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* The Ghost Ship enemy has an attack where it uses its oar to fling a party member out of the battle. Normally, this is mildly annoying as the Ghost Ship is not a particularly tough enemy. Where it becomes infuriating is in the Gold Saucer's battle arena, which Cloud has to beat solo in order to earn Omnislash. Despite being the only party member, the Ghost Ship can ''still'' use this attack, instantly ending the fight and losing any progress you may have made.
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* The relatively-humble Cockatrice became an unholy terror in the initial release of the Pixel Remaster version, as it normal attack is meant to have a chance of petrification. However, a bug in the code meant that any normal attack that had a chance of a status ailment had a 100% chance of inflicting its pain, and as petrification is a OneHitKO...
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* Mega Tonberry is already horrific enough, but pray to the gods if you meet an ''Oversouled'' Mega Tonberry. Its flavor of Karma inflicts HP and MP damage, as well as Stone. If the target has Stoneproof, they are hit with [[TheComputerIsACheatingBastard Confusion that cannot be resisted in any way]]. Hope you don't have any full-heal items in your inventory...

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* Mega Tonberry is already horrific enough, but pray to the gods if you meet an ''Oversouled'' Mega Tonberry. Its flavor of Karma may not one-shot characters with high kill counts, only inflicting [[PercentDamageAttack half of their remaining HP and MP]] in damage, but it also inflicts HP Stone, Confusion, and MP damage, as well as Stone. If the target has Stoneproof, they are hit with Poison, ''and'' [[TheComputerIsACheatingBastard Confusion that cannot be resisted in any way]].bypasses Confuseproof]]. Hope you don't have any full-heal items in your inventory...
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* Mega Tonberry is already horrific enough, but pray to the gods if you meet an ''Oversouled'' Mega Tonberry. Its flavor of Karma inflicts HP and MP damage, as well as Stone. If the target has Stoneproof, they are hit with [[TheComputerIsACheatingBastard Confusion that cannot be resisted in any way]]. Hope you don't have any full-heal items in your inventory...
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** ''VideoGame/FinalFantasyX'' gives us Great Malboros that uses this as its opening gambit. Wouldn't be a problem if it didn't also get "Ambushed!" ''every single time''. With the characters now poisoned, confused, and blinded, they will now constantly attempt to kill one-another only to miss and take poison damage, which does 1/4th of their maximum HP. This makes poison essentially a 4 turn doom. Frequently you will die without having been given a single chance to do anything. Especially annoying since this actually makes your party ''worse'' as it gets ''better'' - if you have a high Evasion, your only chance to get un-confused - the Greater Malboro's bite - ''keeps missing''.

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** ''VideoGame/FinalFantasyX'' gives us Great Malboros that uses this as its opening gambit. Wouldn't be a problem if it didn't also get "Ambushed!" ''every single time''. With the characters now poisoned, confused, and blinded, they will now constantly attempt to kill one-another only to miss and take poison damage, which does 1/4th of their maximum HP. This makes poison essentially a 4 turn doom. Frequently you will die without having been given a single chance to do anything. Especially annoying since this actually makes your party ''worse'' as it gets ''better'' - if you have a high Evasion, your only chance to get un-confused - the Greater Malboro's bite - ''keeps missing''. The only way to even have a fighting chance in this encounter is if one of your party members has a First Strike ability, which lets you [[ExactlyWhatItSaysOnTheTin the first strike]] before the enemy does.
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* Sporefall from Elder Wyrm. Inflicts on the order of 8 status ailments with a large area of effect, probably hitting your entire party unless you really know what you're doing. If you're not prepared, by the time you've recovered from these ailments, it's probably close to casting it again.
** Note that all of the status effects from Sporefall can be cured with upgraded remedies or Esuna, which you do have access to at this point...all of them except Oil, which you're likely to ignore the first time because it doesn't seem to do anything. What does it do? Makes you extremely weak to Fire damage. What's the Elder Wyrm's other favorite attack? Fireball. Boom, KO.
* Disease. It's a debuff that causes the users HP to not be restorable by way of MaximumHPReduction, meaning if you get hit, your HP drops to that and cannot be healed above it again. If a characters gets killed then revived, their left at a single HP. What makes this debuff so frustrating is that the curative item needed to remove it is rare and not available for a long time, and Remedy/Esuna cannot remove it, meaning the only way around it is to return to a save point. If it gets combined with Poison or Sap, it's effectively the same as your character being killed because even if you remove the other debuff, the damage is done, and you'll need to likely bench the unit. The only reliable means of countering it is the Cleanse spell, but it isn't found until during the last chunk of the game, and isn't really placed in an area you can obviously figure out.

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* Sporefall from Elder Wyrm. Inflicts on the order of 8 7 status ailments with a large area of effect, probably hitting your entire party unless you really know what you're doing. If you're not prepared, by the time you've recovered from these ailments, it's probably close to casting it again.
** Note that all of the status effects from Sporefall can be cured with upgraded remedies or Esuna, which you do have access to at this point...all of them except Slow and Oil, the latter of which you're likely to ignore the first time because it doesn't seem to do anything. What does it Oil do? Makes you extremely weak to Fire damage. What's the Elder Wyrm's other favorite attack? Fireball. Boom, KO.
* Disease. It's a debuff that causes the users users' HP to not be restorable by way of MaximumHPReduction, meaning if you get hit, your HP drops to that and cannot be healed above it again. If a characters gets killed then revived, their they're left at a single HP. What makes this debuff so frustrating is that the curative only reliable means of countering it are the Vaccine item needed to remove it is rare and the Cleanse spell, both of which are not available for a long time, and Remedy/Esuna found until during the last chunk of the game; Esuna cannot remove it, meaning and you need to upgrade your Remedy Lore to the max if you want to cure it with Remedy. As a result, when you start encountering the damn status effect, the only way around it is to return to a save point. If it gets combined with Poison or Sap, it's effectively the same as your character being killed because even if you remove the other debuff, the damage is done, and you'll need to likely bench the unit. The only reliable means of countering it is the Cleanse spell, but it isn't found until during the last chunk of the game, and isn't really placed in an area you can obviously figure out.
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* Deathgaze Hollow in Dun Scaith in ''Heavensward'' has one attack that causes a ''huge'' gust of wind to blow you to the side... ''off the stage''. How do you avoid this? You have to either stand in front of the ice crystals that it formed on the ship (Which you tried to avoid less than a second ago) and then you get the warning... unfortunately you are given almost ''no'' time to actually run to one of the two ice crystals. So off you go. Unless you knew to cast Arm's Length or Surecast... which most players, even in TheNewTwenties, ''still'' may have forgotten about (or never bothered using) as almost ''no'' encounters ever ''required'' this before. Or you may simply time it wrong and off you go.

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* Deathgaze Hollow in Dun Scaith in ''Heavensward'' has one attack that causes a ''huge'' gust of wind to blow you to the side... ''off the stage''. How do you avoid this? You have to either stand in front of the ice crystals that it formed on the ship (Which you tried to avoid less than a second ago) and then you get the warning... unfortunately you are given almost ''no'' time to actually run to one of the two ice crystals. So off you go. Unless you knew to cast Arm's Length or Surecast... which most players, even in TheNewTwenties, ''still'' may have forgotten about (or never bothered using) as almost ''no'' encounters ever ''required'' this before. Or you may simply time it wrong and off you go. Or you may defeat the boss during this attack, causing all of the ice crystals to immediately despawn, and the knockback to send you flying through a wall that suddenly disappeared as you fall to your inevitable death (this thankfully still technically counts as a win).



* Construct 7 from the Ridorana Lighthouse raid is notorious for its "Computation Mode," which reduces each player's HP to single digits and requires them to stand in zones that boost their HP to fulfill certain values (divisible by 2, 3, or 5.) Success gives a damage buff, while failure increases damage taken. Not only does the debuff put extra strain on healers, who already have to heal thousands of HP to each player to survive the raid-wide AOE that immediately follows, but beating the DPS check is nearly impossible without a majority of the raid gaining the damage buff. "Computation Mode" returns in the second phase, only this time, it can ask players to turn their HP into ''prime numbers.''

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* Construct 7 from the Ridorana Lighthouse raid is notorious for its "Computation Mode," which reduces each player's HP to single digits and requires them to stand in zones that boost their HP to fulfill certain values (divisible by 2, 3, or 5.) Success gives a damage buff, while failure increases damage taken. Not only does the debuff put extra strain on healers, who already have to heal thousands of HP to each player to survive the raid-wide AOE that immediately follows, but beating the DPS check is nearly impossible without a majority of the raid gaining the damage buff. "Computation Mode" returns in the second phase, only this time, it can ask players to turn their HP into ''prime numbers.'''' Remember, [[Memes/FinalFantasyXIV one is not a]] [[https://en.wikipedia.org/wiki/Prime_number#Primality_of_one prime number]].

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* Hesperos, the fourth raid boss of Pandaemonium, has an attack called Pinax. This attack has several different elemental variants, each with a different but fundamentally simple method of solving them (water creates a big knockback in the center, fire is a big fireball that has to be shared, poison hits everyone at once so players have to be far away from eachother) but one variant in particular is very dangerous: lightning, which will cause a big lightning strike to hit the center of the arena and cause proximity-based damage. On paper this sounds easy enough, just go to the corners of the arena, but what makes it noteworthy is that it's an all-or-nothing attack: if you're outside the range, it will do damage so small it will barely need healing, but if you're even slightly inside the range it's an almost guaranteed death. Pinax also has a delayed effect from when it's cast, and can happen at the same time as other mechanics, which makes it entirely possible for a party to forget about the lightning Pinax or be too late in getting to the corners, causing a full wipe.

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* Hesperos, the fourth raid boss of Pandaemonium, has an attack called Pinax. This attack has several different elemental variants, each with a different but fundamentally simple method of solving them (water creates a big knockback in the center, fire is a big fireball that has to be shared, poison hits everyone at once so players have to be far away from eachother) but one variant in particular is very dangerous: lightning, which will cause a big lightning strike to hit the center of the arena and cause proximity-based damage. On paper this sounds easy enough, just go to the corners of the arena, but what makes it noteworthy is that it's an all-or-nothing attack: if you're outside the range, it will do damage so small it will barely need healing, but if you're even slightly inside the range it's an almost guaranteed death. Pinax also has a delayed effect from when it's cast, and can happen at the same time as other mechanics, which makes it entirely possible for a party to forget about the lightning Pinax or be too late in getting to the corners, causing a full wipe. It's even worse in Savage as, beyond all four effects being active from the start and coming out much faster than in Normal, now just standing in a quadrant when it activates its effect will kill you, and while the third quadrant is getting ready Hesperos will prepare a Shift, which requires everyone stacking on a specific cardinal or spreading on a specific wall depending on what item of his is glowing, all while having to identify and resolve the third and fourth quadrants.
* In Hesperos's Savage exclusive form, Akanthai Act 2 stands out as rivaling Pinax in terms of difficulty. At the start of the move, Hesperos drives two pillars on each cardinal, one [=AoE=] and one tower soak, and players must quickly identify which two cardinals will be safe when the first [=AoEs=] go off. The real issue comes when Hesperos marks players with orbs and tethers them to other players with the same orb. If a tethered pair goes too far from each other, the orbs will activate and unleash either a raidwide, three/four person stacks, or a knockback [=AoE=]. The entire party need to purposely set off the former two orb types carefully as the pillars go off while the knockback players stick together until the orbs disappear, carefully making sure defense down debuffs wear off and the tower soak pillars are taken. If the raidwide or stack orbs are allowed to run out, they automatically activate anyway, and after the move ends, Hesperos lets out an extremely powerful raidwide that will kill anyone with a defense down debuff still active. It's quite telling that most players are able to clear fairly quickly after learning Act 2, which is only the second of six major mechanics in the fight.


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* Hegemone's Polyominoid Sigma, which largely replaces Aetheric Polyominoid in the second half of the fight, is the most infamous part of what's considered the hardest fight in Abyssos. Hegemone's arena is divided into a 4x4 grid, with Aetheric Polyominoid marking certain squares as going to explode and damage players standing on them in a few seconds. The Sigma version adds pillars in the center of each quadrant and tethers them into pairs, transferring the quadrant's tile layout to the tethered quadrant. If you're bad at mentally swapping layouts in your head, this mechanic is an absolute nightmare. It's especially bad at one point when she combines it with Strophe Ixou, which fires out conal [=AoEs=] in front and back of her eight times, with her turning clockwise or counterclockwise. The safe spots for the initial conals and the Sigma explosions are extremely tiny, and if you're unlucky you may not be able to avoid the second or third conals afterwards.
* In Savage, Hegemone's Polyominoid Sigma is overshadowed by her first use of Cachexia. This marks each player with a marker that causes certain attacks to be fatal if the player is on the wrong half of the arena, but is a mere setup for the actual attacks. Every player is also marked with a timer that hits them with an [=AoE=] and defense down debuff at four second intervals from 8 to 20 seconds, and starting at the 16 second mark, will use Dual Predation four times, which targets the nearest two players on each half of the arena and will kill anyone either on the wrong half of their Cachexia marker or if they have a defense down debuff. The result is a precise game of positioning where everyone has to make sure not to clip everyone with their [=AoEs=] and make sure they take Dual Predation in the correct order to survive to the end. The move even comes with a sort of KaizoTrap as she ends with Ptera Ixou, a raidwide that also forces players to be on the correct half of the arena, but also requires players to notice that getting hit with Dual Predation swapped which half of the room is the correct half for them, meaning everyone has to run to the other half of the room at the end.
* Hephaistos's Savage exclusive form has two major ones:
** The first is, of all things, his basic auto attack/tankbuster/raidwide set, which has become infamous for being abnormally brutal to deal with. His auto attacks are small [=AoEs=] that require both tanks to stack together. His tankbuster Tyrant's Unholy Flare, which typically comes in the middle of the auto attacks, target the two highest enmity players with an absurdly powerful [=AoE=], requiring the tanks to quickly spread to survive them. His raidwide, Aionopyr, is not only absurdly powerful, but comes with a Bleed debuff to deal damage over time for the entire party for a few seconds after the initial hit. Alone they wouldn't be too bad, but all three are typically used together and create a nightmare scenario that is very difficult for tanks and healers to deal with at first.
** His first actual mechanic, Natural Alignment, is regarded as the hardest actual mechanic of the fight. Two players are marked with the titular debuff, which does heavy damage over time for the roughly 45 seconds the mechanic lasts and makes it so that, if those two players take damage from anything else or die to the natural damage, the entire party wipes. Two meters appear above one of the marked players' heads, one with a stack marker and one with a spread marker, and fill up at different speeds. The remaining six players need to do both in that order, with the caveat that Hephaistos will fire on half of the arena for the second one. The real tricky part is when another pair of meters appear over the other marked player's head, one for fire and one for ice. Fire will hit the three players furthest from the marked players with two person stacks, while ice will hit the two closest with three person stacks. While this is going on, the back two rows of the arena and one of the front two rows with be fired on by clones of Hephaistos twice, with the safe row alternating between fire and ice going off. In addition to the randomness of who gets marked making consistent positions impossible, it is very easy for a pair or trio of unmarked players to get hit with two attacks because the groups aren't perfectly symmetrical with space between the fire/ice baiters and the people stacking with them. It gets worse when he does it again later, as he marks one or both marked players with Inverse Magicks, which causes the meters to go off in the opposite order of what they say. If only one player is marked with it, you have to determine which player has it and whether they get stack/spread or fire/ice.
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* Magnitude 8 from the Hades Gigas/Hill Gigas in Zozo. Does a good chunk of damage to the whole party at a time when you've got one magic healer on your team at best. Also in Zozo, SlamDancer/Veil Dancer's -ra magic, which is enough to oneshot any of your party members, at the time when revival is ''not'' cheap.

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* Magnitude 8 from the Hades Gigas/Hill Gigas in Zozo. Does a good chunk of damage to the whole party at a time when you've got one magic healer on your team at best. Also in Zozo, SlamDancer/Veil [=SlamDancer=]/Veil Dancer's -ra magic, which is enough to oneshot any of your party members, at the time when revival is ''not'' cheap.

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* [[DemonicSpiders Trap Doors]]' Ninth Dimension. The first turn, they target someone, the next, they hit him with this ability, which is a OneHitKill. While you can [[AttackReflector Reflect]] the attack to one-shot the door, it is MP-costly (considering the amount of Trap Doors scattered around the dungeon), and depending on Rosa's level, she might not even know Reflect in the first place. The doors and Ninth Dimension return in the sequel, with the only change being that you use Stop rather than Reflect, which is still costly.



* The Brachioraidos' high stats make ''any'' of its attacks this. It starts out with Scorch which not only outspeeds your entire party, but is [[OneHitKill instant death.]] After a bit, it'll begin [[OhCrap counting down from 3.]] Fail to stop the countdown and you'll be hit with a Mega Flare which, if you don't have Reflect on at least one member, is a guaranteed TotalPartyKill.

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* The Brachioraidos' high stats make ''any'' of its attacks this. It starts out with Scorch which not only outspeeds your entire party, but is [[OneHitKill instant death.]] death]]. After a bit, it'll begin [[OhCrap counting down from 3.]] Fail to stop the countdown and you'll be hit with a Mega Flare which, if you don't have Reflect on at least one member, is a guaranteed TotalPartyKill. Actually ''stop'' the cooldown (by attacking at all), and it will begin countering ''everything'' with Object 199, dishing out [[{{Cap}} 9999]] damage every time without fail.



* In the DS version, CPU Attack Node's Laser Barrage. One use is enough to bring most of your team to critical HP, two uses kills everyone but Cecil. If you follow Fusoya's advice (which is correct in non-DS versions), prepare for pain.



* Magnitude 8 from the Hades Gigas/Hill Gigas in Zozo. Does a good chunk of damage to the whole party at a time when you've got one magic healer on your team at best.

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* Magnitude 8 from the Hades Gigas/Hill Gigas in Zozo. Does a good chunk of damage to the whole party at a time when you've got one magic healer on your team at best. Also in Zozo, SlamDancer/Veil Dancer's -ra magic, which is enough to oneshot any of your party members, at the time when revival is ''not'' cheap.



* Grand Cross, used by Necron and by various other ''Franchise/FinalFantasy'' {{Final Boss}}es.

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* Grand Cross, used by Necron Necron, as it can inflict just about ''every'' combination of status effects. Yes, including [[OneHitKill KO]] and by various other ''Franchise/FinalFantasy'' {{Final Boss}}es.[[ReviveKillsZombies Zombie]] at the same time.



* Beatrix has Shock, which isn't very nice to take in all the battles against her.

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* Beatrix has Shock, which isn't very nice is best described as "[[TheresNoKillLikeOverkill deal two to take three times target's maximum HP in damage]]", and is her nastiest move in all the battles against her.


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* Chac's Stony Glare, which petrifies one of your characters and ignores any immunities. And Chac can follow it up with Heaven's Cataract, shattering all petrified characters.
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** Later on, another attack will drop meteors onto the platform, with the telegraph being a set of lines and an arrow that points to the area they will hit. Players are supposed to move to safe locations based off where the meteors will land, but not only do the meteors fall from essentially behind the players perspective, but a single meteor hits hard enough to nearly one-shot even tanks. The only saving grace is that in the normal version they have a fixed pattern, not so much on Extreme.

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** Later on, another attack will drop meteors onto the platform, with the telegraph being a set of lines and an arrow that points to the area they will hit. Players are supposed to move to safe locations based off where the meteors will land, but not only do the meteors fall from essentially behind the players perspective, perspective (and ''up'' at that, something players almost ''never'' had to actually do before), but a single meteor hits hard enough to nearly one-shot even tanks. The only saving grace is that in the normal version they have a fixed pattern, not so much on Extreme.
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* Proto-Carbuncle's Devour attack quickly became infamous amongst the playerbase. In short, Proto-Carbuncle will stop in place and telegraph several spots, in sequence, where he'll pounce. The way to avoid getting damage is simple in theory: don't get hit. However, Devour has two peculiarities: First of all, the radius of effect of the pounces are ''absolutely massive'', and come out in very quick succession. Second, if (when) you do get hit by the pounces, your character will be permanently stunned, then eaten, and then spat back out. This is '''instant''' death, bypassing even a Tank's invulnerability. The Savage version in particular has such tight timing with the pounces that players have to be very surgical with their movements, and even the slightest mistake can cascade into a horrible, horrible death. Oh, and in Savage, the mechanic right after Devour requires a certain amount of characters to be alive to avoid taking massive unavoidable damage. Have fun!
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* If the characters' health is particularly high, then normal attacks from enemies that drain health become this, since they follow the same rule [[GameBreaker Blood Sword]] does - each hit deals additional damage equal to 1/16 of target's health. Players who did not level agility and evasion, expecting their HP and defence to carry them are in for a ''rude'' awakening with those guys. Notably, this includes the final boss. It's pretty telling that Starfall X, a move exclusive to the final boss that hits the whole party and seems specifically designed to invoke HolyShitQuotient with its animation, is far easier to deal with than the boss' ''basic attack''.

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* If the characters' health is particularly high, then normal attacks from enemies that drain health become this, since they follow the same rule [[GameBreaker Blood Sword]] does - each hit deals additional damage equal to 1/16 of target's health. Players who did not level agility and evasion, expecting their HP and defence to carry them are in for a ''rude'' awakening with those guys. Notably, this includes the final boss. It's pretty telling that Starfall X, a move exclusive to the final boss that hits the whole party and seems specifically designed to invoke HolyShitQuotient the JustForFun/HolyShitQuotient with its animation, is far easier to deal with than the boss' ''basic attack''.
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* Argath has an attack in which you are basically instructed to either do as he says or do the opposite of what you are commanded to do. If it's the Angel face? You comply. If it's the Demon Face? You defy. However, both faces look very similar to one another and the most ''visible'' hint that it's the angel face or the demon face are the colours of the eyes. Unfortunately? It also flashes by ''very'' quickly - so better hope you didn't blink! Or that you're not colourblind.

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* Argath Tsukuyomi has an attack in which you are basically instructed to either do as he says or do she drops several fans around the opposite of what you are commanded to do. If arena, which do an AOE that moves around the arena in the order they dropped. On paper it's an easy to dodge attack because you just need to move to the Angel face? You comply. If it's last one that dropped, wait for the Demon Face? You defy. However, both faces look very similar first ones to go off, and than run into the middle to avoid the attack. The issue is that she starts adding either an AOE focused on roughly the spot of the last one, or a stack marker, meaning the party has to go to one another and the most ''visible'' hint that it's the angel face or the demon face are the colours of the eyes. Unfortunately? It also flashes by ''very'' quickly - so better last spots, while avoiding an AOE, or group together and hope you didn't blink! Or that you're not colourblind. they can safely move together. More people die to this combo than most of her other attacks.
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* Hesperos, the fourth raid boss of Pandaemonium, has an attack called Pinax. This attack has several different elemental variants, each with a different but fundamentally simple method of solving them (water creates a big knockback in the center, fire is a big fireball that has to be shared, poison hits everyone at once so players have to be far away from eachother) but one variant in particular is very dangerous: lightning, which will cause a big lightning strike to hit the center of the arena and cause proximity-based damage. On paper this sounds easy enough, just go to the corners of the arena, but what makes it noteworthy is that it's an all-or-nothing attack: if you're outside the range, it will do damage so small it will barely need healing, but if you're even slightly inside the range it's an almost guaranteed death. Pinax also has a delayed effect from when it's cast, and can happen at the same time as other mechanics, which makes it entirely possible for a party to forget about the lightning Pinax or be too late in getting to the corners, causing a full wipe.

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*



* Disease. It's a debuff that causes the users HP to not be restorable by way of MaximumHPReduction, meaning if you get hit, your HP drops to that and cannot be healed above it again. If a characters gets killed then revived, their left at a single HP. What makes this debuff so frustrating is that the curative item needed to remove it is rare and not available for a long time, and Remedy/Esuna cannot remove it, meaning the only way around it is to return to a save point. If it gets combined with Poison or Sap, it's effectively the same as your character being killed because even if you remove the other debuff, the damage is done, and you'll need to likely bench the unit.

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* Disease. It's a debuff that causes the users HP to not be restorable by way of MaximumHPReduction, meaning if you get hit, your HP drops to that and cannot be healed above it again. If a characters gets killed then revived, their left at a single HP. What makes this debuff so frustrating is that the curative item needed to remove it is rare and not available for a long time, and Remedy/Esuna cannot remove it, meaning the only way around it is to return to a save point. If it gets combined with Poison or Sap, it's effectively the same as your character being killed because even if you remove the other debuff, the damage is done, and you'll need to likely bench the unit. The only reliable means of countering it is the Cleanse spell, but it isn't found until during the last chunk of the game, and isn't really placed in an area you can obviously figure out.

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*



** Note that all of the status effects from Sporefall can be cured with upgraded remedies or Esuna, which you do have access to at this point...all of them except Oil, which you're likely to ignore the first time because it doesn't seem to do anything. What does it do? Makes you extremely weak to Fire damage. What's the Elder Wyrm's other favourite attack? Fireball. Boom, KO.
* And the one for regular enemies is Curse-- this one move can make any enemy into a [[DemonicSpiders demonic spider]]. It works by hitting your party--all of them--with a mana-free (so you can't [[StatusEffects silence]] the enemy or drain its magic), unblockable, unevadeable status bomb that inflicts poison, sap, confusion, and disease--that last one is exceptionally fun, as it means max HP is always equal to current HP, meaning a character cannot be healed while Diseased. Disease needs a special item or spell to remove it, and another spell to remove the other status effects. If a Diseased character dies, rezzing them leaves them with 1 HP and disease, yes, STILL in effect. Because Ribbons are stupidly, horrifyingly rare in this game, you will only be able to protect against ONE of these ailments--if any monsters (plural, ''they come in groups'') who use this attack can be available long before protective armor is. Basically? If three or more of these status effects stay on your party for more than, oh, three seconds? Death. If you are caught without fully upgraded Remedies? Death. No accessories to protect against confusion? Death. [[LuckBasedMission Command priority unkind to you?]] We're so sorry. ''Zodiac Age'' partially remedies this by giving you possibility to steal Ribbons from Trial Mode at your leisure relatively early as well as giving them [[HealingFactor Regen]], but it is still damn annoying.
** Though as bad as that is, there is two small saving graces with that attack: 1) it can only hit each character in succession, even if it affects everyone in an area, and 2) the animation for curse precedes the actually status-inflicting attack. All you really need is one Ribbon, and once the game says the enemy used Curse, wait for the animation to start, [[MenuTimeLockout jump into the inventory screen]] and [[BagOfSharing equip the Ribbon on the character about to get hit.]] Once the Immune message pops up on the character, give the Ribbon to the next victim. Granted, this still relies on finding even one horrifyingly-rare Ribbon, and setting the Gambits so the characters won't die while you watch the animations. Also, it is possible to block Disease with Bubble, meaning having Bubble Rings will make you immune to it.

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** Note that all of the status effects from Sporefall can be cured with upgraded remedies or Esuna, which you do have access to at this point...all of them except Oil, which you're likely to ignore the first time because it doesn't seem to do anything. What does it do? Makes you extremely weak to Fire damage. What's the Elder Wyrm's other favourite favorite attack? Fireball. Boom, KO.
* And Disease. It's a debuff that causes the one for regular enemies is Curse-- users HP to not be restorable by way of MaximumHPReduction, meaning if you get hit, your HP drops to that and cannot be healed above it again. If a characters gets killed then revived, their left at a single HP. What makes this debuff so frustrating is that the curative item needed to remove it is rare and not available for a long time, and Remedy/Esuna cannot remove it, meaning the only way around it is to return to a save point. If it gets combined with Poison or Sap, it's effectively the same as your character being killed because even if you remove the other debuff, the damage is done, and you'll need to likely bench the unit.
* Curse. This
one move can make any enemy into a [[DemonicSpiders demonic spider]]. It works by hitting your party--all of them--with a mana-free (so you can't [[StatusEffects silence]] the enemy or drain its magic), unblockable, unevadeable status bomb that inflicts poison, sap, confusion, and disease--that last one is exceptionally fun, as it means max HP is always equal to current HP, meaning a character cannot be healed while Diseased. Disease needs a special item or spell to remove it, and another spell to remove the other status effects. If a Diseased character dies, rezzing them leaves them with 1 HP and disease, yes, STILL in effect. Because disease. As Ribbons are stupidly, horrifyingly rare in this game, you will only be able to protect against ONE of these ailments--if any monsters (plural, ''they come in groups'') who use this attack can be available long before protective armor is. Basically? If three or more of these status effects stay on your party for more than, oh, three seconds? Death. If you are caught without fully upgraded Remedies? Death. No accessories to protect against confusion? Death. [[LuckBasedMission Command priority unkind to you?]] We're so sorry. ''Zodiac Age'' partially remedies this by giving you possibility to steal Ribbons from Trial Mode at your leisure relatively early as well as giving them [[HealingFactor Regen]], but it is still damn annoying.
** Though as bad as that is, there is two small saving graces with that attack: 1) it can only hit each character in succession, even if it affects everyone in an area, and 2) the animation for curse precedes the actually status-inflicting attack. All you really need is one Ribbon, and once the game says the enemy used Curse, wait for the animation to start, [[MenuTimeLockout jump into the inventory screen]] and [[BagOfSharing equip the Ribbon on the character about to get hit.]] Once the Immune message pops up on the character, give the Ribbon to the next victim. Granted, this still relies on finding even one horrifyingly-rare Ribbon, and setting the Gambits so the characters won't die while you watch the animations. Also, it is possible to block Disease with Bubble, meaning having Bubble Rings will make you immune to it.
annoying.



** Speaking of Ultima, ''any attack that causes Reverse'', though Disease can be just as annoying. Reverse makes you a case of ReviveKillsZombie, while Disease is a NoSell on healing.
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* Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of his HP. all 50,000,000 of it. Its ''basic attack'' also becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combo this chance is per each hit, and on low health it gets combos very frequently up to 12 hits, meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he still has only about a 54% chance of walking away.

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* Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of his its HP. all 50,000,000 50,112,254 of it. Its ''basic attack'' also becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combo combos this chance is per each hit, and on at low health it gets combos very frequently up (up to 12 hits, hits), meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he still has only about a 54% chance of walking away.
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* Vanaspati's final boss has an attack called "Crumbling Sky", which functions similar to the meteors from "The Dark Inside" Trial. Unfortunately, you have to do this while avoiding attacks being thrown at you, and you have to completely get out of the column that the meteor is thrown at you. If you get out by a second before it goes off, you'll still get hit, and which ones are safe can often range from being next to the spot where you are, or ones on the opposite end of the area. The floor also is decorated with visual patterns to try and distinguish it, but for many players it is a ''mess''.

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* Vanaspati's final boss has an attack called "Crumbling Sky", which functions similar to the meteors from "The Dark Inside" Trial. Unfortunately, you have to do this while avoiding attacks being thrown at you, and you have to completely get out of the column that the meteor is thrown at you. If you get out by a second before it goes off, you'll still get hit, and which ones are safe can often range from being next to the spot where you are, or ones on the opposite end of the area. The floor also is decorated with visual patterns to try and distinguish it, but for many players it is a visual ''mess''.
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* Vanaspati's final boss has an attack called "Crumbling Sky", which functions similar to the meteors from "The Dark Inside" Trial. Unfortunately, you have to do this while avoiding attacks being thrown at you, and you have to completely get out of the column that the meteor is thrown at you. If you get out by a second before it goes off, you'll still get hit, and which ones are safe can often range from being next to the spot, or ones ont he opposite end of the area.

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* Vanaspati's final boss has an attack called "Crumbling Sky", which functions similar to the meteors from "The Dark Inside" Trial. Unfortunately, you have to do this while avoiding attacks being thrown at you, and you have to completely get out of the column that the meteor is thrown at you. If you get out by a second before it goes off, you'll still get hit, and which ones are safe can often range from being next to the spot, spot where you are, or ones ont he on the opposite end of the area.area. The floor also is decorated with visual patterns to try and distinguish it, but for many players it is a ''mess''.
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* If the characters' health is particularly high, then normal attacks from enemies that drain health become this, since they follow the same rule [[GameBreaker Blood Sword]] does - each hit deals additional damage equal to 1/16 of target's health. Players who did not level agility and evasion, expecting their HP and defence to carry them are in for a ''rude'' awakening with those guys.

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* If the characters' health is particularly high, then normal attacks from enemies that drain health become this, since they follow the same rule [[GameBreaker Blood Sword]] does - each hit deals additional damage equal to 1/16 of target's health. Players who did not level agility and evasion, expecting their HP and defence to carry them are in for a ''rude'' awakening with those guys. Notably, this includes the final boss. It's pretty telling that Starfall X, a move exclusive to the final boss that hits the whole party and seems specifically designed to invoke HolyShitQuotient with its animation, is far easier to deal with than the boss' ''basic attack''.
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Removing as I don't think those really qualify.


* That boss in particular? Mustadio. Who sports two of these:
** Left Handgonne and Right Handgonne. Just like with Alphascape v3.0 Omega, you have to know to avoid ''his'' right and ''his'' left. This isn't bad enough as he gives a little more of a warning than Omega. The downside is that in the later phases, he brings otu adds that will force the raid (including the tank) to scatter right and left... and will ''still'' use the Handgonnes, which means that if he's facing ''you'' or the tank had to go to the other side to avoid getting a Vulnerability Up stack? You have no way to escape.
** Analysis has Mustadio analyze all your weaknesses, and in doing so he summons 3/4 of a circle around you - 1/4th of your body is blank. Mustadio's taunts is that he's analysed your weaknesses - making it seem as if he is talking to the group. Oh no, he's actually talking to ''you'' - and you have to point the area that's ''not'' covered by a circle piece ''towards'' where ''he'' is - which isn't intuitive and resulted in many memes about "Hole to Mustadio" or sprouts all falling at once comparing it to ''Series/SquidGame''. Coupled with this is [[ScrappyMechanic very few people think to explain this]], like ''any'' mechanic.

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Adjusting text


** One which will summon areas you should avoid and have been trained to avoid since ''A Realm Reborn''. However? ''Now'' the boss will ''rotate'' the stage. Thought you were safe? Well now you're getting a stack of Vulnerability up. You can't adjust yourself until after the platform is rotated.
** Later on, another attack will drop things from the sky... all while you're trying to know where to go. By the time the player is successfully out of the way? Another star is falling. You can find out where they are by [[ViolationOfCommonSense looking up at the sky]]... except if you do that you can't see the ground.
* Vanaspati has a few particularly annoying attacks in the final boss:
** One will use patterns to tell you where the attack will go. Unfortunately? It's a ''mess'' of patterns. It's a simple "Go to the opposite colour". Which is [[SarcasmMode very helpful if you're colour blind]]. Fortunately, [[AntiFrustrationFeatures the colours are associated with a pattern which will appear on your screen]]. Hopefully you don't blink - and [[GuideDangIt know that the pattern is the OPPOSITE of where you should go]].
** "Crumbling Sky" will, much like "The Dark Inside", drop projectiles from above. Unfortunately, you have to do this while avoiding ''other areas'' - meaning if you have ''any'' lag or even [[HitboxDissonance have a single pixel of yourself in the zone]]? You get hit.

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** One which will summon areas you should avoid and have been trained to avoid since ''A Realm Reborn''. However? ''Now'' However, the boss will ''rotate'' start rotating the stage. Thought you were safe? Well now you're getting stage after a stack of Vulnerability up. You can't adjust yourself until certain point into the fight. This makes it hard to avoid because the player has to pay attention to the direction the arena is rotated, then move to a spot that will be safe after the platform rotate is rotated.finished. Many players struggle with this mechanic because instead of your character moving, its the platform, which is hard to do for many. It doesn't help the boss locks you in place, preventing you from course-correcting.
** Later on, another attack will drop meteors onto the platform, with the telegraph being a set of lines and an arrow that points to the area they will hit. Players are supposed to move to safe locations based off where the meteors will land, but not only do the meteors fall from essentially behind the players perspective, but a single meteor hits hard enough to nearly one-shot even tanks. The only saving grace is that in the normal version they have a fixed pattern, not so much on Extreme.

** Later on, another * Vanaspati's final boss has an attack will drop things from the sky... all while you're trying to know where to go. By the time the player is successfully out of the way? Another star is falling. You can find out where they are by [[ViolationOfCommonSense looking up at the sky]]... except if you do that you can't see the ground.
* Vanaspati has a few particularly annoying attacks in the final boss:
** One will use patterns to tell you where the attack will go. Unfortunately? It's a ''mess'' of patterns. It's a simple "Go to the opposite colour". Which is [[SarcasmMode very helpful if you're colour blind]]. Fortunately, [[AntiFrustrationFeatures the colours are associated with a pattern which will appear on your screen]]. Hopefully you don't blink - and [[GuideDangIt know that the pattern is the OPPOSITE of where you should go]].
**
called "Crumbling Sky" will, much like Sky", which functions similar to the meteors from "The Dark Inside", drop projectiles from above. Inside" Trial. Unfortunately, you have to do this while avoiding ''other areas'' - meaning if attacks being thrown at you, and you have ''any'' lag or even [[HitboxDissonance have a single pixel to completely get out of yourself in the zone]]? You column that the meteor is thrown at you. If you get hit. out by a second before it goes off, you'll still get hit, and which ones are safe can often range from being next to the spot, or ones ont he opposite end of the area.

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* Deathgaze Hollow in Dun Scaith in ''Heavensward'' has one attack that causes a ''huge'' gust of wind to blow you to the side... ''off the stage''. How do you avoid this? You have to either stand in front of the ice crystals that it formed on the ship (Which you tried to avoid less than a second ago) and then you get the warning... unfortunately you are given almost ''no'' time to actually run to one of the two ice crystals. So off you go. Unless you knew to cast Arm's Length or Surecast... which most players, even in TheNewTwenties, ''still'' may have forgotten about (or never bothered using) as almost ''no'' encounters ever ''required'' this before. Or you may simply time it wrong and off you go.



* Argath has an attack in which you are basically instructed to either do as he says or do the opposite of what you are commanded to do. If it's the Angel face? You comply. If it's the Demon Face? You defy. However, both faces look very similar to one another and the most ''visible'' hint that it's the angel face or the demon face are the colours of the eyes. Unfortunately? It also flashes by ''very'' quickly - so better hope you didn't blink! Or that you're not colourblind.



* Alphascape V3.0 Omega has one attack that the community ''hates'' with a passion; Star/Larboard Wave Cannon. The attack is a cone like AOE that attacks either Omega's right, or left side, while placing a Vulnerability Up debuff on any player hit. The main issue players have is simply the name -- not everyone immediately recognizes the nautical terms "starboard" (right side) and "larboard" (left side). Even those who do have difficulty figuring out quickly because the terms are so similar -- real-world sailors long ago retired the term "larboard" in favor of "port" for ''exactly this reason''. Making this worse is that Omega immediately rotates 180 degrees and follows it up with a second one -- and since "Starboard" and "Larboard" are from ''his'' perspective, you have to quickly figure out whether to stay put or move to the other side to dodge the next one. This attack alone is considered the reason the fight is hard, as nothing else in the fight is as difficult to figure out as that. The developers seemed to realize this and worked to give the attacks more understandable names, such as the first boss of the Orbonne Monastery having a similar move that is easily identifiably by the name.

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* Alphascape V3.0 Omega has one attack that the community ''hates'' with a passion; Star/Larboard Wave Cannon. The attack is a cone like AOE that attacks either Omega's right, or left side, while placing a Vulnerability Up debuff on any player hit. The main issue players have is simply the name -- not everyone immediately recognizes the nautical terms "starboard" (right side) and "larboard" (left side). Even those who do have difficulty figuring out quickly because the terms are so similar -- real-world sailors long ago retired the term "larboard" in favor of "port" for ''exactly this reason''. Making this worse is that Omega immediately rotates 180 degrees and follows it up with a second one -- and since "Starboard" and "Larboard" are from ''his'' perspective, you have to quickly figure out whether to stay put or move to the other side to dodge the next one. This attack alone is considered the reason the fight is hard, as nothing else in the fight is as difficult to figure out as that. The developers seemed to realize this and worked to give the attacks more understandable names, such as the first boss of the Orbonne Monastery having a similar move that is easily identifiably identifiable by the name.name.
* That boss in particular? Mustadio. Who sports two of these:
** Left Handgonne and Right Handgonne. Just like with Alphascape v3.0 Omega, you have to know to avoid ''his'' right and ''his'' left. This isn't bad enough as he gives a little more of a warning than Omega. The downside is that in the later phases, he brings otu adds that will force the raid (including the tank) to scatter right and left... and will ''still'' use the Handgonnes, which means that if he's facing ''you'' or the tank had to go to the other side to avoid getting a Vulnerability Up stack? You have no way to escape.
** Analysis has Mustadio analyze all your weaknesses, and in doing so he summons 3/4 of a circle around you - 1/4th of your body is blank. Mustadio's taunts is that he's analysed your weaknesses - making it seem as if he is talking to the group. Oh no, he's actually talking to ''you'' - and you have to point the area that's ''not'' covered by a circle piece ''towards'' where ''he'' is - which isn't intuitive and resulted in many memes about "Hole to Mustadio" or sprouts all falling at once comparing it to ''Series/SquidGame''. Coupled with this is [[ScrappyMechanic very few people think to explain this]], like ''any'' mechanic.



** "T.G Holy Sword" takes ConfusionFu to a new degree. The attack is actually one of three moves, but they all share the same name, the way to tell what to do involves his animations. If he plants his swords down and leans in, you need to run into the platform to dodge the attack. If his swords point to a platform, each of the platforms he points out will be struck, meaning you need to run to a different one. If he stabs into the platform, you need to run to the pact to avoid it. All this the player has to remember from watching his animations, something new players heavily struggle with.

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** "T.G Holy Sword" takes ConfusionFu to a new degree. The attack is actually one of three moves, but they all share the same name, the way to tell what to do involves his animations. If he plants his swords down and leans in, you need to run into the platform to dodge the attack. If his swords point to a platform, each of the platforms he points out will be struck, meaning you need to run to a different one. If he stabs into the platform, you need to run to the pact back to avoid it. All this the player has to remember from watching his animations, something new players heavily struggle with.with, since this is the first time they ever encountered this particular thing.


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* One reason that "The Dark Inside" is seen as ThatOneBoss is because of two attacks:
** One which will summon areas you should avoid and have been trained to avoid since ''A Realm Reborn''. However? ''Now'' the boss will ''rotate'' the stage. Thought you were safe? Well now you're getting a stack of Vulnerability up. You can't adjust yourself until after the platform is rotated.
** Later on, another attack will drop things from the sky... all while you're trying to know where to go. By the time the player is successfully out of the way? Another star is falling. You can find out where they are by [[ViolationOfCommonSense looking up at the sky]]... except if you do that you can't see the ground.
* Vanaspati has a few particularly annoying attacks in the final boss:
** One will use patterns to tell you where the attack will go. Unfortunately? It's a ''mess'' of patterns. It's a simple "Go to the opposite colour". Which is [[SarcasmMode very helpful if you're colour blind]]. Fortunately, [[AntiFrustrationFeatures the colours are associated with a pattern which will appear on your screen]]. Hopefully you don't blink - and [[GuideDangIt know that the pattern is the OPPOSITE of where you should go]].
** "Crumbling Sky" will, much like "The Dark Inside", drop projectiles from above. Unfortunately, you have to do this while avoiding ''other areas'' - meaning if you have ''any'' lag or even [[HitboxDissonance have a single pixel of yourself in the zone]]? You get hit.

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* Any ''Franchise/FinalFantasy'' game with 10[[superscript:x]] Needles, where x>=4. OneHitKO that can't be blocked.

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* Any ''Franchise/FinalFantasy'' game with 10[[superscript:x]] Needles, where x>=4. OneHitKO that can't be blocked.



* Grand Cross is usually used by the final enemy of a game and it inflicts even more status conditions (sometimes some that can't be defended against) than Bad Breath. What makes it worse is that it inflicts at the same time conditions alongside death such as Zombie that makes it so revive spells and Phoenix Downs can't revive the downed character as they are zombied.

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* Grand Cross is usually used by the final enemy of a game FinalBoss and it inflicts even more status conditions (sometimes some that can't be defended against) than Bad Breath. What makes it worse is that it inflicts at the same time conditions alongside death such as Zombie that makes it so revive spells and Phoenix Downs can't revive the downed character as they are zombied.



* Big Bang from Zeromus. Deals lots of damage, and any survivors suffer continual hit point loss. The BonusBoss version of Zeromus in the GBA version, Zeromus EG, can do this move two times in a row.

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* Big Bang from Zeromus. Deals lots of damage, and any survivors suffer continual hit point loss. The BonusBoss SuperBoss version of Zeromus in the GBA version, Zeromus EG, can do this move two times in a row.



* Encircle, from pretty much any enemy that uses it (thankfully, not many of them). It erases a character from the battle, which means they're effectively dead, and it's impossible to reverse the effects of it once it's been cast (except by ending the battle). The only way to stop it is with the Aegis Shield, which only has a 1 in 3 chance of actually succeeding, and only on the character targeted by the attack; it's very unlikely you'll have four Aegis Shields. Oh, and one of the enemies with access to this move is [[BonusBoss Omega]].

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* Encircle, from pretty much any enemy that uses it (thankfully, not many of them). It erases a character from the battle, which means they're effectively dead, and it's impossible to reverse the effects of it once it's been cast (except by ending the battle). The only way to stop it is with the Aegis Shield, which only has a 1 in 3 chance of actually succeeding, and only on the character targeted by the attack; it's very unlikely you'll have four Aegis Shields. Oh, and one of the enemies with access to this move is [[BonusBoss [[SuperBoss Omega]].



* [[BonusBoss Shinryu]]'s [[MakingASplash Tidal Wave]], which he always uses [[BeginWithAFinisher at the start of battle]]. Didn't bring Water protection or a way to Berserk him? Enjoy [[TheresNoKillLikeOverkill around 8000 damage to everyone]]. It left so big an impact on players, this attack reappeared in pretty much ''every'' game where Shinryu is, and he (almost) always opens the battle with it.

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* [[BonusBoss [[SuperBoss Shinryu]]'s [[MakingASplash Tidal Wave]], which he always uses [[BeginWithAFinisher at the start of battle]]. Didn't bring Water protection or a way to Berserk him? Enjoy [[TheresNoKillLikeOverkill around 8000 damage to everyone]]. It left so big an impact on players, this attack reappeared in pretty much ''every'' game where Shinryu is, and he (almost) always opens the battle with it.



* There's also BonusBoss Emerald Weapon's Aire Tam Storm, which deals 1,111 damage per materia equipped on the target party member. Since [[GuideDangIt nobody mentions this little detail]] it almost always does maximum damage, and since it targets everyone, well... You'd better have Phoenix and Final Attack equipped. And if you know the [[SdrawkcabName trick]], it becomes trivial to take out half of its hit points in retaliation. Still a GuideDangIt on the first play through, but one you can use to your advantage.
* BonusBoss Ruby Weapon also has quite an annoying ThatOneAttack in Whirlsand, which removes one character from battle, basically making them permanently dead for the rest of the battle. He can use this attack ''two times'' in a row if you're not prepared. [[GuideDangIt You have to wait until Ruby Weapon buries its claws in the sand,]] and start the battle with two members dead to dodge Whirlsand. Still, not an ideal start one would like for the battle. Not to mention that if you try to use Knights of the Round on it, it'll retaliate with Ultima.

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* There's also BonusBoss SuperBoss Emerald Weapon's Aire Tam Storm, which deals 1,111 damage per materia equipped on the target party member. Since [[GuideDangIt nobody mentions this little detail]] it almost always does maximum damage, and since it targets everyone, well... You'd better have Phoenix and Final Attack equipped. And if you know the [[SdrawkcabName trick]], it becomes trivial to take out half of its hit points in retaliation. Still a GuideDangIt on the first play through, but one you can use to your advantage.
* BonusBoss SuperBoss Ruby Weapon also has quite an annoying ThatOneAttack in Whirlsand, which removes one character from battle, basically making them permanently dead for the rest of the battle. He can use this attack ''two times'' in a row if you're not prepared. [[GuideDangIt You have to wait until Ruby Weapon buries its claws in the sand,]] and start the battle with two members dead to dodge Whirlsand. Still, not an ideal start one would like for the battle. Not to mention that if you try to use Knights of the Round on it, it'll retaliate with Ultima.



* The [[BonusBoss bonus bosses]] have some annoying attacks. First is Light Pillar, which instantly kills one party member with 9999 damage. This isn't too bad, you can fix that quickly enough with a Phoenix Down or the Revive command. They also have Gravija, which deals percentage-based damage. Can't kill you, but makes it easier to die unless you heal fast. There's also an attack called Megiddo Flame which does 9998 damage. The game assumes that by the time you're facing a BonusBoss, you're good enough to have 9999 HP and a repertoire of healing spells, which is pretty much the only way to survive that attack. But the worst of them all is Omega Weapon's Terra Break. It is a more powerful clone of the Meteor spell, which randomly divides ten attacks across your party. Now, Meteor isn't too bad, if you're lucky, it'll hit someone with lots of HP or spread the damage out evenly enough that your party survive, and the ten hits don't do much damage anyway. But Terra Break is not like that. Terra Break is like a physical-attack version of Meteor, except each hit does upwards of 3000 damage, damage which is not mitigated by your Vitality stat like most physical damage is. Even if your entire party has 9999 HP at the time, without proper preparation, it is nearly impossible to survive. Your only options are to make your party invincible with items, or had everyone summon their [=GFs=] beforehand to absorb the damage. You can also cast Protect on the entire party to halve the damage of each hit, but that won't ensure that your whole party remains standing. Alternatively, assuming you have [=GFs=] that still know the [[NotCompletelyUseless otherwise useless]] Defend command, you can order your party to Defend against the attack, which will nullify the damage completely. And even then, you have to know where Terra Break comes up in Omega Weapon's attack sequence. The easiest way to 'deal' with Terra Break is just to kill Omega before he uses it, which isn't actually all that hard if you're well-junctioned and spam [[LimitBreak Limit Breaks]].

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* The [[BonusBoss bonus bosses]] {{Superboss}}es have some annoying attacks. First is Light Pillar, which instantly kills one party member with 9999 damage. This isn't too bad, you can fix that quickly enough with a Phoenix Down or the Revive command. They also have Gravija, which deals percentage-based damage. Can't kill you, but makes it easier to die unless you heal fast. There's also an attack called Megiddo Flame which does 9998 damage. The game assumes that by the time you're facing a BonusBoss, Superboss, you're good enough to have 9999 HP and a repertoire of healing spells, which is pretty much the only way to survive that attack. But the worst of them all is Omega Weapon's Terra Break. It is a more powerful clone of the Meteor spell, which randomly divides ten attacks across your party. Now, Meteor isn't too bad, if you're lucky, it'll hit someone with lots of HP or spread the damage out evenly enough that your party survive, and the ten hits don't do much damage anyway. But Terra Break is not like that. Terra Break is like a physical-attack version of Meteor, except each hit does upwards of 3000 damage, damage which is not mitigated by your Vitality stat like most physical damage is. Even if your entire party has 9999 HP at the time, without proper preparation, it is nearly impossible to survive. Your only options are to make your party invincible with items, or had everyone summon their [=GFs=] beforehand to absorb the damage. You can also cast Protect on the entire party to halve the damage of each hit, but that won't ensure that your whole party remains standing. Alternatively, assuming you have [=GFs=] that still know the [[NotCompletelyUseless otherwise useless]] Defend command, you can order your party to Defend against the attack, which will nullify the damage completely. And even then, you have to know where Terra Break comes up in Omega Weapon's attack sequence. The easiest way to 'deal' with Terra Break is just to kill Omega before he uses it, which isn't actually all that hard if you're well-junctioned and spam [[LimitBreak Limit Breaks]].



* Also in VIII, Ultimecia's Hell's Judgement spell that will put the entire party's HP down to one and she will use this often. Interestingly, this otherwise devastating attack can make the final battle a cinch, giving the whole party (or what's left of it) an opportunity to spam [[DesperationAttack Limit Breaks]]. If ever there was a time to use the [[NighInvulnerability total-party-invincibility-granting Holy Wars]] that [[TooAwesomeToUse you've been hoarding]], [[GameBreaker this would be it]].
** Ultimecia's unnamed Time Compression related move that completely deletes one of your Magic Stockpiles at random. This can instantly render one of your characters completely helpess or useless.

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* Also in VIII, Ultimecia's Hell's Judgement spell that will put the entire party's HP down to one and she will use this often. Interestingly, this otherwise devastating attack can make the final battle a cinch, giving the whole party (or what's left of it) an opportunity to spam [[DesperationAttack Limit Breaks]]. If ever there was a time to use the [[NighInvulnerability total-party-invincibility-granting Holy Wars]] that [[TooAwesomeToUse you've been hoarding]], [[GameBreaker this would be it]].
** Ultimecia's unnamed Time Compression related move that completely deletes one of your Magic Stockpiles at random. This can instantly render one of your characters completely helpess helpless or useless.



* The magic spell Curse from the same game also has the same effect while adding in significant damage. [[BonusBoss Bonus Bosses]] Hades and Ozma use this spell (without warning in Ozma's case).

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* The magic spell Curse from the same game also has the same effect while adding in significant damage. [[BonusBoss Bonus [[SuperBoss Super Bosses]] Hades and Ozma use this spell (without warning in Ozma's case).



* Dark Yojimbo's Zanmato overdrive, unfortunately for you, works exactly the same as its playable version (An instant party-wide OneHitKill, impossible to resist in any way). Did you have another Aeon out? You live this time. Did you ''not'' have a summon out? Congratulations, your party's dead, and your Auto-Life crumbles like a biscuit hit with a hammer.

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* Dark Yojimbo's Zanmato overdrive, unfortunately for you, works exactly the same as its playable version (An instant party-wide OneHitKill, TotalPartyKill, impossible to resist in any way). Did you have another Aeon out? You live this time. Did you ''not'' have a summon out? Congratulations, your party's dead, and your Auto-Life crumbles like a biscuit hit with a hammer.



* The [[BonusBoss Shinryu's]] ''Eraser'' attack that instantly petrifies a character and, like ''Fangs of Hell'', [[TheComputerIsACheatingBastard punches through any status immunity the target has]]. This wouldn't be too bad, but this fight takes place underwater, meaning the petrified character [[LiterallyShatteredLives instantly shatters]] and cannot be replaced for the rest of battle, and the attack [[AlwaysAccurateAttack cannot be dodged]]. The only saving grace is the fact Shinryu stops using it once there is only one party member left.
** Speaking of petrified, it can be a dangerous move to, as any enemy can be able to use a physical attack against the petrified character, like Seymour's Shattering Claw, and the character would instantly shatter. To prevent this, The petrified character would have to be un-petrified with Soft or Remedy.
* Nemesis, the final BonusBoss of the Monster Arena, has an attack that is aptly named [[NamesToRunAwayFromReallyFast Armageddon]]. It's a straight-up TotalPartyKill that is unblockable, unavoidable, and not telegraphed in any way. In order to defeat Nemesis, you will '''need''' Auto-Life, as otherwise Nemesis can just cause an instant GameOver in one attack with nothing you can do about it. While it is also possible to sacrifice an aeon to protect yourself from it, you will need to know that it's coming - either being very lucky or memorizing Nemesis' exact attack sequence. Funnily enough its weakest attack that could be mitigated is Ultima, the strongest black magic in the game. Even its standard physical attack does more very high damage.
* Penance, [[RegionalBonus International/PAL's]] version BonusBoss has [[NamesToRunAwayFromReallyFast Judgment Day]]. It is performed only when both of its arms are alive, is guaranteed to kill the whole party and should you have Auto-Life, the arms will finish you off. The main point of this fight is to ''prevent'' this attack.

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* The [[BonusBoss [[SuperBoss Shinryu's]] ''Eraser'' attack that instantly petrifies a character and, like ''Fangs of Hell'', [[TheComputerIsACheatingBastard punches through any status immunity the target has]]. This wouldn't be too bad, but this fight takes place underwater, meaning the petrified character [[LiterallyShatteredLives instantly shatters]] and cannot be replaced for the rest of battle, and the attack [[AlwaysAccurateAttack cannot be dodged]]. The only saving grace is the fact Shinryu stops using it once there is only one party member left.
** Speaking of petrified, it can be a dangerous move to, too, as any enemy can be able to use a physical attack against the petrified character, like Seymour's Shattering Claw, and the character would instantly shatter. To prevent this, The petrified character would have to be un-petrified with Soft or Remedy.
* Nemesis, the final BonusBoss SuperBoss of the Monster Arena, has an attack that is aptly named [[NamesToRunAwayFromReallyFast Armageddon]]. It's a straight-up TotalPartyKill that is unblockable, unavoidable, and not telegraphed in any way. In order to defeat Nemesis, you will '''need''' Auto-Life, as otherwise Nemesis can just cause an instant GameOver in one attack with nothing you can do about it. While it is also possible to sacrifice an aeon to protect yourself from it, you will need to know that it's coming - either being very lucky or memorizing Nemesis' exact attack sequence. Funnily enough its weakest attack that could be mitigated is Ultima, the strongest black magic in the game. Even its standard physical attack does more very high damage.
* Penance, [[RegionalBonus International/PAL's]] version BonusBoss SuperBoss has [[NamesToRunAwayFromReallyFast Judgment Day]]. It is performed only when both of its arms are alive, is guaranteed to kill the whole party and should you have Auto-Life, the arms will finish you off. The main point of this fight is to ''prevent'' this attack.



* Dark Magus Sister's Delta Attack is at it again. It is a party-wide HPToOne and ManaBurn (to zero, mind you) rolled in one package. Hope you have an Alchemist ready to use some recovery items, otherwise you might be screwed.
** Likewise, Dark Yojimbo's Zanmato. Pretty much the same deal as above, except it generously leaves you with ''one'' MP.
** Mushroom Cloud and Pernicious Powder. Pretty much Marboro's Bad Breath, it also lowers the stats of a party to one sixth if it doesn't kill you outright. Not good considering [[DemonicSpiders what enemies]] it appears with.
** Anything that inflicts Confusion in this game. ''X-2''[='=]s flavor of Confusion not only causes the victim to attack allies, but just straight up use attacks, skills, and items indiscriminately. Like, for example, use a Megalixir on ThatOneBoss that you were one hit away from defeating.

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* Dark Magus Sister's Sisters' Delta Attack is at it again. It is a party-wide HPToOne and ManaBurn (to zero, mind you) rolled in one package. Hope you have an Alchemist ready to use some recovery items, otherwise you might be screwed.
** * Likewise, Dark Yojimbo's Zanmato. Pretty much the same deal as above, except it generously leaves you with ''one'' MP.
** * Mushroom Cloud and Pernicious Powder. Pretty much Marboro's Bad Breath, it also lowers the stats of a party to one sixth if it doesn't kill you outright. Not good considering [[DemonicSpiders what enemies]] it appears with.
** * Anything that inflicts Confusion in this game. ''X-2''[='=]s ''X-2's'' flavor of Confusion not only causes the victim to attack allies, but just straight up use attacks, skills, and items indiscriminately. Like, for example, use a Megalixir on ThatOneBoss that you were one hit away from defeating.



** And the one for regular enemies is Curse-- this one move can make any enemy into a [[DemonicSpiders demonic spider]]. It works by hitting your party--all of them--with a mana-free (so you can't [[StatusEffects silence]] the enemy or drain its magic), unblockable, unevadeable status bomb that inflicts poison, sap, confusion, and disease--that last one is exceptionally fun, as it means max HP is always equal to current HP, meaning a character cannot be healed while Diseased. Disease needs a special item or spell to remove it, and another spell to remove the other status effects. If a Diseased character dies, rezzing them leaves them with 1 HP and disease, yes, STILL in effect. Because Ribbons are stupidly, horrifyingly rare in this game, you will only be able to protect against ONE of these ailments--if any monsters (plural, ''they come in groups'') who use this attack can be available long before protective armor is. Basically? If three or more of these status effects stay on your party for more than, oh, three seconds? Death. If you are caught without fully upgraded Remedies? Death. No accessories to protect against confusion? Death. [[LuckBasedMission Command priority unkind to you?]] We're so sorry. ''Zodiac Age'' partially remedies this by giving you possibility to steal Ribbons from Trial Mode at your leisure relatively early as well as giving them [[HealingFactor Regen]], but it is still damn annoying.
*** Though as bad as that is, there is two small saving graces with that attack: 1)it can only hit each character in succession, even if it affects everyone in an area, and 2) the animation for curse precedes the actually status-inflicting attack. All you really need is one Ribbon, and once the game says the enemy used Curse, wait for the animation to start, [[MenuTimeLockout jump into the inventory screen]] and [[BagOfSharing equip the Ribbon on the character about to get hit.]] Once the Immune message pops up on the character, give the Ribbon to the next victim. Granted, this still relies on finding even one horrifyingly-rare Ribbon, and setting the Gambits so the characters won't die while you watch the animations. Also, it is possible to block Disease with Bubble, meaning having Bubble Rings will make you immune to it.
** The FinalBoss has Flare attacks. Mega Flare isn't too bad, but Giga Flare Sword can be nasty and Tera Flare is even worse]]. For the record, the latter deals 4000+ damage to everyone, in a game where the maximum is, without Bubble, around 6500. Worse yet, you can't prevent it because the boss will use ''both'' Palings before pulling this off. Hope you didn't neglect your secondary members too much otherwise this attack alone can finish you off.
** Growing Threat is used by some bosses to double their level, and thus their damage output.
** Zalera's Kill. [[{{ExactlyWhatItSaysOnTheTin}} Three guesses on what it does]]. Spammed often if you don't understand how the battle is to be fought. In addition to Kill, Zalera seems to be the math instructor from hell. Any spell he has is a level based disabler of some sort, and his ultimate attack is a group wide instant death spell. Don't worry, it won't kill you if your level isn't a prime number... which is the easiest way to not get hit by all of his other level-based spells. You can beat Zalera by just knowing not to be a prime ''or'' a multiple of 3, 4, or 5.
** Divide, which is used by some ghost enemies such as Necrophobe. Enjoying a fight against Death and Doom-spamming ghost that likes to teleport out of your range? Hope you like fighting one more!
** Zodiark's Darkja, which blinds and does an instant kill. You can absorb the dark damage, block the blind status, but you will have nadda for the instant kill effect. Luck will almost never be on your side after it is cast.
** Chaos's Aeroja. It deals wind damage and confuses. Not so bad since your allies will snap out of it with a bonk to the head right? Normally so; except in Chaos's battle, you can't use physical attacks at all. So you can't snap yourself out of confusion if all three allies are confused in the fight.
** Ultima's Holyja. It deals holy damage and causes Reverse. Ultima then casts Renew on your team shortly after Holyja (no charge time required) causing an instant kill. If Reflect is on your team when it happens...
*** Speaking of Ultima, ''any attack that causes Reverse'', though Disease can be just as annoying. Reverse makes you a case of ReviveKillsZombie, while Disease is a NoSell on healing.
** Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of his HP. all 50,000,000 of it.
** Yiazmat's ''basic attack'' becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combo this chance is per each hit, and on low health it gets combos very frequently up to 12 hits, meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he still has only about a 54% chance of walking away.
** Any sort of barrier or paling that a boss may put up on itself. An impregnable defense that only goes down over the course of time? Enjoy your unnecessarily long boss fight.
** By the end of the game pretty much any enemy that can cause confusion will be extremely dangerous. Your party members will be strong enough to effortlessly one-shot each other with physical attacks, so a single confused ally can wipe out the rest of the party in just two turns. In theory this should be more than enough time to cure thim - except that the command priority always gives a huge advantage to physical attacks. Even if you see an enemy casting confusion on a character and immediately tell ''both'' of the other two to throw him a curative item there is still a good chance that he will wipe them both out before they can perform the action.
*** This can be mitigated by the fact the game allows you to switch equipment of your team at any time, even in the middle of combat, so you can switch weapon of confused character to something much weaker. In fact, there is an entire class of weapons called Measures, which seem to serve no other purpose than to hit other party members with them, as they deal little damage and grant positive status buffs upon target.
** Time Requiem is a monster-exclusive spell that inflicts Stop over a wide area. Hope your party members weren't too close together, or else you're going to be there for a while.

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** * And the one for regular enemies is Curse-- this one move can make any enemy into a [[DemonicSpiders demonic spider]]. It works by hitting your party--all of them--with a mana-free (so you can't [[StatusEffects silence]] the enemy or drain its magic), unblockable, unevadeable status bomb that inflicts poison, sap, confusion, and disease--that last one is exceptionally fun, as it means max HP is always equal to current HP, meaning a character cannot be healed while Diseased. Disease needs a special item or spell to remove it, and another spell to remove the other status effects. If a Diseased character dies, rezzing them leaves them with 1 HP and disease, yes, STILL in effect. Because Ribbons are stupidly, horrifyingly rare in this game, you will only be able to protect against ONE of these ailments--if any monsters (plural, ''they come in groups'') who use this attack can be available long before protective armor is. Basically? If three or more of these status effects stay on your party for more than, oh, three seconds? Death. If you are caught without fully upgraded Remedies? Death. No accessories to protect against confusion? Death. [[LuckBasedMission Command priority unkind to you?]] We're so sorry. ''Zodiac Age'' partially remedies this by giving you possibility to steal Ribbons from Trial Mode at your leisure relatively early as well as giving them [[HealingFactor Regen]], but it is still damn annoying.
*** ** Though as bad as that is, there is two small saving graces with that attack: 1)it 1) it can only hit each character in succession, even if it affects everyone in an area, and 2) the animation for curse precedes the actually status-inflicting attack. All you really need is one Ribbon, and once the game says the enemy used Curse, wait for the animation to start, [[MenuTimeLockout jump into the inventory screen]] and [[BagOfSharing equip the Ribbon on the character about to get hit.]] Once the Immune message pops up on the character, give the Ribbon to the next victim. Granted, this still relies on finding even one horrifyingly-rare Ribbon, and setting the Gambits so the characters won't die while you watch the animations. Also, it is possible to block Disease with Bubble, meaning having Bubble Rings will make you immune to it.
** * The FinalBoss has Flare attacks. Mega Flare isn't too bad, but Giga Flare Sword can be nasty and Tera Flare is even worse]]. For the record, the latter deals 4000+ damage to everyone, in a game where the maximum is, without Bubble, around 6500. Worse yet, you can't prevent it because the boss will use ''both'' Palings before pulling this off. Hope you didn't neglect your secondary members too much otherwise this attack alone can finish you off.
** * Growing Threat is used by some bosses to double their level, and thus their damage output.
** * Zalera's Kill. [[{{ExactlyWhatItSaysOnTheTin}} Three guesses on what it does]]. Spammed often if you don't understand how the battle is to be fought. In addition to Kill, Zalera seems to be the math instructor from hell. Any spell he has is a level based disabler of some sort, and his ultimate attack is a group wide instant death spell. Don't worry, it won't kill you if your level isn't a prime number... which is the easiest way to not get hit by all of his other level-based spells. You can beat Zalera by just knowing not to be a prime ''or'' a multiple of 3, 4, or 5.
** * Divide, which is used by some ghost enemies such as Necrophobe. Enjoying a fight against Death and Doom-spamming ghost that likes to teleport out of your range? Hope you like fighting one more!
** * Zodiark's Darkja, which blinds and does an instant kill. You can absorb the dark damage, block the blind status, but you will have nadda for the instant kill effect. Luck will almost never be on your side after it is cast.
** * Chaos's Aeroja. It deals wind damage and confuses. Not so bad since your allies will snap out of it with a bonk to the head right? Normally so; except in Chaos's battle, you can't use physical attacks at all. So you can't snap yourself out of confusion if all three allies are confused in the fight.
** * Ultima's Holyja. It deals holy damage and causes Reverse. Ultima then casts Renew on your team shortly after Holyja (no charge time required) causing an instant kill. If Reflect is on your team when it happens...
*** ** Speaking of Ultima, ''any attack that causes Reverse'', though Disease can be just as annoying. Reverse makes you a case of ReviveKillsZombie, while Disease is a NoSell on healing.
** * Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of his HP. all 50,000,000 of it.
** Yiazmat's
it. Its ''basic attack'' also becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combo this chance is per each hit, and on low health it gets combos very frequently up to 12 hits, meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he still has only about a 54% chance of walking away.
** * Any sort of barrier or paling that a boss may put up on itself. An impregnable defense that only goes down over the course of time? Enjoy your unnecessarily long boss fight.
** * By the end of the game pretty much any enemy that can cause confusion will be extremely dangerous. Your party members will be strong enough to effortlessly one-shot each other with physical attacks, so a single confused ally can wipe out the rest of the party in just two turns. In theory this should be more than enough time to cure thim - except that the command priority always gives a huge advantage to physical attacks. Even if you see an enemy casting confusion on a character and immediately tell ''both'' of the other two to throw him a curative item there is still a good chance that he will wipe them both out before they can perform the action.
*** ** This can be mitigated by the fact the game allows you to switch equipment of your team at any time, even in the middle of combat, so you can switch weapon of confused character to something much weaker. In fact, there is an entire class of weapons called Measures, which seem to serve no other purpose than to hit other party members with them, as they deal little damage and grant positive status buffs upon target.
** * Time Requiem is a monster-exclusive spell that inflicts Stop over a wide area. Hope your party members weren't too close together, or else you're going to be there for a while.



* Dies Irae. The first form of Orphan tends to use this move when you're close to defeating it. It can be an instant Game Over if your party leader doesn't have full health.
** Speaking of Orphan, he's also got Progenitorial Wrath, a OneHitKill attack that he targets your leader with, in a game with WeCannotGoOnWithoutYou (even if your [=AI=] Medic is ready with a Revive), and Death resistance items that can never give 100% immunity to it. FakeDifficulty, ho!

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* FinalBoss Orphan has a few:
**
Dies Irae. The first form of Orphan first tends to use this move when you're close to defeating it. It can be an instant Game Over if your party leader doesn't have full health.
** Speaking of Orphan, he's also got Progenitorial Wrath, a OneHitKill attack that he targets your leader with, in a game with WeCannotGoOnWithoutYou (even if your [=AI=] Medic is ready with a Revive), and Death resistance items that can never give 100% immunity to it. FakeDifficulty, ho! ho!
** The second form's Temporal Hollow. Doesn't do much, dispels a few buffs and debuffs, and resets the boss' stagger meter...except said boss can't be damaged except when it's staggered...and its AI is set to use Temporal Hollow when you approach stagger...and you're on a strict time limit for this fight.



* Orphan's second form's Temporal Hollow. Doesn't do much, dispels a few buffs and debuffs, and resets the boss' stagger meter...except said boss can't be damaged except when it's staggered...and its AI is set to use Temporal Hollow when you approach stagger...and you're on a strict time limit for this fight.



* The average player of this game can get traumatic flashbacks from just three words: "Counter Any Ability". To elaborate, while ''all'' of the myriad counters newly added to this game are [[ScrappyMechanic various degrees of annoying]], this one is likely the [[TheComputerIsACheatingBastard worst and cheapest]] of the whole bunch. It's not an ''attack'' per se; what it does is, whenever you use ''any'' job skill, the boss can get additional BP for free, which they will merrily use for whatever nasty attack or combo they feel like. The only limitation to this is the maximum BP stock of 3; there is no limit to how frequently or how many times they can do it, nor is there a way to turn it off (unless you can inflict [[StatusEffects Dread]] on them). Have fun when the boss you're fighting [[RandomNumberGod randomly]] takes three [[ExtraTurn extra turns]] because you decided to heal or buff multiple characters. Late in the game, you can even face ''multiple'' enemies that can all counter simultaneously, giving the enemy party three or four extra actions for your one. (Granted, those are [[BonusBoss optional fights]], but the Infinity+1 job skills are locked behind them, and if the developers wanted to discourage GameBreaker strategies, this ''probably'' wasn't the way to do it....)

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* The average player of this game can get traumatic flashbacks from just three words: "Counter Any Ability". To elaborate, while ''all'' of the myriad counters newly added to this game are [[ScrappyMechanic various degrees of annoying]], this one is likely the [[TheComputerIsACheatingBastard worst and cheapest]] of the whole bunch. It's not an ''attack'' per se; what it does is, whenever you use ''any'' job skill, the boss can get additional BP for free, which they will merrily use for whatever nasty attack or combo they feel like. The only limitation to this is the maximum BP stock of 3; there is no limit to how frequently or how many times they can do it, nor is there a way to turn it off (unless you can inflict [[StatusEffects Dread]] on them). Have fun when the boss you're fighting [[RandomNumberGod randomly]] takes three [[ExtraTurn extra turns]] because you decided to heal or buff multiple characters. Late in the game, you can even face ''multiple'' enemies that can all counter simultaneously, giving the enemy party three or four extra actions for your one. (Granted, those are [[BonusBoss [[OptionalBoss optional fights]], but the Infinity+1 job skills are locked behind them, and if the developers wanted to discourage GameBreaker strategies, this ''probably'' wasn't the way to do it....)

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* The Demonolith have two really nasty attacks. [[CounterAttack Pharaoh's Curse]], which inflicts Curse, Darkness, Silence and Poison, crippling whoever's hit with it. The other attack, Breath will petrify the entire party if they don't have Stoneproof armor.



* Dark Yojimbo's Zanmato overdrive. Did you have a summon out? You live this time. Did you ''not'' have a summon out? Congratulations, your party's dead, and your Auto-Life crumbles like a biscuit hit with a hammer.
* Dark Magus Sisters' overdrive, Delta Attack, deserves a mention too. It deals six hits of higher Damage {{Cap}} and like Dark Yojimbo's Zanmato it removes Auto-Life. While it can be performed only when all three sisters are fought together, are alive and have their overdrive bars fully charged, if you're unable to run away farther from them during minigame they'll get an ambush on your party with them being ready to perform it.

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* Dark Yojimbo's Zanmato overdrive. overdrive, unfortunately for you, works exactly the same as its playable version (An instant party-wide OneHitKill, impossible to resist in any way). Did you have a summon another Aeon out? You live this time. Did you ''not'' have a summon out? Congratulations, your party's dead, and your Auto-Life crumbles like a biscuit hit with a hammer.
* The Dark Magus Sisters' overdrive, Delta Attack, deserves a mention too. It deals six hits of higher Damage {{Cap}} and like Dark Yojimbo's Zanmato it removes Auto-Life. While it can be performed only when all three sisters are fought together, are alive and have their overdrive bars fully charged, if you're unable to run away farther from them during minigame they'll get an ambush on your party with them being ready to perform it.
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* Alphascape V3.0 Omega has one attack that the community ''hates'' with a passion; Star/Larboard Wave Cannon. The attack is a cone like AOE that attacks either Omega's right, or left side, while placing a Vulnerability Up debuff on any player hit. The main issue players have is simply the name -- not everyone immediately recognizes the nautical terms "starboard" and "larboard". Even those who do have difficulty figuring out quickly because the terms are so similar -- real-world sailors long ago retired the term "larboard" in favor of "port" for ''exactly this reason''. Making this worse is that Omega immediately rotates 180 degrees and follows it up with a second one -- and since "Starboard" and "Larboard" are from ''his'' perspective, you have to quickly figure out whether to stay put or move to the other side to dodge the next one. This attack alone is considered the reason the fight is hard, as nothing else in the fight is as difficult to figure out as that. The developers seemed to realize this and worked to give the attacks more understandable names, such as the first boss of the Orbonne Monastery having a similar move that is easily identifiably by the name.

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* Alphascape V3.0 Omega has one attack that the community ''hates'' with a passion; Star/Larboard Wave Cannon. The attack is a cone like AOE that attacks either Omega's right, or left side, while placing a Vulnerability Up debuff on any player hit. The main issue players have is simply the name -- not everyone immediately recognizes the nautical terms "starboard" (right side) and "larboard"."larboard" (left side). Even those who do have difficulty figuring out quickly because the terms are so similar -- real-world sailors long ago retired the term "larboard" in favor of "port" for ''exactly this reason''. Making this worse is that Omega immediately rotates 180 degrees and follows it up with a second one -- and since "Starboard" and "Larboard" are from ''his'' perspective, you have to quickly figure out whether to stay put or move to the other side to dodge the next one. This attack alone is considered the reason the fight is hard, as nothing else in the fight is as difficult to figure out as that. The developers seemed to realize this and worked to give the attacks more understandable names, such as the first boss of the Orbonne Monastery having a similar move that is easily identifiably by the name.
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* From the ''Eden Savage'' raid, specifically Shiva, we have one of the most dreaded mechanic that ever graced the game: Light Rampant. Everyone is afflicted with a debuff that, if it crosses a certain threshold, will make one player's character explode and kill everyone with them. To avoid this, the party must execute the following mechanics perfectly. Said mechanics involve baiting attacks, stand in towers that require a specific number of players, move between the new towers that appear afterwards, all the while with the players being tethered to eachother (and breaking the tethers, by standing too close or too far from your tethered partner, spells an immediate total party wipe - since the tethered persons can change between each try, players need to assign positions and potentially move to adjust), and bait 4 orbs of lights that are also tethered to players and pursue them. Players with orbs must bait them long enough for them to shrink and then willingly make them explode by running into them, but they also have to make sure to not get hit by Shiva's conal attacks (baited by other players and based on their proximity to Shiva, meaning that the players with the orbs must position themselves carefully to avoid baiting the attack themselves) and that the orbs don't explode near other players, lest their debuff would hit the threeshold and wipe their team. The whole mechanic leaves absolutely no room for error, as a single mistep by any player will inevitably kill everyone. Dozens of different strategies have been made to deal with it, and even the most popular ones are still hard to execute. This is the mechanic that broke many static teams, and that newcomers and veterans alike dread.

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* From the ''Eden Savage'' raid, specifically Shiva, we have one of the most dreaded mechanic that ever graced the game: Light Rampant. Everyone [[note]]Everyone is afflicted with a debuff that, if it crosses a certain threshold, will make one player's character explode and kill everyone with them. To avoid this, the party must execute the following mechanics perfectly. Said mechanics involve baiting attacks, stand in towers that require a specific number of players, move between the new towers that appear afterwards, all the while with the players being tethered to eachother (and breaking the tethers, by standing too close or too far from your tethered partner, spells an immediate total party wipe - since the tethered persons can change between each try, players need to assign positions and potentially move to adjust), and bait 4 orbs of lights that are also tethered to players and pursue them. Players with orbs must bait them long enough for them to shrink and then willingly make them explode by running into them, but they also have to make sure to not get hit by Shiva's conal attacks (baited by other players and based on their proximity to Shiva, meaning that the players with the orbs must position themselves carefully to avoid baiting the attack themselves) and that the orbs don't explode near other players, lest their debuff would hit the threeshold and wipe their team. [[/note]] The whole mechanic leaves absolutely no room for error, as a single mistep by any player will inevitably kill everyone. Dozens of different strategies have been made to deal with it, and even the most popular ones are still hard to execute. This is the mechanic that broke many static teams, and that newcomers and veterans alike dread.
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This part is actually false: the game does give a (albeit cryptic) message than you need to "transcend your limits" to survive this attack, and using the LB 3 right when the message appears will guarantee that you get the timing right.


* Elidibus [[spoiler:as the Warrior Of Light]] has Ultimate Crossover, which will ''instantly'' kill the entire party and has no way to be dodged. The only way to avoid it is for a Tank to use a Level 3 LimitBreak. It should be noted that ''no'' other regular, non-Extreme Trial boss ever required a Tank's Level 3 LB to survive before him, so there's no real way to prepare for it other than to know this beforehand. Doubles also as a KaizoTrap, as he only uses it after his first phase is over. Die, and you have to start from phase 1 all over again, survive and a checkpoint will be made after the attack. And while the only other boss to do this, Alexander Prime, had a convenient tell when to cast the Limit Break, Elidibus does not. It's "sometime after his limit break bar fills up"

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* Elidibus [[spoiler:as the Warrior Of Light]] has Ultimate Crossover, which will ''instantly'' kill the entire party and has no way to be dodged. The only way to avoid it is for a Tank to use a Level 3 LimitBreak. It should be noted that ''no'' other regular, non-Extreme Trial boss ever required a Tank's Level 3 LB to survive before him, so there's no real way to prepare for it other than to know this beforehand. Doubles also as a KaizoTrap, as he only uses it after his first phase is over. Die, and you have to start from phase 1 all over again, survive and a checkpoint will be made after the attack. And while the only other boss to do this, Alexander Prime, had a convenient tell when to cast the Limit Break, Elidibus does not. It's "sometime after his limit break bar fills up"

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Reintroducing the examples that were removed by keyblade333 under the following reason: "Removing Extreme/Savage mechanics". After questioning other tropers there (https://tvtropes.org/pmwiki/query.php?parent_id=105860&type=att#comment-311468), no one seems to think that this removal was justified.


* Elidibus [[spoiler:as the Warrior Of Light]] has Radiant Meteor, an attack that puts an incredibly large AOE circle on four random players and then drops a meteor on them. Of all his attacks, its widely seen as the most frustrating one to handle, because its random who he will pick, but also very difficult to space every target from each other due to how wide the area is, and how random it can be. Very few times will a player be able to leave a good open spot for the rest of the party to go to because of this, meaning it is easy to almost wipe just from bad positioning and luck.

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* Elidibus [[spoiler:as the Warrior Of Light]] has Radiant Meteor, an attack Ultimate Crossover, which will ''instantly'' kill the entire party and has no way to be dodged. The only way to avoid it is for a Tank to use a Level 3 LimitBreak. It should be noted that puts an incredibly large AOE circle on four random ''no'' other regular, non-Extreme Trial boss ever required a Tank's Level 3 LB to survive before him, so there's no real way to prepare for it other than to know this beforehand. Doubles also as a KaizoTrap, as he only uses it after his first phase is over. Die, and you have to start from phase 1 all over again, survive and a checkpoint will be made after the attack. And while the only other boss to do this, Alexander Prime, had a convenient tell when to cast the Limit Break, Elidibus does not. It's "sometime after his limit break bar fills up"
** Even worse is before this, there's a relatively hard button mashing session where if ''anyone'' fails, the entire party wipes.
** The Extreme mode version also adds Quintuplecast, which has Elidibus cast five spells: one that damages any
players that are moving, one that damages any players standing still, one that requires players to stack together, one that requires players to spread around the boss, and then drops one that damages any players looking at a meteor on them. Of all his attacks, its widely seen as specific party member. The tricky part is that each spell is cast immediately after the most frustrating one to handle, because its last in a random who he will pick, but also very difficult to space every target from each other due to how wide order, which can only be determined by looking at the area is, and how random it can be. Very few times will a player be able to leave a good open spot for icons displayed during the rest of the party to go to because of this, meaning it is easy to almost wipe just from bad positioning and luck.cast bar.


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* From the ''Eden Savage'' raid, specifically Shiva, we have one of the most dreaded mechanic that ever graced the game: Light Rampant. Everyone is afflicted with a debuff that, if it crosses a certain threshold, will make one player's character explode and kill everyone with them. To avoid this, the party must execute the following mechanics perfectly. Said mechanics involve baiting attacks, stand in towers that require a specific number of players, move between the new towers that appear afterwards, all the while with the players being tethered to eachother (and breaking the tethers, by standing too close or too far from your tethered partner, spells an immediate total party wipe - since the tethered persons can change between each try, players need to assign positions and potentially move to adjust), and bait 4 orbs of lights that are also tethered to players and pursue them. Players with orbs must bait them long enough for them to shrink and then willingly make them explode by running into them, but they also have to make sure to not get hit by Shiva's conal attacks (baited by other players and based on their proximity to Shiva, meaning that the players with the orbs must position themselves carefully to avoid baiting the attack themselves) and that the orbs don't explode near other players, lest their debuff would hit the threeshold and wipe their team. The whole mechanic leaves absolutely no room for error, as a single mistep by any player will inevitably kill everyone. Dozens of different strategies have been made to deal with it, and even the most popular ones are still hard to execute. This is the mechanic that broke many static teams, and that newcomers and veterans alike dread.

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