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This is completely false. You don't get a special cutscene for it, but the regular or infinite launcher will one-shot him just fine. Source: Playing through the game and beating it many, many times.
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This is completely false. You don't get a special cutscene for it, but the regular or infinite launcher will one-shot him just fine. Source: Playing through the game and beating it many, many times.


** The final boss of ''VideoGame/ResidentEvil4'' cannot be killed with the rocket launcher. He needs a special ''red'' rocket launcher, which you receive after you pummel him with regular weapons for a while.
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This is completely false. You don't get a special cutscene for it, but the regular or infinite launcher will one-shot him just fine. Source: Playing through the game and beating it many, many times.


** The final boss of ''VideoGame/ResidentEvil4'' cannot be killed with the rocket launcher. He needs a special ''red'' rocket launcher, which you receive after you pummel him with regular weapons for a while.
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This is completely false. You don't get a special cutscene for it, but the regular or infinite launcher will one-shot him just fine. Source: Playing through the game and beating it many, many times.


** The final boss of ''VideoGame/ResidentEvil4'' cannot be killed with the rocket launcher. He needs a special ''red'' rocket launcher, which you receive after you pummel him with regular weapons for a while.
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* In [[Franchise/{{Tekken}} Tekken 6]], NANCY-MI847J cannot be flinched by any attacks.
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Minor fix.


** In ''VideoGame/FireEmblemEngage'', on Maddening difficulty, bosses tend to have either the Unbreakable skill (immune to break) or the Veteran+ skill (immune to break and nullifies effective damage), the former on bosses without a type weakness and the later with at least one weakness. Hard difficulty downplays this, as bosses in this idfficulty with weakness will have the Stalwart skill, which reduces damage effectiveness from 3x might to 2x might (however, they are still vulnerable to being broken by weapon triangle advantage).

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** In ''VideoGame/FireEmblemEngage'', on Maddening difficulty, bosses tend to have either the Unbreakable skill (immune to break) or the Veteran+ skill (immune to break and nullifies effective damage), the former on bosses without a type weakness and the later with at least one weakness. Hard difficulty downplays this, as bosses in this idfficulty difficulty with weakness will have the Stalwart skill, which reduces damage effectiveness from 3x might to 2x might (however, they are still vulnerable to being broken by weapon triangle advantage).
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* In ''VideoGame/{{Bonfire}}'', bosses are immune to [[OneHitKill Cursed Skulls]], and {{Recurring Boss}}es (but ''not'' regular bosses) are immune to Nadia's OneHitKill CriticalHit. Averted in all other cases, however; there's no other general AntiDebuff.
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** The first game had Stone Curse, which completely petrified an enemy. It was not effective against Diablo but did work against other bosses and was a common strategy to use against some of them.

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** [[VideoGame/Diablo1997 The first game game]] had Stone Curse, which completely petrified an enemy. It was not effective against Diablo but did work against other bosses and was a common strategy to use against some of them.
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* ''VideoGame/SouthParkTheStickOfTruth'' has a status "Boss: Immune to stun, sleep, and pissed, just because." Additionally, each summon will tell you flat out that they refuse to go near bosses. [[spoiler:When fighting against Craig, when he uses the "Clone Army" move, he said that he's immune to splash damage (which means that using abilities that target multiple targets will treat targeting as though you are targeting only one) because Clyde said he is."]]

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* ''VideoGame/SouthParkTheStickOfTruth'' has a status "Boss: Immune to stun, sleep, and pissed, just because." Additionally, each summon will tell you flat out that they refuse to go near bosses. [[spoiler:When fighting against Craig, when he uses the "Clone Army" move, he said says that he's immune to splash damage (which means that using abilities that target multiple targets will treat targeting as though you are targeting only one) because Clyde said he is."]]



** ''VideoGame/FinalFantasyIV'' has the Dark Elf, a challenging midgame boss, unless you cast Weak on him, which drops him to single digits. This weakness was removed in the remake. Also, while several bosses ignore or are outright immune to the Poison/Venom spell, the upgraded Bio/Virus spell works on nearly everything (it technically applies the status effect Sap instead of Poison, and almost nothing has Sap immunity). Not only is it useful against nearly every boss, one particular [[OptionalBoss optional] DualBoss becomes much easier to manage with proper use of it.

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** ''VideoGame/FinalFantasyIV'' has the Dark Elf, a challenging midgame boss, unless you cast Weak on him, which drops him to single digits. This weakness was removed in the remake. Also, while several bosses ignore or are outright immune to the Poison/Venom spell, the upgraded Bio/Virus spell works on nearly everything (it technically applies the status effect Sap instead of Poison, and almost nothing has Sap immunity). Not only is it useful against nearly every boss, one particular [[OptionalBoss optional] optional]] DualBoss becomes much easier to manage with proper use of it.

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* ''Franchise/{{Kirby}}'': Bosses and minibosses generally cannot be inhaled, because they're bigger than Kirby. Meta Knight, however, is a little guy with cape and armor who is also immune to Kirby's ability. In the anime, Kirby tries to inhale him, but Meta Knight [[NoSell just stands still]], saying that he has "other ways of defending himself".

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* ''Franchise/{{Kirby}}'': Bosses and minibosses generally cannot be inhaled, inhaled until defeated, because they're bigger than Kirby. Meta Knight, however, is a little guy with cape and armor who is also immune to Kirby's ability. In the anime, Kirby tries to inhale him, but Meta Knight [[NoSell just stands still]], saying that he has "other ways of defending himself".



* Played with in the Mann Vs. Machine mode of ''VideoGame/TeamFortress2'': [[GiantMook giant robots]] are immune to the Spy's backstab. There is, however, a series of upgrades to the knife that let you do a fixed amount of damage based on the upgrade level; it generally won't be the OneHitKill backstabs are to everything else, but it's still quite damaging, especially since you may be able to get in several before it turns around. And then there's the [[DamageSpongeBoss Tank]], which not only can't be headshot or backstabbed, it is also completely immune to all negative effects like Jarate, Mad Milk, Burning, Sapped, Stun, etc.

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* Played with in the Mann Vs. Machine mode of ''VideoGame/TeamFortress2'': Backstabs against [[GiantMook giant robots]] are immune to the Spy's backstab. There is, however, a series of upgrades to the knife that let you do deal a fixed amount of damage based on that can be upgraded instead of the upgrade level; it generally won't be the OneHitKill backstabs are to everything else, but it's still quite damaging, especially since you may be able to get in several before it turns around.usual OneHitKill. And then there's the [[DamageSpongeBoss Tank]], which not only can't be headshot or backstabbed, it is also completely immune to all negative effects like Jarate, Mad Milk, Burning, Sapped, Stun, etc.



* In ''VideoGame/EnterTheGungeon'', bosses are completely immune to the ForcedTransformation effect of magic weapons.

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* In ''VideoGame/EnterTheGungeon'', bosses are completely immune to the ''VideoGame/EnterTheGungeon'':
** Bosses have a DPS cap so weapons with high fire rate or damage cannot quickly kill them. {{Zigzagged|Trope}} in that certain PurposelyOverpowered weapons can bypass said DPS cap.
**
ForcedTransformation effect of magic weapons.weapons do not work on bosses.



*** When facing Black/White Kyurem in ''VideoGame/PokemonBlack2AndWhite2'', Ghetsis' staff prevents the player from using Poké Balls, thus Kyurem must be knocked out (though it can be caught in its normal form later, after the main story is over).
*** During ''VideoGame/PokemonSunAndMoon'', UB-01 appears when visiting Aether Paradise. Despite being a powerful Ultra Beast at level 27, the entire island has a Poké Ball jammer that prevents people from using Poké Balls to capture Pokémon, you included. After becoming the Champion, however, you're able to encounter it somewhere else (which doesn't have the Poké Ball jammer) and catch it without issue.

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*** When facing Black/White Kyurem in ''VideoGame/PokemonBlack2AndWhite2'', Ghetsis' staff prevents the player from using Poké Balls, thus Kyurem must be knocked out (though it out. It can be caught in its normal form later, after the main story is over).
over.
*** During ''VideoGame/PokemonSunAndMoon'', UB-01 appears when visiting Aether Paradise. Despite being a powerful Ultra Beast at level 27, the entire island has a Poké Ball jammer that prevents people from using Poké Balls to capture Pokémon, you included. After becoming the Champion, however, you're able to encounter it somewhere else (which doesn't have lacks the Poké Ball jammer) and catch it without issue.
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** Later entries would further this by having the "Like a Boss" Evility have levels. The Level 4 version not only grants the previous immunities, but also ''complete'' immunity to poison, paralysis, and weaken. Many bosses would have the "Can't Fool Me" Evility too, which nullifies the ability to lift the boss (outright killing a common cheese strat in previous Disgaea games), and it also removes all possible damage from all sources ''except'' being attacked. Bosses also tend to have the "Theft Prevention" Evility as well, which nullifies your ability to steal their equipment mid-fight (thus weakening the boss). Other Evilities commonly popped onto bosses include "Can't Fool Me" (negate evasion buffs), "Three Laws" (cannot hit own allies with attacks), "Status Guard" (debuffs can only reduce stats by 25% max and no more), "Absolute Power" (negates lifting and knockback, and stats cannot drop by more than 5% from debuffs), and "Double Lock" (always hits guaranteed when attacking with the same attack as last time).
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* Some games, usually on-rails shooters like ''VideoGame/StarFox'', have area-effect attacks designed to destroy all on-screen enemies, but will only cause a comparatively large amount of damage to bosses.

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* Some games, usually on-rails shooters like ''VideoGame/StarFox'', ''Franchise/StarFox'', have area-effect attacks designed to destroy all on-screen enemies, but will only cause a comparatively large amount of damage to bosses.

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** Plan C item, which will kill everything in the room instantly, including any boss in the game (of course, since it kills ''the player'' too, its usefulness is limited). It's also possible to gain so much attack power that bosses are taken out nearly instantly, but two of the Afterbirth bosses have a damage-blocking mechanic which rapidly scales up their armor when they take large amounts of damage in short periods of time. As a result, even runs that would instantly kill a normal boss can take a good deal of time to wear the boss down.

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** The Plan C item, which will kill everything in the room instantly, including any boss in the game (of course, since game... but it kills ''the player'' too, its usefulness is limited). really does mean EVERYTHING in the room, including the player. Assuming the player doesn't have a resurrection method handy, it's mostly used on Final Bosses, who die slightly before the player does, thus it still counts as beating them... ''except'' for Delirium, whose death animation takes a full five seconds to finish, meaning the player will die before Delirium does.
**
It's also possible to gain so much attack power that bosses are taken out nearly instantly, but two of the Afterbirth bosses have a damage-blocking mechanic which rapidly scales up their armor when they take large amounts of damage in short periods of time. As a result, even runs that would instantly kill a normal boss can take a good deal of time to wear the boss down.
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However, this immunity can lead to a number of problems for players. It can cause GameplayAndStorySegregation or break WillingSuspensionOfDisbelief ("why is the Exploding Heart Technique incapable of harming this one guy?"). It can also lead to them wasting their resources if they put a lot of their [[ExperiencePoints XP]] into powering up these abilities; what's the point of using an expensive, powerful attack when it only works on enemies you can defeat with a weak, easy-to-obtain move? Furthermore, bosses are typically used as a culmination of challenge to test the skills the player has used up to this point, so not allowing them to use said skill can feel frustrating for how at-odds it is to the rest of the game.

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However, this immunity can lead to a number of problems for players. It can cause GameplayAndStorySegregation or break WillingSuspensionOfDisbelief ("why is the Exploding Heart Technique incapable of harming this one guy?"). It can also lead to them wasting their resources if they put a lot of their [[ExperiencePoints XP]] into powering up these abilities; what's the point of using an expensive, powerful attack when it only works on enemies you can defeat with a weak, easy-to-obtain move? Boss immunity is often what puts the "useless" in UselessUsefulSpell. Furthermore, bosses are typically used as a culmination of challenge to test the skills the player has used up to this point, so not allowing them to use said skill can feel frustrating for how at-odds it is to the rest of the game.

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Not sure why this summary mentions Kill Bill when that's a film, and therefore not relevant to a videogame trope. Anyway, expanding summary


The reason programmers and authors do this is for game balance and narrative issues. Where's the big climactic and ''fun'' battle if the hero just lops off the enemy's head? A hero who can send the BigBad into the PhantomZone, [[TakenForGranite turn them to stone]], [[MadeOfPlasticine cleave them limb from limb]], or otherwise kill/disable them in less than a heartbeat skirts [[GameBreaker dangerously close]] to an InvincibleHero.

However, this Contractual Boss Immunity ends up resulting in GameplayAndStorySegregation that will really bug players, or worse, ''harm them'' if they put a lot of their [[ExperiencePoints XP]] into powering up these abilities. Essentially, this is what puts the "Useless" in most {{Useless Useful Spell}}s, especially in {{RPG}}s; what's the point of using an expensive, powerful attack when it only works on enemies you can defeat with a weak one?

However, [[AvertedTrope averting]] this trope ''can'' make for a different and entertaining atmosphere. Allowing players to OneHitKill any enemy, turn the FinalBoss to stone, or have their characters use the [[TouchOfDeath Five Point Palm Exploding Heart Technique]] on [[Film/KillBill Bill]] can be downright ''[[ShowyInvincibleHero awesome!]]''

As you can see, this veers in and out of AcceptableBreaksFromReality. It can be fun to kill a FinalBoss with the uber attacks that are normally useless, but it can also be rather boring to do so.

In recent days, this is becoming a DownplayedTrope in several instances, most of which have to do with expanding the options available to the player and the underlying systems which make them work, watering down the effects of these potent attacks instead of outright making them useless. One example is that, instead of [[OneHitKill instantly killing]] the boss, the Exploding Heart Technique does massive amount of armor-piercing damage when successfully applied while the boss [[BreakMeter is made vulnerable]]. Another is that, instead of being unable to [[StatusEffects inflict poison]] on a boss, it requires multiple casts of a poison spell (instead of the usual one on {{mooks}}). The ''VideoGame/MonsterHunter'' series loves this version, but even it has instances which play the trope straight.

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The reason programmers and authors do this is for game balance and narrative issues. [[AntiClimaxBoss Where's the big climactic and ''fun'' fun battle if the hero just instantly lops off the enemy's head? head?]] A hero who can send the BigBad into the PhantomZone, [[TakenForGranite turn them to stone]], [[MadeOfPlasticine cleave them limb from limb]], or otherwise kill/disable them in less than a heartbeat skirts [[GameBreaker dangerously close]] to an InvincibleHero.

However, this Contractual Boss Immunity ends up resulting in immunity can lead to a number of problems for players. It can cause GameplayAndStorySegregation that will really bug players, or worse, ''harm them'' break WillingSuspensionOfDisbelief ("why is the Exploding Heart Technique incapable of harming this one guy?"). It can also lead to them wasting their resources if they put a lot of their [[ExperiencePoints XP]] into powering up these abilities. Essentially, this is what puts the "Useless" in most {{Useless Useful Spell}}s, especially in {{RPG}}s; abilities; what's the point of using an expensive, powerful attack when it only works on enemies you can defeat with a weak one?

However,
weak, easy-to-obtain move? Furthermore, bosses are typically used as a culmination of challenge to test the skills the player has used up to this point, so not allowing them to use said skill can feel frustrating for how at-odds it is to the rest of the game.

As always, Administrivia/TropesAreTools, and
[[AvertedTrope averting]] this trope ''can'' can make for a different and entertaining atmosphere. Allowing players to OneHitKill any enemy, turn Maybe doing the FinalBoss to stone, or have their characters use the [[TouchOfDeath Five Point Palm Exploding Heart Technique]] Technique on [[Film/KillBill Bill]] can be downright ''[[ShowyInvincibleHero awesome!]]''

As you can see, this veers in and out of AcceptableBreaksFromReality. It can be fun to kill a
the FinalBoss will make them too easy, but with the uber attacks right circumstances ([[InfinityPlusOneSword making it hard to obtain]], giving players [[TooAwesomeToUse limited uses of it that are normally useless, but they must spend very wisely]], or giving it can also a really cool animation), it'll be rather boring to do so.

In recent days,
so awesome, players won't mind that it's just an instant-win button since it'll feel {{cathar|sisFactor}}tic.

Some games employ a {{downplayed|Trope}} version of
this is becoming a DownplayedTrope in several instances, trope, most of which have to do with expanding the options available to the player and the underlying systems which make them work, watering down the effects of these potent attacks instead of outright making them useless. One example is that, instead of [[OneHitKill instantly killing]] the boss, the Exploding Heart Technique does massive amount of armor-piercing damage when successfully applied while the boss [[BreakMeter is made vulnerable]]. Another is that, instead of being unable to [[StatusEffects inflict poison]] on a boss, it requires multiple casts of a poison spell (instead of the usual one on {{mooks}}). The ''VideoGame/MonsterHunter'' series loves this version, but even it has instances which play the trope straight.

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re-organize and redirect


* ''VideoGame/ShinMegamiTenseiIIINocturne'' contains 5 elements for inflicting aliments (mind, nerve, death, expel and curse). All but 2 bosses (Forneus, who comes before the first instant death spell and Troll, who is weak enough to be a miniboss at most) are immune to death/expel and all but a handful of early bosses null or strongly resist the other 3. Most of the instant kill effects do work well on various [[FlunkyBoss flunkies]] however.
** ''Franchise/ShinMegamiTensei'' is unusual for a JRPG in that ''only'' bosses are outright immune to instant kills and incapacitating spells. All other enemies will be vulnerable to at least some of them, and in a good number of cases outright weak, translating to "one cast, one kill" against those types of enemies. As far as general gameplay is concerned, instakills are definitely NOT {{Useless Useful Spell}}s (Being [[NintendoHard MegaTen]], simply "attack"ing a random counter is a good way to die). Also, stat debuffs definitely ''do'' work on bosses (and are seriously necessary in most cases).

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* ''VideoGame/ShinMegamiTenseiIIINocturne'' contains 5 elements for inflicting aliments (mind, nerve, death, expel and curse). All but 2 bosses (Forneus, who comes before the first instant death spell and Troll, who is weak enough to be a miniboss at most) are immune to death/expel and all but a handful of early bosses null or strongly resist the other 3. Most of the instant kill effects do work well on various [[FlunkyBoss flunkies]] however.
**
''Franchise/ShinMegamiTensei'' is unusual for a JRPG in that ''only'' bosses are outright immune to instant kills and incapacitating spells. All other enemies will be vulnerable to at least some of them, and in a good number of cases outright weak, translating to "one cast, one kill" against those types of enemies. As far as general gameplay is concerned, instakills are definitely NOT {{Useless Useful Spell}}s (Being [[NintendoHard MegaTen]], simply "attack"ing a random counter is a good way to die). Also, stat debuffs definitely ''do'' work on bosses (and are seriously necessary in most cases).cases).
** The first ''VideoGame/ShinMegamiTenseiI'' game shows ''why'' this trope is in effect: bosses did not have blanket immunity to many status effects, so many otherwise difficult boss fights could be instantly trivialized by having your human party members open fire on the boss with Charm Bullets loaded in their guns. The bosses would then start beating on themselves.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' contains 5 elements for inflicting aliments (mind, nerve, death, expel and curse). All but 2 bosses (Forneus, who comes before the first instant death spell and Troll, who is weak enough to be a miniboss at most) are immune to death/expel and all but a handful of early bosses null or strongly resist the other 3. Most of the instant kill effects do work well on various [[FlunkyBoss flunkies]] however.



** The first ''VideoGame/ShinMegamiTensei'' game shows ''why'' this trope is in effect: bosses did not have blanket immunity to many status effects, so many otherwise difficult boss fights could be instantly trivialized by having your human party members open fire on the boss with Charm Bullets loaded in their guns. The bosses would then start beating on themselves.
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* ''VideoGame/FuryUnleashed'': Bosses are immune to being frozen which normally renders an enemy completely helpless, additionally they (and the EliteMooks) cannot be affected by Fury's GoombaStomp which is a OneHitKill on normal enemies. Otherwise status effects like incineration and poison work as normal, so it's highly recommended you have a weapon that can inflict either of these afflictions if you face a boss.

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