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Arena Mode is Up to Eleven, as there you are very likely to fight mid-bosses and bosses altogether and sometimes even FIVE bosses at same time. Needless to say, some Arenas are insanely difficult to beat alone.
Breath Weapon/Death of a Thousand Cuts: The most dangerous attacks from enemies are made of this since they give you absolutely no time to react, recover or get the hell out of the way.
Bullfight Boss: A very unusual version of it in the very first level: You fight a horde of Porings chasing Richard, the Knight who presumably Provoked them on purpose. Richard himself can ram the player while mounted on his Peco Peco and is immune to damage (you do Scratch Damage to him after you finish the "fight") so you must kill all the Porings that bother him.
There's several minor examples among the rest of the bosses, plenty of which have at least one charging attack, especially if the boss has a shield.
Brutal Bonus Level: The Ex Scenarios. The first one, the Prontera Culvert, is nothing compared to even the second one, the ghost ship, also housing one of the game's most infamous bosses, Drake. And then, there's the final EX stage, which makes the easier ones seem like the Prontera grounds.
Lightning Bruiser: Swordman. Fast and quick, has strong skills and can endure decent amounts of punishment.
Fragile Speedster: Thieves with their lightning fast movement and combos, but one strong hit will tear apart half of their health and combos and almost always mean instant death. With the Double Attack skill they become borderline Glass Cannon.
Glass Cannon: Magicians. They can wipe entire screens with a well placed spell but die incredibly fast if you play sloppy with them.
Archer hovers between Fragile Speedster and Glass Cannon. They have high damage potential, just very costly skills, and are nearly as fast as Thief class. Both can also stay for a huge period of time airborne to avoid hazard.
Mighty Glacier: Merchants. Moves like a truck being started up, hits like a train.
Confusion Fu: Part of the Novice's fighting style is made of this.
Conservation of Ninjutsu: Played for Laughs in Stage 3, Orc Village, where after raiding it to save a kidnapped little girl you leave a house. A lone orc outside will run in panic from you (and your partners).
Cute Monster Girl: Several, even those who were on the verge of Nightmare Fuel (like Sohee) become this, but Moonlight Flower takes the cake. The Possessed Kafra counts as well.
Cutscene: A lot of them scattered through the Stages They can be a bit annoying after repeating the same level since you can't skip them.
Dance Battler/Magic Dance: The Pharaoh, who spends the entirety of the boss fight dancing and weaving his dance moves into spells after getting knocked off his throne. He even brings a dancing posse along.
Every class has access to a Guard mechanic which will deny every blockable damage to zero if activated at the right time.
The Merchant class. Sluggish, but powerful. They have Discount, which if used properly will not only deny all damage but gives you money as well.
Novice is made purely of this. Using either gender effectively is incredibly difficult, but both have devastating potential.
Difficulty Spike: It pokes you near the end of the normal game in the 7th Stage. It downright spikes you in the very first Stage EX-1. The jump between the 8th and EX-1 will scare people who think that unceasingly throwing attacks will make you win the game. And let's not mention the spike between EX-1 and EX-2, where there's an irritating barrel-dodging section which is known to kill everyone at least once, and where you'll confront Drake and his infamous Waterball spell.
Magicians, after getting some of their Magikarp Power going. They do positively ridiculous damage, upwards of 10k in about five seconds, but they didn't get any less squishy in the meantime.
Archers are a bit less squishy than Magicians, and have similar levels of damage, with the extra boon even their normal attacks usually hit for a thousand an arrow or so. They can easily slaughter things by just shooting a couple arrows, but they have no way to mitigate or recover from damage, no particular dodging skills, and their HP isn't anything to write home about. All that's certain is something's going to die quick.
Good Old Fisticuffs: Many characters can also punch, kick and poke enemies aside of their weapon attacks.
The game never mentions that you need a certain amount of status to unlock new moves. The game gives absolutely no hint of how to do that, and that you even have them in first place. There is also no hint of how to perform skills and new moves. And it doesn't tell you if the skill is passive or not.
New players using Magicians in general will suffer a lot if they don't know how to build one properly.
In general, many skills which are nigh-useless in the online version become highly useful in this game. No sane Swordsman will max Magnum Break, for example, but here it can wipe a screen of enemies in one blow. Similarly, Thunderstorm is highly underpowered in the online version, but it's a fullscreen attack here.
Healing Shiv: Hilariously done with the female Acolyte, who slaps the Heal into the character.
Light 'em Up: Acolytes, after investing in the right skills, can throw balls of Holy Light at their enemies. Even better, they can smash them in mid-flight with a certain attack, sending them speeding at enemies in a now-piercing attack that's pretty much the way an acolyte can match other classes' damage output.
Magicians are the epitome of this trope. They start out with either hard to aim skills or skills which consume too much MP and have sluggish and awkward melee moves. But as soon they start upgrading their spells wiping the entire screen comes easily.
On top of that Thunderstorm starts as a pitiful low damage, high cost SP skill which takes forever to cast leaving the Magician wide-open to be interrupted and juggled to death. However at higher levels it destroys nearly any kind of enemy, and entire screens for that matter. It even bypass certain gimmicks like enemies that tends to crumble after getting hit once (i.e: Skeletons).
Thieves are this to some extent until they get Double Attack.
Marathon Level: The 6th and 7th Stages are glaring examples, you might take fifteen minutes on the 6th and over twenty at the 7th with a character at right level if it is suited for solo play. Or else it could take even longer.
Palette Swap: With a few enemies. It is averted on Co-op since you can't choose the same gender of the same class.
Pintsized Powerhouse: Deviace, the Stage 5 boss. It's smaller than even you are, looks kinda cute in an ugly way, and begins the fight by trying to slap you with its ridiculously tiny fins. Easy to underestimate until you take an entire Greek pillar to the face.
Purely Aesthetic Gender: Averted. In general, males have more HP and females have more SP. There are also minor variations and requirements for various special moves but the gender differences are glaring when it comes down to gameplay.
Sorting Algorithm of Evil: Averted, and how. The levels and difficulty of the monsters that you fight in the online version have absolutely no relation to their RBO counterparts.
Sword Beam: Averted with both Swordman, played straight with the Doppelganger
Synchronization: One can play with multiple characters by configuring two or three controls at same time. Playing like this is exceptionally hard since every character has different pace and commands, but it's possible.