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* The Fire Witches of Irithyll of the Boreal Valley. If you get their attention, they will punish you with long-range pyromancy death, with the worst one being a spell that makes the ground under you explode; what makes this one truly annoying is that this isn't stopped by walls and does not require line of sight, meaning you can be killed by it anywhere. To make matters worse, you rarely encounter one Fire Witch by itself; they're usually accompanied by the various other enemies that haunt Irithyll.



** The Corvian Knights that come in two varietes, wielding either the Crow Talons or the Crow Quills. They have a lot of health, are difficult to stagger and deal a lot of damage with their fast and unpredictable combos. On top of it all their weapons cause bleeding, augmenting their high damage even more. The Crow Quills variety are also highly mobile as well, being able to dash around rapidly while tossing throwing daggers at you (which, due to the size of the Corvian Knights, are about the size of greatswords) while the Crow Talons ones have a very telegraphed but extremely dangerous multi-hit attack that more often than not guarantees death should you be hit with the full force of it.

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** The Corvian Knights that come in two varietes, varieties, wielding either the Crow Talons or the Crow Quills. They have a lot of health, are difficult to stagger and deal a lot of damage with their fast and unpredictable combos. On top of it all their weapons cause bleeding, augmenting their high damage even more. The Crow Quills variety are also highly mobile as well, being able to dash around rapidly while tossing throwing daggers at you (which, due to the size of the Corvian Knights, are about the size of greatswords) while the Crow Talons ones have a very telegraphed but extremely dangerous multi-hit attack that more often than not guarantees death should you be hit with the full force of it. One optional encounter has you fight a group of two, one of each.



* The second DLC, The Ringed City, manages to top this, in that you can count the types of enemies that aren't​ hellishly difficult on one hand.

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** Players with small attack radiuses will likely learn to hate the Great Wolves, which are extremely good at delivering swift attacks and disappearing out of reach before you can respond. They're usually accompanied by the regular-size wolves, which will swarm you to death.
* The second DLC, The Ringed City, manages to top this, in that you can count the types of enemies that aren't​ ''aren't'' hellishly difficult on one hand.



** The Hollow Clerics, mad Miracle-users that crawl on all fours. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irithyll Jailers ever could. And sometimes they'll hit you with a swipe that can take out more than a quarter of your health.killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ jealous.
** The Ringed Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ just to avoid them getting a guaranteed hit on you.

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** The Hollow Clerics, mad Miracle-users that crawl on all fours. Their main attack is a spell with a deceptively long range that drains your health quickly and can even target you when you aren't even able to be seen by them. And their defenses are absurd due to that lump of stone. And if you do manage to get them to low health, they cast a self-healing miracle that can also drain your health faster than the Irithyll Jailers ever could. And sometimes they'll hit you with a swipe that can take out more than a quarter of your health.killing Killing these guys often takes constant movement and trying to out damage them before they can heal, which is made difficult already due to their defenses and even worse because they're often surrounded by difficult enemies and in places you can't easily reach, meaning killing​ killing them can either take forever or be borderline impossible depending on your loadout. Later versions of these enemies also have a deceptively fast spinning attack, which are fast and deadly enough to make the older bonewheel skeleton​ skeletons jealous.
** The Ringed Knights can give the Lothric Knights a run for their money with their strong armor, speed, powerful attacks, and ability to buff their attacks with fire. Said knights also seldom come alone, and carry dragon shields that can both blow you away and torch you with flames. It doesn't help that a lot of their attacks can literally catch you off of a roll, meaning you actively have to time all your rolling​ rolling; just to avoid them getting a guaranteed hit on you.



** The worst offender tends to be the Adjudicator Giants. From far away they spawn phantoms of Ruin Sentinel platoons to bombard you with arrows and turn you into a pincushion, Halflight with his blue flame trail that follows you, Ledo with his stone hammer fully buffed and ready to smash you with (who often spawns ''right next to you''), and very rarely, "an archdragon spewing forth flames from above". Getting close enough to kill them is an effort in itself, and even sniping them out of aggro range will cause them to spawn phantoms in your immediate vicinity to kill you. Fortunately some of the time when you get close enough they resort to easily avoided meele atttacks, but more often than not, they'll summon the Sentinels and Ledo in tandem. Worst part? Contrary to what their restricting passage manner would suggest, they respawn, meaning you that you have to go out of your way to kill them repeatedly if you want to explore certain areas safely.

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** The worst offender tends to be the Adjudicator Giants. From far away they spawn phantoms of Ruin Sentinel platoons to bombard you with arrows and turn you into a pincushion, Halflight with his blue flame trail that follows you, Ledo with his stone hammer fully buffed and ready to smash you with (who often spawns ''right next to you''), and very rarely, "an archdragon spewing forth flames from above". Getting close enough to kill them is an effort in itself, and even sniping them out of aggro range will cause them to spawn phantoms in your immediate vicinity to kill you. Fortunately some of the time when you get close enough they resort to easily avoided meele melee atttacks, but more often than not, they'll summon the Sentinels and Ledo in tandem. Worst part? Contrary to what their restricting passage manner would suggest, they respawn, meaning you that you have to go out of your way to kill them repeatedly if you want to explore certain areas safely.


* The Skeleton Swordsmen in the Catacombs of Carthus are absolute bastards to deal with. They're [[LightningBruiser Lightning Bruisers]] to the core that can dash, sidestep, and ''teleport-roll'' as fast as Hunters in ''VideoGame/{{Bloodborne}}'' and hit like freight trains, all their weapons do some form of bleed damage, they often are equipped with Carthus Curved Swords that can get around your shield for ScratchDamage, they throw Kukris at range that do bleed damage and can stun-lock (as well as occasionally throwing out 3 at a time), and they have deceptively high health. Even worse is the fact that they are almost always encountered in pairs so that you have to worry about where one is while trying to kill the other. They're so bad that most people would prefer to deal with the '''Bonewheel Skeletons''', the other skeletal DemonicSpider of the series, rather than try and take these walking Cuisinarts on.

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* The Skeleton Swordsmen in the Catacombs of Carthus are absolute bastards to deal with. They're [[LightningBruiser Lightning Bruisers]] to the core that can dash, sidestep, and ''teleport-roll'' as fast as Hunters in ''VideoGame/{{Bloodborne}}'' and hit like freight trains, all their weapons do some form of bleed damage, they often are equipped with Carthus Curved Swords that can get around your shield for ScratchDamage, they throw Kukris at range that do bleed damage and can stun-lock (as well as occasionally throwing out 3 at a time), and they have deceptively high health. Even worse is the fact that they are almost always encountered in pairs so that you have to worry about where one is while trying to kill the other. They're so bad that most people would prefer to deal with the '''Bonewheel Skeletons''', the other skeletal DemonicSpider of the series, rather than try and take these walking Cuisinarts on. The one saving grace is that blunt weapons will temporarily break them to pieces, allowing you to focus them down while they try to reform or give you some breathing room when dealing with multiple.

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** The so called [[MemeticMutation Dragon Butts]] in Lost Izalith. They are big, they do a lot of damage, and they all stand in a giant lake of lava, meaning you take constant damage while trying to fight them. As of the current patch, they are relatively easy enough to simply avoid, but in the initial release, their agro radius was ''huge'' meaning it was almost impossible to get through the area without all of them wanting to kill you.

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** And ''Scholar of the First Sin'' makes them even worse by more than doubling the amount of knights that you have to face in the same area. It becomes extremely easy to get swarmed by them. You can't even talk to the merchant near the first bonfire of the area without killing at least 4 knights, while you had to kill maybe 1 in the base version.

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** Even worse, the two Royal Sentinels are outside [[ThatOneBoss Ornstein and Smogh's boss room]] and respawn. This, in and of itself, isn't too much of a problem since you can easily sprint past them. However, given the difficulty of the upcoming boss fight, you may want to make use of the nearby summon sign to bring Solaire with you... meaning you'll probably need to kill the sentinels (and silver knight near the summon sign) if you don't want your ally [[ArtificialStupidity to pull a "Paladin Leeroy"]].


* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.

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* Going down to the swamp of Farron Keep for this one, we have the giant shamans Elder Ghrus that hang out there. They These giant shaman have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.


** None are more aggravating than the Frozen Reindeers fought in the Frigid Outskirts. Large, fast, and capable of charging you like a steam train, they also discharge electric attacks that stagger you regardless of poise. Due to the near-perpetual snowstorm of the area, it can be quite difficult to direct your attacks on the enemy, and if you're unlucky enough, you can get swarmed by several of them.

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** None are more aggravating than the Frozen Reindeers fought in the Frigid Outskirts. Large, fast, and capable of charging you like a steam train, they also discharge electric attacks that stagger you regardless of poise. Due to the near-perpetual snowstorm of the area, it can be quite difficult to direct your attacks on the enemy, and if you're unlucky enough, you can get swarmed by several of them. They also guard a long path to the boss with no shortcut. Oh, and they're the only enemy in the franchise who respawn ''on their own,'' not just when you rest at a bonfire.


* Alonne Knights in Iron Keep have infinite poise, very erratic and fast attacks which are difficult to read and parry, and they have the tendency to all gang up on you.

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* Alonne Knights in Iron Keep have infinite high poise, very erratic and fast attacks which are difficult to read and parry, and they have the tendency to all gang up on you.you. Oh, and some of them have Greatbows. [[ThatOneLevel welcome to Anor Londo 2.0]].


* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole.

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* Going down to the swamp of Farron Keep for this one, we have the giant shamans that hang out there. They have a nasty habit of hiding in the parts of the swamp where the muck is too thick to run away. Every single attack with the trees they carry creates a burst of flaming skulls, making it so there is no safe time to try stabbing them. And since being poisoned, getting hit by a magic tree and then getting hit by 15 magic skulls really hurts, they make it even easier to die in this hellhole. The cherry on the pain sundae is that they also have a powerful area of effect attack that can cost you about half or more of your health.

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** So notorious are the Bonewheel Skeletons that some rampant psycho decided to make [[https://www.nexusmods.com/darksouls/mods/1383 a mod]] that replaces almost every enemy in the game with them.

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** There's also the Alonne Knight Captains. In addition to being just as durable and resilient as the standard knights, they're [[IaijutsuPractitioner Iaijutsu practitioners]] whose katanas are infused with [[ShockAndAwe lightning]], which, coupled with their fast and erratic attacks and combos, makes fighting them even more of a nightmare than the knights. And if you try to run away from them, not only can they catch up to you, but they can hit you with a palm strike once they manage to close in on you, stunning you for a moment. And like the Alonne Knights, they have a tendency to gang up on you. Lastly, should a player be on Bonfire Intensity 2 (whether if they used a Bonfire Ascetic or started [[NewGamePlus NG+]]), the Iron Keep will be populated with red phantom versions of the Alonne Knight Captains, including one in the room after the bridge. [[SarcasmMode Have fun]].


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** Also from the same DLC are the Astrologists. Hexers populating the [[BrutalBonusLevel Iron Passage]] who work in tandem with the Fume Sorcerers, they spam the Profound Still and Promised Walk of Peace hexes, making it hellish not just for melee players but also players utilizing spells, and if any player attempts to get close and attack them, they can retaliate with Sunlight Spear and Blinding Bolt. And, depsite their choice of armor, they have a lot of health, and should they get hurt, they can cast Great Heal, which not only affects them, but also their allies should they get hurt. One way to defeat them is to cast Profound Still before they do, then snipe them from afar; if that doesn't work, the only other option is to run and avoid them (which is easier said than done).


* The Hollow Assassins in the lower Undead Burg. While they may not have much health, they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills a player regardless of current health when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them. On top of that, once you get past them, you encounter [[ThatOneBoss the notorious Capra Demon]].

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* The Hollow Assassins in the lower Undead Burg. While they may not have much health, they attack in groups of three or four, can fill up around a third of a player's bleed bar which instantly kills knocks a player regardless of current health huge chunk off the player's HP when filled, can stunlock players with low poise, and have an infinite amount of throwing knives that will stagger most players attempting to use sorcery or pyromancy against them. On top of that, once you get past them, you encounter [[ThatOneBoss the notorious Capra Demon]].


** If you take the shortcut through the Depths and go straight for the boss, bypassing the Channeler you would have encountered on the normal route, guess what? ''The Channeler can buff the boss''. Although many players consider that particular boss a bit too easy, so maybe you would prefer fighting it this way.



* [[KillItWithFire Torch]] Hollows. Take the ''basic enemy'' of the game, confiscate the broken and rusty sword it normally carries and give it a torch. Torch Hollows have earned as much respect and fear as the Wheel Skeletons to some players, and can do significant damage if it lands a full frenzy attack combo. The Depths bonfire typically hosts the numerous bloodstains of those that tend to forget how much of a threat the single Torch Hollow guarding the corridor out can be.

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* [[KillItWithFire Torch]] Hollows. Take the ''basic enemy'' of ''weakest enemy in the game, game'', confiscate the broken and rusty sword it normally carries and give it a torch. Torch Hollows have earned as much respect and fear as the Wheel Skeletons to some players, and can do significant damage if it lands a full frenzy attack combo. The Depths bonfire typically hosts the numerous bloodstains of those that tend to forget how much of a threat the single Torch Hollow guarding the corridor out can be.


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** The spear-wielding Ghru, though nowhere near as bad, still deserve a spot here for one reason: They can do the same frenzy attack that earned the Torch Hollows from the first game a spot on this page, only it has a ''much'' longer range since they have a spear. A spear that can and will poison you before the frenzy is even finished.

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* Leave it to Road of Sacrifices to make the ''basic enemies'' there this. The basic Hollows wielding long tree branches will ruin your day. They have amazing range with their branches, do enough damage to easily kill those who don't block, and will eat up the stamina of those that do. Not to mention that, if fought in pairs, which they usually come in, they can easily stunlock you between each other with little chance of survival or escape.


Almost every single basic {{mook}} in ''Videogame/DarkSouls'' would qualify as a DemonicSpider in any other game (and you are very likely to die a few times during the ''[[FakeDifficulty tutorial]]'') than [[NintendoHard this one]], but there are some that stand out to the point of making you want to punch the screen in frustration. Without further ado, here are some of those DemonicSpiders:

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Almost every single basic {{mook}} in ''Videogame/DarkSouls'' would qualify as a DemonicSpider in any other game (and you are very likely to die a few times during the ''[[FakeDifficulty ''[[EarlyGameHell tutorial]]'') than [[NintendoHard this one]], but there are some that stand out to the point of making you want to punch the screen in frustration. Without further ado, here are some of those DemonicSpiders:

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