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I don't think it's really a trope to have a boss that just throws out an uncomfortable number of attacks. But consider some of these:
That One Boss: The boss is, for whatever reason, broadly believed to be much more difficult compared to the game's average.
Spam Attack: If the boss spams mostly the same type of attack.
Run or Die: If you can only "defeat" the boss or move to the next phase by evading until some other condition is met (a timer runs out, or the boss makes an exit for you, etc.)
Some bosses like this are the result of dips into the Bullet Hell genre, where you're weaving through barrages of Painfully Slow Projectiles or trying to stay within a moving "safe zone" while everything else is being attacked
Edited by Scorpion451
Is there a trope that would cover a real-time video game boss fight that's so busy with attacks, both widespread and homing, that the player has little room to do anything but dodge for most of the battle? I'm not just thinking of fights that force you to wait out an attack sequence to get an opening, since those can be tedious but easy, but rather, fights that really place a lot of challenge on actually surviving until you can attack back. I'm thinking of things like the Snatcher and his insanely harder upgrades in A Hat in Time and Lord Electrode in Pokémon Legends: Arceus as two examples.