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* ''VideoGame/AsheronsCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. They also hit incredibly fast compared to most other monsters as well, resulting in their taking you down to half health or lower within seconds of encountering them if your Melee Defense skill or armor level isn't high enough. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.

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* ''VideoGame/AsheronsCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. They also hit incredibly fast compared to most other monsters as well, resulting in their taking you down to half health or lower within seconds of encountering them if your Melee Defense skill or armor level isn't high enough. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion. Thankfully if you have the ability to damage them with frost they tend to go down very quickly.
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* ''VideoGame/AsheronsCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.

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* ''VideoGame/AsheronsCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. They also hit incredibly fast compared to most other monsters as well, resulting in their taking you down to half health or lower within seconds of encountering them if your Melee Defense skill or armor level isn't high enough. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.
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Fixed Asheron\'s Call entry to point to game page on TV Tropes.


* ''VideoGame/Asheron'sCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.

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* ''VideoGame/Asheron'sCall'' ''VideoGame/AsheronsCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.
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Added Hollow Minions (Asheron\'s Call) entry.

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* ''VideoGame/Asheron'sCall'' has the Hollow Minions, monsters who hit very hard thanks to their ability to completely ignore magical protection spells of any kind in a game whose players rely on said magical protections to do almost anything. Actually, there are a number of things that can do hollow damage, but the Hollow Minions are the most prevalent (the fact that they look like a creepy scarecrow really doesn't help much) and therefore the ones you're the most likely to hate with an undying passion.
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** 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]].

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** Jarbas are [[MightyGlacier [[SuperToughness exceedingly tough]] enemies that cast [[OneHitKill Megid]] repeatedly from a range...or [[InstantDeathRadius Dambarta]] up close. Resistant to [[HitAndRunTactics melee and spells]].
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**The first of the [[EliteMooks elite slayer monsters]] introduced in November 2015, Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
**The second elite monster, [[WolverineClaws Ripper]] [[LightningBruiser Demons]], while not quite as bad as wyverns, are still a major threat. They attack [[SpamAttack very fast]], hit very hard, and when their special attack bar is filled, can use an attack that will [[OneHitKill kill you instantly]] if not evaded. When you kill one, it [[KaizoTrap starts swinging around wildly, causing multiple hard hits]] if you don't back off. And if your health is below half when one dies, the others will [[GangUpOnTheHuman become aggressive]] and try to finish you off, and likely will.
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* ''RagnarokOnline'' has many versions of these on various maps. Each player has their own personal Demons depending on the class and the skills they pack.

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* ''RagnarokOnline'' ''VideoGame/RagnarokOnline'' has many versions of these on various maps. Each player has their own personal Demons depending on the class and the skills they pack.

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* ''VideoGame/{{Everquest}}''. where do we start? Most of this applies to the classic game.

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* ''VideoGame/{{Everquest}}''.''VideoGame/EverQuest''. where do we start? Most of this applies to the classic game.



* ''GrandChase'' has Orc Warriors and Stone golems.
* ''SpiralKnights'' has plenty of stuff waiting to ruin your day[[note]]and ways to counter[[/note]]. Usually one monster per enemy type:

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* ''GrandChase'' ''VideoGame/GrandChase'' has Orc Warriors and Stone golems.
* ''SpiralKnights'' ''VideoGame/SpiralKnights'' has plenty of stuff waiting to ruin your day[[note]]and ways to counter[[/note]]. Usually one monster per enemy type:



* 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 still...

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* In [[LaTale La Tale]], ''VideoGame/LaTale'', 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 still...

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** And then we have an NPC only ability known as deathtouch. It is insta cast at range (no interrupting it or silencing it), and kills it's target, no save, no defense against it, period. Many higher level bosses have this, and will open combat with it. The player who started the battle is dead. Period. Late ones will cast it at regular intervals, and at random player targets, possibly even ones not on the aggro list yet. The ultimate in unfair abilities. It's use cannot be stopped, and every use of it kills a player character. Naturally players never get this. The shadowknight player class (also an npc class too) got a once a day ability called harmtouch that did [[ForMassiveDamage massive damage]] instantly, but it could be resisted by targets above the player's level.

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** And then we have an NPC only ability known as deathtouch. It is insta cast at range (no interrupting it or silencing it), and kills it's target, no save, no defense against it, period. Many higher level bosses have this, and will open combat with it. The player who started the battle is dead. Period. Late ones will cast it at regular intervals, and at random player targets, possibly even ones not on the aggro list yet. The ultimate in unfair abilities. It's use cannot be stopped, and every use of it kills a player character. Naturally players never get this. The shadowknight player class (also an npc class too) got a once a day ability called harmtouch that did [[ForMassiveDamage massive damage]] damage instantly, but it could be resisted by targets above the player's level.
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* ''Everquest''. where do we start? Most of this applies to the classic game.

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* ''Everquest''.''VideoGame/{{Everquest}}''. where do we start? Most of this applies to the classic game.



* 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 ''[[VideoGame/NeedForSpeed Need for Speed: World]] 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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* ''Everquest''. where do we start? Most of this applies to the classic game.
** Pretty much any named mob was much tougher then any other monster of it's type and level, capable of handily defeating many players at it's level. Even when the game was telling you you could easily beat it because of the level difference, they still often would kill you. At least WorldOfWarcraft had the elite tag to warn you. People learned this lesson very quickly, and yet it would still catch you by surprise again 10 levels later, because the overpoweredness of named monsters increases as their level does.
** They would also have enemies that are 5 to 10 levels higher then the surrounding ones that had a slightly different name. classic examples include "an orc warrior" (what you are planning to kill) vs. "a orc warrior" (will mop the floor with you if you are after the "an orc warrior"s) and "will'o wisp" vs "Will'O Wisp". You would only know about the level difference if you targeted the enemy and types /con to judge it's level after.
** Inside dungeons they would have enemies that were given immunities to movement slowing and stopping spells, just so they could run away AT HALF HEALTH AND FULL MOVEMENT SPEED AND TRAIN THE ENTIRE DUNGEON ON YOU! The version outside the dungeon wouldn't have those same immunities.
** Enemies that can blind you count as well. this status effect completely blacked out your screen, including mouse pointer and user interface. It only lasted a few seconds, but if there was anything else even remotely dangerous around as well...
** Enemies that can charm are even worse. Special mention goes to the Negotiator, found near Castle Mistmoore. If there are other players around, congrats. You are attacking them and casting your spells on them. But if there aren't other players around, you are taken inside the castle, and brought in front of Mayong Mistmoore himself. He WILL kill you once charm breaks. You will be unable to recover your corpse without asking a necromancer for help and using an expensive material component to summon it to you, because he's just that overpowered, and cannot be killed even with a raid force of players. Can't afford to pay a necromancer? You lose all your gear you had on FOREVER.
** For non tank characters, anything with the summon ability is a demonic spider. The monster will periodically teleport the person on the top of it's aggro list directly in front of him, and follow it up instantly with a strong melee attack (think Scorpion from MortalKombat except that it can't be blocked or dodged), which would disrupt your spell and take a huge chunk out of your life. There is no way to resist it ever.
** And then we have an NPC only ability known as deathtouch. It is insta cast at range (no interrupting it or silencing it), and kills it's target, no save, no defense against it, period. Many higher level bosses have this, and will open combat with it. The player who started the battle is dead. Period. Late ones will cast it at regular intervals, and at random player targets, possibly even ones not on the aggro list yet. The ultimate in unfair abilities. It's use cannot be stopped, and every use of it kills a player character. Naturally players never get this. The shadowknight player class (also an npc class too) got a once a day ability called harmtouch that did [[ForMassiveDamage massive damage]] instantly, but it could be resisted by targets above the player's level.
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* ''KingdomOfLoathing'' has the Mine Crab, a crab with a sea mine on its back: they exist in the absolute hardest level in the game, 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 problem. Oh, and if the battle runs too long you lose automatically.

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* ''KingdomOfLoathing'' ''VideoGame/KingdomOfLoathing'' has the Mine Crab, a crab with a sea mine on its back: they exist in the absolute hardest level in the game, 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 problem. Oh, and if the battle runs too long you lose automatically.
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** Also noteworthy is the terminate ability used by certain strong and elite enemies. Terminate is a snipe-like ability that, while having a long cast time, is not particularly noticeable when casting. It deals extremely high damage - up to 50-60% of a level-appropriate characters maximum health in one hit. Adding insult to injury, it typically has a shorter cooldown than most interrupt abilities. Notable users include two silver-level Alde Library Guards in the inquisitor's first class quest on Alderaan, who must be fought simultaneously (sorcerers can mezz one of the guards to deal with them individually, but assassins are not so lucky), and the elite tuskan raider encountered at the end of the quest Test of the Clan, who generally must be fought while under the effect of a debuff that reduces the players health by 25%.
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** Wamouras. They heal thousands of HP just from being ''debuffed'', drain all of your MP and go [[DragonBallGT SSJ4]] on a whim.

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** Wamouras. They heal thousands of HP just from being ''debuffed'', drain all of your MP and go [[DragonBallGT [[Anime/DragonBallGT SSJ4]] on a whim.

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* Ak'ab in TheSecretWorld. a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.
* StarWarsGalaxies had the Nightsisters of Dathomir. They were extremely powerful on the attack (able to kill an unbuffed player in a few hits), had oodles of HP, were resistant (or, in the case of the higher level ones, completely immune) to most types of attacks and, unlike other dangerous pieces of Dathomir's wildlife (like the Rancors), were not easily spotted thanks to their drab garb and relatively small size. Oh, and the best part? They ''attacked vehicles'' and would usually destroy them in a single attack, meaning you could be flying across the wilds on a speederbike, only to have a nearby Nightsister blast it out from underneath you and then proceed to turn you into pocket mulch. Nightsisters were the reason why no one dared take out rare vehicles - like AV-21s - on Dathomir until the game was updated to allow destroyed vehicles to be repaired.

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* Ak'ab in TheSecretWorld. ''VideoGame/TheSecretWorld'', a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.
* StarWarsGalaxies ''VideoGame/StarWarsGalaxies'' had the Nightsisters of Dathomir. They were extremely powerful on the attack (able to kill an unbuffed player in a few hits), had oodles of HP, were resistant (or, in the case of the higher level ones, completely immune) to most types of attacks and, unlike other dangerous pieces of Dathomir's wildlife (like the Rancors), were not easily spotted thanks to their drab garb and relatively small size. Oh, and the best part? They ''attacked vehicles'' and would usually destroy them in a single attack, meaning you could be flying across the wilds on a speederbike, only to have a nearby Nightsister blast it out from underneath you and then proceed to turn you into pocket mulch. Nightsisters were the reason why no one dared take out rare vehicles - like AV-21s - on Dathomir until the game was updated to allow destroyed vehicles to be repaired.repaired.
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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.
* 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.

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* {{Phantasy ''VideoGame/{{Phantasy Star Online}} 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.
* In ''CityOfHeroes'', ''VideoGame/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.
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* Listing all the DemonicSpiders TheOldRepublic has would take it's own planet segmented page to fill, so it's far easier to point out certain Demonic Ability's (that many, many different mobs share).

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* Listing all the DemonicSpiders TheOldRepublic Videogame/StarWarsTheOldRepublic has would take it's own planet segmented page to fill, so it's far easier to point out certain Demonic Ability's (that many, many different mobs share).
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** The [=TokHaar=]-Ket-Zek, [=TokHaar=]-Tok-Xil, and [=TokHaar=]-Yt-[=MejKot=] found in the [=TokHaar=] Fight Kiln and Fight Cauldron. All of them do hideous amounts of damage, possibly hitting for well over a thousand damage. The Ket-Zek uses magic and melee, the Tok-Xil uses ranged and melee, while the [=MejKot=] sticks exclusively to melee.
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*** Wizards are infamous for killing new players. Aggressive monsters with powerful magic attacks located in the start of beginner quests. It was common to see the remains of dead beginning players at the wizards tower. Made worse because due to MinMaxing, wizards had low levels so a unsuspecting player would attack one only to be quickly killed.
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* Ak'ab in TheSecretWorld. a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.

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* Ak'ab in TheSecretWorld. a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.careful.
* StarWarsGalaxies had the Nightsisters of Dathomir. They were extremely powerful on the attack (able to kill an unbuffed player in a few hits), had oodles of HP, were resistant (or, in the case of the higher level ones, completely immune) to most types of attacks and, unlike other dangerous pieces of Dathomir's wildlife (like the Rancors), were not easily spotted thanks to their drab garb and relatively small size. Oh, and the best part? They ''attacked vehicles'' and would usually destroy them in a single attack, meaning you could be flying across the wilds on a speederbike, only to have a nearby Nightsister blast it out from underneath you and then proceed to turn you into pocket mulch. Nightsisters were the reason why no one dared take out rare vehicles - like AV-21s - on Dathomir until the game was updated to allow destroyed vehicles to be repaired.
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* ''Pirate101'' has plenty of these.
** At cool ranch, there are [[EliteMook Striped Bumbaloons]] and Frogerales.
*** Striped bumbaloons can vengeance strike anyone that hits them up to three times which makes it a chore to keep your [[FragileSpeedster Swashbuckler alive.]]
*** Frogerales are [[GoddamnedBats annoying]] at the Castillo Sapo dungeon, but at the [[ThatOneLevel Frogerale Warden,]] they can take down a level 50 swashbuckler with their constant spamming of overwatch. At the end of cool ranch, [[BossInMooksClothing Bloody Bob Barnes]] appears on every ghost ship you fight and LOVES riposting your attacks. Especially problematic when you get cancelled out of an attack string with a companion like El Toro.
** Mooshu gets even worse.
*** This time they have Samoorai Champions and Archers. Samoorai Champions get lots of free hits due to both first strike and vengeance strike. Samoorai Archers love pelting you with arrows and seeming to get a free bonus attack whether they hit or miss.
*** However, they don't even come close to [[GlassCannon Tengu Sorcerers.]] They can hit multiple targets with one attack, then spam the primary target with a string of mojo echo procs.
** Marleybone has two particularly brutal ones.
*** Armada Dragoons. They love spamming [[DeathFromAbove The Big Guns]] half to death so you and a few companions are at about half health when you're playing with a 4-player group and you're focused down.
*** Radical Dogs. A minor one, but can beat you down by getting a relentless string. Especially problematic when they start beating down your musketeers.
** Aquila has the most out of all of them.
*** Manticores. They can lock you in a relentless string just like radical dogs, but they are quite dodgy and can riposte attacks for bonus damage.
*** Eagle Shades. The first time you fight them, they are particularly overwhelming as they can heal themselves to almost full health when they're low. [[OhCrap They can do it up to three times in one battle.]]
*** In the same vein as Armada Dragoons and Tengu Sorcerers are [[HerdHittingAttack Saytrs and Ophidian Flame Dancers.]] They may cause some trouble when there's only one pirate, but a four player group is going to result in a bloodbath. This is especially true with Ophidian bosses like [[ThatOneBoss Mari]] and [[BonusBoss Chryssida.]]
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Team Fortress 2 is not an MMO and does not have NPC enemies of any kind, so it doesn\'t qualify


* VideoGame/TeamFortress2 is an interesting example. All classes can be technically be DemonicSpiders, but since they're all being controlled by human opponents, it doesn't quite fit the definition. Still, you just can't help but rage after being backstabbed by that Spy for the fifth time, or headshotted by that Sniper from halfway across the map. You will never see a good Spy or Sniper until he's already killed you (due to the killcam function).

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** 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 nerfed them by just a tiny bit, though, as they still hurt like hell for appropriate player level.

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** 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 immensely 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 nerfed them by just a tiny bit, though, as they still hurt like hell for appropriate player level.


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** In the Timeless Isle, the Molten Guardians, as well as the KingMook, Cinderfall, count. They often use a frontal cone attack that can be dodged, but will sometimes spew fire all around them, which is almost impossible to avoid for melee classes and can be dangerous if you're just passing through. To make matters worse, griefers like to pull them to where the rival faction is fighting Ordos.
** Siege of Orgrimmar has a few. There are the Lingering Corruption adds before the fourth boss, which apply a debuff on a random player when they die that damages them and everyone close to them after a few seconds or when it's dispelled; too many stacks, and a player '''will'' die. Kor'kron Shadowmages have a Mind Spike that can potentially one-shot players, while the Treasury Guards hit quite hard. The trash before Garrosh is also very difficult, particularly the slimes that heal ones nearby when they die.
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* ''VideoGame/DungeonsAndDragonsOnline'' has most spellcaster creatures become this at the very least when completing adventures of Hard or Elite difficulty, able to spam lightning spells that do as much damage as high level abilities used by boss creatures. Regular enemies that are this are Rust Monsters and Oozes, which in addition to causing acid based damage to your character (requires a special resistance in addition to normal Armor Class), they ''deteriorate your weapons and armor''. Fire elementals can be like this too, if they're anywhere near a source of heat since it recharges their health.

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* ''VideoGame/DungeonsAndDragonsOnline'' has most spellcaster creatures become this at the very least when completing adventures of Hard or Elite difficulty, able to spam lightning spells that do as much damage as high level abilities used by boss creatures. Regular enemies that are this are Rust Monsters and Oozes, which in addition to causing acid based damage to your character (requires a special resistance in addition to normal Armor Class), they ''deteriorate your weapons and armor''. Fire elementals can be like this too, if they're anywhere near a source of heat since it recharges their health.health.
* Ak'ab in TheSecretWorld. a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.
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* In {{Phantasy Star Universe}} there are numerous enemies that fit this {{trope}}. The following are most of the most menacing enemies.. but this is a game where any enemy can have very powerful [[StatusBuff Status Buffs]], including halving all damage they take and doubling all damage they deal.

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* In {{Phantasy Star Universe}} ''PhantasyStarUniverse'', there are numerous enemies that fit this {{trope}}. The following are most of the most menacing enemies.. but this is a game where any enemy can have very powerful [[StatusBuff Status Buffs]], including halving all damage they take and doubling all damage they deal.
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Hottip cleanup; see thread for details


* ''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.]]
*** Even tougher than Gun Puppies are Rocket Puppies. On Tier One they shoot an easy-to-dodge missile. Tier Two makes adds a light homing function. Tier Three? High-speed missiles! Homing on a level barely dodgeable! They are not destroyed by obstacles! They do more damage than almost any other enemy of the same level! The explosion inflicts burn status which unblockably chips away your health you even further! Missiles destroy your shield in one or two hit! It fires almost fast enough to keep a missile on the field at all times! Similar to Gun Puppies above, you can face eight of these in an Arena match! Whew![[hottip:*:The missiles can hit other enemies, use this to your advantage. Don't aggro too many at once. Make sure your combo makes the turret abandon its attack if just possible.]]
** 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. Make sure they don't swerve around you when you strike, though.]]
** 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. Also, a decent gun can chip away their health.]]
** Phantoms are this of the graveyard themed Undead levels. Far-reaching three-hit combo, decent health and a projectile-firing charged attack are far from unbearable... But the damn things don't give up. When you kill them, they come back in a few minutes. When soloing, they're easy to deal with, but there's one for each player - in four-player expeditions you are stalked by four of these which can be overwhelming. [[hottip:*:Phantoms aggro their designated player. Either have the person in question deal with the opponent solo, or gang up on the Phantom while the target acts as a diversion. If you have a gun you can use while mobile, you can just back up and keep firing.]]

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* ''SpiralKnights'' has plenty of stuff waiting to ruin your day [[hottip:*:and day[[note]]and ways to counter]].counter[[/note]]. 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 [[note]]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.]]
[[/note]]
** 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 [[note]]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.]]
[[/note]]
*** Even tougher than Gun Puppies are Rocket Puppies. On Tier One they shoot an easy-to-dodge missile. Tier Two makes adds a light homing function. Tier Three? High-speed missiles! Homing on a level barely dodgeable! They are not destroyed by obstacles! They do more damage than almost any other enemy of the same level! The explosion inflicts burn status which unblockably chips away your health you even further! Missiles destroy your shield in one or two hit! It fires almost fast enough to keep a missile on the field at all times! Similar to Gun Puppies above, you can face eight of these in an Arena match! Whew![[hottip:*:The Whew![[note]]The missiles can hit other enemies, use this to your advantage. Don't aggro too many at once. Make sure your combo makes the turret abandon its attack if just possible.]]
[[/note]]
** 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 [[note]]Melee knocks them out of their attack entirely. Someone with a Flourish can tear up Greavers with ease. Make sure they don't swerve around you when you strike, though.]]
[[/note]]
** 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 [[note]]They aren't very aggressive and the mine fuse is easily visible, so charged attacks work nicely. Also, a decent gun can chip away their health.]]
[[/note]]
** Phantoms are this of the graveyard themed Undead levels. Far-reaching three-hit combo, decent health and a projectile-firing charged attack are far from unbearable... But the damn things don't give up. When you kill them, they come back in a few minutes. When soloing, they're easy to deal with, but there's one for each player - in four-player expeditions you are stalked by four of these which can be overwhelming. [[hottip:*:Phantoms [[note]]Phantoms aggro their designated player. Either have the person in question deal with the opponent solo, or gang up on the Phantom while the target acts as a diversion. If you have a gun you can use while mobile, you can just back up and keep firing.]][[/note]]
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** One that many new players find out the hard way: Jail guards. Located in Draynor Village, just a hop, skip, and a jump from the starting area, jail guards are level 26, tend to be aggressive, and are located in a multicombat area. You see where this is going.

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** One that many new players find out How about an old one? In the hard way: Jail guards. Located in older versions of Runescape, you had the Draynor Village, just a hop, skip, and a jump from the starting area, jail guards are level 26, tend to be Jail Guards. They were aggressive, and are located in a multicombat area. You see where this is going.area, and were less than a minute away from Lumbridge, the starting town. They were the bane of many a new player.
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**** Special mention goes to the Springtail Virmen in Valley of the Four Winds. Attacks in packs? check. Has a bleed that deals approximately 17,000 damage a tick at maximum stacks? Check. Are they everywhere in the cave you're supposed to save a quest target? Check. These guys pose a threat even to a Level 90 player.
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* 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 make [[{{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. Even the fact that there are light-based options for Sleep and Dispel doesn't take away from their status as Queen Bitch.

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* To date, there is no enemy in FinalFantasyXI ''VideoGame/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 make [[{{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. Even the fact that there are light-based options for Sleep and Dispel doesn't take away from their status as Queen Bitch.
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*** The Mists of Pandaria version is the Virmen, literally rabbit-men where murlocs were fish-men. Come in groups, have several different versions (three small weak ones that leap at you, medium sized ones that stun from a distance, large ones that burrow/teleport and stun you, and which run off at about 1/3rd health to aggro ''more'') and are nearly impossible to pull one at a time. Every one on one fight turns into a family reunion mosh pit. Hozen are almost as bad, in many of the places they appear.

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