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** Stonecore Earthshapers in the Stonecore. If the player doesn't interrupt a certain spell, they transform into a Force of Earth, and start using AOE attacks that devastate the party.

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** "Resistance is futile" indeed.

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** Like the the TV series, Borg cubes fire shield-draining torpedoes at you, and no amount of shield recharge powers you have on hand will keep your shields from collapsing and staying down until the fight is over. This necessitates the use of armor plating. Without it, you will die. One Borg cube will provide a long yet not impossible fight on your hands. Two cubes are virtually impossible to defeat solo.
***
"Resistance is futile" indeed.



** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]

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** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]]]
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* {{Runescape}} has the Shadow Spiders in the Chaos Tunnels in particular, everytime they smack you, you lose 50% of your prayer, why so bad? You want to use it for the green dragons ahead of you. No problem there, then another demonic spider comes up in the form of baby Black Dragons, they have very poor drops compared to their big dragon den mothers and smack quite hard and quick, they don't have dragon breath however which makes them more like GoddamnedBats then spiders. But when you are doing slayer assignments such as killing green dragons. They fit this trope perfectly since the other choice is to risk meeting a revenant out on the wild.

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* {{Runescape}} has the Shadow Spiders in the Chaos Tunnels in particular, everytime they smack you, you lose 50% of Spiders. They aren't particularly damaging, but getting hit by one cuts your prayer, prayer points in half. When you consider that prayer points are used both to NoSell enemy attacks and give hefty buffs, you see why they're so bad? You want dangerous, especially considering that Jagex loves to use it for put these guys right at the green dragons ahead start of you. No problem there, then another demonic spider comes up in the form of baby Black Dragons, they have very poor drops compared to their big dragon den mothers and smack quite hard and quick, they don't have dragon breath however which makes them more like GoddamnedBats then spiders. But when you are doing slayer assignments such as killing green dragons. They fit this trope perfectly since the other choice is to risk meeting a revenant out on the wild.several dungeons.



** The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics, particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run as fast as you, so unless you've got some manner of run energy regen at your disposal, you're screwed.

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** *** The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics, particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run as fast as you, so unless you've got some manner of run energy regen at your disposal, you're screwed.
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*** Fortunately, there is a cure which can be bought for just 200 gp, and potions which give immunity for several minutes can be made with Herblore.
*** One of the challenge rooms in Dungeoneering is a bit of a {{DemonicSpider}} ''web''. The Mercenary room is ''impossible'' to complete without racking up several deaths on a solo dungeon. On a members world, it might involve getting attacked from all three sides of the combat triangle at once by Tier 11 mercenaries.
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** The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics, particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run at your speed, so unless you've got some manner of run speed regen at your disposal, you're screwed.

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** The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics, particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run at your speed, as fast as you, so unless you've got some manner of run speed energy regen at your disposal, you're screwed.
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** The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics, particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run at your speed, so unless you've got some manner of run speed regen at your disposal, you're screwed.
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I think the wisps from La Tale count as demonic spiders.


* A weird example, [[NeedForSpeed Need for Speed: World]] has DemonicSpiders in the form of Rhino [=SUVs=], which usually come in packs of two and try to ram you head-on. For balancing reasons, EA Black Box has made getting busted in a pursuit much easier (the speeds required to start draining your ''Busted'' meter has been increased greatly), and a single Rhino charge will bring your car to a dead stop instantly, regardless of how fast or heavy it is. Rhinos are incessantly annoying at lower heats (with space, they're easy to dodge), but they become extremely deadly at heat 5, where loads and loads of roadblocks will impede your practical top speeds and Rhinos come in every thirty seconds. If a Rhino scores a direct hit, using powerups to escape is essentially a prerequisite.

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* A weird example, [[NeedForSpeed Need for Speed: World]] has DemonicSpiders in the form of Rhino [=SUVs=], which usually come in packs of two and try to ram you head-on. For balancing reasons, EA Black Box has made getting busted in a pursuit much easier (the speeds required to start draining your ''Busted'' meter has been increased greatly), and a single Rhino charge will bring your car to a dead stop instantly, regardless of how fast or heavy it is. Rhinos are incessantly annoying at lower heats (with space, they're easy to dodge), but they become extremely deadly at heat 5, where loads and loads of roadblocks will impede your practical top speeds and Rhinos come in every thirty seconds. If a Rhino scores a direct hit, using powerups to escape is essentially a prerequisite.prerequisite.
*In [[LaTale La Tale]], there are wisps, which follow you around and not only damage you constantly and over time, but they [[ManaDrain also drain your SP]]. Wisps also have a lot of health. God help you if three or four attack you at once. [[JustifiedTrope Granted]], they DO give you a ton of experience points, but [[YourMilagemayVary still]]...
**And then there are the other enemies in the same area. [[http://tvtropes.org/pmwiki/pmwiki.php/Main/Poltergeist Animate Jars]], [[OurGoblinsAreDifferent Night Goblins]], and [[CuteGhostGirl Miss]] [[StringyHairedGhostGirl Gagas]], oh my!
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* {{Phantasy Star Online}} has plenty of them too, with the worst of them all being the Delbiter. This is an enemy that will charge at you as it spawns, then charge at you again if it hasn't closed the distance, will shoot a fast-moving laser at you almost instantaneously, has an almost unavoidable close-range attack, will counter-attack with a battle aura that will either confuse, stun, or outright kill you, and will completely stop flinching from your attacks after losing a certain amount of HP. God help you if you ever end up in a room with more than one of these bastards at one time.
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** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]

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** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]]]
* A weird example, [[NeedForSpeed Need for Speed: World]] has DemonicSpiders in the form of Rhino [=SUVs=], which usually come in packs of two and try to ram you head-on. For balancing reasons, EA Black Box has made getting busted in a pursuit much easier (the speeds required to start draining your ''Busted'' meter has been increased greatly), and a single Rhino charge will bring your car to a dead stop instantly, regardless of how fast or heavy it is. Rhinos are incessantly annoying at lower heats (with space, they're easy to dodge), but they become extremely deadly at heat 5, where loads and loads of roadblocks will impede your practical top speeds and Rhinos come in every thirty seconds. If a Rhino scores a direct hit, using powerups to escape is essentially a prerequisite.
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*** These are most of the most menacing enemies...but this is a game where any enemy can have very powerful {{Status Buffs}} including halving all damage they take and doubling all damage they deal...so yeah.

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*** These are most of the most menacing enemies...but this is a game where any enemy can have very powerful {{Status Buffs}} [[StatusBuff Status Buffs]] including halving all damage they take and doubling all damage they deal...so yeah.
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** Darbelans are giant evil SEED fomrs that have a spinning attack of doom and a short-range power spell...fortunately they are rare enemies.

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** Darbelans are giant evil SEED fomrs forms that have a spinning attack of doom [[DoomyDoomsofDoom doom]] and a short-range power spell...spell (Damdiga)...fortunately they are rare enemies.



*** These are most of the most menacing enemies...but this is a game where any enemy can have very powerful {{Status Buffs}} including halving all damage they take and doubling all damage they deal...{{so yeah}}.

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*** These are most of the most menacing enemies...but this is a game where any enemy can have very powerful {{Status Buffs}} including halving all damage they take and doubling all damage they deal...{{so yeah}}.so yeah.
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* In {{Phantasy Star Universe}} there are numerous enemies that fit this {{trope}}.
** Darbelans are giant evil SEED fomrs that have a spinning attack of doom and a short-range power spell...fortunately they are rare enemies.
** Gaozorans are {{Black Mage}} type enemies with *RIDICULOUSLY* overpowered spells. Also, they {{Teleport Spam}} around the room and have a fair amount of hit points. Resistant to magic.
** Jarbas are [[MightyGlacier exceedingly tough]] enemies that cast [[OneHitKill Megid]] repeatedly from a range...or [[InstantDeathRadius Dambarta]] up close. Resistant to [[HitAndRunTactics melee and spells]].
** Komazli are much like Gaozorans, but with [[StandardStatusEffects Grants]] and the ability to heal themselves.
** Dilnazen are giant sword-armed enemies that jump at you from half a screen and launch knockback inducing purple energy bolts. Oh...and they're practically [[GunsAreUseless immune to ranged attacks]].
*** These are most of the most menacing enemies...but this is a game where any enemy can have very powerful {{Status Buffs}} including halving all damage they take and doubling all damage they deal...{{so yeah}}.
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*** Best response to the resurrection ability is to lay down the "Frozen Soil" effect. It prevents any resurrection spell being used in the affected area. Only problem is, that includes ''your'' resurrection spells too.
** In the first campaign the wandering Hydras of the Crystal Desert could easily become this. While their damage output usually wasn't bad, their [=AI=] tended to wait until you group up and then all of the Hydras would cast "Meteor". Three Meteors could kill a group, and guess what the standard number of Hydras in a group is.
** The [[ChurchOfEvil White Mantle]] and [[HiredGuns Peacekeepers]] can easily become this. Each class can have one of several different skill sets, making predicting which ones in a pull are the real danger difficult. The monk might be a heal, but it could also be a dps; the elementalist might be a spiker or it might have area spells; and any single one of them could have a spell that resurrects any dead ally at full health. Some of their builds actually seem to be inspired to power-gamers, just for that extra bit of insult to the many [[TotalPartyKill injuries]].
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** Note that most of the above examples have been nerfed into oblivion with the ''Cataclysm'' expansion, which overhauled a majority of the old content and gave considerable power boosts to most classes in the early levels. Most modern instances of this trope turn up in the level 80+ zones, generally due to wonky respawning issues and mob density. The cultists in the "gauntlet" section of Twilight Highlands leading up to the entrance of Grim Batol deserve special mention. The packs are huge, the melee'ers hit like trucks, and the casters love to snare you with frost spells.
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Gay

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Gay* In ''CityOfHeroes'', the Malta Group's Sappers, whose signature ability can completely [[ManaDrain drain your endurance]] unless you have some protection against it (none of which is quite 100% as it is). And the Sappers are just minion-ranked enemies.
** Malta group in general is extremely aggravating to fight. Whether it be their 30 second stuns (no... seriously), their [[strike:auto-turrets]] flying gun drones, their Gunslingers, and their Zeus Class Titans that can decimate you if you're at juuuuust the right distance. And let's not forget their sister organization, Knives of Artemis. They are an utter '''nightmare''' to fight in large groups. They all use caltrops, they all have long-duration tranquilizer darts which stack and put you to sleep for a second (detoggling everything), and they all use the same sort of stun grenades as Malta. In a large group, you're basically fixed in your location, stunned (even if you have a resistance ability, it will get taken off by tranquilizer dart stacking), and just waiting for the psycho bitches to slaughter you. They are the ultimate demonic spiders.
*** Electric Armor Brutes are nigh-immune to endurance drain by the level Malta appear at and laugh at Sappers. None of the stun grenades or tranquilizer darts are unresistable, but they have such a long duration that you can easily run to the next group and get detoggled because their darts/grenades stacked with the effect that was still on you from the previous group.
*** Malta lieutenant and boss level stun grenades last forty-five seconds against Heroes or Villains of the same level. These enemies can kill a player character in less than ten.
*** Stone Armor is basically immune to stun/sleep and resistant to endurance drain, thanks to Rooted. Unfortunately, you're also [[MightyGlacier ground-bound and slow as molasses,]] which is a problem once the sappers start to ''teleport'' and ''fly.''
** The Tsoo are hardly slouches, either. You encounter them at relatively low levels, and they're presented as being little different from the fire- and darkness-themed beginning gangs, or the elemental- and superstrength-themed gangs of the next tier—threats, to be sure, but nothing special. Then you actually meet them. Their basic minions will attack in swarms, throw Caltrops (slowing you dramatically and placing a [=DoT=] on you for as long as you are standing on them... also, AI-controlled pets will go berserk trying to escape them), put you to sleep, lock you down completely, stun you (and doing obscene amounts of damage), lower your defense, siphon off your attack power so that your damage output is crippled and their own is sent through the roof, and siphon off your speed so that you're reduced to a desperate crawl while their buddies pound you to mush and THEY'RE zooming around the level at seventy miles an hour screaming "Yipa, yipa, andale, andale!" All this while their Lieutenants are teleporting in and out, healing their compatriots, blowing you halfway across the map with their hula-hoop tornado, reducing your accuracy to the point that you couldn't hit the broadside of a barn from the INSIDE, and occasionally punching you in the face. Oh... and their massive quantity of boss-types (third-tier enemies) have most of the abilities of their minions, as well as being able to do fun things like fly, turn invisible, knock you around like a ragdoll in a number of entertaining fashions, poison you, immobilize you, hurl random chunks of the landscape at you, set you on fire, freeze you solid... it makes doing Tsoo missions interesting, believe me. Thankfully, they're mostly confined to a very narrow level range.
*** The Tsoo are not nearly as annoying if the character possesses status protection and does not try to engage too many of them at once. A Controller or Dominator can easily shut down the Sorcerers before they can cause a problem.
*** The problem with the Tsoo is that they have the dubious honor of introducing—early on—heavy duty support lieutenants and heavy mezzing minions. A harsh wake-up call.
**** And as a result, the Tsoo are pretty much ''the'' reason to take the status protection power(s) you've been putting off as soon as you begin to encounter them. It only gets worse from here on out... (See the other entries for this game.)
**** One favorite tactic for Illusion Controllers or Dominators is to use their Confuse power(s) to make the Tsoo sorcerers ''switch sides.'' Of course, it does wear off... usually at the wrong time.
** The [[CircusOfFear Carnival of Shadows]] illusionists, with their ability to phase, becoming untouchable, [[TheComputerIsACheatingBastard even when they're not supposed to be able to do anything]], are [[GoddamnedBats merely annoying]]. Master illusionists, on the other hand, can do the phasing thing, and if you don't keep them shut down, will summon in short order about five pets (some of which summon additional pets), drastically altering the odds against you. The Ring Mistresses, with their ability to completely shut down your endurance recovery, are decidedly nasty, too.
** Night Widows. Are highly resistant to holds and other basic forms of control, which sucks when your only defense is holds. And throw a smoke grenade so you can't see anyone else, which means you can't hold anyone else, which sucks when your only defense is holds. Fortunately you can just pop an Insight (like an accuracy potion) to see again, but when you don't have an Insight...
*** Some powersets have perception bonus powers which essentially nullifies the smoke grenades effect. There is also an invention enhancement that any character can obtain that has the same effect, as well as a power from the Pools (Tactics—admittedly requiring the commitment of a power pool selection and two power choices, which is non-trivial) that also grants Perception.
** Rularuu are an entire faction of DemonicSpiders, intentionally made as such. Floating eyeballs that hit hard and are nearly impossible to dodge and [[MookMaker summon more eyeballs]], little imps that spam holds and fuse together into ''bigger'' imps with full health when damaged, big brutes that boost every bad guy's damage and health while draining your resistance and [[{{Mana}} endurance]], and spindly gold humanoids that spam more holds and buff defense and send psychic damage everywhere. For over a year after their release into the game, one of their [[ClimaxBoss archvillain]]-level bosses could kill [[StoneWall tanks]] in a single shot. They all have boatloads of Status Effects to pass out. Oh, and they're in the [[ThatOneLevel most irritating zones to travel through, and the longest group missions in the game]]. Thankfully, most players have little reason to go there.
** Ballistae used to detoggle and knock back with a single, ranged, spammable attack. While that's nothing too dangerous for archetypes that never had mez protection in the first place, people used to shrugging off mezzes and knockback were in a world of hurt as most of their defenses would no longer work at all. They also hit ridiculously hard. This got so bad that the detoggle effect eventually had to be removed.
** To a fairly weak scrapper with super reflexes who depends on his toggle powers to not be hit the Freakshow with their stun attacks and large smashing damage are DemonicSpiders, things are going fine until wait I'm stunned, wait I'm down to 5% hit points. Combine with the fact that not only do they self heal but they can self resurrect...
** This Troper ceased playing the game a couple of years ago, yet he still shudders at the thought of fighting [[TheFairFolk Red Caps]] in melee.
** The list could go on and on, but ultimately, YourMileageMayVary. Every single one of those listed DemonicSpiders has a very effective counter. A Scrapper supported by a Kinetic Defender will scythe through Knives of Artemis. Controllers and Dominators can lock down the most annoying mobs like Sappers or Sorcerers. A Ballista is helpless if you reduce its accuracy. And so on, and so on...
* ''WorldOfWarcraft'' has Monstrous Kaliri in Skettis. They're fast patrolling aerial monsters that, once locked onto your ass will chase you down, slow you down, and eventually knock you off your flying mount unless you have immunity from daze, and only tank specced characters with sufficient defense will have this blessing. If you can't escape them, then your only hope is to land somewhere safely so you can kill them at your leisure, and 'safe' landing points are rare enough as it is in Skettis. Blizzard even upgraded their AI, changing your chances to escape from "low" to "extremely slim".
** Also the trolls of Zul'Mashar. One type will immediately run for help, making it pretty much impossible to fight one at a time. Even the murlocs have the decency to wait until they've been damaged. The other turns you into a frog, and uses a Life Drain on you as you helplessly hop around on the floor. If you're playing the wrong class the only way to kill them is to ''wait until they run out of {{mana}}''.
*** Similarly, Kurzen Medicine Men in Stranglethorn Vale. If you had no way of stopping a heal spell from going off or couldn't do a lot of damage quickly you pretty much had to wait for them to bleed their mana dry, as they could heal to practically full health with each heal.
** Let's not forget those basilisks in Zul'Farrak that like to stun you in the middle of fights. Or all of those hostile elite mobs that are overpowered for their zones and like to come out of nowhere and attack. You know...the Sons of Arugal in Silverpine, the devilsaurs in Un'goro Crater, the fel reavers in Hellfire Peninsula, ''et cetera''?
*** In Un'goro crater, those Pterrordaxes too. One variant will randomly cast fear on you once in a few seconds which makes you run around like an idiot and there is a good chance that you will aggro more monsters.
*** Alliance players will remember their own version of the Sons of Arugal, Mor'ladim in Duskwood falls under this category. He may have been nerfed, but players who have been playing for long enough will remember him. Looks like many of the other skeletons in the area, moves incredibly quickly, and will kill you in two hits if he gets close enough. Many a high level player would come back to this area when they could kill him and murder him over and over again. Another honorable mention from Duskwood is Stitches, mighty quest-summoned abomination. Nerfed into oblivion as of now, but he used to be so strong he devastated Darkshire on his own.
** The assorted Defias thugs near the Human starting area. They aren't, but unlike every other starting zone enemy, they are hostile, and will swarm you to death unless you very carefully pick their groups apart. Oh, and they run and call for help.
*** They have been made nonaggressive in a pre-Cataclysm patch, so this no longer applies. It's still a good example, though.
** Defias Pillagers, level 14ish spellcasters that were located in Westfall and in large numbers in the town which contained the first dungeon most Alliance players would go through. Prior to the 2.3 patch, these guys would cast Fireballs that hit immensly hard for there level, so much so that they frequently were on the list for the top 10 most dangerous mobs (Mobs that kill the most players).
*** They only nerf them by just a tiny bit though, they still hurt like hell for appropriate player level.
** How the heck has Void Reaver trash not been mentioned? All it takes is for one of your locks to miss a banish for a couple of seconds and the next thing you know, half the raid is face down on the floor from that damned sawblade spam.
** Mobs with elemental immunity probably apply for most caster classes, since nearly all casters will be focusing on spells of one element. Run into an enemy (or three) that's immune to that element, and you're stuck with the spells you've been neglecting and may not even keep on your action bar. And if you rely too much on "crowd control" (read: if you're a mage) there are mobs that are immune to that, too.
* To date, there is no enemy in FinalFantasyXI quite like the Soulflayer. For starters, unlike regular monsters, who take offense to your appearance, the sound of your feet on the grass, your particular odor, or perhaps the audacity with which you cast magic spells in their presence, the Soulflayer is a humorless dick and will assault you for performing ''any'' of the aforementioned actions. A Soulflayer would agro thoughts if technology permitted. If you want to avoid them, preventative measures like Sneak won't work and you won't be able to Sleep it if it does agro you. And if you happen to wander too close to a congregation of Soulflayers, the one you ''did'' agro will alert all the others via high-speed telepathy, potentially raining Soulflayers down on you ''en masse''. Like other Black Mage-types in the game, it makes liberal use of area of effect spells (which are particularly devestating in XI due to player reliance on "blinking" individual directed attacks) and, arguably worse, a spell that causes players who strike it to become paralyzed. That wouldn't be so bad in and of itself, except that the processing rate is practically 100%, so unless you want to be completely useless against it, you will need to dispel that effect immediately... except that it's near-immune to Darkness-based spells, which includes, oh, hey, ''Dispel''. And it only gets better. Among the plethora of abilities it has at its disposal, it can dispel all of your buffs, create magical shields to absorb magic damage, and bust open the Ark of the Covenant to inflict only the most impotence-inducing status effects known to man (and some unknown to man). And finally, they're gross. They even [[{{Squick}} squelching noises]] when they move. You just have to fear and loathe them and respect their status as the Queen Bitch monster of FFXI.
** In all fariness, there are light-based options for Sleep and Dispel, but that doesn't make these any less bitchy.
** Wamouras. They heal thousands of HP just from being ''debuffed'', drain all of your MP and go [[DragonBallGT SSJ4]] on a whim.
** Apkallu can classify as this. At first, they're extremely weak, but as you kill them and build up "Apkallu Hate," their combat abilities grow exponentially, to the point that even an Even Match Apkallu will have almost capped Evasion/Guarding/Countering against you.
** In the third expansion, "Treasures of Aht Urhgan", players were introduced to a breed of tiny bug enemies called Chigoes. Not only do these things do massive damage to you at a very quick rate, but they are nearly invisible until they're assaulting you. There is no name hovering over their head, nor are they targetable, until they begin to attack you. Your only defense is to keep an eye out for a little bouncing bug in the high grass you're walking through (though the spells Sneak and Invisible help). However, it should be noted that Chigoes are instant killed by any damage dealing job abilities (like a Dragoon's Jump or a Paladin's Shield Bash), or by critical hits, making them an uncommon sort of ''Glass Cannon''. There's also one Sheep monster that spawns an infinite supply of Chigoes to pester players hunting it.
** Speaking of invisible monsters, Yovras (affectionately dubbed "UFOs") are also nightmare-inducing. Their absolutely devestating arsenal of TP attacks is one thing, but what's even worse is the fact that they regen at rate of 100-250HP every 3 seconds. Before the level cap increase, their natural regen rate alone would often induce a stalemate against lowman groups farming them.
** Even worse are the Lou Carcolh, introduced in the Wings of the Goddess Expansion. They have a special move which will UNEQUIP EVERY SINGLE PIECE OF ARMOR on you. This isn't all: the move prevents you from reequipping for a short duration, and applies a movement speed debuff so you can't run away. Only beastmasters used these as pets, and the pet mechanics meant if you ever lost charm, the mob would immediately turn to you and often use a random special move instantly. A good chance was that it used that move.
*** Many enemies in FFXI were demonic spiders of some form or another. Spider mobs could one-shot players with their Sickle Slash move. Corses could charm players: that made them impossible to straight tank, and if you soloed one with a pet and got charmed, you'd drop aggro and follow the mob around till charm dropped, often meaning certain death. A bomb's self-destruct could wipe out a whole party. There's a reason the game was nicknamed "Crab Fantasy XI"-crabs were one of the few mobs that weren't demonic and were safe to level on.
* {{MMORPG}} ''Ragnarok Online'' has many versions of these on various maps. While each player has their own personal Bats this editor's "favourite" are the Ridewords in the Clock Tower. Clock Tower is one of the best places for mages to level as the firewall spell (one of the best defensive spells) can be put to good use against most of the enemies there. The Rideword is a possessed demon book that eats mages for breakfast. Not only is it generally fast enough to avoid firewall, but it has an annoying habit of spawning next to you while in the middle of fighting other monsters (usually in the middle of casting a spell, which leaves you helpless), can kill in one or two hits and has tons of HP. Other examples include literal bats (the bane of many new player), Wootan Fighters (super-powered apes in an otherwise tame jungle map) and Teddy Bears (about two-feet tall, super fast and wielding hammers in a dungeon with otherwise slow moving enemies). All of these monsters are just rare enough to not ward players away, but common enough that all players will eventually have one spawn right next to them while fighting the weaker monsters.
** DemonicSpiders in RO also vary by class and build; for Full Support priests, who can only reliably deal damage to [[ReviveKillsZombie the undead]], Mimics are the bane of existence. They're fast, attack for a moderate amount of damage (but ''fast''), and often, if not always the only non-undead monster on maps populated with undead monsters. Woe be to any acolyte levelling alone who hasn't learned Teleport...
*** Not to mention that they give crap for exp or loot, and their high Flee makes them annoying to every class. So naturally, they populate just about every decent leveling map for middle-high levels.
** RO wasn't always this way. Maps used to be somewhat logically balanced in terms of monster types (and only led to early deaths if one wasn't familiar with how lethal butterflies can be). Things went downhill after the prerequisite Japan-themed maps update, in which the developers thought it'd be a great idea to change most of the older monster spawning locations. Thus, at least one DemonicSpider would be put into a great deal of (once) popular maps. Another patch would also finally give monsters the ability to use magic and skills, either toughening pre-existing Demonic Spiders or making new ones out of some of the older monsters.
*** A large part of the reason for most of these changes was due to the idiot crowd using bot programs to speed level or farm items, and rampantly so at that. It proved relatively effective, too, given how few bot programs are capable of responding to changing situations.
** Hunter Flies are perhaps the earliest example of the trope in RO; they're fast, they hit hard, they attack quickly, and they have crazy-high evasion, which made them pretty difficult even for experienced players. Their addition to level 1 of the Geffen Dungeon ruined that spot for many lowbies trying to level there, which was only made worse when the skill update gave them the ability to teleport.
** Hailing from the [[BonusDungeon Biolabs]], Cecil Damon and Eremes Guile, superpowered, ghostly versions of the transcendent classes Sniper and Assassin Cross, respectively. Not only do their attacks do 4-digit damage to you, they get their respective job class skills, as well (which means she can [[ExactlyWhatItSaysOnTheTin ''snipe'']] you from far away, and he can sneak up and kill you before you even realize it). As if those weren't enough, all the Biolab ghosts are capable of [[ThereIsNoKillLikeOverkill quadrupling]] their attack power. At least their loots are awesome.
*** Cecil and Eremes are bad, but what about the High Wizard Kathryne? She can spam you to oblivion, not to mention the mini boss can use area of effect attacks with little to no cast time required. Howard is just annoying because he can break your stuff, and Seyren has an attack that pretty much instakills you (if this troper remembers correctly). Oh, and the Biolabs 3 monsters have ''identical'' '''boss''' versions of each one! The names are slightly different (ie: Assassin Cross Eremes is the boss while Eremes Guile is the regular monster); they're crazy aggressive and have a huge mob. Before you have a chance to run away you're usually already a corpse on the ground and cursing at your screen. As mentioned above, the monsters do have good loot and if you're able to kill a boss the loot is usually worth the frustration.
* A recent addition to ''KingdomOfLoathing: the Mine Crab (that is, a crab with a sea mine on its back), they exist in the absolute hardest level in the game (so far), have lots of hit points, do large amounts of damage, and if you hit them for more than 40 points of damage at * all* , they explode, killing you no matter what. They have lots of hit points and by the time you reach them, dealing less than 40 points of damage is a major production. Did I mention that if the battle runs too long you lose automatically?
* Part of the design philosophy in ''TabulaRasa''. If it isn't immune to half of the available weapons types, it probably can heal and rez allies, or can make themselves invulnerable for periods of time, or reflect damage back at you. The real fun enemies combine these attributes: Atta are immune to electric, thermal, and virulent damage, have massive health bars, spawn in groups, and choose between an attack that ignores armor or an attack that knocks you on your backside at range. Linkers will, at random intervals, make themselves invulnerable to all forms of attack and reflect any attacks against them and unleash all the damage done to them ''again'' as they become vulnerable again; players can and regularly do commit suicide trying to plink them. Rakash Repair Bots heal themselves and allies, ignore armor, have locations where machines spit one out every eight seconds, and can create copies of themselves, their allies, or even the player.
** The 1.5 patch made things worse; previously 'normal' troops that were only immune to a couple damage types now turn other bad guy corpses into chain reaction bombs, can throw off player accuracy, and/or suck players into a small area before unleashing artillery.
* The MMORPG ''MapleStory'' has a large number of these depending on player level and class, such as Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.
** Electrophants are particularly aggravating; they deal around 100 touch damage (which is tiny), and around 700 magic damage (which is lethal at the levels you would fight them at).
* {{Runescape}} has the Shadow Spiders in the Chaos Tunnels in particular, everytime they smack you, you lose 50% of your prayer, why so bad? You want to use it for the green dragons ahead of you. No problem there, then another demonic spider comes up in the form of baby Black Dragons, they have very poor drops compared to their big dragon den mothers and smack quite hard and quick, they don't have dragon breath however which makes them more like GoddamnedBats then spiders. But when you are doing slayer assignments such as killing green dragons. They fit this trope perfectly since the other choice is to risk meeting a revenant out on the wild.
** Speaking of Revenants, they're demonic spiders themselves. They can attack you while you're already in combat with something else, freeze you, poison you, and prevent you from teleporting, heal themselves, cure themselves of poison, and are overpowered for their combat level. I know the player killers they were meant to replace could do this too, but not all players could inflict the StandardStatusEffects, and several are, like, 50 times more powerful than a player of the same level. There are NOT ANY LEVEL 7 PLAYERS THAT CAN DO 90 DAMAGE. Or freeze you. Or teleblock you.
*** Or freeze you ON A FREEPLAY SERVER.
*** Or attack from beyond the draw distance(!!!), which is almost a guaranteed freeze or teleblock.
** The Dungeon Spiders in Dungeoneering, oh so very much. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Food is a very important resource in this due to the bosses, so losing health this much is a massive issue. However, it's not just that. [[TheComputerIsACheatingBastard These things cheat so severely it's not even funny.]] How, you ask? By managing to ''Poison you while you're under the effect of Protect From Melee, which prevents this on any other enemy in the entire game.''
** There's also Shadows in [[ThatOneLevel The Temple of Light]], from "Mourning's End, Pt 2". They do a huge amount of damage and interrupt you when you're trying to work ThatOnePuzzle. Note that as part of the puzzle, you must bring up windows on-screen, and being attacked automatically closes those windows.
* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO? Lets count...
** The most memorable are the Cherry Fluffs. Nearly everybody has their favorite story about their first foray into Zen Gardens, seeing a Cherry Fluff, thinking "oh I eat these guys for breakfast", and then getting beat when the fluff they attack explodes for ''over 100 damage''. It's not recommended to use area-of-effect attacks in Zen unless you're ''absolutely sure'' there are no Cherry Fluffs around.
** Kokeshi Dolls are notorious for swarming (they're one of the earliest Animated to do so), especially if you're attacking their stronger Collectible form or [[ThatOneBoss Katsumi's Doll]], and they have a ranged attack.
** Taiko Drums, also in Zen, pack area-of-effect attacks and have attacks that knock the player around.
** The Flying Giftboxes ''regenerate''.
** Sand Fluffs in the Gold Beach area will sink you in quicksand, rendering you unable to move while they gather around to chip away your HP. You need ranged attacks to fight the Sand Fluffs.
*** As of recent updates, it's a slowdown effect rather than stopping you from walking, so at least you might be able to scroll to a new screen away from them.
** The Predator Prarie Pups turn invisible when they attack. It helps to keep a finger on the tilde (~) so you can auto-target them, especially if you're in one of the foresty screens where they can hide behind trees.
** Tiny Witch Doctors in the Otami Ruins have a slowing attack. It doesn't help that they're usually accompanied by mobs of Tiny Terrors.
** The Mask of Death and Rebirth's most powerful attack also stops you dead in your tracks. It also appears out of nowhere if you're on certain flights of stairs, and gets progressively stronger as you knock off each of its three forms. In its last form, its attack will a) force your avatar to run away, b) disable the use of your rings, and c) only wear off after a certain period of time, which is still long enough for the Mask or other enemies to strip you of your HP.
** Walkers. They have high HP and defenses. They can either use a powerful melee attack, or a ranged attack that inflicts poison. Also, they tend to come in groups. [[PaletteSwap Landstriders]] are rarer and weaker, but still a pain.
* The dungeon ''Shards of Orr'' from ''{{Guild Wars}}'' expansion ''Eye of the North'', is plagued with these, from mobs consisting of zombie brutes who deal lots of damage, coupled with skeleton sorcerers who blind you and knock you down, and then add a cleric to the mix for healing them, oh and for the record: groups of many enchanted weapons that are all agroed at the same time.
** And from the third game, Nightfall, you have the Torment Creatures. The fact that they come from Hell demands they be tough, and while they certainly are, they ALL come equipped with a defense mechanism guaranteed to make you grind your teeth. When a Torment Creature is almost dead (although sometimes they've been observed doing this as high as 40% health), it crouches down and you have EXACTLY ten seconds to kill it before a duplicate spawns in. The duplicate? IT HAS THE SAME SKILL. The worst ones by far are the Arms of Insanity, rangers who, before activating the ability, will use two different preparations that a) give them roughly eight pips of regenerating health, and b) enable them to dodge 75% of your attacks. Without careful micromanagement in most situations, you can go from fighting five of them to fifteen in an instant.
** And any enemy with a resurrection spell can quickly become this. [[KillItWithFire Charr]] Dominators can not only disable your abilities if you're unlucky enough, but their fast casting attribute lets them bring enemies to life in about half the time your team can (although that's because they were actually based on a popular human build). And Awakened Cavaliers come with both one of the fast-recharging resurrection signets AND a shout (as in instantly-activating) that brings all their teammates back. Logic demands you eliminate these sorts first, but you'll more often than not cross a group where more than one of them are present, sometimes also backing a boss.
* ''StarTrekOnline'': The Borg. Not the weak, disjointed, disconnected [[spoiler:past-version]] Borg from the tutorial, but the full-on [[spoiler:modern]] Borg from the endgame area. On the ground, they will keep summoning more, and more, and more, and more, and 'aaaaaaagh'. In space, they will quickly render you helpless and then pound on you.
** "Resistance is futile" indeed.
* ''Grand Chase'' has Orc Warriors and Stone golems.
* ''SpiralKnights'' has plenty of stuff waiting to ruin your day [[hottip:*:and ways to counter]]. Usually one monster per enemy type:
** Beasts have Alpha Wolvers. They inherit the normal Wolver trait of dodging guns and their FlashStep into melee, but now buff any small wolvers in the area, are near impervious to being knocked down, and do a three bite combo that will break shields if blocked entirely. In later tiers they gain TeleportSpam. [[hottip:*:Attack them when they yip, have teammates attack from the side during the combo, or hit them with the Faust or a curse vial, since curse will trigger thrice during their combo.]]
** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]
** Fiends are annoying in general, but late-strata Greavers can be deadly. Greavers can FlashStep into a melee attack that leaves behind an unblockable status cloud. And they have a habit of swarming the player. [[hottip:*:Melee knocks them out of their attack entirely. Someone with a Flourish can tear up Greavers with ease.]]
** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]

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* In ''CityOfHeroes'', the Malta Group's Sappers, whose signature ability can completely [[ManaDrain drain your endurance]] unless you have some protection against it (none of which is quite 100% as it is). And the Sappers are just minion-ranked enemies.
** Malta group in general is extremely aggravating to fight. Whether it be their 30 second stuns (no... seriously), their [[strike:auto-turrets]] flying gun drones, their Gunslingers, and their Zeus Class Titans that can decimate you if you're at juuuuust the right distance. And let's not forget their sister organization, Knives of Artemis. They are an utter '''nightmare''' to fight in large groups. They all use caltrops, they all have long-duration tranquilizer darts which stack and put you to sleep for a second (detoggling everything), and they all use the same sort of stun grenades as Malta. In a large group, you're basically fixed in your location, stunned (even if you have a resistance ability, it will get taken off by tranquilizer dart stacking), and just waiting for the psycho bitches to slaughter you. They are the ultimate demonic spiders.
*** Electric Armor Brutes are nigh-immune to endurance drain by the level Malta appear at and laugh at Sappers. None of the stun grenades or tranquilizer darts are unresistable, but they have such a long duration that you can easily run to the next group and get detoggled because their darts/grenades stacked with the effect that was still on you from the previous group.
*** Malta lieutenant and boss level stun grenades last forty-five seconds against Heroes or Villains of the same level. These enemies can kill a player character in less than ten.
*** Stone Armor is basically immune to stun/sleep and resistant to endurance drain, thanks to Rooted. Unfortunately, you're also [[MightyGlacier ground-bound and slow as molasses,]] which is a problem once the sappers start to ''teleport'' and ''fly.''
** The Tsoo are hardly slouches, either. You encounter them at relatively low levels, and they're presented as being little different from the fire- and darkness-themed beginning gangs, or the elemental- and superstrength-themed gangs of the next tier—threats, to be sure, but nothing special. Then you actually meet them. Their basic minions will attack in swarms, throw Caltrops (slowing you dramatically and placing a [=DoT=] on you for as long as you are standing on them... also, AI-controlled pets will go berserk trying to escape them), put you to sleep, lock you down completely, stun you (and doing obscene amounts of damage), lower your defense, siphon off your attack power so that your damage output is crippled and their own is sent through the roof, and siphon off your speed so that you're reduced to a desperate crawl while their buddies pound you to mush and THEY'RE zooming around the level at seventy miles an hour screaming "Yipa, yipa, andale, andale!" All this while their Lieutenants are teleporting in and out, healing their compatriots, blowing you halfway across the map with their hula-hoop tornado, reducing your accuracy to the point that you couldn't hit the broadside of a barn from the INSIDE, and occasionally punching you in the face. Oh... and their massive quantity of boss-types (third-tier enemies) have most of the abilities of their minions, as well as being able to do fun things like fly, turn invisible, knock you around like a ragdoll in a number of entertaining fashions, poison you, immobilize you, hurl random chunks of the landscape at you, set you on fire, freeze you solid... it makes doing Tsoo missions interesting, believe me. Thankfully, they're mostly confined to a very narrow level range.
*** The Tsoo are not nearly as annoying if the character possesses status protection and does not try to engage too many of them at once. A Controller or Dominator can easily shut down the Sorcerers before they can cause a problem.
*** The problem with the Tsoo is that they have the dubious honor of introducing—early on—heavy duty support lieutenants and heavy mezzing minions. A harsh wake-up call.
**** And as a result, the Tsoo are pretty much ''the'' reason to take the status protection power(s) you've been putting off as soon as you begin to encounter them. It only gets worse from here on out... (See the other entries for this game.)
**** One favorite tactic for Illusion Controllers or Dominators is to use their Confuse power(s) to make the Tsoo sorcerers ''switch sides.'' Of course, it does wear off... usually at the wrong time.
** The [[CircusOfFear Carnival of Shadows]] illusionists, with their ability to phase, becoming untouchable, [[TheComputerIsACheatingBastard even when they're not supposed to be able to do anything]], are [[GoddamnedBats merely annoying]]. Master illusionists, on the other hand, can do the phasing thing, and if you don't keep them shut down, will summon in short order about five pets (some of which summon additional pets), drastically altering the odds against you. The Ring Mistresses, with their ability to completely shut down your endurance recovery, are decidedly nasty, too.
** Night Widows. Are highly resistant to holds and other basic forms of control, which sucks when your only defense is holds. And throw a smoke grenade so you can't see anyone else, which means you can't hold anyone else, which sucks when your only defense is holds. Fortunately you can just pop an Insight (like an accuracy potion) to see again, but when you don't have an Insight...
*** Some powersets have perception bonus powers which essentially nullifies the smoke grenades effect. There is also an invention enhancement that any character can obtain that has the same effect, as well as a power from the Pools (Tactics—admittedly requiring the commitment of a power pool selection and two power choices, which is non-trivial) that also grants Perception.
** Rularuu are an entire faction of DemonicSpiders, intentionally made as such. Floating eyeballs that hit hard and are nearly impossible to dodge and [[MookMaker summon more eyeballs]], little imps that spam holds and fuse together into ''bigger'' imps with full health when damaged, big brutes that boost every bad guy's damage and health while draining your resistance and [[{{Mana}} endurance]], and spindly gold humanoids that spam more holds and buff defense and send psychic damage everywhere. For over a year after their release into the game, one of their [[ClimaxBoss archvillain]]-level bosses could kill [[StoneWall tanks]] in a single shot. They all have boatloads of Status Effects to pass out. Oh, and they're in the [[ThatOneLevel most irritating zones to travel through, and the longest group missions in the game]]. Thankfully, most players have little reason to go there.
** Ballistae used to detoggle and knock back with a single, ranged, spammable attack. While that's nothing too dangerous for archetypes that never had mez protection in the first place, people used to shrugging off mezzes and knockback were in a world of hurt as most of their defenses would no longer work at all. They also hit ridiculously hard. This got so bad that the detoggle effect eventually had to be removed.
** To a fairly weak scrapper with super reflexes who depends on his toggle powers to not be hit the Freakshow with their stun attacks and large smashing damage are DemonicSpiders, things are going fine until wait I'm stunned, wait I'm down to 5% hit points. Combine with the fact that not only do they self heal but they can self resurrect...
** This Troper ceased playing the game a couple of years ago, yet he still shudders at the thought of fighting [[TheFairFolk Red Caps]] in melee.
** The list could go on and on, but ultimately, YourMileageMayVary. Every single one of those listed DemonicSpiders has a very effective counter. A Scrapper supported by a Kinetic Defender will scythe through Knives of Artemis. Controllers and Dominators can lock down the most annoying mobs like Sappers or Sorcerers. A Ballista is helpless if you reduce its accuracy. And so on, and so on...
* ''WorldOfWarcraft'' has Monstrous Kaliri in Skettis. They're fast patrolling aerial monsters that, once locked onto your ass will chase you down, slow you down, and eventually knock you off your flying mount unless you have immunity from daze, and only tank specced characters with sufficient defense will have this blessing. If you can't escape them, then your only hope is to land somewhere safely so you can kill them at your leisure, and 'safe' landing points are rare enough as it is in Skettis. Blizzard even upgraded their AI, changing your chances to escape from "low" to "extremely slim".
** Also the trolls of Zul'Mashar. One type will immediately run for help, making it pretty much impossible to fight one at a time. Even the murlocs have the decency to wait until they've been damaged. The other turns you into a frog, and uses a Life Drain on you as you helplessly hop around on the floor. If you're playing the wrong class the only way to kill them is to ''wait until they run out of {{mana}}''.
*** Similarly, Kurzen Medicine Men in Stranglethorn Vale. If you had no way of stopping a heal spell from going off or couldn't do a lot of damage quickly you pretty much had to wait for them to bleed their mana dry, as they could heal to practically full health with each heal.
** Let's not forget those basilisks in Zul'Farrak that like to stun you in the middle of fights. Or all of those hostile elite mobs that are overpowered for their zones and like to come out of nowhere and attack. You know...the Sons of Arugal in Silverpine, the devilsaurs in Un'goro Crater, the fel reavers in Hellfire Peninsula, ''et cetera''?
*** In Un'goro crater, those Pterrordaxes too. One variant will randomly cast fear on you once in a few seconds which makes you run around like an idiot and there is a good chance that you will aggro more monsters.
*** Alliance players will remember their own version of the Sons of Arugal, Mor'ladim in Duskwood falls under this category. He may have been nerfed, but players who have been playing for long enough will remember him. Looks like many of the other skeletons in the area, moves incredibly quickly, and will kill you in two hits if he gets close enough. Many a high level player would come back to this area when they could kill him and murder him over and over again. Another honorable mention from Duskwood is Stitches, mighty quest-summoned abomination. Nerfed into oblivion as of now, but he used to be so strong he devastated Darkshire on his own.
** The assorted Defias thugs near the Human starting area. They aren't, but unlike every other starting zone enemy, they are hostile, and will swarm you to death unless you very carefully pick their groups apart. Oh, and they run and call for help.
*** They have been made nonaggressive in a pre-Cataclysm patch, so this no longer applies. It's still a good example, though.
** Defias Pillagers, level 14ish spellcasters that were located in Westfall and in large numbers in the town which contained the first dungeon most Alliance players would go through. Prior to the 2.3 patch, these guys would cast Fireballs that hit immensly hard for there level, so much so that they frequently were on the list for the top 10 most dangerous mobs (Mobs that kill the most players).
*** They only nerf them by just a tiny bit though, they still hurt like hell for appropriate player level.
** How the heck has Void Reaver trash not been mentioned? All it takes is for one of your locks to miss a banish for a couple of seconds and the next thing you know, half the raid is face down on the floor from that damned sawblade spam.
** Mobs with elemental immunity probably apply for most caster classes, since nearly all casters will be focusing on spells of one element. Run into an enemy (or three) that's immune to that element, and you're stuck with the spells you've been neglecting and may not even keep on your action bar. And if you rely too much on "crowd control" (read: if you're a mage) there are mobs that are immune to that, too.
* To date, there is no enemy in FinalFantasyXI quite like the Soulflayer. For starters, unlike regular monsters, who take offense to your appearance, the sound of your feet on the grass, your particular odor, or perhaps the audacity with which you cast magic spells in their presence, the Soulflayer is a humorless dick and will assault you for performing ''any'' of the aforementioned actions. A Soulflayer would agro thoughts if technology permitted. If you want to avoid them, preventative measures like Sneak won't work and you won't be able to Sleep it if it does agro you. And if you happen to wander too close to a congregation of Soulflayers, the one you ''did'' agro will alert all the others via high-speed telepathy, potentially raining Soulflayers down on you ''en masse''. Like other Black Mage-types in the game, it makes liberal use of area of effect spells (which are particularly devestating in XI due to player reliance on "blinking" individual directed attacks) and, arguably worse, a spell that causes players who strike it to become paralyzed. That wouldn't be so bad in and of itself, except that the processing rate is practically 100%, so unless you want to be completely useless against it, you will need to dispel that effect immediately... except that it's near-immune to Darkness-based spells, which includes, oh, hey, ''Dispel''. And it only gets better. Among the plethora of abilities it has at its disposal, it can dispel all of your buffs, create magical shields to absorb magic damage, and bust open the Ark of the Covenant to inflict only the most impotence-inducing status effects known to man (and some unknown to man). And finally, they're gross. They even [[{{Squick}} squelching noises]] when they move. You just have to fear and loathe them and respect their status as the Queen Bitch monster of FFXI.
** In all fariness, there are light-based options for Sleep and Dispel, but that doesn't make these any less bitchy.
** Wamouras. They heal thousands of HP just from being ''debuffed'', drain all of your MP and go [[DragonBallGT SSJ4]] on a whim.
** Apkallu can classify as this. At first, they're extremely weak, but as you kill them and build up "Apkallu Hate," their combat abilities grow exponentially, to the point that even an Even Match Apkallu will have almost capped Evasion/Guarding/Countering against you.
** In the third expansion, "Treasures of Aht Urhgan", players were introduced to a breed of tiny bug enemies called Chigoes. Not only do these things do massive damage to you at a very quick rate, but they are nearly invisible until they're assaulting you. There is no name hovering over their head, nor are they targetable, until they begin to attack you. Your only defense is to keep an eye out for a little bouncing bug in the high grass you're walking through (though the spells Sneak and Invisible help). However, it should be noted that Chigoes are instant killed by any damage dealing job abilities (like a Dragoon's Jump or a Paladin's Shield Bash), or by critical hits, making them an uncommon sort of ''Glass Cannon''. There's also one Sheep monster that spawns an infinite supply of Chigoes to pester players hunting it.
** Speaking of invisible monsters, Yovras (affectionately dubbed "UFOs") are also nightmare-inducing. Their absolutely devestating arsenal of TP attacks is one thing, but what's even worse is the fact that they regen at rate of 100-250HP every 3 seconds. Before the level cap increase, their natural regen rate alone would often induce a stalemate against lowman groups farming them.
** Even worse are the Lou Carcolh, introduced in the Wings of the Goddess Expansion. They have a special move which will UNEQUIP EVERY SINGLE PIECE OF ARMOR on you. This isn't all: the move prevents you from reequipping for a short duration, and applies a movement speed debuff so you can't run away. Only beastmasters used these as pets, and the pet mechanics meant if you ever lost charm, the mob would immediately turn to you and often use a random special move instantly. A good chance was that it used that move.
*** Many enemies in FFXI were demonic spiders of some form or another. Spider mobs could one-shot players with their Sickle Slash move. Corses could charm players: that made them impossible to straight tank, and if you soloed one with a pet and got charmed, you'd drop aggro and follow the mob around till charm dropped, often meaning certain death. A bomb's self-destruct could wipe out a whole party. There's a reason the game was nicknamed "Crab Fantasy XI"-crabs were one of the few mobs that weren't demonic and were safe to level on.
* {{MMORPG}} ''Ragnarok Online'' has many versions of these on various maps. While each player has their own personal Bats this editor's "favourite" are the Ridewords in the Clock Tower. Clock Tower is one of the best places for mages to level as the firewall spell (one of the best defensive spells) can be put to good use against most of the enemies there. The Rideword is a possessed demon book that eats mages for breakfast. Not only is it generally fast enough to avoid firewall, but it has an annoying habit of spawning next to you while in the middle of fighting other monsters (usually in the middle of casting a spell, which leaves you helpless), can kill in one or two hits and has tons of HP. Other examples include literal bats (the bane of many new player), Wootan Fighters (super-powered apes in an otherwise tame jungle map) and Teddy Bears (about two-feet tall, super fast and wielding hammers in a dungeon with otherwise slow moving enemies). All of these monsters are just rare enough to not ward players away, but common enough that all players will eventually have one spawn right next to them while fighting the weaker monsters.
** DemonicSpiders in RO also vary by class and build; for Full Support priests, who can only reliably deal damage to [[ReviveKillsZombie the undead]], Mimics are the bane of existence. They're fast, attack for a moderate amount of damage (but ''fast''), and often, if not always the only non-undead monster on maps populated with undead monsters. Woe be to any acolyte levelling alone who hasn't learned Teleport...
*** Not to mention that they give crap for exp or loot, and their high Flee makes them annoying to every class. So naturally, they populate just about every decent leveling map for middle-high levels.
** RO wasn't always this way. Maps used to be somewhat logically balanced in terms of monster types (and only led to early deaths if one wasn't familiar with how lethal butterflies can be). Things went downhill after the prerequisite Japan-themed maps update, in which the developers thought it'd be a great idea to change most of the older monster spawning locations. Thus, at least one DemonicSpider would be put into a great deal of (once) popular maps. Another patch would also finally give monsters the ability to use magic and skills, either toughening pre-existing Demonic Spiders or making new ones out of some of the older monsters.
*** A large part of the reason for most of these changes was due to the idiot crowd using bot programs to speed level or farm items, and rampantly so at that. It proved relatively effective, too, given how few bot programs are capable of responding to changing situations.
** Hunter Flies are perhaps the earliest example of the trope in RO; they're fast, they hit hard, they attack quickly, and they have crazy-high evasion, which made them pretty difficult even for experienced players. Their addition to level 1 of the Geffen Dungeon ruined that spot for many lowbies trying to level there, which was only made worse when the skill update gave them the ability to teleport.
** Hailing from the [[BonusDungeon Biolabs]], Cecil Damon and Eremes Guile, superpowered, ghostly versions of the transcendent classes Sniper and Assassin Cross, respectively. Not only do their attacks do 4-digit damage to you, they get their respective job class skills, as well (which means she can [[ExactlyWhatItSaysOnTheTin ''snipe'']] you from far away, and he can sneak up and kill you before you even realize it). As if those weren't enough, all the Biolab ghosts are capable of [[ThereIsNoKillLikeOverkill quadrupling]] their attack power. At least their loots are awesome.
*** Cecil and Eremes are bad, but what about the High Wizard Kathryne? She can spam you to oblivion, not to mention the mini boss can use area of effect attacks with little to no cast time required. Howard is just annoying because he can break your stuff, and Seyren has an attack that pretty much instakills you (if this troper remembers correctly). Oh, and the Biolabs 3 monsters have ''identical'' '''boss''' versions of each one! The names are slightly different (ie: Assassin Cross Eremes is the boss while Eremes Guile is the regular monster); they're crazy aggressive and have a huge mob. Before you have a chance to run away you're usually already a corpse on the ground and cursing at your screen. As mentioned above, the monsters do have good loot and if you're able to kill a boss the loot is usually worth the frustration.
* A recent addition to ''KingdomOfLoathing: the Mine Crab (that is, a crab with a sea mine on its back), they exist in the absolute hardest level in the game (so far), have lots of hit points, do large amounts of damage, and if you hit them for more than 40 points of damage at * all* , they explode, killing you no matter what. They have lots of hit points and by the time you reach them, dealing less than 40 points of damage is a major production. Did I mention that if the battle runs too long you lose automatically?
* Part of the design philosophy in ''TabulaRasa''. If it isn't immune to half of the available weapons types, it probably can heal and rez allies, or can make themselves invulnerable for periods of time, or reflect damage back at you. The real fun enemies combine these attributes: Atta are immune to electric, thermal, and virulent damage, have massive health bars, spawn in groups, and choose between an attack that ignores armor or an attack that knocks you on your backside at range. Linkers will, at random intervals, make themselves invulnerable to all forms of attack and reflect any attacks against them and unleash all the damage done to them ''again'' as they become vulnerable again; players can and regularly do commit suicide trying to plink them. Rakash Repair Bots heal themselves and allies, ignore armor, have locations where machines spit one out every eight seconds, and can create copies of themselves, their allies, or even the player.
** The 1.5 patch made things worse; previously 'normal' troops that were only immune to a couple damage types now turn other bad guy corpses into chain reaction bombs, can throw off player accuracy, and/or suck players into a small area before unleashing artillery.
* The MMORPG ''MapleStory'' has a large number of these depending on player level and class, such as Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.
** Electrophants are particularly aggravating; they deal around 100 touch damage (which is tiny), and around 700 magic damage (which is lethal at the levels you would fight them at).
* {{Runescape}} has the Shadow Spiders in the Chaos Tunnels in particular, everytime they smack you, you lose 50% of your prayer, why so bad? You want to use it for the green dragons ahead of you. No problem there, then another demonic spider comes up in the form of baby Black Dragons, they have very poor drops compared to their big dragon den mothers and smack quite hard and quick, they don't have dragon breath however which makes them more like GoddamnedBats then spiders. But when you are doing slayer assignments such as killing green dragons. They fit this trope perfectly since the other choice is to risk meeting a revenant out on the wild.
** Speaking of Revenants, they're demonic spiders themselves. They can attack you while you're already in combat with something else, freeze you, poison you, and prevent you from teleporting, heal themselves, cure themselves of poison, and are overpowered for their combat level. I know the player killers they were meant to replace could do this too, but not all players could inflict the StandardStatusEffects, and several are, like, 50 times more powerful than a player of the same level. There are NOT ANY LEVEL 7 PLAYERS THAT CAN DO 90 DAMAGE. Or freeze you. Or teleblock you.
*** Or freeze you ON A FREEPLAY SERVER.
*** Or attack from beyond the draw distance(!!!), which is almost a guaranteed freeze or teleblock.
** The Dungeon Spiders in Dungeoneering, oh so very much. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Food is a very important resource in this due to the bosses, so losing health this much is a massive issue. However, it's not just that. [[TheComputerIsACheatingBastard These things cheat so severely it's not even funny.]] How, you ask? By managing to ''Poison you while you're under the effect of Protect From Melee, which prevents this on any other enemy in the entire game.''
** There's also Shadows in [[ThatOneLevel The Temple of Light]], from "Mourning's End, Pt 2". They do a huge amount of damage and interrupt you when you're trying to work ThatOnePuzzle. Note that as part of the puzzle, you must bring up windows on-screen, and being attacked automatically closes those windows.
* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO? Lets count...
** The most memorable are the Cherry Fluffs. Nearly everybody has their favorite story about their first foray into Zen Gardens, seeing a Cherry Fluff, thinking "oh I eat these guys for breakfast", and then getting beat when the fluff they attack explodes for ''over 100 damage''. It's not recommended to use area-of-effect attacks in Zen unless you're ''absolutely sure'' there are no Cherry Fluffs around.
** Kokeshi Dolls are notorious for swarming (they're one of the earliest Animated to do so), especially if you're attacking their stronger Collectible form or [[ThatOneBoss Katsumi's Doll]], and they have a ranged attack.
** Taiko Drums, also in Zen, pack area-of-effect attacks and have attacks that knock the player around.
** The Flying Giftboxes ''regenerate''.
** Sand Fluffs in the Gold Beach area will sink you in quicksand, rendering you unable to move while they gather around to chip away your HP. You need ranged attacks to fight the Sand Fluffs.
*** As of recent updates, it's a slowdown effect rather than stopping you from walking, so at least you might be able to scroll to a new screen away from them.
** The Predator Prarie Pups turn invisible when they attack. It helps to keep a finger on the tilde (~) so you can auto-target them, especially if you're in one of the foresty screens where they can hide behind trees.
** Tiny Witch Doctors in the Otami Ruins have a slowing attack. It doesn't help that they're usually accompanied by mobs of Tiny Terrors.
** The Mask of Death and Rebirth's most powerful attack also stops you dead in your tracks. It also appears out of nowhere if you're on certain flights of stairs, and gets progressively stronger as you knock off each of its three forms. In its last form, its attack will a) force your avatar to run away, b) disable the use of your rings, and c) only wear off after a certain period of time, which is still long enough for the Mask or other enemies to strip you of your HP.
** Walkers. They have high HP and defenses. They can either use a powerful melee attack, or a ranged attack that inflicts poison. Also, they tend to come in groups. [[PaletteSwap Landstriders]] are rarer and weaker, but still a pain.
* The dungeon ''Shards of Orr'' from ''{{Guild Wars}}'' expansion ''Eye of the North'', is plagued with these, from mobs consisting of zombie brutes who deal lots of damage, coupled with skeleton sorcerers who blind you and knock you down, and then add a cleric to the mix for healing them, oh and for the record: groups of many enchanted weapons that are all agroed at the same time.
** And from the third game, Nightfall, you have the Torment Creatures. The fact that they come from Hell demands they be tough, and while they certainly are, they ALL come equipped with a defense mechanism guaranteed to make you grind your teeth. When a Torment Creature is almost dead (although sometimes they've been observed doing this as high as 40% health), it crouches down and you have EXACTLY ten seconds to kill it before a duplicate spawns in. The duplicate? IT HAS THE SAME SKILL. The worst ones by far are the Arms of Insanity, rangers who, before activating the ability, will use two different preparations that a) give them roughly eight pips of regenerating health, and b) enable them to dodge 75% of your attacks. Without careful micromanagement in most situations, you can go from fighting five of them to fifteen in an instant.
** And any enemy with a resurrection spell can quickly become this. [[KillItWithFire Charr]] Dominators can not only disable your abilities if you're unlucky enough, but their fast casting attribute lets them bring enemies to life in about half the time your team can (although that's because they were actually based on a popular human build). And Awakened Cavaliers come with both one of the fast-recharging resurrection signets AND a shout (as in instantly-activating) that brings all their teammates back. Logic demands you eliminate these sorts first, but you'll more often than not cross a group where more than one of them are present, sometimes also backing a boss.
* ''StarTrekOnline'': The Borg. Not the weak, disjointed, disconnected [[spoiler:past-version]] Borg from the tutorial, but the full-on [[spoiler:modern]] Borg from the endgame area. On the ground, they will keep summoning more, and more, and more, and more, and 'aaaaaaagh'. In space, they will quickly render you helpless and then pound on you.
** "Resistance is futile" indeed.
* ''Grand Chase'' has Orc Warriors and Stone golems.
* ''SpiralKnights'' has plenty of stuff waiting to ruin your day [[hottip:*:and ways to counter]]. Usually one monster per enemy type:
** Beasts have Alpha Wolvers. They inherit the normal Wolver trait of dodging guns and their FlashStep into melee, but now buff any small wolvers in the area, are near impervious to being knocked down, and do a three bite combo that will break shields if blocked entirely. In later tiers they gain TeleportSpam. [[hottip:*:Attack them when they yip, have teammates attack from the side during the combo, or hit them with the Faust or a curse vial, since curse will trigger thrice during their combo.]]
** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]
** Fiends are annoying in general, but late-strata Greavers can be deadly. Greavers can FlashStep into a melee attack that leaves behind an unblockable status cloud. And they have a habit of swarming the player. [[hottip:*:Melee knocks them out of their attack entirely. Someone with a Flourish can tear up Greavers with ease.]]
** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]

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* In ''CityOfHeroes'', the Malta Group's Sappers, whose signature ability can completely [[ManaDrain drain your endurance]] unless you have some protection against it (none of which is quite 100% as it is). And the Sappers are just minion-ranked enemies.
** Malta group in general is extremely aggravating to fight. Whether it be their 30 second stuns (no... seriously), their [[strike:auto-turrets]] flying gun drones, their Gunslingers, and their Zeus Class Titans that can decimate you if you're at juuuuust the right distance. And let's not forget their sister organization, Knives of Artemis. They are an utter '''nightmare''' to fight in large groups. They all use caltrops, they all have long-duration tranquilizer darts which stack and put you to sleep for a second (detoggling everything), and they all use the same sort of stun grenades as Malta. In a large group, you're basically fixed in your location, stunned (even if you have a resistance ability, it will get taken off by tranquilizer dart stacking), and just waiting for the psycho bitches to slaughter you. They are the ultimate demonic spiders.
*** Electric Armor Brutes are nigh-immune to endurance drain by the level Malta appear at and laugh at Sappers. None of the stun grenades or tranquilizer darts are unresistable, but they have such a long duration that you can easily run to the next group and get detoggled because their darts/grenades stacked with the effect that was still on you from the previous group.
*** Malta lieutenant and boss level stun grenades last forty-five seconds against Heroes or Villains of the same level. These enemies can kill a player character in less than ten.
*** Stone Armor is basically immune to stun/sleep and resistant to endurance drain, thanks to Rooted. Unfortunately, you're also [[MightyGlacier ground-bound and slow as molasses,]] which is a problem once the sappers start to ''teleport'' and ''fly.''
** The Tsoo are hardly slouches, either. You encounter them at relatively low levels, and they're presented as being little different from the fire- and darkness-themed beginning gangs, or the elemental- and superstrength-themed gangs of the next tier—threats, to be sure, but nothing special. Then you actually meet them. Their basic minions will attack in swarms, throw Caltrops (slowing you dramatically and placing a [=DoT=] on you for as long as you are standing on them... also, AI-controlled pets will go berserk trying to escape them), put you to sleep, lock you down completely, stun you (and doing obscene amounts of damage), lower your defense, siphon off your attack power so that your damage output is crippled and their own is sent through the roof, and siphon off your speed so that you're reduced to a desperate crawl while their buddies pound you to mush and THEY'RE zooming around the level at seventy miles an hour screaming "Yipa, yipa, andale, andale!" All this while their Lieutenants are teleporting in and out, healing their compatriots, blowing you halfway across the map with their hula-hoop tornado, reducing your accuracy to the point that you couldn't hit the broadside of a barn from the INSIDE, and occasionally punching you in the face. Oh... and their massive quantity of boss-types (third-tier enemies) have most of the abilities of their minions, as well as being able to do fun things like fly, turn invisible, knock you around like a ragdoll in a number of entertaining fashions, poison you, immobilize you, hurl random chunks of the landscape at you, set you on fire, freeze you solid... it makes doing Tsoo missions interesting, believe me. Thankfully, they're mostly confined to a very narrow level range.
*** The Tsoo are not nearly as annoying if the character possesses status protection and does not try to engage too many of them at once. A Controller or Dominator can easily shut down the Sorcerers before they can cause a problem.
*** The problem with the Tsoo is that they have the dubious honor of introducing—early on—heavy duty support lieutenants and heavy mezzing minions. A harsh wake-up call.
**** And as a result, the Tsoo are pretty much ''the'' reason to take the status protection power(s) you've been putting off as soon as you begin to encounter them. It only gets worse from here on out... (See the other entries for this game.)
**** One favorite tactic for Illusion Controllers or Dominators is to use their Confuse power(s) to make the Tsoo sorcerers ''switch sides.'' Of course, it does wear off... usually at the wrong time.
** The [[CircusOfFear Carnival of Shadows]] illusionists, with their ability to phase, becoming untouchable, [[TheComputerIsACheatingBastard even when they're not supposed to be able to do anything]], are [[GoddamnedBats merely annoying]]. Master illusionists, on the other hand, can do the phasing thing, and if you don't keep them shut down, will summon in short order about five pets (some of which summon additional pets), drastically altering the odds against you. The Ring Mistresses, with their ability to completely shut down your endurance recovery, are decidedly nasty, too.
** Night Widows. Are highly resistant to holds and other basic forms of control, which sucks when your only defense is holds. And throw a smoke grenade so you can't see anyone else, which means you can't hold anyone else, which sucks when your only defense is holds. Fortunately you can just pop an Insight (like an accuracy potion) to see again, but when you don't have an Insight...
*** Some powersets have perception bonus powers which essentially nullifies the smoke grenades effect. There is also an invention enhancement that any character can obtain that has the same effect, as well as a power from the Pools (Tactics—admittedly requiring the commitment of a power pool selection and two power choices, which is non-trivial) that also grants Perception.
** Rularuu are an entire faction of DemonicSpiders, intentionally made as such. Floating eyeballs that hit hard and are nearly impossible to dodge and [[MookMaker summon more eyeballs]], little imps that spam holds and fuse together into ''bigger'' imps with full health when damaged, big brutes that boost every bad guy's damage and health while draining your resistance and [[{{Mana}} endurance]], and spindly gold humanoids that spam more holds and buff defense and send psychic damage everywhere. For over a year after their release into the game, one of their [[ClimaxBoss archvillain]]-level bosses could kill [[StoneWall tanks]] in a single shot. They all have boatloads of Status Effects to pass out. Oh, and they're in the [[ThatOneLevel most irritating zones to travel through, and the longest group missions in the game]]. Thankfully, most players have little reason to go there.
** Ballistae used to detoggle and knock back with a single, ranged, spammable attack. While that's nothing too dangerous for archetypes that never had mez protection in the first place, people used to shrugging off mezzes and knockback were in a world of hurt as most of their defenses would no longer work at all. They also hit ridiculously hard. This got so bad that the detoggle effect eventually had to be removed.
** To a fairly weak scrapper with super reflexes who depends on his toggle powers to not be hit the Freakshow with their stun attacks and large smashing damage are DemonicSpiders, things are going fine until wait I'm stunned, wait I'm down to 5% hit points. Combine with the fact that not only do they self heal but they can self resurrect...
** This Troper ceased playing the game a couple of years ago, yet he still shudders at the thought of fighting [[TheFairFolk Red Caps]] in melee.
** The list could go on and on, but ultimately, YourMileageMayVary. Every single one of those listed DemonicSpiders has a very effective counter. A Scrapper supported by a Kinetic Defender will scythe through Knives of Artemis. Controllers and Dominators can lock down the most annoying mobs like Sappers or Sorcerers. A Ballista is helpless if you reduce its accuracy. And so on, and so on...
* ''WorldOfWarcraft'' has Monstrous Kaliri in Skettis. They're fast patrolling aerial monsters that, once locked onto your ass will chase you down, slow you down, and eventually knock you off your flying mount unless you have immunity from daze, and only tank specced characters with sufficient defense will have this blessing. If you can't escape them, then your only hope is to land somewhere safely so you can kill them at your leisure, and 'safe' landing points are rare enough as it is in Skettis. Blizzard even upgraded their AI, changing your chances to escape from "low" to "extremely slim".
** Also the trolls of Zul'Mashar. One type will immediately run for help, making it pretty much impossible to fight one at a time. Even the murlocs have the decency to wait until they've been damaged. The other turns you into a frog, and uses a Life Drain on you as you helplessly hop around on the floor. If you're playing the wrong class the only way to kill them is to ''wait until they run out of {{mana}}''.
*** Similarly, Kurzen Medicine Men in Stranglethorn Vale. If you had no way of stopping a heal spell from going off or couldn't do a lot of damage quickly you pretty much had to wait for them to bleed their mana dry, as they could heal to practically full health with each heal.
** Let's not forget those basilisks in Zul'Farrak that like to stun you in the middle of fights. Or all of those hostile elite mobs that are overpowered for their zones and like to come out of nowhere and attack. You know...the Sons of Arugal in Silverpine, the devilsaurs in Un'goro Crater, the fel reavers in Hellfire Peninsula, ''et cetera''?
*** In Un'goro crater, those Pterrordaxes too. One variant will randomly cast fear on you once in a few seconds which makes you run around like an idiot and there is a good chance that you will aggro more monsters.
*** Alliance players will remember their own version of the Sons of Arugal, Mor'ladim in Duskwood falls under this category. He may have been nerfed, but players who have been playing for long enough will remember him. Looks like many of the other skeletons in the area, moves incredibly quickly, and will kill you in two hits if he gets close enough. Many a high level player would come back to this area when they could kill him and murder him over and over again. Another honorable mention from Duskwood is Stitches, mighty quest-summoned abomination. Nerfed into oblivion as of now, but he used to be so strong he devastated Darkshire on his own.
** The assorted Defias thugs near the Human starting area. They aren't, but unlike every other starting zone enemy, they are hostile, and will swarm you to death unless you very carefully pick their groups apart. Oh, and they run and call for help.
*** They have been made nonaggressive in a pre-Cataclysm patch, so this no longer applies. It's still a good example, though.
** Defias Pillagers, level 14ish spellcasters that were located in Westfall and in large numbers in the town which contained the first dungeon most Alliance players would go through. Prior to the 2.3 patch, these guys would cast Fireballs that hit immensly hard for there level, so much so that they frequently were on the list for the top 10 most dangerous mobs (Mobs that kill the most players).
*** They only nerf them by just a tiny bit though, they still hurt like hell for appropriate player level.
** How the heck has Void Reaver trash not been mentioned? All it takes is for one of your locks to miss a banish for a couple of seconds and the next thing you know, half the raid is face down on the floor from that damned sawblade spam.
** Mobs with elemental immunity probably apply for most caster classes, since nearly all casters will be focusing on spells of one element. Run into an enemy (or three) that's immune to that element, and you're stuck with the spells you've been neglecting and may not even keep on your action bar. And if you rely too much on "crowd control" (read: if you're a mage) there are mobs that are immune to that, too.
* To date, there is no enemy in FinalFantasyXI quite like the Soulflayer. For starters, unlike regular monsters, who take offense to your appearance, the sound of your feet on the grass, your particular odor, or perhaps the audacity with which you cast magic spells in their presence, the Soulflayer is a humorless dick and will assault you for performing ''any'' of the aforementioned actions. A Soulflayer would agro thoughts if technology permitted. If you want to avoid them, preventative measures like Sneak won't work and you won't be able to Sleep it if it does agro you. And if you happen to wander too close to a congregation of Soulflayers, the one you ''did'' agro will alert all the others via high-speed telepathy, potentially raining Soulflayers down on you ''en masse''. Like other Black Mage-types in the game, it makes liberal use of area of effect spells (which are particularly devestating in XI due to player reliance on "blinking" individual directed attacks) and, arguably worse, a spell that causes players who strike it to become paralyzed. That wouldn't be so bad in and of itself, except that the processing rate is practically 100%, so unless you want to be completely useless against it, you will need to dispel that effect immediately... except that it's near-immune to Darkness-based spells, which includes, oh, hey, ''Dispel''. And it only gets better. Among the plethora of abilities it has at its disposal, it can dispel all of your buffs, create magical shields to absorb magic damage, and bust open the Ark of the Covenant to inflict only the most impotence-inducing status effects known to man (and some unknown to man). And finally, they're gross. They even [[{{Squick}} squelching noises]] when they move. You just have to fear and loathe them and respect their status as the Queen Bitch monster of FFXI.
** In all fariness, there are light-based options for Sleep and Dispel, but that doesn't make these any less bitchy.
** Wamouras. They heal thousands of HP just from being ''debuffed'', drain all of your MP and go [[DragonBallGT SSJ4]] on a whim.
** Apkallu can classify as this. At first, they're extremely weak, but as you kill them and build up "Apkallu Hate," their combat abilities grow exponentially, to the point that even an Even Match Apkallu will have almost capped Evasion/Guarding/Countering against you.
** In the third expansion, "Treasures of Aht Urhgan", players were introduced to a breed of tiny bug enemies called Chigoes. Not only do these things do massive damage to you at a very quick rate, but they are nearly invisible until they're assaulting you. There is no name hovering over their head, nor are they targetable, until they begin to attack you. Your only defense is to keep an eye out for a little bouncing bug in the high grass you're walking through (though the spells Sneak and Invisible help). However, it should be noted that Chigoes are instant killed by any damage dealing job abilities (like a Dragoon's Jump or a Paladin's Shield Bash), or by critical hits, making them an uncommon sort of ''Glass Cannon''. There's also one Sheep monster that spawns an infinite supply of Chigoes to pester players hunting it.
** Speaking of invisible monsters, Yovras (affectionately dubbed "UFOs") are also nightmare-inducing. Their absolutely devestating arsenal of TP attacks is one thing, but what's even worse is the fact that they regen at rate of 100-250HP every 3 seconds. Before the level cap increase, their natural regen rate alone would often induce a stalemate against lowman groups farming them.
** Even worse are the Lou Carcolh, introduced in the Wings of the Goddess Expansion. They have a special move which will UNEQUIP EVERY SINGLE PIECE OF ARMOR on you. This isn't all: the move prevents you from reequipping for a short duration, and applies a movement speed debuff so you can't run away. Only beastmasters used these as pets, and the pet mechanics meant if you ever lost charm, the mob would immediately turn to you and often use a random special move instantly. A good chance was that it used that move.
*** Many enemies in FFXI were demonic spiders of some form or another. Spider mobs could one-shot players with their Sickle Slash move. Corses could charm players: that made them impossible to straight tank, and if you soloed one with a pet and got charmed, you'd drop aggro and follow the mob around till charm dropped, often meaning certain death. A bomb's self-destruct could wipe out a whole party. There's a reason the game was nicknamed "Crab Fantasy XI"-crabs were one of the few mobs that weren't demonic and were safe to level on.
* {{MMORPG}} ''Ragnarok Online'' has many versions of these on various maps. While each player has their own personal Bats this editor's "favourite" are the Ridewords in the Clock Tower. Clock Tower is one of the best places for mages to level as the firewall spell (one of the best defensive spells) can be put to good use against most of the enemies there. The Rideword is a possessed demon book that eats mages for breakfast. Not only is it generally fast enough to avoid firewall, but it has an annoying habit of spawning next to you while in the middle of fighting other monsters (usually in the middle of casting a spell, which leaves you helpless), can kill in one or two hits and has tons of HP. Other examples include literal bats (the bane of many new player), Wootan Fighters (super-powered apes in an otherwise tame jungle map) and Teddy Bears (about two-feet tall, super fast and wielding hammers in a dungeon with otherwise slow moving enemies). All of these monsters are just rare enough to not ward players away, but common enough that all players will eventually have one spawn right next to them while fighting the weaker monsters.
** DemonicSpiders in RO also vary by class and build; for Full Support priests, who can only reliably deal damage to [[ReviveKillsZombie the undead]], Mimics are the bane of existence. They're fast, attack for a moderate amount of damage (but ''fast''), and often, if not always the only non-undead monster on maps populated with undead monsters. Woe be to any acolyte levelling alone who hasn't learned Teleport...
*** Not to mention that they give crap for exp or loot, and their high Flee makes them annoying to every class. So naturally, they populate just about every decent leveling map for middle-high levels.
** RO wasn't always this way. Maps used to be somewhat logically balanced in terms of monster types (and only led to early deaths if one wasn't familiar with how lethal butterflies can be). Things went downhill after the prerequisite Japan-themed maps update, in which the developers thought it'd be a great idea to change most of the older monster spawning locations. Thus, at least one DemonicSpider would be put into a great deal of (once) popular maps. Another patch would also finally give monsters the ability to use magic and skills, either toughening pre-existing Demonic Spiders or making new ones out of some of the older monsters.
*** A large part of the reason for most of these changes was due to the idiot crowd using bot programs to speed level or farm items, and rampantly so at that. It proved relatively effective, too, given how few bot programs are capable of responding to changing situations.
** Hunter Flies are perhaps the earliest example of the trope in RO; they're fast, they hit hard, they attack quickly, and they have crazy-high evasion, which made them pretty difficult even for experienced players. Their addition to level 1 of the Geffen Dungeon ruined that spot for many lowbies trying to level there, which was only made worse when the skill update gave them the ability to teleport.
** Hailing from the [[BonusDungeon Biolabs]], Cecil Damon and Eremes Guile, superpowered, ghostly versions of the transcendent classes Sniper and Assassin Cross, respectively. Not only do their attacks do 4-digit damage to you, they get their respective job class skills, as well (which means she can [[ExactlyWhatItSaysOnTheTin ''snipe'']] you from far away, and he can sneak up and kill you before you even realize it). As if those weren't enough, all the Biolab ghosts are capable of [[ThereIsNoKillLikeOverkill quadrupling]] their attack power. At least their loots are awesome.
*** Cecil and Eremes are bad, but what about the High Wizard Kathryne? She can spam you to oblivion, not to mention the mini boss can use area of effect attacks with little to no cast time required. Howard is just annoying because he can break your stuff, and Seyren has an attack that pretty much instakills you (if this troper remembers correctly). Oh, and the Biolabs 3 monsters have ''identical'' '''boss''' versions of each one! The names are slightly different (ie: Assassin Cross Eremes is the boss while Eremes Guile is the regular monster); they're crazy aggressive and have a huge mob. Before you have a chance to run away you're usually already a corpse on the ground and cursing at your screen. As mentioned above, the monsters do have good loot and if you're able to kill a boss the loot is usually worth the frustration.
* A recent addition to ''KingdomOfLoathing: the Mine Crab (that is, a crab with a sea mine on its back), they exist in the absolute hardest level in the game (so far), have lots of hit points, do large amounts of damage, and if you hit them for more than 40 points of damage at * all* , they explode, killing you no matter what. They have lots of hit points and by the time you reach them, dealing less than 40 points of damage is a major production. Did I mention that if the battle runs too long you lose automatically?
* Part of the design philosophy in ''TabulaRasa''. If it isn't immune to half of the available weapons types, it probably can heal and rez allies, or can make themselves invulnerable for periods of time, or reflect damage back at you. The real fun enemies combine these attributes: Atta are immune to electric, thermal, and virulent damage, have massive health bars, spawn in groups, and choose between an attack that ignores armor or an attack that knocks you on your backside at range. Linkers will, at random intervals, make themselves invulnerable to all forms of attack and reflect any attacks against them and unleash all the damage done to them ''again'' as they become vulnerable again; players can and regularly do commit suicide trying to plink them. Rakash Repair Bots heal themselves and allies, ignore armor, have locations where machines spit one out every eight seconds, and can create copies of themselves, their allies, or even the player.
** The 1.5 patch made things worse; previously 'normal' troops that were only immune to a couple damage types now turn other bad guy corpses into chain reaction bombs, can throw off player accuracy, and/or suck players into a small area before unleashing artillery.
* The MMORPG ''MapleStory'' has a large number of these depending on player level and class, such as Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.
** Electrophants are particularly aggravating; they deal around 100 touch damage (which is tiny), and around 700 magic damage (which is lethal at the levels you would fight them at).
* {{Runescape}} has the Shadow Spiders in the Chaos Tunnels in particular, everytime they smack you, you lose 50% of your prayer, why so bad? You want to use it for the green dragons ahead of you. No problem there, then another demonic spider comes up in the form of baby Black Dragons, they have very poor drops compared to their big dragon den mothers and smack quite hard and quick, they don't have dragon breath however which makes them more like GoddamnedBats then spiders. But when you are doing slayer assignments such as killing green dragons. They fit this trope perfectly since the other choice is to risk meeting a revenant out on the wild.
** Speaking of Revenants, they're demonic spiders themselves. They can attack you while you're already in combat with something else, freeze you, poison you, and prevent you from teleporting, heal themselves, cure themselves of poison, and are overpowered for their combat level. I know the player killers they were meant to replace could do this too, but not all players could inflict the StandardStatusEffects, and several are, like, 50 times more powerful than a player of the same level. There are NOT ANY LEVEL 7 PLAYERS THAT CAN DO 90 DAMAGE. Or freeze you. Or teleblock you.
*** Or freeze you ON A FREEPLAY SERVER.
*** Or attack from beyond the draw distance(!!!), which is almost a guaranteed freeze or teleblock.
** The Dungeon Spiders in Dungeoneering, oh so very much. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Food is a very important resource in this due to the bosses, so losing health this much is a massive issue. However, it's not just that. [[TheComputerIsACheatingBastard These things cheat so severely it's not even funny.]] How, you ask? By managing to ''Poison you while you're under the effect of Protect From Melee, which prevents this on any other enemy in the entire game.''
** There's also Shadows in [[ThatOneLevel The Temple of Light]], from "Mourning's End, Pt 2". They do a huge amount of damage and interrupt you when you're trying to work ThatOnePuzzle. Note that as part of the puzzle, you must bring up windows on-screen, and being attacked automatically closes those windows.
* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO? Lets count...
** The most memorable are the Cherry Fluffs. Nearly everybody has their favorite story about their first foray into Zen Gardens, seeing a Cherry Fluff, thinking "oh I eat these guys for breakfast", and then getting beat when the fluff they attack explodes for ''over 100 damage''. It's not recommended to use area-of-effect attacks in Zen unless you're ''absolutely sure'' there are no Cherry Fluffs around.
** Kokeshi Dolls are notorious for swarming (they're one of the earliest Animated to do so), especially if you're attacking their stronger Collectible form or [[ThatOneBoss Katsumi's Doll]], and they have a ranged attack.
** Taiko Drums, also in Zen, pack area-of-effect attacks and have attacks that knock the player around.
** The Flying Giftboxes ''regenerate''.
** Sand Fluffs in the Gold Beach area will sink you in quicksand, rendering you unable to move while they gather around to chip away your HP. You need ranged attacks to fight the Sand Fluffs.
*** As of recent updates, it's a slowdown effect rather than stopping you from walking, so at least you might be able to scroll to a new screen away from them.
** The Predator Prarie Pups turn invisible when they attack. It helps to keep a finger on the tilde (~) so you can auto-target them, especially if you're in one of the foresty screens where they can hide behind trees.
** Tiny Witch Doctors in the Otami Ruins have a slowing attack. It doesn't help that they're usually accompanied by mobs of Tiny Terrors.
** The Mask of Death and Rebirth's most powerful attack also stops you dead in your tracks. It also appears out of nowhere if you're on certain flights of stairs, and gets progressively stronger as you knock off each of its three forms. In its last form, its attack will a) force your avatar to run away, b) disable the use of your rings, and c) only wear off after a certain period of time, which is still long enough for the Mask or other enemies to strip you of your HP.
** Walkers. They have high HP and defenses. They can either use a powerful melee attack, or a ranged attack that inflicts poison. Also, they tend to come in groups. [[PaletteSwap Landstriders]] are rarer and weaker, but still a pain.
* The dungeon ''Shards of Orr'' from ''{{Guild Wars}}'' expansion ''Eye of the North'', is plagued with these, from mobs consisting of zombie brutes who deal lots of damage, coupled with skeleton sorcerers who blind you and knock you down, and then add a cleric to the mix for healing them, oh and for the record: groups of many enchanted weapons that are all agroed at the same time.
** And from the third game, Nightfall, you have the Torment Creatures. The fact that they come from Hell demands they be tough, and while they certainly are, they ALL come equipped with a defense mechanism guaranteed to make you grind your teeth. When a Torment Creature is almost dead (although sometimes they've been observed doing this as high as 40% health), it crouches down and you have EXACTLY ten seconds to kill it before a duplicate spawns in. The duplicate? IT HAS THE SAME SKILL. The worst ones by far are the Arms of Insanity, rangers who, before activating the ability, will use two different preparations that a) give them roughly eight pips of regenerating health, and b) enable them to dodge 75% of your attacks. Without careful micromanagement in most situations, you can go from fighting five of them to fifteen in an instant.
** And any enemy with a resurrection spell can quickly become this. [[KillItWithFire Charr]] Dominators can not only disable your abilities if you're unlucky enough, but their fast casting attribute lets them bring enemies to life in about half the time your team can (although that's because they were actually based on a popular human build). And Awakened Cavaliers come with both one of the fast-recharging resurrection signets AND a shout (as in instantly-activating) that brings all their teammates back. Logic demands you eliminate these sorts first, but you'll more often than not cross a group where more than one of them are present, sometimes also backing a boss.
* ''StarTrekOnline'': The Borg. Not the weak, disjointed, disconnected [[spoiler:past-version]] Borg from the tutorial, but the full-on [[spoiler:modern]] Borg from the endgame area. On the ground, they will keep summoning more, and more, and more, and more, and 'aaaaaaagh'. In space, they will quickly render you helpless and then pound on you.
** "Resistance is futile" indeed.
* ''Grand Chase'' has Orc Warriors and Stone golems.
* ''SpiralKnights'' has plenty of stuff waiting to ruin your day [[hottip:*:and ways to counter]]. Usually one monster per enemy type:
** Beasts have Alpha Wolvers. They inherit the normal Wolver trait of dodging guns and their FlashStep into melee, but now buff any small wolvers in the area, are near impervious to being knocked down, and do a three bite combo that will break shields if blocked entirely. In later tiers they gain TeleportSpam. [[hottip:*:Attack them when they yip, have teammates attack from the side during the combo, or hit them with the Faust or a curse vial, since curse will trigger thrice during their combo.]]
** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]
** Fiends are annoying in general, but late-strata Greavers can be deadly. Greavers can FlashStep into a melee attack that leaves behind an unblockable status cloud. And they have a habit of swarming the player. [[hottip:*:Melee knocks them out of their attack entirely. Someone with a Flourish can tear up Greavers with ease.]]
** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]
Gay
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* ''SpiralKnights'' has plenty of stuff waiting to ruin your day [[hottip:*:and ways to counter]]. Usually one monster per enemy type:
** Beasts have Alpha Wolvers. They inherit the normal Wolver trait of dodging guns and their FlashStep into melee, but now buff any small wolvers in the area, are near impervious to being knocked down, and do a three bite combo that will break shields if blocked entirely. In later tiers they gain TeleportSpam. [[hottip:*:Attack them when they yip, have teammates attack from the side during the combo, or hit them with the Faust or a curse vial, since curse will trigger thrice during their combo.]]
** Constructs have Gun Puppies. Although immobile, they tend to camp areas that are hard to reach when they spawn, thin paths filled with spikes, or [[ZergRush spawn up to 8 at once in the arenas]]. They have the highest bullet count of all enemies, meaning that any encounter with more than two can turn into BulletHell in a hurry. [[hottip:*:Not very hard to stream their shots and gun them down. Also easy to bait with one player shielding, and the Cailbur line's charged attack can hit 3 times. The arena ZergRush is always brutal, though.]]
** Fiends are annoying in general, but late-strata Greavers can be deadly. Greavers can FlashStep into a melee attack that leaves behind an unblockable status cloud. And they have a habit of swarming the player. [[hottip:*:Melee knocks them out of their attack entirely. Someone with a Flourish can tear up Greavers with ease.]]
** Gremlins are another annoying monster type in general, but demos are the greatest pain in the ass. At their tier 1 form, they're merely annoying, but tier 2 brings the bomb spam like none other. They spam mines and dodges making it impossible to safely attack them most of the time, and will often toss four mines at a player, which proceed to land on the ground and arm themselves when they hit. And then when you do hit them, a mine will often fall from their backpack... which promptly arms itself when it hits the floor. And to top it off, if damaged and left alone they will pull out a health capsule and recover a bunch of life. The mines not only act as very effective space control, but they also make for effective anti-freeze. [[hottip:*:They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely.]]
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** There's also Shadows in [[ThatOneLevel The Temple of Light]], from "Mourning's End, Pt 2". They do a huge amount of damage and interrupt you when you're trying to work ThatOnePuzzle. Note that as part of the puzzle, you must bring up windows on-screen, and being attacked automatically closes those windows.
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** "Resistance is futile" indeed.
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* Flying MTs in ''ArmoredCore'' games pre-4 and For Answer weren't as predictable as fighter jets nor as slow as helicopters, both of which you could kill with a missile or two, charge at you guns blazing at a low altitude, fly in erratic patterns, frequently come in packs of up to three and drop other enemies for you to deal with. And they all have enough health to bar the player from just shooting a few missiles and scooting. If you aim up to engage the air MTs, you get blasted at by their ground support. Neglect the air MTs too long and you get shot at by them, plus the ground MTs. They tend to appear in droves and one mission turns into ThatOneLevel because you must face a boss right after fighting them off, PLUS the KillSat that's firing at you while they're chipping away your health steadily.
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* Flying MTs in ''ArmoredCore'' games pre-4 and For Answer weren't as predictable as fighter jets nor as slow as helicopters, both of which you could kill with a missile or two, charge at you guns blazing at a low altitude, fly in erratic patterns, frequently come in packs of up to three and drop other enemies for you to deal with. And they all have enough health to bar the player from just shooting a few missiles and scooting. If you aim up to engage the air MTs, you get blasted at by their ground support. Neglect the air MTs too long and you get shot at by them, plus the ground MTs. They tend to appear in droves and one mission turns into ThatOneLevel because you must face a boss right after fighting them off, PLUS the KillSat that's firing at you while they're chipping away your health steadily.
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BOSSES DON\'T COUNT


** Speaking of Dungeoneering, how about the low-level boss Astera Frostweb. She is dang near impossible to solo without dying at least once. She calls ice spider minions which distract you if you have auto retaliate on. She prays random "Protect from" prayers, so you have to have at least two different combat styles. Plus she freezes you in place and moves away, so you can't hit her with melee. Frustrating beyond belief.
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** Electrophants are particularly aggravating; they deal around 100 touch damage (which is tiny), and around 700 magic damage (which is lethal at the levels you would fight them at).
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** Speaking of Dungeoneering, how about the low-level boss Astera Frostweb. She is dang near impossible to solo without dying at least once. She calls ice spider minions which distract you if you have auto retaliate on. She prays random "Protect from" prayers, so you have to have at least two different combat styles. Plus she freezes you in place and moves away, so you can't hit her with melee. Frustrating beyond belief.

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Atlantica moved to the boss in mook\'s clothing page


* ''KingdomOfLoathing'' inflicts the [[http://kol.coldfront.net/thekolwiki/index.php/Chalkdust_wraith Chalkdust Wraith]] on players when they venture into the Haunted Billiards Room. It's pretty much impossible to hit one of these freakin' things unless you have a weapon that does some sort of [[ElementalRockPaperScissors element-type damage]], which at this point in the game is likely to be the not-so-strong Asparagus Knife. To make things worse, it can completely slaughter you with powerful attacks, and you have to beat at least one to get the chalk that you need for an adventure that unlocks another area. This editor will never in his life venture into a pool hall for fear he may not make it out alive.
** The chalkdust wraith is a total pushover, as long as you don't try to go in when the manor is first opened. There is no reason to go in until you have enough stats to survive the gallery or the second floor and the plot doesn't require going in until the level 11 quest. If you don't have elemental weapons, use items like hair spray. Though if you're at the proper level to go in, it can't hit you with any attack and you can even kill it with ScratchDamage since it only has 10 HP.
** A more recent addition: the Mine Crab (that is, a crab with a sea mine on its back), they exist in the absolute hardest level in the game (so far), have lots of hit points, do large amounts of damage, and if you hit them for more than 40 points of damage at * all* , they explode, killing you no matter what. They have lots of hit points and by the time you reach them, dealing less than 40 points of damage is a major production. Did I mention that if the battle runs too long you lose automatically?

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* ''KingdomOfLoathing'' inflicts the [[http://kol.coldfront.net/thekolwiki/index.php/Chalkdust_wraith Chalkdust Wraith]] on players when they venture into the Haunted Billiards Room. It's pretty much impossible to hit one of these freakin' things unless you have a weapon that does some sort of [[ElementalRockPaperScissors element-type damage]], which at this point in the game is likely to be the not-so-strong Asparagus Knife. To make things worse, it can completely slaughter you with powerful attacks, and you have to beat at least one to get the chalk that you need for an adventure that unlocks another area. This editor will never in his life venture into a pool hall for fear he may not make it out alive.
** The chalkdust wraith is a total pushover, as long as you don't try to go in when the manor is first opened. There is no reason to go in until you have enough stats to survive the gallery or the second floor and the plot doesn't require going in until the level 11 quest. If you don't have elemental weapons, use items like hair spray. Though if you're at the proper level to go in, it can't hit you with any attack and you can even kill it with ScratchDamage since it only has 10 HP.
**
A more recent addition: addition to ''KingdomOfLoathing: the Mine Crab (that is, a crab with a sea mine on its back), they exist in the absolute hardest level in the game (so far), have lots of hit points, do large amounts of damage, and if you hit them for more than 40 points of damage at * all* , they explode, killing you no matter what. They have lots of hit points and by the time you reach them, dealing less than 40 points of damage is a major production. Did I mention that if the battle runs too long you lose automatically?



* The MMORPG ''MapleStory'' has a large number of these depending on player level and class. These most often include enemies added due to regular events, such as those horrible, ''horrible'' Turkey Commandos, which were to be found on all of the main roads and had an unavoidable attack that could hit the player from off-screen, ran twice as fast as any character without a heavy speed buff could move, and had several invincibility frames.
** Other examples include Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.

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* The MMORPG ''MapleStory'' has a large number of these depending on player level and class. These most often include enemies added due to regular events, class, such as those horrible, ''horrible'' Turkey Commandos, which were to be found on all of the main roads and had an unavoidable attack that could hit the player from off-screen, ran twice as fast as any character without a heavy speed buff could move, and had several invincibility frames.
** Other examples include
Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.



* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO ''zOMG!''? Let me count...
** The most memorable are the Cherry Fluffs. Nearly everybody has their favorite story about their first foray into Zen Gardens, seeing a Cherry Fluff, thinking "oh I eat these guys for breakfast", and then getting pwned when the fluff they attack explodes for ''over 100 damage''. It's not recommended to use area-of-effect attacks in Zen unless you're ''absolutely sure'' there are no Cherry Fluffs around.

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* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO ''zOMG!''? Let me MMO? Lets count...
** The most memorable are the Cherry Fluffs. Nearly everybody has their favorite story about their first foray into Zen Gardens, seeing a Cherry Fluff, thinking "oh I eat these guys for breakfast", and then getting pwned beat when the fluff they attack explodes for ''over 100 damage''. It's not recommended to use area-of-effect attacks in Zen unless you're ''absolutely sure'' there are no Cherry Fluffs around.



* ''AtlanticaOnline'''s dungeons have, after a certain level, rare enemies that for all intents and purposes are almost as strong as a boss and share their immunity to stuns and other incapacitating effects. Their loot doesn't compensate for the trouble at all, and with a few exceptions they aren't relevant to any quest either.
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** * ahem* ...MIMICS! DEAR GOD MIMICS...at least in the ''extremely'' laggy Beta. You would see one at the edge of the screen, it would see you, you would lag, the little @#$%$ would fly by your body, and then thousands of damage would come flying off your corpse.
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*** Many enemies in FFXI were demonic spiders of some form or another. Spider mobs could one-shot players with their Sickle Slash move. Tigers had a strong AOE paralyze. Corses could charm players: that made them impossible to straight tank, and if you soloed one with a pet and got charmed, you'd drop aggro and follow the mob around till charm dropped, often meaning certain death. A bomb's self-destruct could wipe out a whole party. There's a reason the game was nicknamed "Crab Fantasy XI"-crabs were one of the few mobs that weren't demonic and were safe to level on.

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*** Many enemies in FFXI were demonic spiders of some form or another. Spider mobs could one-shot players with their Sickle Slash move. Tigers had a strong AOE paralyze. Corses could charm players: that made them impossible to straight tank, and if you soloed one with a pet and got charmed, you'd drop aggro and follow the mob around till charm dropped, often meaning certain death. A bomb's self-destruct could wipe out a whole party. There's a reason the game was nicknamed "Crab Fantasy XI"-crabs were one of the few mobs that weren't demonic and were safe to level on.

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Murlocs on the God Damn Bats page


* Murlocs in ''WorldOfWarcraft''. Graagh! Near-universally hated enemies. Guild chat too quiet? Mention murlocs! Their name alone is enough to catalyse a long and hate-filled rant from several players simultaneously. Reasonably tough on their own, they almost always run for help, are extremely fast in doing so, are often found in groups and tend to have a lot of patrols. When fighting one murloc one stands a very good chance of fighting six or seven at once or in rapid succession, which tends to mean death to the lower-level characters that fight them. One of the more delicious parts of playing a mid-level Paladin specialized in damage soaking is that your levelling fodder is generally large groups of murlocs, which means you get to hunt down and slaughter every last one of the little bastards. You can distinguish how much a person plays the game by bringing them up or imitating their [[http://www.owlboy.com/wowwiki/mMurlocAggroB.mp3 distinctive battle cry]]. A casual player will complain or laugh, respectively. A more serious player will curl up into the fetal position and start whimpering.
** And don't forget their larger-than-average aggro radius.
** This is actually somewhat ironic, considering that they are easy meat in ''{{Warcraft}} 3''.
** Monstrous Kaliri in Skettis also rate. They're fast patrolling aerial monsters that, once locked onto your ass will chase you down, slow you down, and eventually knock you off your flying mount unless you have immunity from daze, and only tank specced characters with sufficient defense will have this blessing. If you can't escape them, then your only hope is to land somewhere safely so you can kill them at your leisure, and 'safe' landing points are rare enough as it is in Skettis. Blizzard even upgraded their AI, changing your chances to escape from "low" to "extremely slim".

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* Murlocs in ''WorldOfWarcraft''. Graagh! Near-universally hated enemies. Guild chat too quiet? Mention murlocs! Their name alone is enough to catalyse a long and hate-filled rant from several players simultaneously. Reasonably tough on their own, they almost always run for help, are extremely fast in doing so, are often found in groups and tend to have a lot of patrols. When fighting one murloc one stands a very good chance of fighting six or seven at once or in rapid succession, which tends to mean death to the lower-level characters that fight them. One of the more delicious parts of playing a mid-level Paladin specialized in damage soaking is that your levelling fodder is generally large groups of murlocs, which means you get to hunt down and slaughter every last one of the little bastards. You can distinguish how much a person plays the game by bringing them up or imitating their [[http://www.owlboy.com/wowwiki/mMurlocAggroB.mp3 distinctive battle cry]]. A casual player will complain or laugh, respectively. A more serious player will curl up into the fetal position and start whimpering.
** And don't forget their larger-than-average aggro radius.
** This is actually somewhat ironic, considering that they are easy meat in ''{{Warcraft}} 3''.
**
''WorldOfWarcraft'' has Monstrous Kaliri in Skettis also rate.Skettis. They're fast patrolling aerial monsters that, once locked onto your ass will chase you down, slow you down, and eventually knock you off your flying mount unless you have immunity from daze, and only tank specced characters with sufficient defense will have this blessing. If you can't escape them, then your only hope is to land somewhere safely so you can kill them at your leisure, and 'safe' landing points are rare enough as it is in Skettis. Blizzard even upgraded their AI, changing your chances to escape from "low" to "extremely slim".
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*** Or attack from beyond the draw distance(!!!), which is almost a guaranteed freeze or teleblock.

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