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That One Boss: Super Robot Wars
NOTE: Final Boss and Wake-Up Call Boss cannot be That One Boss without being overly hard by their standards. Please do not nonchalantly add them as examples. Bonus Boss is completely banned, as they're supposed to be an overly challenging boss.


  • Super Robot Wars Advance
    • Master Asia is a tough opponent to hit at the best of times and will regenerate infinitely unless you knock him down from approximately half his Hit Points to zero in a single attack. If you don't have an allied character with the Spirit Command "Valor"note , it's definitely one of those easier-said-than-done things. There's a reason he's called The Undefeated of the East.
    • Don Zauser becomes a nightmare of a boss, no thanks to a higher armor rating, HP, accuracy and evasion rates than previous bosses. Oh, and he has the highest level of the "Prevail" pilot skillnote  and recovers 1/10th of that HP each turn.
      • This is taken Up to Eleven in the PlayStation Portable Video Game Remake, which for various reasons may already be the hardest modern SRW to date. Master Asia is significantly easier if only because the new weapons upgrade system means your strongest attacks (probably the "Shining Finger Sword") are going to be as heavily upgraded as your anti-Mook weapons (Rocket Punch and the like) and you need to upgrade your weapons to retain your sanity, anyways. Don Zauser, on the other hand, will make you want to punch a baby.

        To elaborate, the team is split into two at a certain point, depriving you of some of your best, damage-dealers like Amuro Ray and the Mazingers (meaning no "Final Dynamic Special"). By the time you reach Don Zauser, you would have fought through no less than two sub-bosses, a horde of mass-produced Daitarn 3s each with 25500 HP, and beaten down Cross, who not only has some 120,000 HP with small Regenerating Health, but also manages to pack a level 8 "Prevail" alongside a "Haro" equippable part, which 90% of the time would signal the end of the stage.

        Once Don Zauser shows his face, he has an arsenal of mecha-wrecking attacks, 180,000 HP, insane accuracy/evasion rates, stupidly-long range for his weapons, and the "Prevail" skill. Combine this with his HP Regeneration, you'll find yourself discovering the last 1/5th of his HP is much more difficult to take down than the rest, which is less damage than what he'll be recovering. What makes it worse is that his unit size is LL, meaning a 20% bonus to attack and defense, since most of your heavy-hitting super robots aren't available.

  • Super Robot Wars Alpha
    • Shu Shirakawa and his Neo Granzon in Alpha Gaiden was the hardest boss in Super Robot Wars history, until he was dethroned. The Neo Granzon goes One-Winged Angel (hence "Neo"), can regenerate HP to full again and again for both player and enemy phases, gets an Extra Turn for every round AND will use it for two MAP Attacks, which do a ton of damage and may as well destroy all allied units on the field. Perhaps most destructive is the Neo Granzon's "Shukutaihou" weapon, an attack in all of its appearances almost ALWAYS guarantees a One-Hit Kill, and only those with exceptionally high armor ratings (re: super robots) can have a chance to survive. To give a better picture of this, in an earlier game with the Neo Granzon, the Shukutaihou's base damage is 19400, a number even higher than the Final Boss' HP.
    • Gym Ghingham in Alpha Gaiden is also a real bastard on Hard difficulty, especially considering how if you want to speed kill the bastard for the "Skill Point", you have to haul ass towards him, ignore the Elite Mooks, and pray you can destroy his Zalbak guards, then ice him. Just to screw with you, Gym regenerates his HP and energy at least once, and you have a ten turn time limit (three will be spent just getting to him). How quickly you take Gym out depends on how much Spirit Points you have left after getting through all that.
    • Emperor Gore in Alpha Gaiden regenerates up to SIX times with mile high HP. The asshole just refuses to die!
    • Alpha 3 has Emperor Muge Zorbados. By himself, he's not that bad. Unfortunately, he's fought on a Real Robot route, thus greatly crippling your ability to deal out tons of damage and use supers to tank hits. Secondly, you have to fight a huge assortment of mooks, at least a full third of which are boss level. Next, one of them mind controls part of your team from the get go, forcing you to make killing his ass a priority. Finally, after having pissed away most of your Spirit points dealing with the sub-boss horde, Muge himself has a 170,000 HP and can do a nice amount of damage, most likely killing off most of your weaker troops, and most of your stronger troops will be scraping the bottom of the barrel for ammo by this point, assuming the horde haven't killed all your supply-enabling mecha yet.

  • Super Robot Wars Destiny
    • Farah Griffon. Destiny is more known for its collective hordes of evil out for your blood that invert the Sorting Algorithm of Evil, where most bosses are small fry compared to the Original Generation mooks, except Farah. She's in the small Gengaozo, making her hard to hit, laddled with four equippable parts to boost accuracy and evasion rates, the Gengaozo has much thicker armor than the average real robot should ever, EVER have, and she's fought after one of the most grueling levels in the game. It doesn't help that aside from the Original Generation mooks, the Mobile Suit Victory Gundam ones are the Demonic Spiders of Destiny. Farah is the pinnacle of that mind-numbing terror, laughing off the best attacks as your Spirit Points dwindle to nothing, your oft-praised and perfect aces humiliated time and time again by this woman when they can't shoot her down, all BEFORE "Prevail" kicks in.
    • The absolute worst boss in Destiny would have to be Gepelnitch. 200,000 HP, with one shot of full recovery once he hits 50%, and a unique pilot skill that halves all damage done to it except song weaponry, which runs out quickly and cannot be resupplied aside from a meagre pittance of per-turn regeneration. This doesn't come anywhere close to Gepelnitch's HP Regeneration; alternately, you can drain him of Will to disable his damage-halving skill, but after two or three attacks, Gepelnitch will have regained enough to turn it back on rendering your attempt meaningless.

  • Super Robot Wars Original Generation
    • Dark Brain in Original Generation Gaiden, who so happens to be the Big Bad of the game, but not the Final Boss. Needless to say, if you don't readily prepare yourself with the "SP Regeneration" pilot skillnote  for allied characters... well, you'll have to chip away at his HP when he enters One-Winged Angel, gaining twice the amount of HP his first form has (meaning, you're fighting a boss that has an accumulated total of ONE MILLION) and can regenerate one-third of it every turn. Not to mention before fighting him, you'd have to fight several extremely strong Swordian Guards equivalent to that of previous sub-bosses. Did we mention that if any of your pilots are unlucky enough to get hit with his attacks, even when fully upgraded, a One-Hit Kill is certainly guaranteed? Arguably, due to his high-end HP, rate of regeneration, the existence of a second form, high armor rating and devastating attacks, he's become a standout example for the ENTIRE franchise, a feat not seen since Shu and the Neo Granzon in Alpha Gaiden.
    • Back in the first game, Ingram Plisken and the R-Gun Rivale, a machine with more than 100,000 HP (estimated at 150,000, but until reduced to below 99,999, the HP bar is shown as ?????), an exceptionally devasting "Axion Buster", a slightly less powerful "Gun Slave" (with a high ammo count), and a tough melee attack that consumes neither EN nor ammo. The machine also has a large EN pool to allow Axion Buster-abuse, the dreaded "Warp Field" unit abilitynote  and HP/EN Regeneration per turn. Couple this with its pilot's uncanny stats, it makes most real robots without equippable parts that increase mobility useless, while super robot attacks bounce merrily off the "Warp Field". To make matters worse, unlike boss battles afterwards, the fight against this boss doesn't give you many places on the battlefield where you can regain HP or EN, if any at all.
      • Additionally, what makes this boss difficult is due to the scenario's "Battle Mastery" requiring you to defeat the boss in as few as seven turns for the fight. The Combining Mecha SRX you gain access to when you reduce its health to a certain threshold not only lacks power (even when spamming Spirit Commands), but is only available for three turns and will fizzle like a torch when tagged with the boss' Gun Slave and Axion Buster. Oh, and the SRX's best attack is melee-based, meaning the boss won't use up any of that Gun Slave ammo.
      • Keep in mind this boss will be fought AGAIN down the road: in fact, the first time it appears, you don't even see it coming, because the Rivale was hidden in the regular R-Gun all along.
    • Also in the first game is the earlier fight against Bian Zoldark. Compared to late-game bosses, Bian's Valsion is profoundly inferior. However, it still has "Warp Field", a massive store of EN to fuel the barrier, attacks that are downright overpowered at that point in the game, and the fact you have to hack through hordes of mooks to get to it. You also have to fight the even stronger Shu and Granzon (but only if you want to go after the Battle Mastery, which requires you to defeat Shu before going after Bian, all while the latter delivers potshots with the Valsion). At this point in the game, there's only ONE EN-reducing weapon available, which must be reloaded every two rounds — heaven help you if you didn't equip an allied unit with the equippable weapon "Resupply Module"note . To clinch it, it's unlikely many allied characters have the "SP Regeneration" pilot skill when fighting Bian, meaning you must ration off Spirit Commands, all but necessary so as to evade the Valsion's attacks.
    • Wilhelm von Juergen and the Valsion Custom Type-CF in Original Generation Gaiden (not the bonus "2.5" section of Original Generations). He appears after fighting hordes of Bartolls, each with insane evasion rates, then pitting the party against a Brainwashed and Crazy Lamia Loveless, with the victory condition demanding Kyosuke Nanbu be the one to deal the final blow (almost impossible without sacrificing some Spirit Points). Finally, in comes Juergen at a whopping 300,000 HP against the drained party, with above average evasion, and since it's unlikely allied units and pilots have been upgraded (either because you're saving for a bigger investment or the fact the game jumps frequently from one point-of-view to the next, making upgrades and Pilot Points sparse), you might not get someone with "SP Regeneration". Just to rub it in, Lamia is unavailable as a reinforcement after rescuing her and before even starting the battle with Juergen, any remaining Bartolls might still be around to further harass you.
    • Perfectio in the Second Original Generation, as a result of Marathon Level. If you want the "SR Point", you have to deal with all current Mooks on the map before defeating Ignis. Simple enough, but then you'll have to face off against Umbra with Mook reinforcements. Again, still simple, and once Umbra's gone, Perfectio appears. At the start of every turn, he automatically reduces the entire party's Will, his Fatum has an exceptionally large EN pool, making it futile to burn it away to prevent him from using the Fatum's strongest attacks, can move twice and worst of all, regenerates HP to full TWICE due to in-game events. Compared against the AI-1, Son Ganlong, the Final Boss and True Final Boss, Perfectio is That One Boss for this game. Oh, and did we mention that unlike its predecessors, the Second Original Generation prevents you from purchasing the "SP Regeneration" and "Attacker" pilots skillsnote ?
    • AI-1 is a stepdown from Perfectio, but it has HP Regeneration, the "Counter" pilot skillnote  and weapons that reduce units' mobility. However, what's unique about the AI-1 is you cannot drain its EN dry because of its exclusive unit ability turning 1% of all damage received into EN, making its "TE Sphere" barrier operating almost 100% of the time. Combine with the fact that barrier-breaking weapons are less commonplace in the Second Original Generation, the AI-1 can be a hassle, but nowhere as frustrating as Perfectio.
    • If you're aiming for the SR Point in the Hard route for the scenario against Nashim Gan Eden in the Second Original Generation, you have five turns to destroy the three mini-bosses, each with HP exceeding 150,000, on top of an "Ace Bonus"note  that grants S-ranking adaptibility on all terrains. This forces you to throw tons of Spirit Commands when dealing with them; however, leave just one with little HP remaining at the end of the player's fifth turn, and she appears on enemy turn, who automatically heals all enemy units on the battlefield by 50% of their HP, rendering your efforts moot. Even if you don't aim for the SR Point, the recovery still produces problems. As for Nashim Gan Eden itelf, it has a barrier halving all damage taken, including an exclusive barrier bonus that further reduces damage, determined by the number of enemy units left on the field. Its strongest attack also drains EN.
    • The True Final Boss of the Second Original Generation, Euzeth Gozzo, in addition to summoning previous mini-bosses fought in the game, he has a unit with a similar EN-absorbing ability as the AI-1 (though it spends EN much less than the AI-1; instead, most of its weapons are ammo-based), and the boss has a very nasty ability that allows him to move three times per turn after his Will exceeds 160. Furthermore, he's one of the few bosses in the game with the "Revenge" pilot skillnote  and his unit's MAP Attack, if successfully hit, prevents allied characters from using Spirit Commands for a turn, rendering defensive Spirit Commands cast against MAP Attacks pointless. Combined with a very high accuracy rating, S-ranking for all terrain adaptability, maximum level "Prevail" and level 9 "Telekinesis"note  pilot skills, he is close, but not enough to edge Dark Brain off of his throne.
    • The Final Boss Qepaloc Narmo (in his battleship) for the Dark Prison Downloadable Content. Granted, it's just a battleship, until you realize its size is LL, while the rest of your party contain units from size M to L. Secondly, the boss has tons of mooks, forcing you to inch your way through to get to him. Next, he can attack twice, with an Ace Bonus allowing him to cast the "Zeal" Spirit Commandnote  at the start of the enemy phase when his HP reaches below 30%. Its MAP Attack is ammo-based, boasting 30 rounds, to which he WILL use every single turn. Finally, your party consists of only ten units available: four to begin with, three are Guest Star Party Members and their units cannot be upgraded, and the rest aren't available at the start of the scenario. Not only do you not get enough room to breathe, but if any unit is destroyed during the scenario, it's an automatic game over.

  • Super Robot Wars UX
    • Don't let the full recovery event fool you, but Kali Yuga is probably one of the hardest bosses for SRW handhelds. First off, all of its attacks inflict Standard Status Effects (one of which halves pilot's stats), meaning without someone like Fei-Yen HD using her Tactician Bonus "Spiritual Fortitude"note , you're screwed. Secondly, due to most of your allied units' having a size rating of SS to M (with just a few being size L), she towers with the extremely rare size of 3L, meaning the largest defensive and offensive bonuses in the game. Combined with a list of pilot skills such as a max level "Prevail", "Guard"note  and "Counter", alongside high armor and stats for everything, even if you fully commit Spirit Commands against it, without a high enough evasion rate, it can attack first via "Counter" and reduce your attackers' stats by half, rendering their attacks pointless. The catch for the fight is you must fight another boss beforehand (which is no cakewalk, either) and you have to deal at least 30% damage to her in order to trigger the Heroic Second Wind event. Given the gameplay system of UX (no equippable parts and fewer Spirit Points for sub-pilots) is pretty different from handheld titles before it, this makes Gaiou look easier.

  • Super Robot Wars W
    • Although people often consider handheld titles (especially those on the Gameboy Advance and Nintendo DS) a lot easier than console installments, there are a few spikes that can hurt. For example, Gauron: in W, you will encounter him three times, the former two requiring some real tought nuts to crack. To eleborate, his mecha (be it the Codarl or Venom) has some really nasty long-ranged attacks (along with his "Combo" pilot skill), the "Lambda Driver" unit ability can reduce damage and is an equivalent of "Afterimage"note , Gauron can reach up to 170 Will, and worst of all, HE WILL USE SPIRIT COMMANDS ON EVERY TURN (namely "Focus"note  and "Zeal"). Oh, and he has "Prevail", too. Quite a chunk of players consider this sadistic bastard even stronger than the Final Boss for W, given the situation. Below are the breakdowns of the two hard encounters:
    • In Scenario 9 of the Earth Route, the units available are those from the Gutsy Galaxy Geoid, Mithril, the colony Gundams and the Original Generation. That's not too bad, considering the units contain the largest number of Game Breakers in W...except it's still early in the playthrough, and their Spirit Points are limited (including the amount of upgrades you've probably not invested yet), meaning you're unlikely to frequently use the "Strike" Spirit Commandnote . The key to defeating Gauron, Mic Sounders (who has a weapon that reduces enemy mobility by 50% for one turn), probably spent most of his Spirit Points to survive the onslaught earlier before The Cavalry arrives. Since the scenario takes place on a base, if Gauron moves onto the base structures (via normal movement or in-game events), he'll gain HP/EN regeneration, including defensive and evasive buffs, from the buildings. If you're playing normally, you don't have any means to reduce his Will. Even after that, the player must contend with Chang Wufei (in his Altron Gundam, no less) and Trowa Barton along with enemy reinforcements, while you cannot allow Sousuke Sagara, Kurz Weber or Heero Yuy to die in the scenario. There's a reason why experienced players tell newcomers to W to choose the Space Route instead of the Earth Route for the first route split of a playthrough.
    • The second time you face Gauron will be Scenario 35. Team-wise, you're in better shape than before (thanks to the rest of the Gutsy Galaxy Geoid and the Tekkaman Blade bunch at your disposal), and plenty characters have learned the "Strike" Spirit Command. Of course, before fighting Gauron, you'll need to deal with a group of Elite Mooks first, but if you thought about taking him out ASAP, think again: damage him once and he'll regenerate HP to max AND instantly cast "Strike" and "Valor" immediately. If your units are sticking together (especially Sousuke or Melissa Mao, who cannot die in this scenario), you're going to get hurt badly because of Gauron's "Combo" pilot skill.
    • As a sidenote, the third encounter in the next scenario is easier, as Gauron stops casting Spirit Commands.
    • Some players argue Gauron is just as difficult in Super Robot Wars Judgment as his W counterpart: while he cannot spam Spirit Commands, his stats are roughly above 200 and the "Lambda Driver" ability for his units are just as effective here. The only units most likely to hit him without using Spirit Commands are Yuu and Hime using the cost-effective "Chakra Extension". Additionally, the Venom does not regenerate HP, nor are there any HP/EN regeneration panels on the battlefield when he appears in scenarios. Compared to W, he is slightly easier in Judgment.
    • As if he can't become any worse, just play Third SRWZ Jigoku-hen. He first appears on the common route (Stage 8), but he's fully-decked with Prevail, Guard, Counter, Ignore Size Difference and else. This means his Codarl's Lambda Driver will absorb an absurd amount of damage while hitting your units like a tank (and probably only Mazinger Z can take more than a few hits at this point), while your only effective way to damage him is via Maximum Break, which is tricky to use if you don't understand the Tag Tension system. And you think you're smart enough to upgrade Sousuke's M9 so that he can stand on his own against Gauron? Sorry, his M9 doesn't share upgrades with ARX-7 Arbalest.

  • Super Robot Wars Z
    • The Final Boss The Edel Bernal, if Rand Travis is chosen as the protagonist. The difficulty curve of a Z playthrough varies between average to decently hard to easy through use of Game Breakers, but the Final Boss is much, much harder than anything before him, including the Overdevil. He has the highest number of Hit Points in the game (250,000 to 400,000 depending on the difficulty; Z doesn't allow more than 30,000 points of damage dealt, even when using the strongest attack in the game stacked with buffs), has HP Regeneration, the usual assortment of overpowered ALL and MAP Attacks, can move twice and earns an additional +2 Will everytime when hit, enabling the use of both MAP Attacks (one at 110 Will, the other at 130). On Hard difficulty, he gains five rounds for each MAP Attack, the stronger one now requiring only 120 Will. To top it all off, you must fight TWO OTHER COPIES OF HIMSELF, each with the same skills, statistics and weapons. But it doesn't end there: to achieve the victory conditions, you must destroy the Final Boss and his copies ON THE SAME TURN or they'll regenerate HP to full. Like Perfectio in the Second Original Generation, the final scenario is a Marathon Level, a very long 3-part map which begins with a tough boss fight, followed by a barrage Mooks with no intermission in-between. Woe befall the poor player who used their consumable, equippable parts or wants to rearrange their squad formations. Since you can only make one mid-battle save per memory card, the scenario can become Unwinnable very easily if slipped up once. Imagine doing this on "EX-Hard Mode", where all upgrades to pilots and units are barred...
      • Setsuko Ohara's version of the him is laughably easy compared to Rand's version, since there are no copies, only a statistically stronger version of him. And because he only has A-Rank for terrain adaptibility, allied units with S-Ranks will be a lot safer.
    • Original Bosses in Z series are generally not too hard, barring some of them depending on the playstyle (such as Level 99 Gaioh from Z2)......That is, until Gadlight Meonsam and his Geminia show up in Z3, and cowering ensues. His skill set is nothing but impressive (Genius, max level in Telekenisis and Counter, as well as Level 8 Preveil), an Ace Bonus with an auto "Strike" after 130 will, and the worst of all he is able to move THREE TIMES PER TURN (and unlike Euzeth Gozzo, he can use it by default), which is sure to blast you well with his extremely wide-ranged and powerful MAP weapon. Oh, and you think scattered enemies among your formation can save you from his MAP weapon. No, he will just kill them like nothing, along with any of your unfortunate units. And no, he's not even the Final Boss.
    • For that matter, Anti-Spiral and his Gran Zeboma is similarly difficult, with skill lineups largely similar to the above, hugeass-area MAP weapon and indiscriminate fire included (though he only moves 2 times per turn and Preveil's level is one lower). As if things can't become worse, his Ace Bonus act like that of Perfectio: all of your units reduce 5 will per turn; and since this fight takes place in the spiral space, sizes of all units will be locked at "Infinite", which means "Ignore Size Difference" skill becomes meaningless, and means this fight really counts on the pilots' stats, upgrades and seishins. But did we mention that Anti-Spiral has really high base stats, and will rush at you on turn one, and you have to reduce his HP till under 100,000 if you want the Skill Point? And while he's the Final Boss, there's also a Post Final Boss in this game.
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