Some video games have bosses that are extremely easy compared to the levels before them. Regardless of whether the levels are simple or NintendoHard, the bosses are a breeze compared to the skill and effort to just get to them. The real difficulty of these easy bosses lies in the fact that a less-than-perfect player may have to fight them while their health and resources are exhausted from completing the difficult stage.

Reasons for this can vary. Perhaps the developer honestly thought easier bosses would balance out the game's difficulty, or wanted to be realistic and avert AuthorityEqualsAssKicking. There could be a PuzzleBoss which might take work to figure out, but it becomes ridiculously easy to pull off that pattern once known.

A SubTrope of BossDissonance.

Compare MooksButNoBosses and AntiClimaxBoss.

Contrast EasyLevelsHardBosses, SNKBoss.



[[folder: Action Adventure]]
* In ''[[Franchise/{{Castlevania}} Castlevania: The Adventure ReBirth]]'', the amount of damage you sustain by the normal stage enemies is determined by the stage number, in the vein of ''VideoGame/CastlevaniaI'' and ''[[VideoGame/CastlevaniaIIIDraculasCurse III]]''. However, every boss in the game always inflicts the minimum amount of damage for the particular difficulty mode you are playing through.
* In ''VideoGame/SuperCastlevaniaIV'', Stage 8 is frustratingly difficult, but the boss (Frankenstein) is one of the easiest in the game.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime's'' [[ThatOneLevel Water Temple]], one of the most hair-pulling 3D temples with [[AntiClimaxBoss Morpha]], whose difficulty flies right out the window with the right technique (sit in a corner, and watch how you effortlessly get a no-damage win).
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', there's the Stone Tower Temple, likely the most diabolical and convoluted dungeon in the game (and to an extent one of the most in the series), but whose boss simply requires you to turn into a giant and constantly hit its permanently exposed weak points (tail and head) to be defeated. This boss, Twinmold, doesn't even try to attack you, since it just moves around the [[VisualPun battle arena]]. This is revised in the 3DS remake, where the boss ''does'' attack Link and the strategy to defeat it is more difficult.
** ''VideoGame/TheLegendOfZeldaI'' has the dungeons hidden away in some places that require specific items to reach them or knowledge of where the dungeons themselves are located. Each dungeon is also filled with dangerous mooks, but the bosses themselves take no more than a minute to defeat, including the FinalBoss.
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle Of Ages]]'' has the ''very'' long Jabu-Jabu's Belly, with the incredibly easy ElectricJellyfish boss.
** The [[VideoGame/TheLegendOfZeldaCDiGames CD-i games]] are notorious for this. The levels are filled with ridiculous amounts of frustrating FakeDifficulty, but the bosses are {{One Hit Point Wonder}}s. Ganon is probably one of the most [[AntiClimaxBoss anti-climactic]] {{final boss}}es in the history of video games. You defeat him by throwing a book/wand at him. Afterwards, all you get is a [[ ridiculous cutscene.]]
--> '''Ganon''': [[BigNo NO!]] NOT INTO THE PIT! IT BURRRRRRRRNS!!!
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is very similar to the first game where enemies in the overworld are a bigger threat than the dungeons themselves. The dungeons barely has any enemies since they rely more on puzzle solving and the bosses in them serve more as a PuzzleBoss. The FinalDungeon and first phase of the FinalBoss are more tricky.
* Richter Mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is a fairly extreme example. Even the easiest mooks can kill you if you aren't careful, and some of the more challenging mooks can kill you in one or two hits. On the other hand, bosses can usually be kept at a distance and killed without too much difficulty (and if you use [[GameBreaker Hydro Storm]] on them, most die as fast as your average mook).
* There are three bosses in ''VideoGame/CastlevaniaIISimonsQuest'': Carmilla, Death, and -of course- Dracula. Carmilla sticks to a laughably easy pattern that can be avoided by simply standing still and deflecting her fireballs with Dracula's Rib and Dracula himself can be taken out in roughly 15 seconds with either the Sacred Flame or the Golden Knife. Meanwhile, Death -normally among the hardest bosses in the series- can be dealt with here by simply dropping a garlic in front of him [[ZeroEffortBoss and leaving to make a plate of nachos]]. Even worse, [[SkippableBoss you don't have to fight Death]] - just keep walking and go [[TranslationTrainWreck prosess]] Dracula's Eye.
* In every playset in ''VideoGame/DisneyInfinity'' that has bosses at all, they're among the easiest parts of the game.
** In ''Franchise/PiratesOfTheCaribbean'', the last mook fight is ''massively'' harder than the final boss battle -- largely because the final boss is a battle at sea using your fully-upgraded ship while said mook fight occurs on land using your character's own weak weaponry.
** ''WesternAnimation/TheIncredibles'' hits you with a constant stream of nightmarish tank mooks falling from the sky and has trivially easy boss fights.
** ''Film/TheLoneRanger'' ends with a [[MarathonBoss very long]] PuzzleBoss fight, but it's still easier than many of the timed missions you've faced earlier in the game.
* The first ''VideoGame/{{Shantae}}'' game. With every death sending you to the start of an area with only three hearts, surprisingly beefy {{Mook}}s, a normal attack with very short reach, a rather small range of vision due to the UsefulNotes/GameboyColor screen, and lots and lots of SpikesOfDoom and {{Bottomless Pit}}s, traversing the overworld and dungeons of this game is going to kill you a lot. On the other hand, most of the bosses are relatively simple affairs where the main challenge is [[PuzzleBoss figuring out how to use the latest transformation dance to beat them]]. The only exception is the FinalBoss, who is absolutely brutal.


[[folder: Action Game ]]
* ''VideoGame/SpiderManTheMovie'' game has harder bosses in the beginning of the game, when you're fighting faceless mooks, and harder levels towards the end, when you fight omnipowerful robots.
* ''VideoGame/GodOfWar'' featured several really difficult and lethal environmental challenges, along with a few miniboss pile-on challenges. Fighting the bosses, particularly the end boss, was practically a relief.
* ''VideoGame/NinjaGaiden'' games tend to have hard levels early on. For example: Even the second level in Ninja Gaiden 2 for the NES has gusts that blow Ryu into pits and takes a bit of mastery, but Baron Spider (the boss) is trivial, especially if you have the Fire Wheel and the Clones. A lot of the difficulty of bosses comes from having half one's life bar from the previous stage and trying not to die.
* Captain Cabot Toth of ''Franchise/StarWars: VideoGame/JediStarfighter'' is mindnumbingly easy. Especially compared to the level you just faced. Made all the worse by the fact that he's vulnerable to your [[ValuesDissonance Force lightning]].
* The levels in ''VideoGame/{{Loaded}}'' are lenghty and intricate, requiring careful positioning and crowd control to clear some of the bigger rooms and rationing of your limited health supplies. Meanwhile, the bosses (of which there are only two, though one is fought multiple times) have simple and predictable attack patterns, little health and weak attacks.
* This seems to be an issue of ''VideoGame/DantesInferno''. Most areas are absurdly harder than the boss of that area. And Lucifer himself is the EASIEST BOSS IN THE GAME. But maybe it is because your skills improved, or maybe because they won't be causing much damage later on...


[[folder: Beat Em Up ]]

* ''VideoGame/CastleCrashers'' gives us the long and tedious Fire-Demon filled level Lava World, and tops it off with a volcano that does nothing but shoot easily avoided and not that powerful fireballs (the only challenge is realising you need to have a beefy-sandwich to beat him) and a huge fire-dragon that breathes weak fire, drops boulders towards you that are very easy to avoid, and swats you with his left, sock-puppeted hand if you try to go through the exit door.
* The ''VideoGame/StreetsOfRage'' series zig zags with this trope. In the first game, the challenge comes from fending off several waves of mooks that gang up on you while you try not to lose too many lives just reaching the boss of the level. The bosses themselves follow a fairly predictable pattern and are easy to beat once you know how to avoid their attacks. The final boss will always have mooks with him. The second game has mooks appear for several bosses, averting the trope. The third game follows what the first game did; waves of mooks in the levels and bosses appearing by themselves. The only exception to the rule is the boss of stage 6 where he always has mooks with him.
* The AmstradCPC port of ''VideoGame/BadDudesVsDragonNinja'' had levels full of mooks coming from all directions, and bosses with trivial attack patterns and a glaring weakness to being attacked when they land after jumping above you.


[[folder: Collectible Card Games ]]

* ''VideoGame/KantaiCollection'':
** Usually averted, but occasionally played straight. For example, at 3-2, the boss node only has destroyers, transports and light cruisers, but most fleets are forced to retreat by the pre-boss node, which has battleships and heavy cruisers.
** 3-5 north route also applies. The boss node is one light cruiser, two transports, one battleship and two destroyers. Nothing particularly tough. But to get there, you'll have to go through one node with up to three [[EliteMooks Flagship]] Wo-class standard carriers, and another with Northern Ocean Princess. The south route isn't much better; due to the closing torpedo phase, the light ships you'll have to use for it have a high chance of being damaged to red in either of the two nodes before the boss, forcing you to retreat.


[[folder: Fighting Games ]]

* In ''VideoGame/TheKingOfFighters 97'', once you're done with the tournament itself, your team will fight the extremely fast Orochi Iori and/or Orochi Leona and then the [[spoiler: Orochi empowered New Face Team (Orochi Chris, Orochi Shermie and Orochi Yashiro]]. And then you see that the FinalBoss, [[spoiler: Orochi]] himself, is... maybe the easiest KOF Final Boss in the whole saga, thanks to his very poor AI. Kind of a JustifiedTrope: three of the aforementioned sub-bosses are {{SNK Boss}}es, so by the point a player reaches [[spoiler: Orochi]] s/he is likely to be rather fastidiated and tired.


[[folder: First Person Shooter ]]

* ''VideoGame/NosferatuTheWrathOfMalachi'': For the most part, bosses tend to be brought down pretty quickly by hitting them with Wooden Stakes over and over. They're probably less likely to kill you than the labyrinth of rooms infested with monsters.


[[folder: [=MMORPGs=] ]]

* ''VideoGame/WorldOfWarcraft'':
** The high level dungeons tend to fall in this category. Getting to a boss requires carefully planned engagement with mook groups using every bit of "crowd control" the party has to offer, but most of the bosses are fairly straightforward. Some bosses do require comparable efforts... because they are accompanied by minor mooks.
** The true "Endgame" bosses (which require teams of 10 and 25 to face), on the other hand, go back and forth between this trope at a ludicrous pace; The Mount Hyjal scenario exemplifies this trope in ''both'' forms, pitting you against endurance battles with the bosses; depending on the makeup of your team, these are usually either [[AntiClimaxBoss comically easy]] or [[ThatOneBoss ludicrously difficult]]. The final boss, on the other hand, fits squarely under ThatOneBoss (and has an actual break before facing him, unlike the others).
** This trope is also evident in many of the smaller, 5-man dungeons, where a suboptimal group may easily beat the bosses but [[PartyWipe wipe]] hard on the [[{{Mooks}} trash]] leading up to them.
** ''Cataclysm'' dungeons and raids have significantly harder trash mobs than previous ones and tend to require unique strategies for each one. Some of them are fairly easy with a little crowd control and strategy, others have mechanics that must be followed to avoid wiping (such as tanks swapping after taking stacks of a debuff), and still others are so hard that groups will not pull them if they do not have to. At times, there may be only two or three trash pulls between bosses, each of which is completely different, rather than several encounters with similar enemies.
** [=WoW=] in general switches been this and EasyLevelsHardBosses depending on the difficulty and where in progressions players usually are. Regular tends to be this EasyLevelsHardBosses while Heroic tends to be this trope until players are overgeared for it, when it becomes easy all around.
** In ''Legion'', Mythic Keystone dungeons, which increase in difficulty based on the level of the keystone and can have additional effects that empower enemies, can have the "Fortified" suffix, which makes the non-boss enemies potentially stronger. When combined with "Teeming," which increases the number of trash mobs in the dungeon, as well as certain other affixes, normal battles can be fairly difficult.


[[folder: Platform Game ]]

* ''VideoGame/{{Bugdom}}'' can get pretty damn hard in the later levels. Then the boss fight consists of you kicking a pipe to extinguish Thorax's scepter and crown (making him vulnerable), attacking him, and repeating this process until he dies. Easy peasy.
* ''Franchise/CrashBandicoot'' generally falls under this; the first two games in particular had almost laughable bosses in comparison to the challenges the levels presented. Some of the later games have some truly challenging battles (with notorious examples including Dingodile in ''VideoGame/CrashTwinsanity'' and Uka Uka in ''VideoGame/CrashOfTheTitans'') but still usually had way more of a challenge in just getting to the fights.
* ''[[Franchise/SuperMarioBros Mario]]'':
** ''VideoGame/SuperMarioBros'' had lots of precision platforming in the levels before each boss. So what do you do with the boss? Avoid a few fireballs, wait for a break in the thrown hammers (if it's the last few worlds), and then run underneath when he jumps to get to the bridge switch. And that's if you don't make it to the end as fire Mario, and can just lob fireballs from across the screen.
** ''VideoGame/SuperMarioBros2'': Even taking into account that it's a DolledUpInstallment, its bosses just require dodging a few things and then throwing blocks/bombs/vegetables at them.
** ''VideoGame/SuperMarioBros3'' usually requires dodging the boss's attacks (usually projectiles or jumping at the player), and then {{Goomba Stomp}}ing them three times. Bowser is the exception. Just jump out of the way when he's about to try to goomba stomp you, and he will eventually fall through the floor.
** ''VideoGame/SuperMarioWorld'' is the same as the third game (save for Bowser, which does require a lot more skill to defeat this time). Even hacks have trouble adding challenge to the bosses, other than adding extra obstacles in the rooms.
** ''VideoGame/SuperMario64'': The levels can be quite hard. The bosses are absolutely simple by comparison. Best shown in LethalLavaLand, which has some tricky platforming, some annoying obstacles, and the [[BreatherBoss Big Bully]] as the only boss in it.
** The series has eventually shaken the trend a bit. ''VideoGame/SuperMarioSunshine'' has easy bosses like Gooper Blooper, but Phantamanta and Eely-Mouth can be tricky and difficult. ''VideoGame/SuperMarioGalaxy'' has some tricky bosses, particularly in the daredevil runs; Bouldergeist in particular is frustrating. The bosses in ''VideoGame/NewSuperMarioBrosWii'' always retreat into their shell after each hit, so even the easier fights at least take some time to win; then there's the final boss, which requires good reflexes for being AdvancingBossOfDoom. ''VideoGame/SuperMarioGalaxy2'' has an easy final Bowser battle compared to the trials before him, while the fight in ''VideoGame/SuperMario3DLand'' is quite tough.
* ''Franchise/SonicTheHedgehog'': In general, the bosses are significantly easier than the levels themselves, with the exception of [[ThatOneBoss one or two bosses per game]].
* As is to be expected of a fangame, ''VideoGame/SonicRoboBlast2'' is also a large offender, with bosses that are very basic compared to the stage, at least until (of course) you reach a [[ShoutOut familiar]] [[ThatOneBoss mechanical behemoth]]. Of course, this could be attributed to the [[DevelopmentHell ten years spent designing the game]].
* The first ''Franchise/SpyroTheDragon'' game had tricky platforming aplenty, but the bosses were laughably pathetic. Each was a case of GetBackHereBoss, took no more than three hits to defeat, and were usually no more powerful than the {{Mooks}} populating the rest of their respective levels.
* ''VideoGame/DonkeyKongCountry'':
** The [[VideoGame/DonkeyKongCountry1 first game]]. The levels get increasingly harder, but all the bosses (except for K. Rool, and possibly the second battle with Necky) are a cakewalk.
** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' qualifies as well. The bosses are more challenging than those in the first game, but none of them will make you tear your hair out in frustration. Many of the levels, however, are absolutely brutal.
* ''VideoGame/EarthwormJim'' falls under this category occasionally, with the third level [[ThatOneLevel "Down The Tubes"]] being a prime offender. The entire second part of the level is a race against a brutal clock inside a glass submarine with as much endurance as wet tissue through a maze full of tight corners and jagged rocks. The boss is...a goldfish. [[AntiClimaxBoss You win by knocking his bowl off the stand]].
* ''VideoGame/IWannaBeTheGuy'' is like this to an extent. Both parts are [[PlatformHell incredibly hard]], but the bosses are easier... "easi'''''er'''''" being the key word here.
* ''Super [[VideoGame/GhostsNGoblins Ghouls & Ghosts]]'', which lives on almost every [[NintendoHard top-10 hardest games of all times lists]], has some of the easiest bosses ever. Not just easy for SG&G, or easier than the levels around them. Drop dead simple. The Hydra is perhaps the easiest boss in any videogame (and his level is one of the hardest. There's dissonance right there); you stand there and shoot him with his weapon, while dodging rock attacks that he telegraphs a mile away and only throws out every 3-5 seconds anyway. The final boss is pathetically wimpy.
* ''VideoGame/PrinceOfPersia1'' had levels filled with precipitous falls and SpikesOfDoom of the deadliest sort. The almost only boss in the game is Jaffar, who fights like all the other {{Mooks}} and can be killed just by pushing him off the platform if you get behind him. This doesn't apply to the SNES version, which has completely different bosses and many more of them.
* ''VideoGame/WarioLand 1-3'', being based off the Mario series, fell into this, bar the one boss in the first game that actually posed a challenge.
* In ''VideoGame/YoshisIsland'', Marching Milde was a relatively easy boss, but she came at the end of a frustratingly long stage, one of the longest in the game.
* ''VideoGame/{{Battletoads}}'' might as well be the level-focused poster-boy. The bosses are rather easy, but several of the stages are almost up there with ''VideoGame/IWannaBeTheGuy'' in difficulty - even the creator of IWBTG thought Battletoads was impossible. Part of the gap is due to most levels being on a checkpoint system, while boss fights never are, which means you don't have to start over when you lose a life fighting a boss.
* ''VideoGame/NewSuperMarisaLand'''s bosses are, with the exception of the World 7 boss, much easier than the stages preceding them.
* ''VideoGame/MegaManX6'' tends to have extremely brutal stages ([[ThatOneLevel Blaze Heatnix and Metal Shark Player come to mind]]) followed by insultingly easy bosses in comparison. The only exception is Gate's second stage, which has both a difficult level, and two difficult boss fights (High Max and Gate himself). Played straight once again with Sigma, who's an absolute joke.
* ''Franchise/MegaMan'':
** ''VideoGame/MegaManClassic'' bosses also have plenty of this going. Some boss levels are much more difficult than the robot masters at the end of them, especially when utility items or Rush aren't available. Part of this can be pinned on the predictable patterns some bosses had. Guts Man's stage has the notorious platforms, Heat Man has the thrice-damned disappearing block segments over instant-death lava or bottomless pits, Toad Man has wind and water pushing Mega Man around into more bottomless pits, and so on. Don't be surprised to spend more lives on the levels than the bosses in more than a few instances.
** ''VideoGame/MegaManAndBass'' changes between this and EasyLevelsHardBosses depending on which character you choose. Playing as Mega Man makes the stages harder, since he doesn't have Bass's DoubleJump, dash, or ability to fire in seven directions. However, his Mega Buster can charge, allowing him to deal more damage to the bosses, and their MercyInvincibility is just about right for him to charge up another shot.
** The Mega Man fangame ''[[Videogame/MegaManUnlimited Unlimited]]'' is ''infamous'' for this trope, a lot of the levels being boarder line {{Marathon Level}}s with some rather [[PlatformHell sadistic platforming]] at times, but a lot of the bosses (with the exception of [[ThatOneBoss Glue Man]]) being a cinch to beat buster only.
* ''VideoGame/TheAngryVideoGameNerdAdventures'', for the most part. The majority of the game borders on PlatformHell, but the bosses are usually a simple affair of "shoot it until it goes down."
* The bosses in ''VideoGame/TeenageMutantNinjaTurtles''(NES) are relatively easy compared to the DemonicSpiders-infested levels leading up to them.
* ''VideoGame/MibiblisQuest'' has some brutal levels that require a good combination of skill, memory, and knowledge of the game mechanics. The bosses, while no slouch in difficulty, are significantly easier, as they tend to follow a pattern.

* ''VideoGame/Sly2BandOfThieves'' has the rather easy fight with the Contessa, which comes after the insanely annoying Episode 6


[[folder: Real Time Strategy ]]*

* The ''Videogame/DawnOfWar'' expansions Dark Crusade and Soulstorm suffer from this on later levels. A regular map is played as a standard skirmish against the AI albeit with a few weak units and lowered ressources. On later levels, you play a two-on-one, and if the computer's PlayerCharacter is on he the map, starts with extra regular units which immediately attack your base. Strongholds, on the other hand, send in one big attack at the beginning, subsequent attack waves are much weaker than usual (and this is before the special features like stealing the enemy's artillery or disabling their special attacks). It is even possible to defeat the Dark Eldar without even building a base, as they do not send attacks before you do so.


[[folder: Roguelike ]]

* ''VideoGame/PokemonMysteryDungeon''. The dungeons themselves will see you using up the majority of your wiles and resources, while most bosses can be made utterly harmless with a single [[StandardStatusEffects status seed]]. Bosses with minions are exceptions, though, depending on your items and moves. This also happens with the third installment, to the extent where the final level doesn't even ''have'' a boss; the challenge is negotiating a dungeon without any allies.


[[folder: Role Playing Game ]]

* In the RPG ''VideoGame/The7thSaga'', random encounters are invariably more dangerous than a typical boss; just walking from one town to the next requires a ton of ForcedLevelGrinding. There are a few [[ThatOneBoss obscenely overpowered bosses]], but they're [[RubberBandAI special]].
* In ''VideoGame/ShinMegamiTenseiI'' and ''VideoGame/ShinMegamiTenseiII'', random encounters come hard and fast and you're pretty lucky if you can get to the end of the boss without being horribly mangled. The Boss you fight, on the other hand is at best marginally harder than one of the standard enemies outside... that you had to fight like eighteen of every two steps.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'' falls into this. Dungeons are long and filled with tough enemies, as well as [[BossInMookClothing F.O.Es]]; enemies so strong you're meant to avoid fighting them. The actual bosses of the dungeons are much easier by comparison, generally being [[DamageSpongeBoss Damage Sponge Bosses]] at best and vulnerable to crippling status effects like Poison and Strength/Magic Bind. [[BonusBoss Going back to fight the dungeon's F.O.Es when you're strong enough]] is the ''real'' challenge.
* ''VideoGame/DemonsSouls'':
** Some players call it this. Helps that there's sometimes an exploit that makes the boss a breeze. (safe zones, inability to attack at a distance, etc.)
** A straight forward example is [[ThatOneLevel 5-2]], Most players have a load of trouble with the level it's self, however, the Boss is pretty easy and is weak to both Fire and Magic.
** World 4 in its entirety is one of the most challenging levels, with powerful enemies and plenty of places to fall to your death, yet each of the bosses is a complete joke. Adjudicator can be easily defeated by [[spoiler: running around him clockwise]], Old hero [[spoiler: is ''BLIND'']], and the Storm King can be defeated effortlessly with the amazing tactic of [[spoiler: hiding in the safe zone behind the runed house while carving him up with the Stormruler.]]
* ''VideoGame/DarkSoulsI'' has more of the [[EasyLevelsHardBosses opposite]], but a few areas play out this way.
** The Depths is a labrynthine, confusing sewer level crawling with rats and curse-spewing [[DemonicSpiders Basilisks]]. The boss (while [[NightmareFuel terrifying]]) is one of the easiest in the game.
** Sen's Fortress is filled with traps, pitfalls, and horrid enemies. The boss can be easily soloed by an NPC phantom.
** The Catacombs are filled with endlessly respawning skeletons, which are some of the nastiest enemies in the game, and deeper into the level are the even worse [[DemonicSpiders Wheel Skeletons]]. The boss of the area, Pinwheel, is considered an absolute joke, having so little HP and attacking so slowly that many players kill him their first time before he can even start attacking.
** Played straight with a Sorcery-proficient build, however. Going from bonfire to bonfire involves carefully managing magic charges and not overextend usage on common enemies, and to get the most out of spells they have to invest heavily in intelligence, which means they're most likely not gonna have as much hit points and stamina, and also only have access to a smaller pool of weapons. Bosses on the other hand almost always boil down to running away and spamming any leftover magic for a quick kill.
* ''VideoGame/DarkSoulsII'' has a few of these as well:
** The [[LethalLavaLand Iron Keep]] is a difficult lava-filled gauntlet stuffed to the brim with EliteMooks, but the boss at the end is amazingly easy (almost an outright joke if you're a ranged character), especially for a fight that's supposed to be fairly major. In fact, the boss is less threatening than the lava surrounding its arena. [[ThatOneBoss The optional boss of Iron Keep, however...]]
** The Shrine of Amana is covered in water that is home to bottomless pits and lurking monsters that jump out when you're least expecting. Its main feature, however, is its [[DemonicSpiders sorcerers]], who constantly fire homing magic blasts, and can do so from very far away. ''Constantly.'' The boss of the Shrine is one of the easiest bosses in the whole game.
* ''VideoGame/TouhouMother'' is often stated to have fairly easy bosses, but many dangerous random encounters that make the dungeons themselves much more difficult to go through than any boss fight.
* ''VideoGame/TheSpiritEngine2'' is usually this type, since normal enemies can be quite difficult (generally they accomplish almost as much in one turn as a boss, except there'll be three of them and they mostly have enough health that you can't just hope they run out first) and are very numerous. Certain regular enemies also have armor values far outstripping the bosses, since the author learned his lesson after giving a few bosses in the first game too much armor; this means that dealing significant damage to them is only possible with a few specific moves. And that's ignoring the two sections where you have to fight several defensively-oriented groups of enemies on a time limit.
* ''VideoGame/GoldenSun'' as a general rule tends to involve more tricky puzzles than tough battles, and most of the bosses are no exception (the few that are tend to end up ThatOneBoss anyway). ''The Lost Age'' mitigates this somewhat by having a Hard Mode, ramping up the difficulty of the bosses for you. ''Dark Dawn'' does not have a Hard Mode, and [[AnnoyingVideoGameHelper gives you an assist for the puzzles]], which made it [[ItsEasySoItSucks painfully easy for some fans]].
* Disc 2 of ''Videogame/StarOceanTillTheEndOfTime'' had [[DemonicSpiders ridiculously tough regular enemies]], many of which are way more trouble than they're worth, but the bosses usually aren't too bad. Some bosses even appear as normal enemies soon after the initial battle; one of the first bosses on Disc 2 appears in a ''pair'' in the next area!
* The final level in ''Videogame/AlphaProtocol'' is like this. The level itself is pretty tough (especially since you have a limited number of health power-ups), but FinalBoss is the easiest boss in the game, as he stands absolutely still (no ducking or running away) and has very low damage reduction.
* While the normal mode in ''VideoGame/MarioAndLuigiDreamTeam'' comes under the [[EasyLevelsHardBosses opposite]] trope, this one is in full effect for the unlockable hard mode. Why? Because generally, players are prepared for difficult bosses, and have usually memorised their attack patterns in the first playthrough. They haven't often however prepared for the normal monsters being able to kill them in two to three hits. Hence most deaths there aren't from super hard bosses like in the main game, but from a player being overly confident, thinking they can take down a dangerous enemy with about half their health gone like in the main game and getting thoroughly crushed by a mixture of high damage, unanticipated attack patterns and status effects like burn or dizzyness. This doesn't work for the Giant Bosses, which can easily swing around the other way. While they, too, use the same attack patterns as before, they are a lot more punishing on hard mode, you can't grind levels for them, and if you lose, you get a gameover as usual... meaning a bunch of cutscenes to get through (some are skippable) before you can take another shot at them.
* ''Videogame/DragonQuestIX'' can suffer from this with its RandomlyGenerated grotto system. The monsters a grotto contains and its final boss are often at complete odds with each other, and it is quite often faster (if riskier) to LevelGrind by hunting down the bottom-floor monsters (which sometimes include MetalSlimes) than to take out bosses.


[[folder: Shoot Em Up ]]

* Big Core in any version of the original ''VideoGame/{{Gradius}}''. His only attack is a four-laser spread, albeit one that gets faster the more your ship is powered up. The only time where he might be more difficult is on Stages 1 and 4, where dormant volcanoes will reduce your flying space. And even if you have a hard time hitting him (as a result of being underpowered or possessing the Double powerup, which halves your firing rate), you can still "defeat" him by [[HoldTheLine waiting until he self-destructs]], which usually takes no more than a minute.
* In both ''Nanostray'', the obstacles in the stage makes the stage much harder than the boss.
* In ''VideoGame/ThunderForce III'', nearly every boss is much easier than the stage preceding it, especially if you have [[GameBreaker Sever]], in which case they'll go down in under 20 seconds each. And in ''Thunder Force VI'', if you're using the Rynex-R, and have at least one Over Weapon gauge ready, most bosses will go down in at most ''five'' seconds. On [[HarderThanHard Maniac]] difficulty, this is a big relief from a normal shooter-turned-BulletHell.
* ''VideoGame/SlySpy'' has extremely simple boss fights. All the actual bosses have only a single, easily dodgeable attack with the motorcycle and underwater levels being the worst offenders. However, some boss fights are just rushes of EliteMooks which are very good at eating away at your health.
* In ''VideoGame/SpaceHarrier'', the levels consist of tricky controlling around dangerous scenery and large amounts of EverythingTryingToKillYou; the bosses are fought in clean areas with incredibly predictable movement and attack patterns.
* Levels in ''VideoGame/HeavyWeapon'' tend to be grind-fests which later on tend to be filled with DemonicSpiders. In contrast, bosses are somewhat more tame than those levels itself. (X-bot, War Wrecker, Bustczar, Twinblade on the rematch, X-bot, and even Eyebot come to mind)
* The first two ''VideoGame/VirtuaCop'' games. The bosses are easy when compared to the stages themselves.

[[folder: Stealth ]]
* The main form of gameplay in the ''VideoGame/{{Hitman}}'' series. Your target is placed somewhere that normal civilians cannot get to, are often surrounded by bodyguards, and depending on the game, certain NPC:s can see through any disguise you're wearing if you wander too close. The targets, however, can often be killed with one button press, especially if you manage to get behind them. The only exception are scripted bosses, for example [[spoiler:Mark Parchezzi III]]

[[folder: Sports Game ]]
* The bosses in ''VideoGame/BackyardSkateboarding'' are incredibly easy compared to the challenges on each level.

[[folder: Survival Horror ]]
* ''VideoGame/ResidentEvil4'':
** In some cases. Granted, the mooks aren't much harder, but there are a couple bosses that can be instantly killed with one hit from a rocket launcher, or a few shots from an upgraded magnum. Avoiding the super powerful weapons swings things closer to the lethal boss end of the spectrum; the bosses will take several shots from a normal gun and can dish out serious pain.
** By the fifth stage (and especially on Pro), the Island, it's '''both'''. You will pull your hair out fighting Krauser again and again, and then when you do beat him, spend the next few hours warding off waves of enemies and machine gun turrets.
* ''VideoGame/ResidentEvil5'' is worse. Every boss in the game, even the final boss, can be killed in one hit with the rocket launcher. There's even more fun to be had if you have the infinite rocket launch. At least ''VideoGame/ResidentEvil6'' fixes this by making it so the rocket launcher is just a one time item.
* ''VideoGame/AlanWake'': Bosses are either possessed machinery, slow and cumbersome, which you don't even need your firearms to defeat, or buffed up versions of regular enemies, who only present danger through numbers and surprise, which bosses obviously lack. And the final boss is as anti-climactic as it gets.
* In ''VideoGame/DeadSpace'', most bosses tend to be [[MightyGlacier slow-to-immobile]] and heavily telegraph their attacks. The [[ImplacableMan Hunter]] doesn't run, and although you cannot kill it via normal means, you can disable it temporarily about as easily as you can dispatch the basic mooks. The Leviathan attacks with slow moving tentacles and a slow-moving exploding projectile you can shoot back at it, while you can move rapidly out of the way thanks to the Zero-G environment. The Slug is somewhat hard, [[UnexpectedGameplayChange if only because the ADS Cannon doesn't have very good controls]]. Finally, the HiveMind either spawns weak mooks or slaps at you with a highly telegraphed tentacle strike; the only challenging part is an [[PressXToNotDie aiming sequence]] about midway through.
* ''VideoGame/DeadSpace2'' is also like this. The Tormentor [[CutsceneBoss is dealt with in a series of aiming sequences]]. The Ubermorph is [[PaletteSwap The Hunter]] again, although it's a bit tougher as you have to put up with him while running a gauntlet of Necromorphs and you're given less warning about him. Finally [[spoiler: Marker!Nicole]] is very slow moving and fairly easy to damage; the toughest part about the fight is that it's at the tail end of the aformentioned gauntlet, and you have to deal with [[GoddamnBats the Pack]] while during the fight.
* The ''Franchise/SilentHill'' games have very few difficult bosses, usually due to the cramped quarters you fight them in, like the Abstract Daddy from ''[[VideoGame/SilentHill2 2]]''. ''[[VideoGame/SilentHill3 3]]'''s bosses are all very easy with simple, slow attack patterns, even the final boss, [[spoiler: God]].


[[folder: Tabletop Games ]]

* ''TabletopGame/DungeonsAndDragons'', regrettably, often works out like this - singular powerful monsters can often be a trivial challenge, simply because everybody gets their one set of actions a round. So the boss gets to move and attack... and then four to six party members get to do the same thing. Boss monsters tend to get buried in a pile of player character actions, plus many spells, even at low levels, that can win such fights with a single dice roll, and at high levels with ''no'' dice roll. Fourth Edition attempts to avert this with Solo monsters, which get a lot more HP than normal enemies, and may also receive multiple actions to make them a challenge for a full party. And, since the boss is usually at the end of a day, in 4th edition players may decide to use their daily powers against them (since you lose your chance after an extended rest), speeding things up a bit. A Balor? No sweat. [[ Tucker's kobolds]]? [[LethalJokeCharacter Run]].


[[folder: Third Person Shooter ]]

* ''Franchise/RatchetAndClank'' tends to fall into this. The levels get more and more brutal as swarming enemies increase in both strength and number. By comparison, the bosses, especially single-target ones, aren't nearly as difficult, especially since those tough levels provide plenty of experience points.


[[folder: Turn Based Strategy ]]

* In the various ''VideoGame/FinalFantasyTactics'' games, bosses are almost always easier than regular battles. This is because you have five or six people and they have only one, so you get several times as many actions as them, and more often than not their attacks can't hit everyone at once, or take a long time to charge.
* ''{{VideoGame/XCOM}}''[='=]s end boss is technically a four tiles terrain with 40 armor, who dies if one of its tiles is destroyed, and is guarded by [[DemonicSpiders Etherals, Sectopods, and Chryssalids]]. So you are basically trying to shoot a terrain tile (explosives deal a fixed 50% damage to terrain, other weapons deal between 25 and 75% damage), while trying to have at least one soldier survive MindControl and OneHitKill for the final showdown. In [[VideoGame/XCOMEnemyUnknown the remake]], bosses like the first Sectoid Commander are already easy because a singular enemy is never very challenging unless you get caught wildly out of position. The final encounter of the game is [[spoiler:three Ethereals, one of whom is the statistically identical final boss. You can kill him in one turn with a couple of snipers, without ever damaging his two companions, and win]].
* ''VideoGame/JaggedAlliance'', in ''Deadly Games'', a 'boss' are often nothing more than a souped up mook. However, in Jagged Alliance 2, many of the so called 'bosses' are no harder than the mooks, as they are probably there just to add to the story. Those black shirt EliteMooks gives you more problem than anything else in the game really.
* Many ''Franchise/FireEmblem'' bosses are a ''piece of cake'' compared to the map they occur on, largely owing to most of them refusing to move, which is justified some of the time as ''reaching'' for them tends to be rather hard. This is [[InvertedTrope inverted]] in ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', where many of the bosses are ridiculously hard, especially the last two; the second-to-last does move, ''a lot'', and the last doesn't need to.
* ''VideoGame/TelepathTactics''. Huge swarms of low-level {{Mook}}s present a grueling gauntlet, but it's rare for singular, high-level enemies to be significantly more threatening, especially since [[DingDongTheWitchIsDead you can usually win the whole mission just by focusing on them]]. This is a little odd, since [[VideoGame/TelepathRPGServantsOfGod previous games in the series]] leaned more towards the reverse. The change can probably be attributed to both larger army sizes and the fact that bosses have to play by the same rules as normal troops, making most of them no more significant than {{King Mook}}s.


[[folder: Wide Open Sandbox ]]

* ''VideoGame/TheGodfather: The Game'', was like this, mostly because the only characters that could be considered to be bosses (stronger body armor, powerful weapons, pinpoint aim), also had the same weaknesses as the rest of the enemies (basically, headshot kills no matter what and the ability to waltz right up to them and choke them to death), and also took you on basically one on one, or with less minions, which meant a boss fight was much more favorable than the normal swarm of enemies coming to take you out. In fact, in the climax and FinalBoss of the game ([[spoiler:the assassination montage from the movie]]), the main challenge is driving to the multiple locations it takes place in within the time limit.
* In ''VideoGame/BatmanArkhamCity'' you will be killed by random groups of street thugs more often then Mr. Freeze, Solomon Grundy, [[spoiler:Clayface]], [[spoiler: Ras Al Ghul]] and Deadshot combined especially if you're playing on Hard.
* ''VideoGame/BatmanArkhamKnight'' has all of the bosses being mostly [=QTEs=] and cutscenes. The difficulty of this game comes from the Batmobile sections where he has to fight the drones are significantly more difficult than defeating the bosses.
* No gunslinger in ''VideoGame/RedDeadRedemption'' is as deadly as a pack of wolves or a solitary cougar, or worse, a pack of bears.
* ''VideoGame/SaintsRow2'' subscribes to this philosophy, especially with the final mission, in which you have to chase down and shoot up a fleeing limo, gun your way past an oncoming horde of police and SWAT officers, and destroy a series of security stations while flying a (very clunky) helicopter and avoiding being shot down by guided missiles, at the end of which the FinalBoss is...only slightly tougher than the average policeman.
* Generally the case with ''VideoGame/GrandTheftAuto'' games. Most levels including or leading up to a boss fight involve shootouts with large amounts of enemies (in generally unfavorable conditions), chases or escort missions but when you get to a boss they're dispatched as easily as any other enemy. Justified since bosses in these games tend to be criminal masterminds who are only human and are rarely as badass as the protagonist.
* ''VideoGame/GrandTheftAuto2'': On the edge of MooksButNoBosses - there are actually nine bosses to fight throughout the game, but they're not really any different from your average mooks. And the levels? Well, you get to [[NintendoHard blow up a couple heavily guarded power plants]] [[ItWontTurnOff (somehow not powering out the whole city)]].