These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
The Bonus Boss fight against the Adventurer. If you manage to defeat their companion every turn they're summoned (which is relatively easy since they always take the single-targeted physical attacks in the boss' stead, and is relatively frail), one can easily shut down the boss since the latter will do nothing but resummon their companion (they do nothing else if they summon the companion, even if they have all the BP in the world) and the companion will do nothing the turn they're summoned.
The New Year Kamiizumi Nemesis also suffers a lot from this: he only uses his massively overpowered Counter Attacks if he's at 0 BP, meaning he falls to the Hasten World abuse twice as badly as any other boss since he just attacks normally if he has 1 BP or more. Then again, considering he's the only boss that has over a million HP and is basically immune to physical attacks, having to guess whether it's safe to use a magical attacks on him and hoping he doesn't murder you outright by countering every one of them in turn if you guess wrong would be beyond tedious, especially considering he can bring himself to 3 BP on command and spam full-party summons at you once he drops to half HP.
The first time you fight him, at least, Barras might Invigorate himself close to death, allowing you to defeat him as long as you've stored up Brave.
Ass Pull: Mild one, but to some, the post-game reveal that Airy has an identical twin sister who knew Airy was evil and watched over your progress the entire game, despite not being referenced once and never making a single attempt to, ya know, clue you in on this huge piece of information came a little out of thin air. Lessened somewhat if you buy into the theory that she was controlling Tiz the entire time, but still.
Artemia, despite her high HP, tends to go down quickly due to her weakness to Fire. And not only is Fira buyable in the nearest town, but also a rod that poweres up Fire attacks. She only has one particularly threatening attack, and it requires multiple BP. She's a Flunky Boss, but unlike her sister (see That One Boss) she never summons any more.
Barbarossa has an extremely simple AI pattern that can be reduced to a non-issue simply be alternating Default and Brave, has a weakeness (in this case Lightning) and isn't even a Flunky Boss. His Shell Splitter (Defence Down) - Double Damage combo would be threatening... if he targeted them both at the same character, which he rarely ever does.
Surprisingly, very late in the game, the Status Ailment Team in Eternia Central Command. Put on Fairy Ward on the first turn and you make them 2/3 less useful. Their AI pattern is always fixed to inflict status ailments no matter if they work or not.
Gigas Lich, the fourth crystal boss certainly counts as this. Compared to the three before, his only gimmick is buffing his stats slightly every turn, which you can easily take care of with a White Mage's dispel. Half the time he doesn't even attack with his increased stats, preferring to use death or fear spells, and by that point you should have equipment to negate either. If you have one, you can even bravely second an elixir to kill him in one move. Story-wise he's in between Braev and Alternis, who have more plot importance overall.
With the right skill and job combinations, some of the boss defense groups you encounter in Chapter 8 can be pathetically easy to beat due to each group's Crippling Overspecialization. Brave Points Galore, The Iron Wall, and The Powerhouse groups consist of bosses who can only do single target damage, so a use of the Karai skill on a party member with very high defense can tank their hits while your DPS kills off their support. Much of Ailment Hell's threat can easily be neutralized with Fairy Ward. The only group that's NOT a total pushover is Mega Magic, since their skill combinations are just plain unfair.
Broken Aesop: According to Word of God, the title is supposed to reference the need to sometimes "bravely go against what's expected of you." Yet, applying this in-game when the opportunity becomes a plot point gets you the poorer of the two endings, cutting the story short with no real closure. Only by ignoring the Foreshadowing regarding Airy and blindly helping her awaken the crystals four times over (in other words, sucking it up and doing your duty anyway) unlocks the True Final Boss and the perfect ending.
One could justify this (in an admittedly roundabout way) if one considers the act of confronting Airy to be your duty, and thus holding yourself back and playing along would be the true case of being "bravely default." Though, that said, it really is a case of Plot-Induced Stupidity that our heroes—at least two of whom have some serious misgivings about Airy's motives at this point—would continue helping her achieve her increasingly fanatical goal four times over.
Cliché Storm: Not that this is a bad thing. While guilty of this (particularly with some of the villains), the game has a lot of charm and many likeable characters. There's also the fact that the situation's only a cliche storm on the face of it; in fact, setting things up like this seems to be part of the proper villain's plan, so that you act the way they want you to. The actual situation gets way more complicated later on.
Dead All Along: It's debated whether Tiz was dead to begin with and simply ran on Airy's sister's life force or not.
Ending Fatigue: Oh boy... Once you are caught in the "Groundhog Day" Loop, there is nothing new to do except kill the job masters again, kill the bosses of the crystals again, and re-awaken (or not) those. And you will have to do this 4 more times in order to unlock the True Ending. Needless to say, the last part of the game gets tedious because of this, and makes it like an otherwise very good game is overstaying its welcome. The For The Sequel edition, however, added new scenes between the Jobmasters in the 7th and 8th Chapters, which does mitigate this a bit, and in their final fights in Eternian Central Command in Chapter 8, everyone gets new abilities or uses different strategies than usual. This is a good example of having too much of a good thing. The boss fights are widely praised as highlights of the game, but several chapters of non-stop boss encounters later, it just gets gratuitous.
There are several potent combinations, but Stillness (neither the player or the enemy takes any damage for 2 turns) from the Spiritmaster class is probably the worst offender. Coupled with the right setup (e.g. Hasten World ability, or My Hero from a performer) it can make the party impervious from any kind of damage; the only real thing to watch out for are status effect, and those can be countered with the right accessory/armor, or just have the Spiritmaster cast Fairy Ward.
Although there's a random element to it you can get guests via the on-line functionality who are orders of magnitude stronger than your party. Using summon ally to get them to help you can make defeating early bosses absolutely trivial as they'll one shot them.
Freelancer/Performer: My Hero followed by three Mimic, giving your whole party 4 BP one turn out of two (unless you carry Hasten World, in which case it's available every turn), and since it costs nothing else than BP, can be used indefinitely.
Red Mage/Black Mage: Group-Cast All with BP Recovery equiped on everyone gives similar results to above: you can cast a status effect such as Poison on your entire party up to 3 times and gain up to 6 BP out of it and spend the remaining turn to cure it right away with Esuna or Poisona before it does any damage to you. Unlike the above example, it still costs some MP to use unless you want spend some of those extra turns to steal MP from the enemy in some way, but assuming you don't need other forms of healing, you can stay 3 turns ahead of the enemy permanently. However, it does tend to get less effective later on when your characters need higher magic defense for surviveability's sake and with too high of a magic defense, you won't be able to inflict Poison on whoever is using this setup on a regular basis, causing them to lag behind from the rest of the party.
Swordmaster/Pirate: Free Lunch, which makes your skills cost no MP to use for two turns and Double Damage/Amped Strike, which do 2 and 4 times your normal physical attack damage but cost 25% and 50% of your MP to use respectively.
Pirate itself is a pretty powerful job, and with the right setup (such as a Natural Talent monk), can do 9999 damage early on multiple times in a single turn. It's fairly useful as well, with the various debuffs weakening your enemies.
Spiritmaster is probably one of the most exploitable jobs in the game: Enigma means elemental attacks do nothing, Fairy Ward completely blocks statuses (including self-inflicted ones, such as Life or Death from the Dark Knight, meaning the latter can boost itself to 150% in every stat for free), Stillness is probably the most scandalous one, since it means the player, if they can manage to be faster than the boss, just has to attack, cast stillness before the boss can act, buff themselves until it runs out, then attack, then cast stillness... It's recommended to couple it with Fairy Ward though since it doesn't block statuses. Coupled with a Performer/Freelancer, it can be pulled off from the very first turn.
Dark Knight/Spell Fencer: Drain completely mitigates the Dark Knight's Cast from Hit Points handicap (unless you're pitted against an Undead), meaning the player can use Rage (which spams Black Bane on enemies up to 5 times or until their HP drops to 1) with impunity. The Dark Knight is also a rather powerful class, and three uses of Black Bane easily wipes out most random encounters (save those immune to Dark attacks), which means if the character has Self-Restore from the Vampire class, the player can walk away from most encounters basically unscathed. Furthermore, if you add Templar's BP Limit Up, use the Black Mage/Red Mage combo to get them to maximum BP and follow Rage with Life or Death to restore your BP mid-turn, you can squeeze out 2 additonal Rages for a ridiculous damage potential that's only matched by a very high-leveled Ninja that manages to trigger Swordmaster's Multitask for all of their attacks.
Conjurer: Although it's the last class in the game you can get, Obliterate means you can grind with zero effort as it automatically kills the enemies (save bosses) 20 levels weaker than you and thus consistently triggers every PG, EXP and JP bonus, meaning you'll be getting 50% more of each after 10 battles in a row. Conviniently enough, it also comes with an ability that increases the EXP you get from enemies, although by that point you've probably saved enough cash for a Growth Egg that does it better and doesn't stack with the ability, not to mention EXP is probably the one thing you'll need the least of as described on the main page.
Merchant: BP drink is hilariously powerful since money is rather easily accessible (see the tricks below). Pharmacy is also totally broken against anything Undead, as it lets you buy as many Phoenix Downs in-battle as you want for a piddling 100 pg each. If you know a certain trope, you'll know why this is so useful.
The Mammon Elixir glitch: One of the Nemeses accessible in the Norende Village, Mammon (lvl 25), carries either an Ether or a debug Elixir (its effects are the same but it's listed separately from the regular ones), which can be stolen, then sold for 25 000 PG (instead of the mere 1875 PG from the normal ones). Since one can run away from Nemeses fights, the player just has to challenge Mammon, steal it, then flee, and do it over and over to rapidly build up a fortune.
Square-Enix stopped distributing Elixir Mammons; although the existing ones can still be spread by players.
Another way to gain a lot of money with little to no player interaction is to combine Vampire's Chomp with Merchant's Big Pharma on an enemy with a lot of HP but little offense: Chomp reduces the target's HP to 1, while Big Pharma restores the target's HP and nets you as many PG as the HP restored. With the right enemy and some form of MP-free healing, you can just leave the game running on autobattle for several hours and walk back to several million PG.
Arcanist + anything that can cause Poison (either Black Mage, Red Mage, Salve-Maker, or Vampire) cheeses anything that isn't immune to Poison (which is actually a lot, including the majority of the bosses): Hit them with Poison, then Exterminate for over 7000 damage. (9000 if Gloom is equipped, and it doesn't have resistances and/or high magic defenses... though it will usually still do more than anything could heal.)
Some bosses, like the Templar, are only able to attack one party member at a time. The Ninja learns an ability to force an enemy to target a particular teammate that they can cast every turn for no cost. The Swordmaster learns an ability that allows them to nominate one enemy against whom they will perform a hugely powerful counter attack against a selected enemy if attacked that by them that turn, which also has no cost. With another party member on healing duty, you can shut them down entirely. Or if you really want to break some bosses, giver that Swordmaster the Spell Fencer's Drain ability or a blood sword, now every counter attack will likely fully heal them which means both that you don't need to waste a turn healing them and that any attack that doesn't either one shot the samurai or bypass counter will be utterly negated no matter how many are used in a row. Slap a ribbon on them and there is very little that can stop them (with the added benefit of single target status spells like Death being focused onto the one party member who's now immune).
As mentioned above, Time Mage's Hasten World can really break the game in half to a degree that even the strongest Bonus Boss can be defeated by setting the game on autobattle: it increases the amount of BP gained per turn to 2 for both allies and enemies, which can allow you do things like spam Valkyrie's High Jump on an enemy that's completely unable to do anything about it since the party collectively blasts off at every chance they get before the enemy can get a turn in, or making sure that the Spiritmaster can spam Stillness right when it wears off.
At the very least in the demo, there's a powerful combo that renders most fights a breeze: The Ninja's Utsusemi Ninjutsu (One free evade) and Transience ability (Counter at double power with a successful evasion) combined with the Red Mage's Turn Tables ability (Bonus BP when evading) keeps your party from most damage while still enabling them to attack multiple times in a turn. The only danger for this combo comes from magic-wielding monsters (of which there are few in the demo) and monsters that attack multiple times in a turn (which can be healed during their negative BP turns).
The Utsusemi combo also completely breaks several bosses that only have physical attacks and never Brave, such as the keystone dragons. Combine Utsusemi with Ringabel (best agility) and Hermes Sandals (+10 agility), use Utsusemi once, hit Y to auto-battle, and walk away and get a snack. While it does rob your other party members of EXP/JP, you can always grind later.
Also in the demo, a Valkyrie with Crescent Moon, 2-Handed and a Mythril Spear on your fastest character can make gaining PQ, EXP and JP ridiculously fast and easy. With this setup, go to the southern part of the map, past the dungeon to a little shore. There you will always encounter 6 Chompers which are pretty strong, can poison you, but usually run away. Use Brave to have your fastest character cast two Crescent Moons and watch them all go down before they can even blink. Keep at it for a while and soon you'll be gaining 120 Job Points a fight. (Also recommended to have your 2nd fastest character do the same thing in case the first fails to KO them all. As long as they attack before the enemy gets a chance to act, you win.)
Heres another one if you need money and XP. Simply set a character as a Ranger or Ninja, perhaps one of each, and give both of them Sword Magic with the Merchants More Money which allows you to get more money and it stacks with others. Simply use a full four braves, using the first on both to add the enemies weak element and then do attack and watch as you murder enemies and get massive amounts of gold!
Templar: Rampart can make several tedious bosses, such as the dragons to open Vampire Castle, into little more than setting the game on autobattle and waiting for them to die, since when combined with the aforementioned Hasten World, it can be cast every turn for no mana. It turns pretty much any boss reliant on physical attacks into a pushover.
Good Bad Bugs: There is a way to continuously add villagers in the demo by talking to an NPC who gives you an extra one once you progress far enough in the demo, quit the game to the title screen and reload your save: since Norende's progress is saved seperately from the main save file, you can get more villagers every time you repeat the progress. This has somewhat limited use though since the demo version's Norende maxes out a lot quicker than the main game's Norende and you can only carry over up to 20 villagers from the demo, which you can get with the main game's Update Data feature in 4-6 days.
Harsher in Hindsight: The people of Caldisla giving Ringabel his name. This initially seems like a playful jab at his amnesia, but then it's revealed that just before Ringabel showed up in town, Alternis had been roaming Caldisla helmet-less, helping out in hunts and making friends here and there. When Ringabel does show up, everyone just thinks he's being funny acting like he's forgotten everything. Jerks.
Hilarious in Hindsight: After freeing the party from Eternia's dungeons, Edea mentions in a conversation that there are two men in love with her. Ringabel is a given, and the other is Alternis. This is shortly before The Reveal that they're the same person.
The mild censorship of a couple of revealing costumes (done mainly to mitigate the fact that the two female leads were originally designed to be underage) sent certain parts of the internet into a rage.
To a slightly lesser extent, the Bravely Second feature has split the base. Some view it as an entirely optional and unneeded feature for newbies, while others consider it a Pay to Win alternative that shouldn't exist in the first place.
The fact that chapter 4 and beyond almost entirely consists of backtracking is also becoming a point of contention.
Lighter and Softer: In game. Each alternate reality the party visits is less dark (especially from the main charcters' point of view). For example Eternia's worst war crimes from the first world either haven't occurred in the second (in the case of using child slave labour in the Mythril mine in Eisenberg) or have the blame for them shifted to de Rosa and Khamer acting against Edea's father's orders. In the final couple of worlds it's not confirmed that the toxic mist WMD was used and the bosses become wackier, with even Victoria just trying to form a girl power group,and express orders that the vestal is not to be harmed which can be contrasted with Holly's threats in the first world.
Due to the odd title that conveys no information on what the game is about, it's not uncommon to see the game referred to using different but similar names, usually synonyms like Courageously Standard or simply words that start with the same letters like Baker Dozen.
Agnes "Unacceptable" has become pretty Meme worthy. People often use it with fanart depicting Agnes ripping apart monsters guarding the crystals while saying it.
At the end of the game, Ouroboros devours entire worlds of alternate Luxendarcs with their own versions of the characters you've come to know and love... and then he culminates it by devouring the world of one of your friends. Asshole.
Captain Knight Owen early on. The man who saves you after you're entire village and life are swallowed up in an instant. He offers you shelter and gives you hope and courage to go on. He's killed by Heinkel while trying to defend the king. It really hits home later on when you see how its affected his father the innkeeper right after and later on in the story.
Olivia also counts, she was all Agnes had as far as family would go. Agnes desperately searches for her knowing she's in danger but her whereabouts are unknown. You finally find her and have a brief reunion with her only for Victoria to try to kill Agnes. Olivia makes a Heroic Sacrifice and takes the hit for her.
Surprisingly Improved Sequel: In the sense that it's a Spiritual Successor to The Four Heroes of Light. BD fixes basically every mechanical problem that game had, especially the targeting issues and making the "multiple actions in a turn" system a lot smoother and more intuitive. It even addresses some of the plot issues many players had, in that the party doesn't split up or bicker fruitlessly for the first part of the game.
Dr Qada's Dark Breath is downright unfair since it works exactly the same way as the player version does. It deals fixed damage (so Default won't help) equal to the amount of HP the user has lost. This it totally balanced for player characters, but when used by bosses, Health/Damage Asymmetry rears its ugly head. Take out even as little as 5% of his HP and Dark Breath will do enough damage to One-Hit Kill anyone in your party twice over. So what for the player is a desperation attack, becomes an unavoidable, unblockable guaranteed instant kill for Qada. He does tend to Brave his BP into negative when using it, but having to keep wasting turns reviving gets annoying fast.
Likewise Alternis's Minus Strike does the same exactly same thing and is even more blatantly unfair because unlike Dr Qada, Alternis will NEVER use brave when using it. This means he will use it, take out a character, and then next turn do it AGAIN. To make matters worse: Once he starts dying, he'll stop using all other attacks and use it. It's extremely unfair because it means every turn your force to use a turn reviving a character instead of killing him.
Rusalka's Seep/Dark Flow. It does massive damage to everyone to the point of being a Total Party Kill if you don't Default, especially if any characters were hit with another attack that debuffs their defense. And it can still easily take a good 900 HP or more of what might be maybe 1200 or so at that point in the game. And then it summons three clones of the boss that have no immediately evident way to distinguish them from the real one (hint: the real one is the one with a different amount of BP, or the only one with a health bar shown if you used Examine beforehand). In fact, arguably all of Rusalka's attacks aside from the basic physical one could qualify: the other two can inflict Charm status and debuff your defense, and yes, the thing can do them up to 4 times in a row thanks to the clones.
Kikyo's Shippujinrai is another example of being near useless on players as enemies rarely have low enough health that a priority strike makes a huge amount of difference, but when she uses it, it can jump past healing spells or defensive abilities. Add to the fact that Kikyo will use brave to attack twice, and she can bring even a defaulting character down easily.
Fiore de Rosa, in no small part due to the Revenge ability he has, which may give him BP whenever you attack him, which he can use to multitask his way through your party. Also, on the first time you encounter him, if you didn't give Edea charm protection beforehand, she starts off the fight charmed, so if you aren't properly prepared, you'll have to waste a turn dispelling her.
Profiteur also qualifies, as his Takeover attack hurts at that point in the game and there's no way to reduce its damage. In the various loops he's even worse because his stats are scaled to match yours. Plus, unless you're very overleveled, his Takeover damage is tuned so that your party members cannot take two at once. Usually, Profiteur won't attack the same person twice with Takeover, but if you're really unlucky he can just suddenly decide to kill somebody with two shots.
What makes his fight worse is that he's not alone. Khint is a spell fencer who will either use a fire sword to deal high damage to one of your party members, or a silence sword that can disable your casters. His attack power is high enough that he can finish off any party member already weakened by Takeover hits.
Mephelia uses Summon Magic to deal a massive damage attack to your entire party every 3 turns (the game doesn't keep track of the turn number, so you have to count them yourself), and is a Flunky Boss capable of endlessly summoning flunkies. And to make things worse, one of her flunkies is capable of causing Confusion. You're supposed to fight her after Artemia, but both sidequests open up at the exact same time, so it's easy for an unprepared player to accidentally run into her first. (While the dungeon leading up to her is perfectly manageable by a low level party, Mephelia herself is not.)
Chaugnar, the goddamn Mark of Doom. He's surrounded by a barrier that reduces all damage to one. He only removes the barrier every four turns or so, just before using an outrageously powerful attack targeting your entire party that will wipe you out if you don't Default. Then you only have a very small window to do as much damage as you can before he puts the shield back up. Worse he can heal himself by stealing your HP as well as stealing your MP and worst of all your Bravery. Fortunately using damage dealing items will penetrate the shield and harm him. I hope you bothered to level that Salve-Maker class you just got (or managed to level up Monk enough to learn Pressure Point, with massive damage and ignores all defenses). Because if you didn't, well then you're kind of screwed.
ANY boss group that has Heinkel in it. By himself, Heinkel isn't much of a threat. However, due to his Protect Ally ability, Heinkel will automatically intercept attacks aimed at any of his allies, which forces you to focus him down first and prevents you from going after the more dangerous targets. As if that wasn't enough, he'll buff his defenses and make it where he takes little damage and allows his team to wail on you.
The Fire Temple is this for sure. It's the longest non secret dungeon with three layers to it (The Mine, the Volcano, then the temple). The mine isn't bad but the Volcano is a nightmare without the Freelancer's Dungeon Master because the floor will turn red and take a good chunk of your HP away. As if that wasn't enough the pathway is sometimes sucked into lava on purpose, forcing you to go all the way around and risk more damage. It also is a huge level as each section is extremely large and on your first go very confusing. Then you reach the crystal and fight Chaugnar.Thankfully after your'e first visit you can take a short-cut that makes only the boss left.
The Earth crystal isn't difficult, but the numerous staircases that lead nowhere, plus a extremely confusing set up on the map, means you'll be spending several minutes lost because you have no clue where the right stairs are.
The Time Mage and Spell Fencer sidequest can be rather annoying to unlock. The last leg of the quest requires you to find a hidden door that will only open at night. While not particularly difficult, it can be tough to figure out since the game doesn't quite give you clear directions on what to do. Also, since the door is only unlocked at night, you'll have to waste time running around in circles in the world map to make time pass.
Similar to the Time Mage and Spell Fencer sidequest, parts of the Red Mage sidequest can only be done at night, and again, the game doesn't make it clear what you have to do. Also, one leg of the quest three has to be repeated times before you can actually progress.
The Performer sidequest basically requires you to backtrack to every town you're previously visited up until that point, while your Global Airship has lost its flying capabilities, all to hear tips about singing that are pretty much common sense and cumulating in you finding out the one actually useful thing was in the first place you checked all along. All to fight a boss who was literaly right in front of you when you started the quest. Unlike many examples of this trope it's not actually hard, it's just extremely tedious and feels like pointless Padding
The Vampire sidequest plays this fully straight. Once again you have to travel all over the world (though thankfully in an airship this time) and battle six dragons: Salamander (Fire), Mizuchi (Water), Wyvern (Wind), Ladon (Earth), Shinryu (Light) and Jabberwock (Dark), each with 99999 hp (on Normal), a multi-target elemental breath attack that causes status effects such as stop, dread, blind, and paralysis, as well as a multi-target attack that not only makes your party weak to the element of said breath attack but negates skills and accessories that make you resistant to them. Afterwards you travel back to the Vampire's mansion, and battle through 7 floors of tough enemies and exposition. Have fun with Cerberuses (who have "Hellfire", which attacks the whole party, and "Payback", which counters single-target physical attacks aka most of them), Magnus Bats (which have "Ultrasonic Wave" that hits the entire party with a chance of causing confusion), and Melusine (which have "Nocturnal Gala" that also hits everyone but instead of causing confusion, it causes charm). Once you make it through all that, then you can battle the boss. Even on Easy, grinding and strategy are an absolute must if you want to survive even the first part.
The Conjurer sidequest can be rather nasty. It requires you to trudge through four boss fights. You'll have to fight Alternis and Braev again, and then you'll suddenly have to fight all three of the Venus sisters AT THE SAME TIME before finally stopping at Yulyana himself. The fight against the Venus sisters can be particularly nasty since it will be the player's first encounter against three bosses simultaneously.
The Eternian Central Command gauntlet in the 4th world is this, as the Job Masters you've been beating up for the past three worlds band together to exploit tactics that the player themselves would use. Special mention, however, must go to the "Mega Magic" group, which is comprised of Omnias, Yulyana, Mephilia, and Qada. Their strategy is simple but extremely effective: have Qada use Fire Bane on your party to create a weakness, and then have everyone else spam fire spells to roast you alive. Thought a Reflect would help? Too bad Mephilia's Summon Magic completely bypasses that, and Yulyana is also capable of setting up a Reflect that a) can bounce back their own Firagas onto an unlucky member of your party that cannot be reflected back, and b) shut down your own magic users. And remember Qada's Dark Breath? Well he spams it all the time here, unlike his solo boss battle where he would only use it after a Default. If you wander into this fight without enough magic defense, prepare to get your butt handed back to you within the first few turns. This is one of those fights where Stillness spam is practically required.
Unfortunate Implications: A lot of people were pretty uncomfortable with the Red Mage class scenario involving Edea and Fiore de Rosa. A 15-year old in a skimpy outfit, with a 37-year old man who is a notorious womanizer who uses pheromones to seduce women. Yeah.However, given the way it's handled, it's likely this was done on purpose.
Wake-Up Call Boss: The first few bosses are rather hard, as you don't have many jobs or commands to use, and you're just getting used to the Brave and Default system.
The Temple Bosses in particular are very nasty the first time you meet them, because you won't have many options to deal with their numerous AOE attacks.
What The Hell Costuming Department: Some of the jobs look noticeably weirder than their original counterparts in Final Fantasy, most noticeably male Valkyrie's gray bodysuit with eye-blocking helmet and spearheads around their legs and female Valkyrie's spearskirt, male Arcanist's red and black bodysuit with a tail and female Arcanist's skirt-and-bloomers combination also with a tail, Ranger's mascot head-and-tail combination and Time Mage's cumbersome helmet-and-collar combination that makes their face look like a literal clock face. The former and latter are lampshaded when Einheria accidentally pokes Jackal in the leg with one of her spears, explaining that they exist so that she can do additional damage when she jumps on her enemies and a lot of people mock Eloch's choice in headwear which he insists is the height of fashion.
alternative title(s): Bravely Default Flying Fairy