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  • Breather Boss: Bugbug, both times. He's not particularly powerful or versatile, and doesn't even gain any new attacks between his battles - and the only real issues in his second fight are that he can now inflict Confusion instead of Stop and he's gained a ton of RUN resistance, both of those being more annoyances than they are anything else.
  • Demonic Spiders: If you ever run into an invisible enemy, prepare for pain.
    • Any enemy with Run command resistance. This lowers the effectiveness of Run commands and naturally, several late-game bosses have maximum Run resistance - so unless you score a critical hit, you're going to do scratch damage to them.
  • Game-Breaker: A few of them:
    • Solar Pack, which heals robots with a small amount of HP per turn. Focus on defense and the robot becomes quite the tank. The only problem is it requires an Empty Pack which you can find one hidden away in Rococo Sewers. You can also find them as rare drops from a mob in a dungeon that is inaccessible if you beat it. A third way is to create Quick Pack and have the robot die. The pack will become an empty one.
    • Add Boots 5 for even more ridiculousness. Said treads increase defense and evasion and add in a Shield 5 for a robot that even the last boss can't even touch. The only problem is Boots 5 makes your robot slow and shortens the movement range, but equip a Turbo Pack on it and that problem goes away.
    • While it's not obvious as the game doesn't explain it anywhere, Shield 4 reduces all elemental attack damage to 1. This can come in handy in some areas of the game.
    • A maxed out Punch 3 is a weapon that frequently scores critical hits, turning most fights - including a little over half of the bosses (every single one prior to Blacktank!) - into fights that can end in just ONE Critical Hit if it so happens to be your first attack. Combine it with a high defense and a Shield 5 and you can pretty much just stand there next to the opponent and effortlessly punch your enemy to death.
  • Goddamn Bats: Mole enemies in the volcano level. They randomly hide in the ground, making them invulnerable for that turn, have a screen-wide earthquake attack that not only damages you but destroys capsules, and use a melee attack designed to hit your back.
  • Good Bad Bugs: Attacking an enemy in the back is checked by seeing if your robot is facing the same direction as the enemy. Meaning that for any weapon that doesn't need aiming to hit the enemy (e.g., Sword 4), all you have to do is turn the robot around, attack, and the game thinks you hit them in the back. Of course, this logic applies when the enemy attacks the robots as well, so hope they aren't in a position to return the favor.
  • Hilarious in Hindsight: A RPG game about a lone child protagonist going to save the world with a battle system about having said kid throw a red and white ball on the battlefield which explodes to free a being that the player then has fight for them. Are we talking about Robotrek or Pokémon? Made all the more amusing due to several Pokémon like Porygon that have a mechanized look and/or artificial origin.
  • That One Attack: A couple.
    • Confusion. Any enemy that can use it can lock you in a near-endless cycle of uncontrolled movement unless you save against it, which even a fully-upgraded robot cannot do reliably.
    • Certain attacks can randomly lock out one of your commands, indicated by if the robot glows red after being hit by it. While sometimes this is mostly benign (locking out the Run Away or Items command), this can be downright frustrating if the RUN command or the robot's primary weapon keeps getting locked out.
  • That One Boss: Being an Enix game, the list of bosses that aren't in this category would make a shorter list...
    • Mamurana: She splits into clones and randomly swaps her position when she does so, making it annoying to actually do damage to her.
    • Big Eye: This boss has several attacks that all hurt a lot, and it's the one boss that can outright block your attacks. This is an effective road block unless the player found the Scrap 9 in the Volcano Base to make a defensive item, or happens to create a Game-Breaker weapon; either way, this marks the point where you can no longer just throw on any set of gear and hope for the best on most bosses, and some sort of strategy WILL be necessary unless you want to burn through tons of Repairs.
    • Papamecha: Its machine gun has the highest critical hit rate of any boss's attacks (possibly those of any enemy, full stop) in the game at 50%. Note that unless your robot blocks the attack, critical hits otherwise ignore your defense rating, so it's likely going to be a one-hit kill.
    • Blacktank: Think Big Eye, but amped up in terms of the ways it can attack, and the first boss you can't one-shot with a crit due to the damage cap.
    • DeRose: She's the second boss that has too many HP for you to one-shot away in a lucky critical hit (2000, to be precise). She also possesses a laser beam that can cause confusion, a nuke that does decent damage regardless of your position, and a headbutt attack that hurts a lot and can crit. She also has 87.5% RUN resistance, meaning that unless you take a Punch 3 into battle for its high critical hit rate, you'll be chipping away at her massive health pool for a longer time than is already likely. This battle is one of attrition comparable only to the final boss, as you attempt to finish her off before you run out of Cures and Repairs.

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