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- Cabal's third boss was a truck that hauled in several turret guns◊, destroying the turrets would deplete the boss' life (Although defeating the truck would end the battle). A straighter example would be the fourth boss fight, which consisted of three turrets◊ that shot loads of bombs and the player had to down each of them.
- Commando, fittingly for a game also known as Wolf of the Battlefield, ends each level with a stream of Mooks ambushing Super Joe from all sides.
- Any mission in God Eater Burst where you have to face multiple big Aragami. Unless you can keep them separated, you can easily end up so occupied by managing one enemy that you become dangerously oblivious to the doings of any other... until they sweep in and take a chunk off your health meter. Usually while you're in the middle of charging a devour attack.
- Warframe has the Grustrag Three, who are sent after players who have sided against the Grineer in Invasion battles. While they don't have any particularly special gimmicks compared to other bosses they hit hard, take a good deal of damage and if they defeat you they put a Power Limiter on you that reduces your damage against Grineer (though the Lotus at least gives you blueprints to build a remover).
- Ōkami has two: One against a group of Tube Foxes, and a Bonus Boss of dogs.
- The Legend of Zelda:
- The Legend of Zelda: A Link to the Past features the Armos Knights - where you must kill six identical golems, and the Lanmolas - three identical sandworms.
- In The Legend of Zelda: Twilight Princess the Bonus Boss in the Cave of Ordeals is merely a trio (quartet in later visits) of Darknuts who know nothing of Mook Chivalry; one Darknut is challenging, so fighting three of them at once is bar none the toughest fight in the game. The Legend of Zelda: The Wind Waker has a similar fight with four Darknuts at the end of the Savage Labyrinth, accompained with fire-breathing statues that hinder Link.
- The Diabolical Cubus Sisters from The Legend of Zelda: Phantom Hourglass are a quadruple boss fight.
- The second Spellstone in Star Fox Adventures, instead of being guarded by a large or powerful creature, is in the hands of a trio of SharpClaw Riders whom Fox must pursue through the large, underground vault of CloudRunner Fortress (General Scales gave it to them so he could escape from Fox). Unlike in the standard chase sequences, Fox must hurry in taking them down, because his vehicle's fuel is finite, so it also qualifies as a Time-Limit Boss.
Beat Em Up
- Robo Army has a miniboss battle set against a squad of four recolored generic mooks with stronger attack.
- The Mad Midget Five in God Hand.
- Most missions in Senran Kagura involve fighting more than one boss at a time (specially in the Versus subseries), but special mention goes to the Mikagura Sisters in Estival Versus, since most of the time you will fight either: the three of them at the same time, or by fighting them one at a time.
- In Sly Spy, the first Boss Battle is nothing but a huge mob of mooks that attack you individually with punches, guns or bombs. The fifth boss does nothing but send a bunch of tigers to charge you from both sides of the screen.
- In the first Splatterhouse the first boss battle is a room full of giant leeches ("boreworms") jumping at you from all sides. And remember to watch out for the last one...
- MadWorld has the Shamans, who are a literal and figurative take on this trope. Howard and Kreese, befitting their job, lampshade this.
Howard: These guys don't seem so tough!
Kreese: Y'know, Howard, not one on one, but when they fight as a pack, they can chew the balls right off of ya.
Howard: And you know this becauuuse...?
Kreese: Aw, Jesus, Howard, you just want to see my balls, don'tcha?
Howard: Have they been sanitized?
(Kreese groans at this.)
First Person Shooter
- Serious Sam takes this trope Up to Eleven: There is a Boss Battle, complete with a single big health bar, against the One Hitpoint Wonder frogs that can only Suicide Attack. They attack in large swarms, as you can see for yourself. After you think you're done with them, the next corridor unloads yet more hoppers at you.
- Jedi Academy features a triple boss battle, where you duel Rosh after he turns to the dark side, while at the same time also having to fight a pair of Reborn twins who back him up with Force powers and healing.
- Heretic pits the player against three Iron Liches and three Maulotaurs for the final battles of the first and second episodes, respectively. The Shadow of the Serpent Riders expansion ups the ante by throwing five Iron Liches at the player at the end of the fourth episode, and eight Maulotaurs for the final showdown of the last episode.
- The Ancient Dragons of Destruction of Borderlands 2 DLC Tiny Tina's Assault on Dragon Keep are a group of four dragons, each with their own ability. Boost is capable of leveling up the group, Healianth can heal the group, Incinerator has a powerful fire attack and Brood spawns Basilisks.
- In the coop mode of Syndicate's 2012 Reboot enemy agent squads operate like this, having 4 members each with a different active ability (healing aura, damage buff, etc) and constantly healing each other. This makes them very hard to kill until you isolate and kill some of them at which point those remaining become a lot easier to deal with.
- In Evolve the Hunters are this from the Monster's perspective. A Hunter caught alone is easy prey even for stage one Monsters, but when all four Hunters are present and supporting each other, even a stage three will fall if it gets careless.
Hack And Slash
- The Ancients in Diablo II. As a bonus, you have to defeat them all without teleporting back to camp. If you do, they reset and heal up, and the fight has to be done all over again.
- Muramasa: The Demon Blade offers a strange example with the Oomukade boss: Instead of having the usual long lifebar and the smaller one, his body is the long lifebar, while the other centipede that back it up are considered the short lifebar.
- At the end of the Yarn Mines, you have to fight against a council of goblin mages who come in waves. Each one is worthy of being considered an elite mook, but these guys come in groups of two, three, or four, ending with the leader, who is slightly stronger, and a few back-ups as a sort of pseudo-Flunky Boss.
- There is also a part where you fight multiple necromancers at once as an optional Mini-Boss. If that wasn't bad enough, each one summons zombies quite often, resulting in most of the fight being running away from a giant mob of zombies.
- Front Mission;
- One of the levels pits the player against an enemy unit called "Hell's Wall", consisting of 6 enemy mecha that are more powerful than normal enemy boss units and, in fact, have better equipment than the player can possibly get at that point in the game. Factor in that it's an early stage and the player doesn't have a lot of deployable units, and you get a sure formula for Those Six Bosses.
- Repeated again in Front Mission 3 with Imaginary Number unit (either one-shot character Griffith or the recurring Jared and Rosavia combo), and the Purple Haze UCS unit. Except for the Purple Haze unit in Alisa's scenario (in which the two Grapple M1Ps are packing a fist-type Melee weapon one level better than what you have), the others don't have better weapons or equipment than you.
- Several raid bosses in World of Warcraft fall under this trope. They're often referred to as "council" bosses due to several examples being named a council. Some share health pools while others have individual health pools.
- The straightest examples are Priestess Delrissa in Magister's terrace, Moroes in Karazhan, Kael'thas Sunstrider (the Tempest Keep version) and Hex Lord Malacrass since they employ 4 fighters of different classes chosen randomly from a set with each of them with their own abilities. Sartharion can be optionally fought this way for a harder fight but better loot. The Argent Coliseum is a slight variation since the team of enemy heroes have no defining "leader".
- The Blood Prince Council in Icecrown Citadel has three vampiric undead elves, each with their own tricks. While they share a health pool, only one of them takes damage at a time, the vulnerable one gaining a massive boost to the abilities.
- World Of Warcraft High Priest Thekal in Zul'Gurub with his two attendants Zealots Lor'khan and Zath. They, like the later encounter Romulo and Julianne, all have to die simultaneously or they resurrect each other. Of course then he has second phase with a Tiger One-Winged Angel form.
- The Illidari Council in the Black Temple and Council of Iron in Ulduar, which consists of several (4 in the former case, 3 in the latter) bosses fought at once. Each has separate abilities and requires specific tactics to deal. At least they don't have to all die at once, although in the case of the Council of Iron the surviving bosses grow stronger when other members of the Council die.
- The ogre council fighting along with High King Maulgar. Being more powerful than any of them, he may be considered as a Flunky Boss, but his helpers are not mere adds. They are named, powerful, and require specific strategies to take down.
- Naxxramas has the Four Horsemen encounter (also a Puzzle Boss), where the four bosses fan out to the four corners of the room; your raid has to engage all four simultaneously AND keep them seperated to keep their respective abilities from snowballing into a very quick Total Party Kill.
- In PvP the Alliance can face Lor'themar and his two subordinates in Silvermoon while the Horde can, as of Cataclysm, fight The Council of Three Hammers in Ironforge.
- The Klaxxi Paragons encounter in Siege of Orgrimmar consists of fighting nine mini-bosses. Three are always active, with a new one coming in whenever one of the active bosses dies. The difficulty comes in dealing with different combinations of abilities, and prioritizing which of the Paragons needs to die next.
- The Iron Maidens in Blackrock Foundry are three bosses with multiple abilities, with more unlocking as the fight progresses. They have a special stage where one Maiden leaves combat and spawns a mini-boss encounter that must be cleared before she will return to the fight. When any one of the Maidens drops below a certain threshold all three will enrage and unlock all abilities.
- The Hellfire Council in Hellfire Citadel consists of three bosses who, on their own, are relatively simple. When one of them is injured enough they gain a special ability whose effects persist after the boss dies: A reduction of total health, periodic raid-wide damage, and multiple debuffs.
- EverQuest II
- Ludmila Kystov is the leader of an evil adventuring party; she has a mage, a bodyguard, a healer, and if you don't kill it beforehand, a giant mechanical snake.
- Octis, Sslortis, Sunrise and Nightfall in Chelsith: Emperor's Athenaeum.
- Ykesha (one of the main bosses of the The Shadow Odyssey expansion) has a large group with him consisting of himself, some other weaker namers and a few elite mooks.
- The Three Sages raid boss in Sentinel's Fate.
- Some of the encounters in City of Heroes. Romulus Augustus is an archvillain who brings three pets who are also of archvillain rank in his second appearance. Before you can fight Lord Recluse at the end of the Statesman Task Force in his powered up form you will have to deal with his four lieutenants, who are waiting shoulder to shoulder in your path. That still doesn't compare to the Lord Recluse Strike Force in which you fight two groups of 4-5 top-list heroes each before going up against all eight members of the elite Freedom Phalanx at once.
- In MapleStory you fight up to 6 bosses at once with millions of hitpoints each
- RuneScape has the Dagannoth Kings. And in dungeoneering, there's also the Skeletal Horde and the Skeleton Trio bosses.
- The very first Dual Boss battle you fight consists of two gnolls, one an archer and the other a melee type, both of which like to bullrush you. Then there are the brothers Emuloch from boat 2.
- Near the end of Boat 3, you return to the Perilous Ruins of the first boat to take on a bonus mission, which ends with one of the most evil Wolfpack Boss fights ever — Black Breeze and his two allies, three Lightning Bruiser werewolves who are quite content to chase you down and eat you alive.
- Pirate101 the final fight in the Labyrinth is against all three sons of the minotaur after fighting each of the separately. Also each of the have their own nasty extra ability. When you kill one, one of the others is completely healed and becomes more powerful. Killing two caused the last to be completely healed and grow to the size of their father and produce a damaging aura that does damage equal to one of his single attacks to anyone standing on the eight squares around him.
- In Star Wars: The Old Republic, the second boss of the Mandalorian Raiders flashpoint looks like it's going to be a Mandalorian war droid accompanied by a few mooks, which is then destroyed and the actual boss fight is a boarding party from the opposing faction.
- Several boss battles in Bionic Commando consist of an endlessly respawning mob of regular enemies. In Rearmed, they're led by a general who has to be killed to win the fight. The NES version has one too, but killing him doesn't end the fight.
- The Bobbins Brothers from Plok. The first battle against them is a Dual Boss. Then, you fight THREE of them in a flashback scene later on in the game. The Penkinos count as well, later on in the game.
- Half of the boss cast in Banjo-Kazooie consists of this type of boss (green mutant crabs, golden frogs and wild hornets). Averted in Banjo-Tooie, where all bosses are full-fledged.
- Most Mini-Boss battles in Donkey Kong 64 and Conker's Bad Fur Day are of this type. In the latter, some of them are even followed up immediately by bosses.
- Shredder and his clones become this if playing with multiple players in the Teenage Mutant Ninja Turtles arcade games.
- In Luigi's Mansion: Dark Moon there is a Mini-Boss fight in the second Mansion where Luigi has to fight the Three Sisters, three rather tricky and powerful ghosts that attack as a coordinated team. (And to make it worse, an Escort Mission occurs at the same time.)
- The final boss of Rockman 4 Minus Infinity are the Petit Robot Masters - that is, tiny versions of all eight bosses, fought at once without E-Tanks or special weapons. It's incredibly difficult until a scripted event gives you the Wily Buster.
- In Donald Duck: Goin' Qu@ckers, the boss battle in Duckburg in the PlayStation 2, GameCube, and Game Boy Color versions is against three Beagle Boys instead of just one.
- In Pokémon Mystery Dungeon: Explorers of Time/Darkness:
- There is an area where the player and his or her partner must battle a pack of eight Luxio led by a Luxray. (In Sky, they're Electrike led by a Manectric instead.) However, the player character can recruit up to two additional partners to counter this.
- Also, later on, the player character and partner must fight Wigglytuff and the rest of the members of the Guild.
- And there's Dusknoir and the Sableye.
- There's also Kabutops and the two Omastars in Brine Cave.
- Regigigas accompanied by 4 Hitmonlee and 4 Bronzong, and Darkrai accompanied by Aggron, Arbok, Magcargo, Magmortar, Mismagius, and Rhyperior.
- The Monster Houses are a boss fight against a large number of Mooks, randomly picked from those in the dungeon. It can either be laughably easy if you have a move combo that can sweep the whole room, to nightmarishly hard. Especially the ones that include Flying Pokémon, that can use Agility or Tailwind to grant every enemy in the room one extra attack per turn, including themselves. And since the boost applies to that same turn, they can use it immediately again so everyone gets a third attack. And then they can use it again to give everyone a fourth attack. Now have fun on turn 2 where everyone can attack four times per turn and you, alone, can attack once. Also, since said Flying Pokémon are probably not right next to you at the beginning of the fight, Agility is likely to be the only move they have that will do anything. Which means they're guaranteed to use it on turn 1.
- The majority of the boss fights in Pokémon Mystery Dungeon: Gates to Infinity are like this. On one instance, you're even forced to fight off a trio of Pokemon by yourself, which predictably, can be very difficult depending on your choice of Pokemon and the tools at your disposal.
Role Playing Game
- Super Mario Bros.:
- The Axem Rangers, from Super Mario RPG. And in the same game's Bonus Boss battle, Culex himself is accompanied by four elemental crystals, each of which are more powerful than most bosses in the game.
- The Koopa Bros from Paper Mario put up a decent fight by using special team attacks. Individually, they're just Koopa Troopas with a bit more health.
- Smoldergeist and Kamek in Mario & Luigi: Dream Team. The latter is a subversion, though, as while the strength and unique abilities of the clones he summons might make you think you have to defeat all of them to win, they'll disappear if you take out the original. Bowser's honor guard also fits this and you have to KO all three of them or they continuously heal each other. The Fly Guy R Thieves technically count as this, but they're really just a Mini-Boss (also doubles as Breather Boss even if the Fly Guy Rs are themselves Demonic Spiders).
- The Shroobs you face in Holli Jolli village in Mario & Luigi: Partners in Time as the first real boss fight are this, but played with since it starts as an Hopeless Boss Fight as the UFO blasts you after you take out one of them, and then when the babies finish off the other two they're a Dual Boss. But it still fits the trope since when the battle begins there are three of them.
- One boss fight in Mario & Luigi: Paper Jam is against a very large group of Chargin' Chucks who team up to attack the bros simultaneously. They'll even call more into the fight as soon as it looks like their numbers are dwindling, though as they're defeated, the amount of back-up called gradually decreases, making it easier to wipe them all out and finally put an end to the fight.
- The Inspectors from Super Robot Wars Original Generation 2 and Super Robot Wars 3
- The Schrodinger family in Wild ARMs 3. None of them are super-powerful, but you have to fight them several times, and a couple of the fights approach That One Boss territory. While it is possible to kill Todd faster by setting his afro on fire (and it is recommended to take him out first, since he can use powerful attacks which may confuse your characters), the others will spam their attacks on you every single turn, not to mention Maya will always be the hardest to take down, has the most dangerous attacks of the bunch, and will turn red once her health points reach a certain threshold. So a cautious player will want to take down Todd first, then Alfred, Shady (who uses exclusively ice and fire attacks, so it is easy to reduce or negate the damages) then Maya last. If you happen to damage Maya too much before taking down her allies... You may as well restart the fight.
- Common trope in Final Fantasy games:
- Final Fantasy I has the Pirates in Pravoca and the Wizards/Piscodemons that guard the Crown in the Marsh Cave.
- The Hopeless Boss Fight that opens Final Fantasy II.
- Final Fantasy IV has the Mom Bomb, the Magus Sisters, and the Calcabrina dolls. The first and third are interesting, because after you deal enough damage, the components merge together into a single boss.
- Final Fantasy VI has the Tentacles, the Three Dream Stooges, and the fights against the unnamed enemies immediately before the final part of the Final Boss.
- The Turks from Final Fantasy VII.
- Final Fantasy XI is FULL of these. More than half of the major boss fights in the game involve a boss and his quite capable mooks (even if they're generic), or fighting a threesome or more of named mooks. The first major one the player is likely to encounter is a fight against three Tonberries at once. The most famous one is Divine Might, where the player and 17 of their friends fight five bosses (and two of them have pets) at the same time. In all these cases, the strategies tend to involve sleeping or kiting the group while killing them off one by one.
- The Mandragoras in Final Fantasy XII. They only have four-digit HP each (around the same as some random encounters in the same area) but there are five of them. and being a boss fight you can't just flee. The main difficulty is in chasing the little buggers down.
- The rather infamous 'Gaian Grudge' sidequest in Final Fantasy XIII. One Tonberry is already Bonus Boss material, how about three?
- Sacred has several of these as bonus bosses in it's expansion. Requiring you to kill thousands of regular mooks in a particular area. An all-day task in the single player campaign. Much easier in multiplayer. But instead of being several lesser enemies to make a hard fight, it's usually comprised of several boss enemies, such as dragons, and other bosses.
- In Jade Empire before you fight the Emperor, you have to fight a large amount of the elite royal guard, about 20 of them, 4 at a time. They are like the normal guard except faster, stronger, smarter and work together better.
- Knights of the Old Republic combines this with Puzzle Boss. Before you fight Darth Malak, you have to fight a bunch of elite droids that keep respawning if you don't shut down their individual Mook Makers.
- Dark Souls: One of the hardest bosses is the Four Kings. As the name suggest, there are four of them although they do not all spawn at once. The fight begins with one appearing and attacking you followed by another appearing and attacking you about one minute into the fight. The most dangerous thing is to get overrun and surrounded, making this fight very difficult if the individual kings are not dispatched before the next one begins attacking. The battle is made even worse by the fact that there can be more than four of the four kings on screen at a time if you take too long.
- Dark Souls II:
- The Belfry Gargoyles are a Dual Boss in Dark Souls, where two are fought simultaneously (and later in the game become a Degraded Boss). In Dark Souls II, they're recycled as a Wolfpack Boss in an optional area of the game, where more will periodically enter the fight, forming a quasi-sequential-dual-wolfpack boss, depending on how fast you kill them. If they are not killed quickly, up to six may be fought at once, otherwise one may fought at a time. In Dark Souls III, gargoyles are regular Mooks late into the game, while being only slightly different from the Belfry Gargoyles.
- The Skeleton Lords boss is against three large skeletons, two of whom attack directly while the third launches fireballs. At the beginning of the fight, and each time one of the Lords is killed, a large number of regular skeleton enemies will spawn to aid their Lords. The final time this happens, the wave of enemies even includes bonewheel skeletons.
- The Congregation is a big group of standard hollows, a couple of clerics, and the Prowling Magus, all with a shared health bar.
- The battle against the Burnt Ivory King at first opens with a fight against a group of his Charred Loyce Knights. Only after defeating a bunch of them will the King himself appear, and the Charred Knights will keep respawning until the King dies. In a twist, the player can rescue several uncorrupted Loyce Knights throughout the preceding area, who will then join them in this battle, evening the odds. Each of the Loyce Knights can also sacrifice himself to permanently seal off one of the Charred Knights' spawn points.
- Dark Souls III:
- The Abyss Watchers boss fight is against three Abyss Watchers. One is the main boss whose health you have to wear down to win, the second has low health but continuously respawns, and the third also has low health and respawns but is corrupted by the Abyss and will attack his partners as well as the player. Visually and in terms of abilities, there is no difference at all between them except the corrupted one has glowing red eyes. Defeating them opens the second phase of the boss, where one of the Watchers absorbs the souls of all his brethren and attacks you solo with their combined strength.
- The Deacons of the Deep are a large number of continuously respawning clerics. To kill them, the player must locate one which is glowing with purple-ish light. Killing him will cause the light to relocate to another Deacon, until at last the Archdeacon appears, surrounded by Elite Mooks, who must be killed to end the fight.
- In Kingdom Hearts II, some fights in the arena feature any combination of four Bonus Bosses: Cloud, Yuffie, Tifa, and Leon. The last of these battles, naturally, is all four of them.
- In the first game, you have to fight Lock, Shock, and Barrel in Halloween Town before you can go fight Oogie Boogie.
- The first game also provides an optional boss battle with Wakka, Tidus, and Selphie in the beginning of the game after beating all three of them individually.
- Dream Drop Distance provides another example with the Beagle Boys in each of their encounters. Though even together, their Artificial Stupidity keeps them from being a threat as they have a tendency to practice Mook Chivalry.
- The Tales Series tends to have this frequently, generally by having the recurring bosses gang up on you, and/or as a Bonus Boss fight against multiple characters from previous Tales games.
- In Tales of Destiny 2, Barbatos teams up with two of the past bosses in the bonus dungeon. However, he doesn't move at all and seldom attacks until both of them are dead, befitting of his character.
- In Tales of Symphonia, due to the nature of the combat system boss fights against multiple strong enemies at once tend to become Those Bosses. Examples include the Sylphs and the Winged Dragons. The PS2 version adds epic group battles against three of the Grand Cardinals at once, and even Kratos, Yuan, and Mithos as they were millenia ago.
- The Four Stars in Tales of Rebirth all get together for a final showdown towards the end of Tales of Rebirth. Gets taken Up to Eleven in the bonus dungeon, where they show up again, but each with a clone in tow, turning it into a four versus eight battle.
- Tales of Innocence features Chien and his dogs, Cer and Ber. It's probably the hardest fight up to that point, given how difficult multi-boss fights in Tales games are in general.
- This is basically the entire premise of the Team Arena in the PS3 remake of Tales of Vesperia. It includes battles against the three Schwann Brigade members (Plus Schwann if Raven's not in the party), the three Hunting Blades members (Plus Karol if he's not in your party), all four of the cameo characters simultaneously, and lastly, the five party members you aren't currently using.
- In Tales of Hearts Chalcedony, Peridot, and Byrocks team up after you fight each of them individually earlier in the story.
- Some of the later Trials of Graces challenges in Tales of Graces put you up against three or more previous bosses at the same time.
- While mostly fought in pairs, the Fauves/Chimeriad from Tales of Xillia take you on three versus four at one point, and all four of them show up in the final Team Arena battle.
- Tales of the Abyss has a few boss fights in which the God-Generals gang up on you. Arietta the Wild also counts because she always has monsters fighting alongside her.
- Baten Kaitos triple boss of Giacomo, Ayme, and Folon. The best part? You fight them again later in the game (although they only get a few healing cards and aren't powered up since the first time). And then you get to fight them again without getting a break to heal. Sequential Boss on steroids. Origins also has one in the form of Valara, Nasca, and Hughes, though they're not nearly as bad if you know what you're doing.
- In Chrono Trigger, the Goldfish Poop Gang of Ozzie, Slash and Flea fight your party all at once in a Bonus Dungeon. The battle against the six R-Series robots also qualifies, but that one's plot-mandated.
- Digimon World 4 has a few examples of this.
- Last Scenario has a triple boss and two quintuple bosses.
- Defenders of Oasis for Game Gear had several, rather difficult boss battles which almost required Level Grinding. The first was a group of three soldiers, which would later become a regular mook.
- Roughly half the bosses in Persona 3 are like this. Bosses you encounter while dungeon-crawling will either be one enemy or three of the same enemy.
- Persona 2: Eternal Punishment has one of these consisting of a paramilitary unit led by Police Captain Shimazu.
- Disgaea 2: Baal is fought with 4 equally powerful clones of himself. The remake takes it further by making you fight eight copies of Pringer X, each of which are far stronger then Baal, and if you beat them, you get the option to make it so each one of them is stronger then all of five Baals put together.
- Literal example: By itself, the Fenrir in the first Etrian Odyssey is merely a powerful boss (in a game where every boss is That One Boss to some degree). However, if you don't take care of the nearby Skoll F.O.E.s before challenging it, they will quickly join the fight and cause even more trouble for you. The Video Game Remake Etrian Odyssey Untold makes Fenrir much worse; he'll actively prevent you from dispatching the Skoll before the fight, forcing one of your characters into spamming Flash Bombs (and the occasional Sonic Bomb to prevent Fenrir from summoning a trio of Forest Wolves who, by the way, are immune to Flash Bombs) just so you aren't overwhelmed by numbers.
- The final Bonus Dungeon of Fire Emblem: The Sacred Stones, the Lagdou Ruins, ends with a battle against eight Draco Zombies.
- In the penultimate battle of Ys: The Ark of Napishtim you fight against both the Big Bad Ernst and his Quirky Miniboss Squad of fairies at once. The fairies can't be killed, only temporarily KO'ed.
- The MARDEK flash series has the World Saviors in the second and more so in the third game. While the group is troperiffic, they are far more dangerous than sub-chapter bosses at the time of encounter. As of the third game, the group consists of 1) a support-healer opening the fight with mass shields and mass regeneration, then following with mass heals as necessary, 2) magic damage dealer with a nasty HP-drain auto-counter against melee attacks, 3) annoying melee Standard Status Effects dealer and last but not least 4) a melee damage dealer who literally Turns Red if you decide to take him out last.
- Karumuna Bash and the Mids from the Mega Man Legends series. The Mids get special mention because they fight differently depending on whether or not the area is filled with water, if it isn't they simply fire homing energy shots, if it is when you get down to the last Mid it becomes invulnerable until it attacks and starts leaving mini-mids which explode all over the place.
- Suikoden III was insidious enough to include a pair of wolfpacks right before the Final Boss fight. Yuber is accompanied by skeletons and hellsteeds, while Sarah is flanked by HorroBeasts and Azzodesses.
- In Xenoblade Chronicles, the party gets jumped by a mob of High Entia assassins, who can be quite challenging if you aren't of a considerably higher level then them. They're also one of two groups of enemies you fight that are capable of using Chain Attacks, which can be rather painful when all six of them are still alive. What's worse, Shulk's Monado can't cause more than Scratch Damage against them for plot reasons, making him next to worthless for this fight.
- In Star Ocean: The Last Hope, the army of Phantom soldiers you battle are normal enemies that later show up in the final dungeon. However, they're easily one of the hardest fights in the game, mostly due to the fact that each commander that shows up in their formations automatically provides all of them with a massive stat buff that does not fade upon killing off the ones providing it. It's only removable with the seldom useful and glitchy Void symbology. On top of that, the boss battle with them is eight encounters like this in a row, with no chance to heal in-between.
- In E.V.O.: Search for Eden, the Era 3 boss is a group of Tyrannosauruses/Tyrasaurs. These are somehwat powerful on their own, but can be taken down easily if you can attack out of their attack range. You need to kill a certain amount to move on to the next era, and the fight can be redone in the next two eras as a regular area, though you can ignore them this time and go straight for the right side of the screen to end the level.
- Enclave Squad Sigma at the end of Fallout 3: Broken Steel, which can be skipped if you take the right route in the Mobile Base Crawler.
- The Ceremonial Cave boss in Shiren the Wanderer is a Kigny Chief, who starts out surrounded by Elite Mooks. There's also a Mook Maker in the center of the room for good measure.
- Mega Man X: Command Mission: While not truly a "boss" battle (as it lacks the typical warning message prior to it), the three Belladonnas at the end of the "Path of the Strong" in the Eternal Forest can certainly qualify. While a single Belladonna can easily be dispatched with one fully-powered Calamitous Arts from Absolute Zero and a Nova Strike from X's Ultimate Armor at a high enough level, there's three of them. And they each get stronger as they take damage, meaning attacks that hit multiple targets at once would lead to two Belladonnas getting stronger while you focus on one, and then eventually one-shotting your team with Bold Beam. Did I mention that the Nova Strike's rocket attack hits EVERYTHING?
- Solatorobo has several fights against multiple enemies which require stunning before they can be defeated, not easy to do when its buddies are doing their best to kill you as you start Button Mashing to pick it up.
- The Think Tank in Fallout: New Vegas: Old World Blues, unless you talk them down.
- The battle against the Dead Knights on the Ghost Ship in The Legend of Dragoon pits the party of three against five opponents. Furthermore, so long as any of the Dead Knights are still active, the others will revive at full health.
- The mob of mecha Porkys in MOTHER 3. While their normal attacks aren't very strong and they frequently waste turns with pointless actions, they self-destruct when they're defeated, which causes a high amount of damage to multiple party members. Each also has a built-in PSI Counter shield, which serves as an unpleasant surprise for anyone who goes with the standard reaction of breaking out the crowd-clearing PSI attacks like PK Love Omega or Starstorm.
- Child of Light has the three serpents fought in the well. Each serpent is of a different color, denoting its element (and thus its elemental weakness). The green is extremely fast and can easily interrupt and temporarily paralyze, the blue does high single-target damage, and the orange attacks both characters.
- In Treasure Hunter G, every single boss will have at least two powerful allies, usually higher-tier enemies that are deadly at your lower level, who appear right out of nowhere when the battle starts.
- Epic Battle Fantasy 3 has a Bonus Boss that acts as one of these. There is a secret room that requires getting all 60 in-game medals to access, and inside there are three fights, the last of which is against one of each type of monolith enemy (Viking, Ancient, and Cosmic) all at once and all of which are 10 levels higher than the cap for a first playthrough.
- The "Five Guardians" battle in Telepath Tactics. There are no mooks, just five high-level psychics and a golem.
- Every battle against an enemy ace squadron in Ace Combat. It's a perfectly justifiable trope when we're mostly dealing with normal fighter planes, but when the enemy is using Made of Iron superfighters like the Fenrirs or final Varcolac. In particular, Ace Combat Zero: The Belkan War and Ace Combat: Assault Horizon Legacy feature quite a bit of ace squadron bosses (with Legacy taking after Zero in this regard).
- Any boss encounter in the MechWarrior series; justified in that they use the same chassis, weapons, and other systems that the player has access to, and the player is generally also allowed several lancemates. In Mechwarrior 4: Mercenaries alone, Wolfpack Bosses include The Rival Colonel Burr and his Black Cobras (probably the Most Triumphant Example in a Combat Pragmatist way: he first makes you fight his entire merc company and his dropship, then shows up accompanied by his command lance), Proud Warrior Race Girl Star Colonel Aisa Thastus, General Nondi Steiner in the Davion ending, Capellan Colonel Lao in the Steiner ending, and many more nameless examples. In fact, many of the "named" bosses aren't; though the game keeps track of which one is the officer, all the player sees is their mech designation, indistinguishable from the rest of their squad except by dialogue.
Shoot Em Up
- The Shoot 'em Up U.N. Squadron actually has a boss called the Wolfpack Squadron. It consists of three enemy fighters that are each just a step above the game's Elite Mooks.
- Aero Fighters 2 has a battle against two Concorde plane look-alikes.
- Star Fox has the Star Wolf Team, led by an actual wolf. First appearing in Star Fox 64, they are a group of four fighter pilots just like the player character and his allies, and are fought all at once (although their membership changes in later games). They also function as both The Psycho Rangers and Mirror Bosses.
- The Prismriver Sisters of the fourth stage of Perfect Cherry Blossom
- The Fairy Trio attack together to make the final boss of Great Fairy Wars.
- Night Striker:
- There's a literal wolfpack boss- a robotic pack of wolves. You face a constant stream of them until a timer runs out. Each wolf takes one hit to die, but you have to get that hit in fast before it pounces on you.
- And then there's also the last few stages, which give two to three of a previous level boss to fight. In fact, all the Final Bosses are this, with the sole exception of the rocket truck.
- The Aero-Divers in Virtua Cop 2.
Stealth Based Game
- Metal Gear:
- Metal Gear Solid 4: Guns of the Patriots pits you against an onslaught of Gekkos (huge bipedal combat machines), when normally taking down one of these is tricky. The only reason it's even possible is the brand new railgun you acquired about five minutes prior, which can one-punch them if you fully charge it.
Wide Open Sandbox
- The sniper family in Dead Rising. Individually, they lack any special attacks (aside from, well, having sniper rifles) and are fairly vanilla foes. Working together, they can be an extremely annoying boss battle.
- Police 911 2 takes this to its logical conclusion. One level ends with a dozen standard Mooks ganging up on you, and it's treated exactly like the normal level-ending bossfight. Which is more of a Multi-Mook Melee.
- In the Scott Pilgrim vs. The World movie, Scott has to fight Lucas Lee's seven evil stunt-doubles at once.
- The Engineer part of the Octo-Heavy video certainly counts
- Pain in Naruto works in this way: Individually, the six Pain bodies don't put up that much of a fight, and their abilities are too specialized to work against most experienced fighters. However, they can all see from the perspectives of the other five bodies simultaneously, they can teleport to each other, and one of them is The Medic who can heal any Pain body from anything short of total disintegration. Even with knowledge of how Pain works (and Pain tries to conceal as much about his abilities as he can), he can still at least wear down even the strongest opponents to their deaths, at least before Naruto challenges him.
- In Mega Man Reawakened, every Robot Master rematch is fought against all of them at once.