one that is not difficult to kill (On easy or normal mode...), but hard to fight. The Cerberus/Satyr fight in the underworld. The monster dog does a number of things to simply drive you insane. First, it spawns smaller dogs that explode, up to three at a time. Sure, you can kick them back at the Cerberus if you are lucky. It has a three prong massive fire attack, which, while easy to avoid, is unblockable; last but not least, it uses its claws to swipe away your health, but this is easy to avoid. After you tear off one head is when things get interesting. Now a Satyr shows up to help. If you manage to kill it and tear off another dog head, TWO more of these things show up! So now you have serious problem. This boss is the Goddammed boss of the game when played on Titan mode or above. Apparently, you are supposed to use Hermes' Boots to help with the battle according to Youtube, but locking on to the right enemy is far from easy; most of the time, you'll end up locking on to one of the exploding dogs instead, very frustrating. Satyrs being the series-long Demonic Spider doesn't help.

    Beat Em Up 
  • Streets of Rage 3, the end boss of Stage 4: the mysterious samurai ninja robot(?) named Yamato. He splits into three separate entities (of which, chivalrously, only one will face you at a time), with four life bars each. His default behavior is to keep his distance and wait for the player to make a move (or throw flaming shuriken at a passive opponent). When you get too close, he'll either immediately make a flying leap to the other side of the arena or run you through with a lightning-fast sword dash. If you back him into a corner, he'll either Flash Step right behind you for another slash-dash or turn briefly invincible and run over anything between him and the opposing corner of the arena. He has some other tactics too, such as turning briefly invisible and throwing shuriken in triples or splitting into two unhittable mirror images that symmetrically dash through everything in the upper and lower edges of the area. However, with a lot of practice, finding weaknesses, and goading him into doing just those things that leave openings for attack, he gets simple and he turns into a slightly more arduous Marathon Boss.
  • Carrion from Spider-Man and Venom: Maximum Carnage isn't particularly strong or durable, but is annoying due to his ability to levitate and turn intangible.
  • River City Ransom has one of the really early bosses: Moose. The problem isn't him, as the first boss he's a pushover, the real problem is his stage. If you don't watch your footing, before you beat him you'll plunge into the huge pit that takes up most of the Construction Site and instantly die, and then have to run all the way back to the Construction Site, mop up all the mooks there, and finally fight Moose again.

    Fighting Game 
  • Bloody Marie from Skullgirls. Her attacks do good damage, but are blockable, and she isn't too over-powered, particularly her first two forms. Her third form is highly annoying due to her attacking more than the first two forms and she tends to run away, as well as being immune to most ground attacks.

    First Person Shooter 
  • Metroid Prime/Metroid Prime:
    • The second phase of the final battle in the third game takes a really long time, about twice the other two phases put together, but is substantially more mechanical and less fun. You're most likely to screw it up because you get impatient with how it's taking forever.
    • On a similar note, the last Dark Samus battle in Metroid Prime 2 is a giant exercise in frustration not because she's difficult, but because there's a seven minute time limit and the damage calculators are set so that she takes very little damage on the rare chances you have of hitting her. So for most of that seven minutes you're just helplessly staring at her cheap invincibility waiting for her to take her sweet time to give you a chance to hit her. Incidentally, this is only on hard mode. The damage calculators on normal mode are such that beating her is much less of a chore.
    • Despite being much easier, the first Dark Samus battle is a pain near the end. Dark Samus starts shielding near the end, making it impossible to hit her while she's using one of her attacks. However, when she's not attacking, she's zipping around the room so fast you can't keep a lock on her. So basically, the only way to do it is to just spray the room with Power Beam shots and hope they hit her. While she only has about a quarter of her health left when she does this, it's a pain because the fight just drags on and on.
    • The Grapple Guardian also has the potential to be a major pain in the ass, just because it's so hard to effectively stun him to get good hits.
    • Mogenar from Prime 3 takes almost an hour to beat on Hyper difficulty. His only weaknesses {orbs on his shoulders, stomach, and back) are shielded 75% of the time, and heal over time. Then if you do wind up destroying one, he stops and grabs another one to heal himself. The fight itself isn't that challenging, just long and stupidly annoying. It doesn't help that you only have the Power Beam in this fight and it's early in the game so you're low on health anyway. The kicker is, that to actually cause real damage to it, you have to jump into Hypermode once the orb is white, shoot it with the Hyper Beam (which saps your health), and use it really quickly so it doesn't go for the recovery orbs.
    • Speaking of Metroid Prime, the eponymous creature's 2nd form is this. It's completely immune to everything except the Phazon Beam, which can only be used if you stand in a pool of liquid phazon. Where are these pools? Prime excretes them occasionally. Prime's phazon excretion is completely random, though, meaning you may end up jumping over shockwaves for way longer than is reasonable before you can finally hurt her. Oh, and each Phazon Beam shot only lowers her HP by 1/8.
    • The first form of Prime is just as annoying. It's only vulnerable to certain beam weapons at a time, which is fine. The problem is that in the last quarter of the fight, it changes its vulnerability very quickly, and some of your beam weapons are not fast-moving. By the time your Ice or Wave Beam has reached Prime to hit, it could've changed its vulnerability one or two times, making the shot ineffective. Combined with the Plasma Beam's relatively short range, the only weapon that can do consistent damage is the Power Beam, and even then, you'll be lucky if you can hit it more than a few times before it changes vulnerability again. Combined with the fact that in this phase it gains no new attacks, it just drags the fight out much longer than is reasonable.
    • Prime 3 also has the Korakk Beast, a miniboss that takes an absurd amount of time to defeat. The pattern to defeating it includes shooting its tongue when it shoots it out, rolling into the Morph Ball, rolling under it, and planting a bomb under its stomach, then rolling out and shooting it in the stomach during the short window you have to do so. It takes a fair amount of damage, but also deals a fair amount as well, and moves around at a quick enough pace.
    • The Metroid Hatcher. It's really hard to hit because it not only moves quickly, but it has to be shot in the tips of its quickly-moving tentacles to make it vulnerable. It also has a hard-to-dodge spinning attack, and if you don't attack it when all its tentacles have been shot, it'll spawn Metroids. These Metroids make the fight much more difficult. If you don't attack the Hatcher quickly enough when it's vulnerable, it'll draw out the tentacles and you have to start all over. (At least when a tentacle is torn off, it means one less tentacle in the process.) Fortunately, you only have to fight one the hard way. The other two can be easily handled with the X-Ray Visor and Nova Beam.
  • Half-Life 2:
    • The Gunship battles are this if you don't understand how the rocket launcher works, which many players do not thanks to the only explanation being by Colonel Cubbage at a time when you might not even be anywhere near him.
    • To a lesser extent, Striders, but they don't move as much and don't shoot down your rockets.
    • The final boss of Opposing Force. The pattern is simple: shoot out his eyes with the cannons, fire into the portal in his stomach, kill the Shock Trooper he spawns, then repeat. There's barely any challenge; by this stage of the game, one Shock Trooper is barely a threat, the boss's attacks are telegraphed way in advance, and there's a health pool in the other room, safe from anything the boss can throw at you. However, the collision detection for the portal in his stomach is very fiddly, and there's no way to tell if you're actually doing anything until the boss dies, which usually takes a while.
  • Wilhelm in Borderlands2 is this for many players. A giant robot with many hard to avoid attacks and can summon lesser robots to either annoy and distract you or to get his shield recharged unless you blast them quickly. Even with a strong corrosive weapon, Wilhelm has a ton of health. Don't let the boss catch you near the arena's cliff edge because he can push you over it and instantly kill you, causing his health and shield to be fully restored because you died. The only way to avoid that is to play with other people, since boss characters cannot regain health unless the entire group is taken out in one swoop.

    Hack And Slash 
  • Diablo II: Lord Of Destruction:
  • Alpha Azieru in Dynasty Warriors: Gundam 2. It's not Devil Gundam-level difficult, but if you're in the wrong place, the goddamn funnels will hit you no matter where you try to move, sometimes three or four times in a row. It can shave off quite a bit of your health in the process.
  • The Hydra in WarriorsOrochi3 isn't difficult. It can only be fought with the Yashio'ri cannon and its attacks are easy to avoid. What makes it such a drag is that you have to wait a ridiculously long amount of time for the main beam attack to recharge and the right moment to fire it. At best, it will only take three shots to destroy one head, but this still takes at least a minute. In one battle, you have to destroy eight heads.
  • The Undead Pirate Captain in Baldur's Gate: Dark Alliance 2 has many health points, can deliver average (but not excessive) damage, and resurrects his undead henchmen, meaning that you'll have to deal with them again. The only advantaged character is Alessia the cleric, who can use Turn Undead to wipe them out and destroy their corpses.

    MMORPGs 
  • Monk bosses in Guild Wars have an unfortunate tendency to be able to heal themselves very quickly, making it difficult to do enough damage to kill them. And Dwayna help you if there's another monk enemy in the boss's spawn. One of the worst is a mission where there is a Monk boss and a Mesmer boss (crowd control and interrupts) together. Neither does a large amount of damage, but one makes it hard attack properly while the other heals what attacks do get through.
  • In City of Heroes, Reichsman has 225,000 hit points. A team without regeneration and/or resistance debuffs is in for a loooong fight.
    • Actually, he does not regenerate his health. However in the villain version of his task force, he has a phase-shift power that makes him impossible to damage and he cycles in and out of phase. If you didn't bring a Mastermind class on your team (or lost the Mastermind player for any reason), you cannot get the temporary power that neutralizes this ability.
  • World of Warcraft:
    • Mr. Smite, the Prophet Tharon'ja, King Ymiron, and other bosses who pause the action before changing their attack pattern. Very frustrating the first time around if you just blew your cooldowns, with better gear merely annoying to wait most of the fight on the pauses because the boss just loses HP that quickly. Ymiron has four pauses like that.
    • You can wipe on Heroic Pit of Saron on Garfrost because you did too much damage for him to throw the saronite you hide behind. In Lich King anyways.
    • Razorgore in Blackwing Lair has become this now that players are high enough level that he's no longer a threat. You have to force him to destroy the eggs before you can kill him, so while his HP is insignificant by Cataclysm standards, you have to sit through a fairly long and tedious process if you're not the controller, killing adds that require hardly any effort if you're past their level range.
    • Asira Dawnslayer in Hour of Twilight is not particularly difficult, but periodically throws down smoke bombs that make it impossible to attack her while she and/or you are in the smoke, and if you're a caster, casting a spell will result in her throwing a knife to silence you.
    • Echo of Kros is the easiest of the summonable Champion bosses on the Isle of Thunder, but it can summon spirit raptors that can silence you, can do a roar that fears players, and can summon an add that will heal it if it reaches the add.
  • Perfect World has Kun Kun, a boss who is a huge coward and so doesn't attack at all, only running away. He also has full spell immunity and absurdly high physical defense. He really isn't a problem for most classes (Melee classes and Archers just smack/shoot him to death, Venomancers sic their pets on him, Clerics use Plume Shot and their other physical attacks), but Wizards and Psychics have to run up and physically smack him with their wands/soulspheres for 3-4 damage per hit. Another complaint is that he tends to run straight into groups of aggressive mobs. This is obviously another problem for Wizards and Psychics, but also for melee classes because most of the mobs in Kun Kun's area are casters and heavy armor does not protect very well against magic, sacrificing magic defense for physical defense.
  • DC Universe Online has Harley Quinn, Complete with two different mallet attacks that will knock you across the room for massive damages, stun and ground attacks that cripple most ways of dodging her, even better she can't be harmed DURING the mallet attacks that are annoyingly long with annoyingly short periods between them to actually hit her! Once you figure out the cues to her attacks you can stay out of the way then rush in to hit her before running off again, but it's still a long fight. BONUS, she comes in two modes, normal and Challenge once you hit Level Cap...have fun!
  • End-game bosses in Aion tend to have the Recovery ability, which is an uninterruptable attack that restores usually about 1/6th to 1/5th of their HP. Because they can use it without fail, and thanks to A.I. Roulette, they can use it back-to-back, a party that's capable of beating the boss normally will quickly find their patience running out when the boss heals almost back to full while they can do nothing about it, even if the boss is in the same situation (i.e. unable to kill the party). The accepted and understood method of killing these bosses is just to do damage fast enough that Recovery just drags the fight out, as opposed to making it unwinnable.
  • In Champions Online, there's Viperia in the Serpent Lantern missions. Literally invulnerable after the first few hits, you have to defeat her by basically blocking and relying on your defenses for long, boring stretches, then run around and place crystals to imprison her. Rinse, repeat, etcetera no less than five times.
  • The Crystalline Entity in Star Trek Online. The famous Crystalline Entity from The Next Generation requires an entire fleet of ships to kill, and it requires that EVERYONE learn a very specific set of tactics. The Entity itself is not terribly powerful. It will directly attack whatever ship currently has the most aggro, but a cruiser who specifies in healing and aggro control can take care of it without any hassle. The entity sends out little shards from its body to chase after the ships. Also not a problem if you put enough power into your engines to outrun them. If you get hit by them, two things happen: You will instantly die or come dangerously close to dying, and the entity itself will heal a huge portion of its life. The entity has an insane amount of hitpoints, so instantly healing itself by 7% will just add another 10 minutes to the fight. There are certain crystals which players are allowed to kill, and others which will also heal the Entity if they are destroyed. Once it gets knocked below 30%, it switches up tactics a little, but is still not too difficult to handle as long as everyone knows what they're doing. All it takes is one player to completely mess up and ruin the entire fight for EVERYONE, resulting in the Entity healing itself back to full health in few seconds. The encounter itself has rarely ever been defeated save for fleets who specifically organize just to take it down. It became so much of a hassle that the developers eventually decided to just remove the encounter altogether. Now, nobody can fight it.
  • In RuneScape, during the Boss Rush at the end of The World Wakes, the last boss you fight is Enahkra. Enahkra has a ton of HP and can leech your HP to heal hers. And she does so constantly. The more HP you have, the more she heals from her leeching attacks. Even worse, as the fight drags on, she eventually graduates to pinning you down and sucking your HP away until you can break her grab. The only way to really reduce the amount she heals by is to keep your health as low as possible - a risky proposition, considering she also has reasonably powerful magic attacks.
  • Various bosses in Maplestory have skills called Weapon Cancel and Magic Cancel, in which your attacks (weapon or magic, depends on your job) all deal 1 damage for a short period of time, with a tiny chance of breaking through. Another form of this is Damage Reflect, in which you deal 1 damage and receive a certain amount of damage back, depending on the boss. In many cases, this is a 1hko.
  • The second boss of the Hullbreaker Isle dungeon in Final Fantasy XIV doesn't hit particularly hard, doesn't have a lot of HP, and its special attacks are laughably easy to dodge. However, it spends half the goddamn fight underground, untargetable, from which it launches its irrelevant special attacks. The diving mechanic doesn't make the fight any harder, it just makes it a lot longer than it ever had to be because, for half of the fight, you can't damage it. You're stuck waiting with your thumb up your ass until it surfaces so you can wail on it for all of 15 seconds before it dives again.

    Platform Game 
  • Duke Nukem: Manhattan Project has the Bonus Boss Wozma. It's an immobile green sphere with about ten times the health of any other boss in the game and takes a good half-hour of repeatedly jumping up and firing off rockets at it before you finally do enough damage to kill it. What do you get for your trouble? An icon on your saved game. That's it.
  • Sonic the Hedgehog:
    • The boss of Carnival Night Act 2 in Sonic 3 & Knuckles is this unless you exploit Sonic's insta-shield move. Before you can attack, you have to wait for him to circle after you, drop a big ball, charge up his tractor beam, outrun said beam, and then, finally, you can hit him once or twice while he retrieves the ball. Then the whole sequence repeats while your timer ticks ever closer to the deadly 10 minute mark since you're at the end of a very long level.
    • Sonic Rush's bosses are often like this, taking their sweet time doing nothing but you can't hit them, or giving you very little room to hit them without being stupid hard. Sonic Rush Adventure completely averts this — the bosses take millions of hits, but you can hit them often and they are usually quite short. Even the one that takes just four hits as you have to navigate an obstacle course. At least you're doing something.
    • The second Sonic vs. Shadow fight in Sonic Adventure 2 is ridiculously easy to not die on, but actually doing damage can be difficult, as Sonic/Shadow is almost always capable of making himself immune to your attacks (and has excellent reflexes).note 
      • On the other hand, because of that, this boss makes great life grinding material due to the umpteen rings on the track.
    • Metropolis Zone in Sonic the Hedgehog 2. In a game where most bosses can be hit several times in a row (and some can be hit the required eight times before it's finished its first attack), it takes an age to beat. It's surrounded by seven flying canisters, which rotate around the boss, meaning you can't just strike at will like most other bosses without risking damage. Doesn't help that it darts along the floor both ways, so you have to jump over it (a full jump as Sonic and Tails, hope and pray your jump is timed so the balls are lower as Knuckles, or you will get hit). It then centers itself, expels the canisters round itself, before pulling them back in horizontally, which is when you attack. After a successful hit, it releases a canister, it opening to reveal a balloon Eggman. Bursting this gets it to start all over. Once you're rid of all the canisters, it tries to fire a laser at you, which is very quickly destroyed in comparison of all the waiting for an opening you would've just endured on the previous seven hits. This was made so much easier in Sonic & Knuckles, where a change in jump physics meant you could get all the hits in after Metal Sonic had gone through that pattern once, unless you were dumb enough to grab the fire shield, which would mean you'd have to do it the long way.
    • Sonic's fight with Iblis in Sonic the Hedgehog (2006) just might be the king of this in Sonic games, if only because of how boring and drawn out it is. Unless you have the Purple Gem (which at this point in the story, you won't) you'll spend about a minute and a half between each attack just standing there waiting for Iblis to expose himself. God help you if you miss an opportunity to attack him. By the way, Shadow has to fight this boss too, and he never gets a purple gem to abuse.
    • Egg Emperor in Sonic Heroes is just plain obnoxious. He spends most of his time backing away from you just fast enough to be hard to hit, and it has HP in the hundreds, when the most damage you can do in one hit is around four. Of course, to do that much damage, you'll have to find "power cores" that are hidden in various parts of the arena, most of which are risky to try to get to for one reason or another. His attacks are easily dodged, but just disruptive enough to get in your way when you're trying to attack him. He isn't even particularly difficult — he just takes so long to beat that you're practically guaranteed to slip up eventually.
    • The Time Eater from Sonic Generations. Not only is it the glitchiest part of the game, the other characters never shut up.
  • All four of the bosses in Sonic Spinball are Goddamned ones to an extent. While their arenas aren't particularly deadly and the bosses themselves can't kill you, all of them can knock you out of their arena and back to the level (though fortunately they don't heal when they do this), and they all take quite a few hits to kill, which can take forever without some practice. Oh, and most of them can summon flunkies.
  • Mega Man (Classic):
    • From Mega Man 1, Fire Man. It's not that he's terribly difficult to beat, but that it's nearly impossible to avoid getting hit a few times in the process, unlike the other Robot Masters. The reason for this is his inconsistent firing pattern which makes it very challenging to time jumps to avoid them, and in some cases makes it quite literally impossible to avoid. He also creates small flames near or even underneath where you're standing or jumping, which can force you to land in a spot where you won't be able to dodge an oncoming shot. Even with hitting him with his weakness, the player is likely to suffer a couple of hits — not so bad when he's the last boss of a stage, but can be absolutely infuriating during the end-game Boss Rush, the only one in the whole series that gives you NO health bonuses after defeating the bosses and forces you to start from the first boss all over if you die during any of them. Of course, if you know a rather cheap strategy of how to beat him, he'll be much easier.
    • Bright Man from Mega Man 4 also counts, as he has an ability to stop time and then body slam you while vulnerable. It hurts a lot. Bright Man is the bane of anyone trying a no damage run.
    • Big Pets, the first Wily boss from Mega Man 5, which if you don't want to waste weapon energy for the Crystal Eye, can often involve switching weapons mid-pattern. It also doesn't help that the pattern to beating it gives you a small window to hit its weak spot, during which it's entirely likely one of its attacks will intercept yours, forcing you to do the entire thing over.
  • Mega Man X:
    • Wheel Gator, Magna Centipede, Bubble Crab, Serges, and to a lesser extent Crystal Snail from Mega Man X2. They follow a common trait in that they they tend to be hiding for the most of the battle, whether it's under sludge, seemingly nowhere, in a bubble, behind a barrier, or in a shell. In the SNES version (as compared to the X Collection verison), Serges' main attack also lags the game, which doesn't do much but slow things down and make it take longer. Wheel Gator is probably the worst, though, since using his weakness against him causes him to dive immediately if you don't know how to chain him properly. None of them are excessively difficult, but they fights can feel like they're dragging on.
  • Mega Man Legends 2's train boss. Good God, the train boss. It's actually a very easy fight with very easy to dodge repetitive attacks, but the train has so much health that the fight will easily take more than an hour to complete. The last portion of the battle, where you're trying to shoot out the engine, is quite literally twenty straight minutes of standing there not moving (except to occasionally dodge an attack) and just holding the fire button down.
  • Super Mario Galaxy:
    • Kingfin isn't difficult, he's just insanely annoying. After you get the first hit on him, he'll surround himself with several torpedo fish which have a nagging tendency to get in the way of your attacks against Kingfin, no matter how perfectly you've lined up your shot. The fight essentially just devolves into a pattern of find a shell, swim around a while looking for Kingfin, find him, line up your shot, watch it hit one of the torpedo fish instead of Kingfin, curse your bad luck, and then start the pattern all over again. This fight can take a while.
    • Also Bouldergeist in a standard playthrough (on the Daredevil run, he's an outright That One Boss). On this difficulty, the fight consists almost entirely of running around and grabbing rocks to hit him with. It's pretty easy, it just takes a little while.
  • Super Mario 3D World has the Hisstocrat battle. Not the first one in World 3, with just Hisstocrat himself, or the second in World 8, with his queen. The third battle (found in the third bonus world) has both King and Queen Hisstocrat fighting you simultaneously, which means the battle takes twice as long and you have twice as many things to keep track of. And you don't have time to be patient with the battle, because the stage in which this boss appears is a boss rush, where you have to fight six of the game's bosses with no breaks, and you have only 500 seconds to defeat all of them. Most of the others can be defeated relatively quickly, but the Hisstocrats take forever to bring down, and if you take too long on them, you're likely to run out of time later in the level.
  • The Koopa Clown Car in I Wanna Be the Guy. It has three forms. The first two are really easy, but involve sitting through around two minutes worth of animations every single time. And you'll be doing this a lot of times, because the third form really is hard. If you die in the room right after the boss fight, you have to do the entire boss battle over again. Hell, even if you do remember to go back, the entrance to the previous room isn't level with the ground, so you'll try to go back and find that you apparently can't.
  • The battle with Mr. Patch in Banjo-Tooie, in which the player has to aim at randomly appearing weak spots while struggling with clunky flying controls and trying not to get clobbered by exploding beach balls.
  • Trouble Bruin in the tower level of Dynamite Headdy. You climb a tower with little platforms on it, forced-scrolling up. He uses a tool to remove sections from it, so you have to keep moving up. Keeping pace is very easy. Sometimes he will decide to move in (the only way you can get hurt besides falling, which is not instant death in this game), and that's when you can hurt him. It's random whether he moves in or just keeps taking chunks out of the tower, and you can be there for quite a while. Most players good enough to get here could last all day, but it's still easy to get yourself killed out of impatience. The game even gives you a secret bonus point for taking a long time on this boss, as if to say "here's a consolation since the RNG is being so damn mean to you". This, combined with the game's split difficulty, hurts the game's Speedrun appeal significantly.
  • Super Paper Mario:
    • King Croacus is guarded most of the time by his armor, has spinning flower petal blades the size of Bowser cycling (albeit rather slowly) through the arena, and is somewhat difficult to hit. He's not hard, he has relatively low HP, and is easier once you figure out that you can grab the giant spinning blades and throw them at him (which is a little unintuitive, since that's the sort of thing you tend to avoid in games).
    • Mimi is relatively easy to defeat, the problem is that to beat her, you have to hit her with the jewels she throws at you, knocking her partially off the ceiling, and unfortunately, it's pretty easy to misjudge the jump to Goomba Stomp her, and end up crashing into her, hurting you instead.
  • Lord Vorselon in Ratchet & Clank Future: A Crack In Time. His attacks aren't particularly hard to avoid, but they are annoying (mostly being variants of Beam Spam), he loves to hear himself talk, he can be quite a Damage-Sponge Boss depending on difficulty (made worse in the first fight with him by your limited weaponry), and he has this nasty habit of turning invisible, during which time he is invulnerable, but can still attack you. Oh, and sometimes he reappears off-camera. The fight with him can degenerate into "Vorselon appears, attacks you while you chip a small sliver off his health bar, then disappears" ad nauseum.
    • The final battle against the Thugs-4-Less leader in Ratchet & Clank: Going Commando is a very long tedious fight where you have to shoot at his giant robot via some automated turrets on the roof of buildings. for a lot of time you're up in a turret the boss is throwing homing missiles at you which you constantly have to shoot out of the sky to avoid taking heavy damage. These missiles tend to alternate sides, so rather than constantly firing at the boss, you're constantly shooting out the missiles, hoping that in your movement a few shots hit the boss. After a few rounds of missiles the boss will decide to come over to smash the turret with a very telegraphed attack that's easy to dodge. This of course means you have to find another turret to keep doing damage. So long as you keep moving, and can hit the homing missiles you should never take damage, but the high health of this boss means it can take at least ten minutes to do this note .
      • This is made worse by the fact that if you attempt to use a regular weapon on the boss, the game will lock onto the space between his feet. And no, even though there's a target there, it won't register as a hit. So if you want to throw some Mini-Nuke or RYNO II shots at him to chip off health and break the monotony, you've got to actively fight with the mechanics to get your shots to even connect.
  • The Khrome Keeper in Pac-Man World is very little of a threat, as all he can do is kick crates at you. The biggest, most annoying threat of the fight? The magnets. To damage the Krome Keeper, you have to hit some switches that are superheated, requiring you to use the Chrome Ball that drops from the crates he kicks to avoid being damaged. This, however, makes you affected by the electromagnets that move around above said switches. Run under one and it'll pick you up, leaving you helpless until Chrome Pac-Man mode wears off or (more likely) drops you in a damaging acid pool, which you can't escape while in Chrome Pac-Man mode and can only escape once it wears off (and you better quickly get out while your temporary invincibility lasts). Now add on the fact that this is all timed, and the switches are randomized and all around the place...
  • Master Kaag, the first freaking boss in Rayman 3: Hoodlum Havoc has only one attack, which is crushing you, but it's a very debilitating one that takes you several seconds to recover from. To damage him, you have to press the buttons on the field 3 times to summon the Shock Rocket powerup then shoot him with it 3 times, but once the powerup is on the field he can simply walk over to it and stomp the center to cancel it out, forcing you to start the process over again. Even if you get the powerup, he can still crush you and it will wear off rendering your efforts fruitless, or the powerup can wear off while the Shock Rocket is in mid-flight. Adding insult to injury, he's a Broken Record that spams the same line ad nauseum.
  • Alisia Dragoon's Stage 7 boss: a Damage Sponge of a Marathon Boss with a very repetitive attack pattern and short vulnerability window.
  • Kroctopus in the Game Boy Advance version of Donkey Kong Country 3. It takes 9 hits to defeat (which is a lot for this series, excepting Tropical Freeze), and dodging its attacks usually consists of either waiting on the platform for it to repeatedly extend and retract its tentacles slowly in a different direction or reacting quickly and jumping out of the way as it actually aims them at you, without much in between. It probably doesn't help that it's significantly easier to fight with Dixie and her helicopter spin than Kiddy.

    Real Time Strategy 
  • Dawn of War II:
    • The game gives us the Avatar of Khaine, and the warboss, to an arguably lesser degree, both of them near-endgame bonus bosses with what feels like more HP than all other bosses in the game combined, a considerable repertoire of near instant kill attacks and 'spells,' as well as the ability to call in the most powerful units of their respective races as reinforcements. The only way to defeat these monstrosities tends to be a good twenty minutes of hit and run attacks with your ranged squads, and if you should lose focus only once, there is a good chance they will be swathed with a well placed area of effect spell, forcing you to repeat the entire process. Oh, and they do of course regenerate HP at a disturbing rate.
    • The second sequel, Retribution, gave us a more straight example in Mad Meks, who you fight in the first Ork mission on the Space Hulk. He's armed with a Rokkit Launcher that will blow the crap out of vehicles but do pretty piss poor damage against heavily armored heroes, doubtlessly not enough to ever overwhelm the healing you can do with liberal applications of the items/abilities you have at your disposal. However, his armor has a chance to teleport anyone who melees a reasonable distance away from him. Thus, the majority of the fight will be spent telling your own units to run up and hit him in the face over and over again without ever being in any real danger of losing. The fact that he can immobilize everyone temporarily or take damage to his energy bar rather than his health doesn't help either...
  • In the Protoss mini-campaign of Starcraft II, the player fights Maar, a protoss-zerg hybrid and an extremely annoying boss. Every time he is brought down to zero health, he returns to his spawn point and regenerates before coming back for another round. To make matters worse, Maar keeps doing this until the end of the mission, and comes back stronger ever single time. What stops him from being That One Boss is the fact that he's not all that tough; because of his massive energy capacity, a single high templar can take out half his health with its disruption ability.
  • Paladin Uther in the Undead campaign of Warcraft III. When controlling a high-level Paladin in the previous Human campaign, few players must've realised how infuriating must it be for the enemy to deal with that goddamn "Divine shield" (absolute invincibility for 45 seconds with only slightly longer cooldown). Now you've got the chance to feel it. Except that this time you've only got basic infantry whom Uther can one-shot with his other ability. Which he can also use to heal his pose of knights. Who also gain ridiculously high armor due to his third ability. You can always run away and spawn more units, so eventually he will go down. Key word being eventually. Thank Nerzul he doesn't use the "Mass Ressurection" spell, or else keyboards would be broken.

    Roguelike 
  • Angband:
    • Smeagol. His attacks deal negligible damage, but he has a lot of health, moves quickly, and can steal your money whenever he hits you. Even worse, he teleports whenever he steals from you and you couldn't get your money back until a recent update. Also, he's invisible (though warm-blooded, so you can see him with infravision if you're the right race and he's near) at a point when you usually can't yet See Invisible. At least he usually drops great items when killed (not anymore — over the last several versions, the chance that he'll drop a pittance of copper pieces has been steadily rising). It's a bit better if you have some manner of generating bright light, as he'll run away from it. Of course, this means you'll have to chase him around the level.
    • Also, later bosses that can heal and teleport self. Can be close to impossible to kill if the "smart monsters" option is on — normally monster casting is a 1-in-X chance (it can be 1-in-2 or even 1-in-1), but in smart mode they are able to choose (with a high probability) which spell to cast (for example, healing about 10 rounds worth of your damage).
  • The Binding of Isaac:
    • Gurdy. Gurdy does not move. However, she has a TON of HP, rivaling all of the possible Final Bosses. She constantly spawns Flies and Boils, the former of which are rather mobile, and the latter takes a notable amount of time to defeat. Oh, and she fires five way shots. And this is her BASIC form. Oh, and unlike the other bosses, she NEVER shows up as a Degraded Boss. All but one of the other non-Final Bosses before Mom do. OK, she actually DOES, in The Very Definitely Final Dungeon, The Chest. But you only fight ONE in a room. None of the other bosses are like that. Every other room in The Chest contains multiple bosses or chests.
    • The Wrath of the Lamb expansion adds the Mask of Infamy, the aforementioned "one". There's two parts — a heart, and a face, the latter of which charges at you. Until you kill the heart, the face is invincible, but even once you've done that, you can only hit the back of the face. If you don't have piercing shots, it's absolutely hellish, forcing you to weave in and around and get two shots at a time in if you're lucky. It's also the ONLY boss in the game that doesn't have a health bar, save the substantially weaker and easier to deal with Famine, when facing him in the Chest alongside another Harbinger, meaning you don't even know how close to death the boss is!
      • On a similar note, the Carrion Queen is another of the three bosses you can only hit from the back (the last one being the much more tolerable Scolex). Specifically, she is a grub, armored everywhere save for her tail section. Her first form is bearable - she acts like Chub, charging towards you when she sees you - but the second phase of the fight is just painful: When damaged enough, The Carrion Queen begins to move ridiculously fast in diagonal patterns, bouncing off of walls and off the red poop it drops in its first phase, making her very unpredictable and difficult to hit without sufficient speed or shot speed. Unlike Mask of Infamy, though, the Carrion Queen has a health bar, and can spawn as an easier variant which never enters the diagonal phase and spawns miniature Hearts that you can kill to damage the boss itself, so for most players, it is the second-most annoying boss after the Mask of Infamy.
    • Also from Wrath of the Lamb is Widow. This giant spider thing can randomly appear as the boss of the first or second floor, but is more akin to one of the later ones. Widow spawns white Boils, which in turn spawn loads of spiders, which dart around the arena and hurt you. Widow also has a very fast jump attack and spits white creep (web) to slow you down so that the spiders and Widow can all gang up on you. You also cannot hurt Widow while it's in the air.

    Role Playing Game 
  • Tortigar in Skies of Arcadia. He only has two attacks, a normal attack and a hit-all attack, neither of which are particularly damaging. However, he has rather high health, tends to spend every other turn making himself invincible, and has the ability to fully heal all of his health and WILL do so at least once every time you fight him. The main strategies for beating him are either spamming Spirit moves and hoping he isn't invincible/healing himself on that turn, or saving up your Spirit bar to its maximum, using one of your Limit Break techniques that make your enemy skip a turn, and hope he doesn't heal himself during the two or three turns you're recharging.
  • Bosses in Marvel Ultimate Alliance games aren't particularly hard in and of themselves. Unfortunately, these bosses do nothing but spam attacks that knock your heroes all around the room and interrupt your attacks. Plus, while they can knock you all over the place, they themselves are completely immune to Trip, Stun, Popup, and Grappling. This reaches head against wall levels when you find that a party full of Mighty Glaciers and Flying Bricks can be kicked around by minor villains whom they should realistically be able to one-shot. Basically, every boss fight slaps your entire team of superheroes with The Worf Effect. This was slightly improved in the second game, which gave larger characters like the Thing and the Hulk "knockback resistance," so they could no longer be Punched Acrossthe Room.
  • Not only that, but one boss required the player to guide an exploding spider robot into a very specific location to make the boss temporarily vulnerable. You're more likely to die from the spiders exploding before you get them to the spot than you are from anything the boss can throw at you.
  • Lavos' Outer Shell, in Chrono Trigger. It's a Boss Rush against... well, every boss in the game (skipping a handful of sub-bosses like the R-67s and Beast Keeper). But their stats have not changed in the slightest, so you'll be one-shotting a great deal of them, meaning about 90% of the battle is waiting for Lavos to announce its next form, killing it, and waiting for the game to catch up. (The other 10% are Black Tyranno and Giga Gaia, which are still kind of tricky.) Some of his forms will also Mana Drain you upon death. You have a breather to drink some Ethers (and probably have quite a few to drink), so it's not really dangerous so much as the giant space bug giving you a big ole middle finger for no real reason other than sheer spite. Fortunately, if you choose to slam the Epoch into it, you skip this part.
    • Special mention must be made of when Lavos imitates Nizbel, as he's an enemy whose defense has to be lowered via lightning spells; otherwise, the party is lucky to be doing even double digits of damage, even with their most high-end attacks and spells. When you fight the actual boss during the game it's not a problem, as Crono, who has lightning magic, is a permanent party member until his death/resurrection, which occurs after that fight, but if you forget to bring either him or Magus along to this part of Lavos's final boss rush, you're stuck either slowly whittling down his health for half an hour, or resetting the game (or dying).
    • The Son of friggin' Sun. You can't attack it directly, instead you have to pick one of several targets that orbit the darned thing to damage it. Pick correctly and you inflict a set quantity of damage; pick wrong and it counter-attacks. It's completely Luck-Based which one is the right choice, and he shuffles them around regularly with no hope in hell of keeping your eye on the right choice. He doesn't hit very hard if you're adequately leveled so there's no real danger of it beating you but battling it essentially adds up to attacking blindly and hoping you damage it every now and again, which you're going to be doing for a while so grab a Snickers.
  • Chrono Cross has a Goddamned Boss Rush: the elemental robot-things in Terra Tower. They have quite a few hit points (and tend to spam healing elements at the worst times). They also love to spam status buffs and debuffs to turn the entire field to their elemental color, which sends the power of their elements through the roof. Combine this with Cross' already severe Ending Fatigue and you have a recipe for maximum annoyance.
  • Many of the bosses in Star Wars: The Force Unleashed can be these if you're having an off day. They end with mandatory Action Command challenges, and if you keep screwing them up, you'll wish you could just give 'em a basic slash and call it a day. Same deal with Spiderman: Web of Shadows.
  • Paper Mario:
    • Jr. Troopa. He has higher defense than most enemies to begin with, and gains a new immunity with each battle. And this being a game where you only have three or four modes of attack, that's a big deal. Your only options are to spam certain partners' attacks - and the more effective ones tend to cost a ton of Flower Points - or to come into the fights (which are all totally unannounced) specially equipped.
    • Big Lantern Ghost. You fight it in a dark room, where you can't target any enemy unless you can see it; the only enemy you can see is its lantern, which you must hit at least twice so that you can attack the Ghost in the first place. Except that it blows out the lantern on a regular basis, forcing you to keep. doing. this. Making matters worse is that one of its attacks hits your partner (which forces you to miss their turn for multiple turns at a time) and is nigh-impossible to guard against with your Action Commands except by pure dumb luck. And speaking of Action Commands and pure dumb luck, the battle routinely lags if you're playing the Virtual Console release of the game, making even basic timed hits obnoxiously difficult and the battle much harder than it needs to be.
  • The bosses in the Mario & Luigi series for Game Boy Advance and Nintendo DS are juuust beatable with normal attacks to qualify as this, instead of Puzzle Bosses. Most bosses had high HP, a weak point, regenerative abilities, and even flunkies. Sometimes a boss fight done wrong could take an hour, literally. Remember the rock monster slash tree thing outside the Toad village in Superstar Saga? Yeah, like that.
    • Partners in Time's final boss marathon. The final boss alone has two phases, obscene health, heals every few turns, has a weak point that can only be attacked after destroying two other weak points, and they regenerate too, it attacks multiple times per turn and deals high damage: a true evening-filling final boss. These bosses are the reason the Game Breaker Ulti-Free Badge is worth getting: unlimited Bros. Attacks for one Bro is the only way to make relatively quick work of them.
    • The Elite Trio in Mario & Luigi: Dream Team. Why? Because you have to take them all down in one attack, otherwise the ones left standing revive their fallen comrades. Or in other words, you pretty much have to win with either Luiginary Ball, Luiginary Wall or Luiginary Typhoon (or maybe a certain badge effect), since anything else won't hit a wide enough area to take down all three at once.
    • Additionally, some of the Hooraws fought in Dreamy Wakeport before Big Massif are this, since they're not hard in the traditional sense or have particularly powerful attacks, they just have a battle 'rule' that makes it annoying. Like the one you have to defeat in three turns (along with all his minions are the same time), which is rather annoying since you don't have any more powerful Luiginary attacks than Luiginary Ball and Luiginary Stack.
  • The boss of the official Morrowind plug-in Siege at Firemoth (Grum) has 2000 hp with a regeneration effect while the final boss of the first expansion pack (a Physical God) has 3000 HP and the second's (an aspect of a god) has 2000 HP at most and both have no regen. If you have decent resist shock effects he can't hurt you, but he takes forever to kill.
  • Shadow Mitsuo of Persona 4 takes forever to kill, constantly giving himself a 1400 HP buffer that is pretty much impossible to stop. Beyond his AI randomly getting lucky and using both of his actions to attack the hero (instant game over if he dies) he poses no threat but is a war of attrition.
  • Rogue Galaxy has this boss battle around chapter 6: first you must get into a mine and fight a drilling-mining-robot-thing, which is painstakingly slow to defeat since you have to finish off each arm first. After that, he just keeps running around and hitting you with a drill that comes straight out of his...well, you get it. After a very LONG battle, you find out that it was not the end and you still have to fight the guy controlling it. With the newest member of your party alone (whom, of course you're barely accustomed to play). To make it even worse, said enemy can kill you in a few shots and moves way faster than you can, and the only real way to kill him is to keep blocking until he reloads, making the battle take a long time even when you know what you're supposed to do. Since blocking isn't that useful for most of the game, there are high chances you will lose; fortunately, there's the possibility to save your game before but, guess what? There is NO SAVING POINT between the previous battle and this one so if you happen to lose (which is most probable) you'll have to deal with the drilling-ass robot again. Alluring, isn't it?
  • Kingdom Hearts Re: Chain of Memories:
    • The final boss of Reverse/Rebirth mode, Ansem, is like this. The entire fight basically consists of using card break duels, and he has maximum HP. Very tedious.
    • The final boss of the main story mode in Chain of Memories also counts, thanks to having a set pattern of very easily-avoided attacks, and giving you plenty of time to heal if you do get hit, but only being vulnerable at one small time window during that pattern (and having the maximum amount of health possible in the game).
    • Ruler of the Sky from 358/2 Days isn't particularly difficult. It's pattern is pretty basic, and it's attacks don't hit that hard. However it has a LOT of life and the entire battle is spent in the air where it will outrun you. This all adds up to a VERY long boss battle.
    • Zip Slasher in particular is like this, but because of the inferior AI and battle system, lots of the enemies in this game qualify. Devastating attacks, but just falls to the same pattern spammed over and over again, but you have to keep doing it and if you mess up, you do it all over again.
    • Ursula's first form is probably the first game's standout example. She constantly guards, is aided by her eels (who constantly declare "No escape!"), and can only be attacked by overflowing her cauldron with magic—but the game never explains exactly how that works.
  • One of the Bonus Boss in Wild Arms 3 is Arioch, The Duke of Vengeance. True to the name, he's very easy to beat when you encounter him the first time, but afterward, he will, emphasis on will, stalk you. Meaning that every random encounter will have a chance of you encountering Arioch. The mechanics is that Arioch starts as a level 1 boss. His level goes up every time an encounter happens. So, assuming the player's level is constant and is around lvl 70 when he/she triggers Arioch, about first 30-40 encounters will be cakewalk, the rest to 70th medium, and in the last 10 encounters: painful.
  • Beldr in Devil Survivor, particularly on a New Game+. Even if you have level 99 demons armed with Megidolaon and Deathbound, you, the main character, still have to beat him to death with Devil's Fuge, which means the battle still takes many turns. Damn you Norse Mythology!
  • Shot Mothers in Phantasy Star Zero. They appear randomly every 10 floors in a bonus dungeon with 101 floors, and you cant leave to tower for more items. She isn't strong by any means, but her annoying attack pattern of gliding across the room coupled with the lack of items makes her a very annoying fight.
  • Jade Empire gives you Death's Hand. Despite being implied to be the Big Bad for a good half of the game, the fight against him consists almost entirely of hammering him with repeated blows, then dodging his massive but cripplingly slow attacks. He was immune to stun and most status effects, so all you could really do was wait for his HP (or your sanity) to run out.
  • Final Fantasy VI has Tunnel Armor, an early-game boss. You fight it with Locke and Celes in your party, but the fight requires you to constantly use Celes' Runic ability, to stop the boss' devastating magic attacks. If Celes skips a turn of Runic to attack, then the boss' magical abilities can easily knock them both down. This leaves it up to Locke to slowly chip down the thing's HP, stopping periodically to throw Tonics at Celes and chug some himself. Becomes much easier if you use a Genji Glove to double Locke's offense, but getting one that early requires a bit of a Guide Dang It.
  • From Final Fantasy VII, Safer Sephiroth, if you are leveled up thoroughly from sidequesting and have access to high-end Materia and weapons, is not a particularly hard boss. But in the North American version, Supernova has a hideously long attack animation that takes over two minutes to complete and cannot be skipped.
  • Final Fantasy VIII:
    • The Final Boss, Ultimecia. Granted, this is suppose to be the last battle you EVER fight, but consider the setup for all this frustration. It starts as a straight fight, you VS the sorceress. After that, however, she summons a Giant Space Flea from Nowhere that was apparently living in one of Squall's personal items and innocently referenced during the Garden civil war to give you the beating of a lifetime. After you kill the creature, Ultimecia decides to merge with that Guardian Force (although they should both be too weak for combat at this point for having their asses handed to them) to create a hybrid creature. Finally, having defeated THAT, Ultimecia is back AGAIN, because getting thrashed and exploding wasn't enough, so now there's a faceless sorceress with even more power than ever for no apparent reason. This may be the last part of the last boss, but consider what you had to go through to get here and how long you had to go through the same battle cycles because the boss has WAY too many hit points and forms. Couple this against the game's system where you can't get a level advantage on any boss EVER and presto!
    • This same game also has Jumbo Cactuar and the Tonberry King. The first one is a veritable damage sponge that takes an hour to bring into low HP, and after that, it fucking escapes if you do not give him a very powerful finishing blow. If the bastard escapes, you have to start over. The Tonberry King by himself isn't very annoying, but you have to fight twenty normal Tonberries to initiate a fight with him. Tonberries are powerful and high-HP enemies, so twenty battles with them are pretty much guaranteed to be repetitively unleashing your most powerful GFs and Limit Breaks on them. Sitting and watching the animation. MANY.TIMES.OVER.
      • With these two the player is actually punished for leveling up. Both bosses gain huge quantities of hitpoints for every extra level of the player party, far outstripping the increase in your damage-dealing potential.
  • Final Fantasy X:
    • A large number of bosses in this game can fit this trope simply due to the large amount of unskippable dialogue in this game. FFX is very story-driven, but no allowances are made for retries. No cutscenes can be skipped, EVER. The impact of this can range from minimal to "go get yourself a sandwich and watch an episode of The Simpsons until you can fight Yunalesca again".
    • One of the last bosses , Jecht, will, at the appropriate level, take ages due to the very long healing animation of the two columns supporting the boss throughout the fight. The heals are not that big, but the columns can't be taken out of commission permanently, respawning three rounds later with double health if they are killed, and there is no way to speed up the animation.
    • Yunalesca is often considered That One Boss because of her multiple forms and her confusing Hellbiter-Megadeath combo, which gives you the Zombie status effect and then eventually insta-kills you if you remove it. If you do figure out her relatively simple attack pattern, however, she is simply frustrating. The Zombie status effect means characters are damaged by both regular attacks and healing, so there's no way to cure damage, and since she often casts Regen or Full Life, many of your characters will spend the majority of the battle dead or slowly dying. Sometimes it's better if a character does die so that all status effects go away when you revive them. Basically, you have to have a pattern where you switch out party members such that at you have at least one Zombie (or Deathproof) member when she casts Megadeath, and can revive the others before she kills them again.
    • What makes her a true Goddamned boss is that she has more than 10 minutes of cutscene crap. It is actually quite good the first time you see it (as most cutscenes in this game are), but you will hate it more every time she kills you and you can't skip it.
  • Final Fantasy XIII:
    • The Warmech you fight at the beginning of Chapter 12. At first, it's an easy fight, but if you take too long to kill it, it'll put up an unbreakable force field. Getting rid of the force field requires you to stagger it, which can take up to fifteen minutes.
    • The second fight with the Proudclad. It's a boss with 3.5 million HP, it's immune to all status ailments, and it can reset its stagger meter by changing form, which it can do whenever it feels like. And, once you get it down to about one million HP, it heals to full, gets perma-Brave, Faith, and Vigilance, and breaks out some new attacks (thankfully, it Deshells and Deprotects itself as well). It's not powerful enough to really be a threat if you keep up with your healing, but it takes so long to fight that it's just a massive pain.
    • Pretty much any of the Eidolon battles. Theoretically they shouldn't be too difficult because you win just by using certain abilities until a gauge is filled (like using Sentinel abilities during the fight with the Shiva sisters), but you only have one or two party members who are inflicted with Doom, giving you a time limit, and while the Eidolons aren't defeated like normal bosses you can still be killed. This is especially a problem when Hope faces off solo against the Eidolon Alexander.
    • The final form of the final boss, Orphan. It's immune to all forms of attack until it's staggered, and it inflicts Doom on your party leader, leaving you with seven minutes to cut down its 3.3 million HP. It would be reasonable, except that it can use Temporal Hollow to reset the chain gauge pretty much whenever it feels like it.
    • The Bonus Boss Vercingetorix, and by extension the Final Fantasy XIII-2 version, Yomi. If you come prepared with high levels and know the trick to beating them, then they aren't too hard. However, they spend the first half or so of the fight repeatedly using Impenetrable Aura, which renders them invulnerable to all damage, removes all status ailments and debuffs, and heals them. Meanwhile, all you can do is heal and prepare to reapply Poison as soon as they pop out again. After they lose about half of their HP, they get angry and start using their more powerful attacks. Since Yomi only has 1.2 million HP, you can rush his HP down once he stops using Impenetrable Aura, but Vercingetorix has 15.8 million HP, so all you can do is keep tanking and wait for Poison to wear him down.
  • Final Fantasy XIII-2 also has the Paradox Scope fights with Caius, all of which are time-consuming and easy to mess up. In the Oerba 200 AF fight, he has almost half a million HP, and casts Regen on himself halfway through that HP. If you don't know the trick to nullify Regen, you can end up not being able to outdamage the regeneration. In The Void Beyond, you have to fight him with only Serah and your monster ally, meaning all it takes is one slip-up to end the fight. In A Dying World, you fight him with only Noel, which complicates things further. And in all of them, once he goes down, he gets back up and you have to fight him again.
  • The third Weigraf fight in Final Fantasy Tactics is often viewed as That One Boss. At least until you learn the secret to beating him, at which point the fight becomes absurdly trivial. The fight is a one on one fight between Ramza and Weigraf, and the trick is to obtain the self-healing reaction ability (which isn't that hard, and is a pretty strong ability anyway, so the player may already have it) and give Ramza a job with high speed, and then spam Ramzas stat boosting abilities so that you can instantly crush Weigraf, and the even nastier Velius battle that follows (these are treated as the same battle, so the stat boosts carry over and it's often possible to kill Velius before it even moves). However, this can take a long time, as you spend time running away from Weigraf while constantly using your stat boosting abilities. The Weigraf / Velius fight thus ends up being That One Boss or a Goddamned Boss, depending on how you tackle it.
  • Mass Effect 2 has the Thresher Maw. It only has one attack- firing blasts of acid at you, and there are no other enemies to fight, but the battle can be very frustrating because A) it has a ton of health, B) the Thresher can destroy some of the cover around you and frequently shifts position on the battlefield forcing you to constantly be on the move, C) it uses its acid blast attack frequently and said attack rips through your shields like a knife through butter, and D) you're on a 5 minute time limit the whole fight. However, despite the fact that running out of time doesn't cause you to lose, if you don't beat the Thresher by then you won't get the best reward, not to mention that destroying it is an in-universe and out-of-universe Crowning Moment of Awesome.
  • Cornix Canor in The World Ends with You. A Get Back Here Flunky Boss who picks up battlefield obstacles, screwing with your psychokinesis (and sometimes your shockwave, depending on the angle). Its flunkies are seemingly only there to give Neku something to do, while blocking Shiki's attempts to actually hit the boss itself. It's rather fitting that this boss is the one chosen to, in-universe, waste Neku's time.
  • Every boss from the Golden Sun games with some kind of Djinn screw either counts as That One Boss or this.
  • Big Bad Hargon from Dragon Quest II likes to use Healall, which predictably makes the fight rather annoying.
  • Shogum, a Bonus Boss from Dragon Quest IX, does on occasion summon King Cureslimes, which if you don't kill them quickly, will cast Omniheal, restoring all HP to Shogum (and the King Cureslime).
  • Shin Megami Tensei III: Nocturne has Mara. He'll use Diarahan EVERY SINGLE TURN unless you can kill him before he uses it. That means you have to drain his 2300 HP in one turn. Hope you have Bright Might!
    • If you prepare for the fight, Noah becomes this. He's a Barrier Change Boss that changes what element will affect him every turn (Not his weakness, which element doesn't get nullified), followed by a high damage elemental attack (One enemy at a time for the first phase, full party spells during the second phase). And you can't get around this by using Almighty spells, as he's one of two bosses in the game that resists it. If you have all the elemental spells, the battle merely becomes a test of endurance and how much MP you can conserve. If you don't have all the elemental spells, well...
  • Captain Jack in Shin Megami Tensei: Strange Journey. If you can't deal damage fast enough between his rounds of healing roughly 1,000 HP, you might as well reset and either rearrange your demons or go grinding.
  • Hari-Hara from Digital Devil Saga isn't too bad in the first form, but the second form is made ridiculous by the numerous floating cores that accompany it. Each core absorbs its respective element (making group attacks out of the question), and gets a turn of its own and will deal a single target, high level attack - so pray to Vishnu it doesn't hit a certain member's weakness. Thankfully, all but one of the cores are weak to the opposing element, but if you defeat a core Hari-Hara will regenerate it or another fallen one the next turn. Oh and Hari-Hara itself likes to dish out random status ailments with Vanity, making it harder if you thought you could get lucky with Cielo in your team.
  • The boss on the DLC of Lost Odyssey, Killalon, is incredibly irritating. For starters you have to run down 25 floors of dungeon before you can fight him, with no save points. Although he doesn't have that much HP, the fact that he regens it a lot makes him hard to kill, and as you near-constantly have to protect your characters from his moves any damage you do will likely be recovered. Even with 5 level 99 characters and the best skills in the game, defeating this boss is somewhat reliant on what moves he actually decides to cast.
  • Touhou Project Pocket EVO+ "story fights" generally consist of one of your characters against a single opposing character. Sometimes this is otherwise a perfectly normal fight. Sometimes the opposing character has a Defense-increasing or healing spell card and will not stop spamming it. That is mainly because healing spells in this game heal a set percentage of max HP. Given bosses' sick amounts of health, even one usage of it can remedy whatever you did during the last five turns. And thanks to the game's spellcard system (using a spellcard disables it until you decide to use your turn to restore it), they can use it every second turn. EVO+'s UFO system makes it even worse - if the enemy gets a green UFO, you have to take it out with a successful attack - if you don't, she regains 20% of her HP at the end of current turn. So if the RNG isn't on your side...
  • Pokémon:
    • Erika from Pokémon Red and Blue can qualify as this, with two of her three Pokemon knowing the Wrap/Bind moves (which, back in the day, did continuous but light damage over the course of 2 to 5 turns) and two of them using the status-inflicting Poisonpowder and Sleep Powder. Wrap/Bind was obnoxious because it prevented switching and forced the player's Pokemon to stay in for however many turns it lasted for, all just to do a pittance of damage. And while Poison and Sleep are easily cured with Antidotes and Awakenings, it forced the player to waste a turn dealing with the status. This could make Erika very annoying if the player's Pokemon were unable to take hers out in one shot.
    • Falkner from the original Pokémon Gold and Silver can also be this, due to both of his Pokémon knowing a accuracy-lowering move. And said move is super-effective against Geodude and Onix, who otherwise have a type advantage against Falkner's Pokémon. (Not to mention that Geodude and Onix are generally slower and acts after Falkner's Pokémon.)
    • There's also Pre Gym Leader Justy from Colosseum, who uses a combination of Double Team, Sand Veil and Dig to keep you from hitting him. This leads to a tedious battle of spamming Faint Attack with Umbreon (if you taught it that; the Bite it comes with is usually more preferable) or Swift with Espeon (which no one does since it comes with Return).
    • Lileep in Mystery Dungeon still annoy you with Wrap to no end. Then there is Doduo, which is tougher to KO than other mons in those games.
    • Candice in Pokemon Platinum, specifically. Her Froslass has the ability Snow Cloak, which ups its evasion by 20% in hailstorms, which her Abomasnow will cause hail to be permanently in play. Froslass will follow up by using Double Team numerous times to increase its evasion even more. The only saving grace is that she'll likely go down in one or two super-effective hits if they connect.
    • Grimsley's rematch team in Black 2 and White 2, mainly for Liepard. It's already fast enough, but it'll always start with Fake Out, which will consume the Normal Gem it holds and makes it go even faster, as well as wasting a turn by flinch (unless your mon has Inner Focus). Then it'll screw with you more because it knows Attract, which causes a status effect that wastes a turn half the time- and since this Liepard is female, and many species of mon have skewed gender ratios in favor of males (especially the starters)... you can expect to not be able to fight half the time. And it also knows Sucker Punch to go first if you're using a move (given that there's a good chance that you'll be unable to attack), just to make things more annoying. And this is his first mon.
    • Also in Black 2 and White 2 in the Pokemon World Tournament: Winona, specifically her Altaria. While most of the gym leaders will either give you an even battle or or just murder you outright, Winona's Altaria seems designed specifically to cause hair pulling. Of it's four moves, only one is damaging (Dream Eater) and it only works when your mon is sleeping. The others put your Pokemon to sleep, preventing them from attacking and making them vulnerable to Dream Eater (Sing), recover health (Roost, and also Dream Eater if it works), or boost Altaria's defense (Cotton Guard). So a typical battle has her put your mon to sleep with Sing, heal any damage you may have done with Roost, and then bulk up with Cotton Guard and proceed to use Dream Eater until your Pokemon wakes up, in which case you had better hope you get a Super Effective Critical Hit before you get put to sleep again. It's not quite That One Boss, because unless your mon is extremely vulnerable to Dream Eater, Altaria can't cause much damage, but its moveset seems basically designed to drag the match out as long as possible and make you waste all your good moves trying to KO Altaria before it can heal itself.
  • Pretty much every boss in Endless Frontier. Each and every one of them (And there are a crapton) has lots of team-hitting attacks, Forced Evasion, Some really tough flunkies and enough HP to eclipse Bill Gate's total income four times over. Granted, So do normal enemies, but not to the ferocity bosses do. Expect to spend a solid half-hour fighting a boss.
  • Baten Kaitos Origins:
    • The afterling under the Celestial Tree in . You have to cut its roots before Valara can kill it. This is easier said than done. For one thing, the afterling inexplicably attacks Sagi's party, as opposed to the person who's trying to kill it. Also, it'll occasionally shift its posture so that your party can't hit it without killing it; with the way the game's targeting system works, however, it's possible for the thing to shift just as you attack, resulting in you unleashing an EX Combo against it and killing it. Finally, when you do cut it loose? Valara kills it in the following cutscene. This fight doesn't compare to the pain the Holoholobird put you through, but it's frustrating and the solution is counterintuitive.
    • The Hearteater you fight in the Matar Highlands. It has quite a bit of HP and hits fairly hard, but the real problem is its special, Ovulate. This infests a character with the thing's eggs, and puts a timer on them. When the timer runs out, the eggs hatch and devour the party member (read: One-Hit Kill). Basically, you can either burn up your MP using the Chalice of Freedom, or you can just revive whenever someone goes down (pretty much constantly).
    • Wiseman. His regular attacks drain both your health and your MP. Meanwhile, one of his specials, Cast Away Your Carnal Robes, knocks your whole party down, removes any magnus you've equipped, and breaks your combos. As a result, you're gonna spend most of the fight trying to keep his HP down and struggling to assemble a decent combo, while he uses your stolen MP to hit you with special after special. Adding to the pain, he comes immediately after the brutal showdown with the Black Dragon. Thankfully, most of his attacks are fairly weak; his strongest attack, Illusory Chaos, does maybe half your health in damage, which is easy to recover from.
  • From Dark Souls we got Lost Izalith's boss: The Bed of Chaos. You don't get to fight it directly, instead you got to rush through the arena in order to destroy 3 weak points that go down in one hit. However, as the fight progresses, the floor will crumble and the boss will start spamming hard-hitting and night-unavoidable attacks that can easily knock you down into the freshly opened Bottomless Pits. Fortunately, every time you destroy a weak point, it stays destroyed even if you die or warp back to a bonfire, which is actually a more viable strategy than trying to destroy the 3 targets in one go.
    • The Stray Demon, a Palette Swap of the Asylum Demon found in the revisited Undead Asylum. Like the Asylum Demon, his attacks are powerful, but cripplingly slow; however, unlike the Asylum Demon, many of his attacks trigger a massive magical explosion that will wreck you if you get caught in it. However, if you get the pattern down, then it just takes forever to chip down his mountain of HP.
    • The Iron Golem isn't terribly hard, but you fight him in a small arena near the top of Sen's Fortress. The biggest hazard of the fight isn't the Iron Golem's attacks, but rather the Bottomless Pit surrounding the arena. It's way too easy to fall off the edge, and while getting back to the fight isn't hard if you found the bonfire at the top of Sen's Fortress, it makes it one of the game's cheaper fights.
  • Both of the truly optional bosses in Wasteland - the Scorpitron and the Nightmare. Since the Scorpitron is available for you to fight pretty much from the beginning of the game, he doubles as That One Boss for most players because he's a big challenge even for a party that just finished the game (but didn't spend much time on leveling up). The Nightmare, however, resides in an optional dungeon, and you don't have to fight him to complete it. He isn't particularly dangerous, he just has the highest HP in the entire game and you can only have one party member enter the dungeon to begin with, which makes his fight long and tedious (if not for macros and the fast-forward button). This can also lead to Can't Catch Up, since he also gives the highest XP in the game for killing him (and double that if the final blow is done via melee) which can easily earn your solo character a level or three.
  • Silver Horn in Mega Man X: Command Mission. At first, the fight isn't too bad, and Horn has an exploitable weakness to electric attacks. But when he's at half health, he uses Liquid Coating, which raises his defenses exponentially, making the fight incredibly tedious. It also has the bonus effect of removing his weakness!
  • Shade Man from the fourth game of the Mega Man Battle Network series is extremely annoying in the third optional encounter with him. He can No Sell anything other then normal buster shots and indirect damage by splitting into a flock of bats, only one of which is able to be damaged. You only get a brief moment to determine which one is real and strike before he reforms, and the number of attacks that can do this effectively is very low. To make things worse, he's easily the fastest Navi in the game, which makes splitting him in the first place a pain, plus there's a random chance he'll just fly into the mystery data on his side of field when it happens, destroying it and forcing you to fight him again if you want what's inside.
  • Ness's Nightmare from Earthbound is a grueling Mirror Boss fought only with the main character, who knows all of said character's techniques, including one that has an off-chance of scoring a One-Hit Kill against any enemy. Which, in this case, is an immedeate Game Over and a ticket back to the start of a dungeon full of awful Demonic Spiders. Given his significant amount of hit points and tendency to buff his defenses, his chances of triggering the OHKO only go up and up the longer the fight drags. Now, this will not be an issue if you equipped gear that blocks PK Flash attacks (assuming you knew this already), but this still leaves you with a highly resilient boss whose PSI attacks hit like a truck. The only solution that guarantees victory is, simply, to outlast him until he finally runs out of PP. It'll take a while.
  • Dopplegangers in the .hack//G.U. Games. They can be That One Boss whether you like it or not, but they will always be this. The monster itself is already many levels higher than Haseo, even if he's at the level cap of 150. They can deal just as much damage as they dish out, but your team can equip themselves to mitigate the damage. However, they regenerate insanely fast. They drop the most powerful weapons in the game, so it's worth it to fight a few of them near the end of the 3rd game when you've reached the level cap. However, at that level, the only way you can defeat them is to pretty much spam your super moves and team attacks again and again the very moment they become usable again, and juggling your inventory to keep your party healed and their SP full so they can use special attacks. You really need to stock up on items to fight them, and it'll still take a good 20 minutes or more to beat them.
  • The higher difficulty levels in TalesOfXillia turn every boss into these because of HP bloat (enemy HP on hard is 250% of its value on easy, and enemies take about a third less damage as well, while only dealing about 50% more), but the two bosses who can heal, Agria and Gaius/Muzet really take the cake. Their healing powers increase proportional to their health, not their attack power, meaning that Agria can instantaneously recover 15,000 HP at a point in the game when your strongest mystic arte can do maybe half that. And they can spam these moves an unlimited number of times, and quickly enough that if the AI decides to be mean it can recover from critical to full in 5-10 seconds while still attacking occasionally. This can render these fights nearly unwinnable even for a player with enough levels, equipment, and gaming skill to render their offense trivial. Better hope you brought a *lot* of hourglasses.
  • One optional boss in Bravely Default Red Mage De Rosa. His actual moveset isn't too hard to deal with - a one-target physical move, Thundara to everyone, and casting Charm and Dread occasionally. What sends him into this trope is the Red Mage's signature ability, Revenge, which has a chance to give whoever has it an extra BP (basically, an extra turn) when they take damage. This is useful for you when it happens, but considering you'll probably only have one, maybe two Red Mages out at one time, it won't activate that often. But you can probably guess what happens when you give that ability to a boss you'll be attacking multiple times a turn. He'll use the extra move that gives him to immediately cast Cura, which means you have to attack him more to undo that healing, which gives him more chances to activate Revenge and do it again. If it activates enough in one turn he can tear your party apart even if everyone's at full health, which might shoot him up into That One Boss if you're particularly unlucky.

    Shooters/Shoot 'Em Ups 
  • Touhou 13: Ten Desires has the Stage 3 boss, Miyako Yoshika; her spellcards are in no way considered hard, but for her final spellcard, she surrounds herself with knifes and heals herself. Since the pathway to get around the knives is just as long as dodging them and going to stop Yoshika healing, fighting the battle either way is irritatingly long.
  • Glorious Symbol from Hellsinker serves as the Segment 2 Behind boss and while he isn't particularly difficult by the standards of the game, he takes a somewhat long time to defeat. While the other bosses of Segments 1 through 3 can be killed quickly just by hitting their central components until they explode, Glorious Symbol requires you to repeatedly destroy its 4 cores until it finally explodes, something that can easily take over two minutes. Worse yet, you can't just skip him by playing Segment 2 Lead to fight Scarlet Queen on your first playthrough; to earn the privilege of playing the Lead stages, you have to complete Segments 1 through 4 on your first credit.
  • The bosses of Deae Tonosama Appare Ichiban are usually a letdown (even the final one) because of the absurdly over-powered Super Mode of the main characters. However Abra Kadabra, the fat sultan, is the only one that must be fought differently. He hovers on a Flying Carpet and can't be hit, not even with smart bombs - the only way to damage him is to hit the oil drums he rolls every now and then on the floor. Too bad that he uses fire magic that burns the player (including an annoying fire dragon that follows him) and is timed in a way that he usually drops the drums when the player is engulfed in flames and unable to hit them. It is a long and tedious fight as opposed to the ridiculously easy other ones.

    Simulation Game 
  • Naval Ops: Commander has the Archaeopteryx, which is a big airplane. It is extremely fast, VERY hard to even hit and follows a "hit-and-run" tactic.

    Stealth-Based Game 
  • Metal Gear Solid has two:
    • The M1 Tank. It goes down in only a few hits and does much less damage than you'd expect frigging tank rounds to do to a man in a sneaking suit but the problem is you have to engage it with grenades, the single most unused weapon in the game. Odds are you haven't even tried them out once by this point in the game, so expect to take a rather cruel beating from it until you get good enough with them to toss them through the hatch.
    • The second Sniper Wolf battle, provided you don't cheat and use Nikita Missiles. Wolf has a rather huge area to hide in with lot's of cover while you... don't. Odds are she'll spot and land a hit on you before you manage to even locate her, let alone zero her in your sights. When this happens your only choice is to run for cover and wait until she loses sight of you, and then try again.
  • Metal Gear Solid 3: Snake Eater has two as well:
    • The Sniper Duel with The End. Even without the Konami Code cheat or simply waiting a week he's not exactly difficult, but the fight just drags on forever since the area is so massive and it can be tricky to line up a shot on him even when you know exactly where he is. Of course, some fans consider him to be one of the best bosses in the entire series, due to the long and patient cat-and-mouse game, and for those who don't, thank Kojima for the Anti-Frustration Features.
    • The Ladder that you climb to reach Groznyj Grad. Yes, the fanbase actually considers it a boss. All you do is hold up to climb a ladder, with no enemies or conflicting obstacles whatsoever. For a solid two minutes.
  • Metal Gear Solid 4: Guns of the Patriots has the battle with the sniper Crying Wolf (It's just par for the course with sniper battles), who engages you in the same snowfield as Sniper Wolf but this time with an armored suit, a rail gun, and reinforcements. Your choice to fight her boils down to a rather patient game of cat and mouse in the snow, or just hiding under the truck for like 3 hours and landing a hit every time the opportunity presents itself.

    Survival Horror 
  • Rule of Rose has the Mermaid boss, which isn't necessarily difficult, but the fight can get so drawn-out and monotonous that you mess up out of frustration. Come to think of it, boss fights in general aren't the game's strongest suit....
  • Haunting Ground: The final fight against Lorenzo isn't all that hard (especially if one saved a lot of Magnesia), but Lorenzo's annoying tendancy to suddenly stop and gloat, then proceed to troll Fiona by blowing up the floor at her heels to send her flying becomes plain annoying after the twentieth time it happens. His high health (which is invisible to the player, by the way), tendency to turn on Hewie, teleport on top of Fiona to push her into panic, the small size of the arena and his ability to one-hit Fiona at the most random times (panic mode or not, he doesn't care!) only makes it more frustrating. And God help you if you don't have any Health, Panic or Dog items left.
  • Resident Evil has the battle with Yawn the giant snake. You face him fairly early in the game likely before you've mastered the Tank Controls in a small area where it's easy to get stuck on the terrain or trapped by Yawn's long body. He's actually unbelievably easy once you figure out the trick, but it'll take a solid ten tries or so before you do.

    Third Person Shooter 
  • Gears of War 3 has the Lambent Zerker. She's actually a pretty climactic battle in campaign, where she shows up only once at the end of a frantic defense of fortress at Anvil Gate. Her appearance in Horde Mode is another matter entirely. She has the opportunity to show up every tenth wave, and is one option of five that can be selected at random (the others being a regular Berserker or two, a squad of Reavers, four or five Gunkers, a squad of Savage Corpsers, or a lone Brumak). The Lambent Zerker is easily the worst of the lot because of her staying power—she is vulnerable only when she opens her chest plate (which, if the mood strikes her, may be once every 60 seconds or more), and even then is a Damage Sponge of mythic proportions. She also has the tendency to charge willy-nilly around the map, casually smashing the fortifications you've spent the past nine waves saving up for. The worst part is that Gunkers and Brumaks are tougher enemies, while a regular Berzerker is a more strategic fight—the Lambent Zerker isn't very hard, just annoyingly durable.
  • The original Star Fox has its alternate final boss, the Slot Machine. This box is a mixture of this, Puzzle Boss, Marathon Boss, and Luck-Based Mission. This boss does not have a health bar and is pretty much one hit killed. But... it's HOW you do it. You need to get Triple Sevens. This is EXTREMELY annoying to do, as the game DOES NOT SHOW ANY MERCY WITH THE REELS. You CAN heal if you get Cherries, but you get attacked if you get an Andross. And Andross overrides Cherry. Oh, and the ending you get? Yeah, you can only get out of it by resetting or dying to the enemies that come. And if you die? You do the level ALL OVER AGAIN, INCLUDING THE SLOT MACHINE.

    Turn Based Tactics 
  • The Incubuses in the tactical strategy Odium. They are pretty weak and their attack cannot really harm you (they launch exploding spheres which explode after a few turns, so if you keep your men away from them nobody will ever get hurt.) But their animations are horribly slow (and they attack twice per turn), and they happen to have a movement rate just a lil' bit faster than all of your men, which means that most of the fight will consist of you chasing them down and trying to get them into range of your weapons so that you can just barely scratch them while waiting through the horribly slow enemy turns. (Oh, and each sphere explodes individually at the beginning of the enemy turn, further bogging it down.)
  • Super Robot Wars Original Generation has the R-Gun Rivale. Comes near the end of the level when your characters are all fatigued out, regenerates energy and life, has a force field, and has an attack with very high range. You may use a strategy that sucks up all his energy and hence can not use his ultimate attack (for a time, at least, since he regenerates energy), but he has a backup in the form of Gundam's funnel-like weapons. He has 50 uses/durability for it, though. Do not play on an empty stomach. This branch of the SRW series seems to specialize in such bosses, often prompting tactics that end up gamebreaking in other games (where bosses aren't such insane damage sponges)
  • In Fire Emblem Blazing Sword, Lloyd Reed goes from a borderline Anti-Climax Boss in Eliwood's path, to this kind in Hector's. If you don't find out beforehand that not only has he moved to the middle of the map amongst hordes of other mooks, but that he also moves when approached, you're very likely to to pay for it with a dead ally. And the chapter objective is to defeat Lloyd, so if this happens too soon, it's either restart or miss out on the rest of the goodies in the chapter. Oh, and all this occurs in Fog of War. Fun.

    Wide Open Sandbox 
  • Half of the boss battle against Gary in Bully involves chasing him on a scaffolding whilst he dumps wheelbarrows full of bricks on you from above. whilst bragging about how awesome he is and how much Jimmy sucks. the second half involves punching him whilst he makes NO effort to hurt you. Which makes perfect sense. Gary's a Manipulative Bastard who hid behind others for the entire game. Of course he wouldn't stand a chance in a fistfight against the scrap-happy Jimmy.
  • The General from SaintsRow2 is very much a Goddamned Boss. More so then Maero or Kazuo-Maero just had a huge truck and Kazuo had an easy to figure out gimmick (although, considering the timing you had to pull off, Kazuo could count too). The General is worse because he drives around a mall in a huge SUV while an army of Samedi gangsters attack you. While his fleeing never results in a game over, and his SUV can be taken out quickly if you were smart enough to bring an RPG, you may at first be left with no option then to attack him with a dinky SMG on a dinkier ATV while being bombarded with enemy gunfire.

Goddamned BatsVideo Game Difficulty TropesDemonic Spiders
Goddamned BatsScrappy IndexHatedom
Goddamned BatsYMMVGod-Mode Sue
Goddamned BatsYMMV/Home PageGod-Mode Sue
Goddamned BatsAnnoyance TropesGuide Dang It
Giant Space Flea from NowhereBoss BattleGoldfish Poop Gang

alternative title(s): Pain In The Boss
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