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  • Complete Monster: The Devourer is a being from another dimension, the creator of the universe, and the Big Bad of the fifth game. Hating the idea of free will, it sent Cosmic Monoliths onto the Earth to act as its "defense system" that would allow it to kill the heroes and summon itself if they were destroyed. The Devourer was also responsible for the deaths of many in Redpine due to the Monoliths turning wildlife aggressive. In the final battle, the Devourer reveals that it created Akron — who attempted to end all life — and Godcat — who tried to eradicate humanity — as earlier attempts to dispose of the party, before deleting the Earth because the Devourer viewed it as ruined.
  • Demonic Spiders: The bomb class of enemies. Every turn they just count down, and when their count reaches 0, the party gets wiped out in a spectacular explosion. Your only hope is to either deal overwhelming damage or syphon them.
    • 'Nuclear Bomb' is exactly the same thing as in EBF2, dealing massive fire damage and burning everyone. Unlike then, here it appears as a regular enemy among other turrets, and usually there are two of them.
    • 'Earthquake Bomb' does obscene earth damage to one character (basically a KO unless you're horribly overlevelled) before exploding for slightly lower party-wide earth damage. The initial attack cannot even be absorbed due to being only 25% Earth based, though the second one can.
    • 'Acid Bomb' does massive party-wide poison damage and inflicts Burn. On higher difficulty, it inflicts Scorch, which gradually decreases your maximum HP.
    • 'Shockwave Bomb' does massive wind damage and to everyone and dispels the survivors' buffs.
  • Goddamned Bats: Voodoo Dolls. Easy to deal with, as you should have enough holy-elemental attacks on you by that time, but damaging them damages their PC equivalent even when in backup, so there is good chance a one hit kill on them will also one hit kill their PC counterpart.
  • Goddamned Boss: The boss battle against Anna isn't really challenging, especially if the player exploits her lack of resistance to Weaken, but her ability to heal large chunks of her own HP coupled with the Air Strike weather frequently tossing her Medipacks can make her deceptively frustrating to wear down.
  • Heartwarming Moments:
    • In one part of the final area, you'll find a crowd composed of some of the NPCs whose quests you've completed. They've all come to cheer you on in your efforts to save the world, as well as give you extra crafting items.
    • Oddly enough, one of the Superbosses, God, has words of encouragement in His Boss Banter, and tells the party that He's proud of them if they get far enough into the fight.
  • That One Attack:
    • The Turrets and Flybots come with a move that reverses buffs into debuffs. They love it to do just after you applied Temper or Star Power. Hope this won't happen during the associated Optional Boss Fight. On the other hand, catch Red or Yellow Flybot and you can do the same.
    • God's limit break takes a turn to charge, after which you are hit by a gigantic spirit bomb that deals immense magic damage in the form of a hail of small hits to everyone, backup included. This means it won't proc Morale, and that if a character is auto-revived, chances are it will immediately die afterward. On higher difficulties, your backups are almost certainly dead, and if you do not take a lot of defensive countermeasures, so is the rest of your party...
  • That One Level: The Frozen Valley. It is the Slippy-Slidey Ice World in this game, with both sliding blocks puzzles and sliding PC puzzles, sometimes both at once. Combat wise, there are many annoying enemies, minibosses such as Mammoths and Defenders, one literal Boss in Mook Clothing and of course Viking Monoliths. The kicker? Behind the literally last enemy in the valley before the screen with the boss, featuring the Defender of course, you'll find Spiky Boots, that allow you to walk on ice as you please, which would be incredibly useful at the start of this level!

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