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* [[spoiler: The Mega Mech Shark]], the final boss of the VideoGame/MegaMan9 chapter. It's another fairly epic battle like [[spoiler: the Evil Robot]], but it's hard because it's the only UnexpectedShmupLevel in the game; the entire fight takes place flying on Rush Jet. And as you'd expect from a side-scrolling shoot-'em-up, there's a ton of projectiles (sometimes to the point where it starts becoming BulletHell) to be mindful of as you chase the boss down. Plus, there's '''four''' whole phases to the fight, making it [[MarathonBoss a true test of endurance to fight]].

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* [[spoiler: The Mega Mech Shark]], the final boss of the VideoGame/MegaMan9 chapter. It's another fairly epic battle like [[spoiler: the Evil Robot]], but it's hard because it's the only UnexpectedShmupLevel in the game; the entire fight takes place flying on Rush Jet. And as you'd expect from a side-scrolling shoot-'em-up, there's a ton of projectiles (sometimes to the point where it starts becoming BulletHell) to be mindful of as you chase the boss down. Plus, there's '''four''' whole phases to the fight, making it [[MarathonBoss a true test of endurance to fight]]. The only saving grace is that each phase has its own checkpoint.
** And right before that is [[spoiler:Proto Man]]. You've only got a small arena to work with, the last attack in his jumping combo is borderline ''impossible'' to dodge unless you know the specific trick to avoiding it, the tell for his chase is very brief, and you have to be aware of your distance to his thrown shield in order to know where he's going to aim to try and attack you. His only saving grace is that he's got a fairly low amount of health as far as bosses in this game go.
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* [[SarcasmMode Ladies and gentlemen, I present you the]] [[BlatantLies easiest boss]] [[SarcasmMode in the game,]] [[https://www.youtube.com/watch?v=K15QlWNbBcY the Metool Daddy.]] He has tons of HP, is only vulnerable for short periods of time, and can summon lesser Metools to help him. Scared yet? But then, there's his nasty ability to jump and [[OneHitKill instantly crush the player]], and ''[[UpToEleven not even God Mode protects you from said crushing attack]]''. He's a 3D hitbox represented by a 2D sprite, and the sprite is in the center of the hitbox, so when he jumps at you, he's closer to you than he appears! While the post-v5B version is more tame, it's a SequentialBoss that comes after the Cossack Catcher, which can wear you down beforehand.

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* [[SarcasmMode Ladies and gentlemen, I present you the]] [[BlatantLies easiest boss]] [[SarcasmMode in the game,]] [[https://www.youtube.com/watch?v=K15QlWNbBcY the Metool Daddy.]] He has tons of HP, is only vulnerable for short periods of time, and can summon lesser Metools to help him. Scared yet? But then, there's his nasty ability to jump and [[OneHitKill instantly crush the player]], and ''[[UpToEleven not even God Mode protects you from said crushing attack]]''. He's a 3D hitbox represented by a 2D sprite, and the sprite is in the center of the hitbox, so when he jumps at you, he's closer to you than he appears! While the post-v5B version is more tame, it's a SequentialBoss that comes after in the middle of the Cossack Catcher, Catcher fight, which can wear you down beforehand.beforehand and is still a problem until you destroy it.
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** If you ''somehow'' manage to beat him, '''it's not over yet;''' [[spoiler: the Evil Robot (or rather, its head on some robotic spider legs) appears and [[DemonicPossession possesses]] Sunstar, [[FusionDance fusing with]] and turning him into a OneWingedAngel with its head and tentacles on its back and for its ''right arm''.]] Its attacks are ''insane'', firing a volley of energy balls that split once they hit a surface, making tentacles erupt from the ground in many directions, and rushing towards you to skid you across the ground, dealing tons of damage. '''[[HopelessBossFight And it cannot be damaged.]]''' After a while, [[spoiler: the battle turns into an EscapeSequence where you have to escape the exploding Wily Star and you have to quickly open several doors and avoid the tentacles that appear.]] Dying at any point means you have to restart from, thankfully, the beginning of this phase.

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** If you ''somehow'' manage to beat him, '''it's not over yet;''' [[spoiler: the Evil Robot (or rather, its head on some robotic spider legs) appears and [[DemonicPossession possesses]] Sunstar, [[FusionDance fusing with]] and turning him into a OneWingedAngel with its head and tentacles on its back and for its ''right arm''.]] Its attacks are ''insane'', firing a volley of energy balls that split once they hit a surface, making tentacles erupt from the ground in many directions, and rushing towards you to skid you across the ground, dealing tons of damage. '''[[HopelessBossFight And it cannot be damaged.]]''' After a while, [[spoiler: the battle turns into an EscapeSequence where you have to [[RunOrDie escape the exploding Wily Star Star]] and you have to quickly open several doors and avoid the tentacles that appear.]] Dying at any point means you have to restart from, thankfully, the beginning of this phase.
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'''NOTE:''' {{Optional Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it.

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'''NOTE:''' {{Optional Boss}}es {{Superboss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it.
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'''NOTE:''' {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it.

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'''NOTE:''' {{Bonus {{Optional Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it.
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!!Pre-[=V5B=] Chapters 1-6

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!!Pre-[=V5B=] !!Pre-[=V5b=] Chapters 1-6
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Corrected a very old misconception that multiple hits were needed to defeat Gamma's second form in Mega Man 3.


** Proto Man's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot, Crash Bomber, or the Ballade Cracker isn't nearly as obvious]]. Once you drain all of his health, Proto Man tells you to use a close range attack to finish him off. Better figure it out! [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].

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** Proto Man's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot, Crash Bomber, or the Ballade Cracker isn't nearly as obvious]]. Once you drain all of his health, Proto Man tells you to use a close range attack to finish him off. Better figure it out! [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), a single hit), in lieu of using Rush Coil moments prior]].
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Removed the folder since Game Mods are no longer mentioned; my mistake.


[[folder:Core Game]]
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Game Mods are not part of the main game.


The ''VideoGame/{{Mega Man|Classic}}'' classic series is [[ThatOneBoss/MegaMan no stranger to soul-crushingly difficult bosses]], and the single player campaign in ''VideoGame/MegaMan8BitDeathmatch'' is no exception. Just be glad you won't have to face these monstrosities while playing online... but you'll have to face a lot more monstrosities ''while'' online thanks to [=boss/co-op=] mods.

'''NOTE:''' {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.

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The ''VideoGame/{{Mega Man|Classic}}'' classic series is [[ThatOneBoss/MegaMan no stranger to soul-crushingly difficult bosses]], and the single player campaign in ''VideoGame/MegaMan8BitDeathmatch'' is no exception. Just be glad you won't have to face these monstrosities while playing online... but you'll have to face a lot more monstrosities ''while'' online thanks to [=boss/co-op=] mods.

online...

'''NOTE:''' {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.
it.




[[folder:Game Mods (Player-Controlled/Expansions/Co-Op Mods)]]
!! Saxton Hale
* Most Hales across almost every version of ''Saxton Hale'' are [[MarathonBoss Marathon Bosses]] by virtue of how they're designed around the mechanics of default Mega Man 8-Bit Deathmatch as opposed to ''Videogame/VsSaxtonHale'' and by extension, ''Videogame/TeamFortress2'': Because the bosses are massively powerful compared to the survivors, most battles will be spent [[RunOrDie fleeing from the boss and their attacks]] (unless the player possess a close-range attack like Star Crash or Flame Sword) and occasionally turning back to try and attack with the weapons they start with.
* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon AI-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can [[HealThyself heal Mudkip]] whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].
* [[Franchise/TouhouProject Remilia Scarlet]] possesses one of the weakest attack ranges for a Hale's melee, and because of this it ''always'' results in an instant kill. But then comes her LimitBreak which gives her full invincibility and swaps out her melee with a SpreadShot that [[RecursiveAmmo scatters]] slow but powerful pellets across the map. Touch two of these are any class is as good as gone.
* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoard of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.
* Tomahawk Talbain, Tomahawk Man in a [[Videogame/{{Darkstalkers}} Jon Talbain costume]], combines this with GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a ''very'' large target making it hard to miss, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks as long as it remains active to hunt down survivors with.
* Guts Man G. At first, he's a GetBackHereBoss, but after three minutes, he becomes fully repaired and gains an attack and speed boost, to the point that his claw swipe is upgraded from doing average damage to being a OneHitKill. It's best to defeat him before time runs out or else you're screwed when he TurnsRed.
!! Unholy
* Officer Johnson. Even with a low player count, his HP can easily exceed 10,000 when enough join. His main attack is a high damage shotgun that has a brief delay but otherwise fires several hard-hitting pellets. One well-timed shot will either leave a survivor with only a small bit of health left or knock them out on the spot. His main weakness is that he's a slow-moving target- but if you got him cornered he can escape with a quick and powerful dash attack- knocking over anyone in his way with his shield. His rage is the kicker: a giant projectile that while telegraphed and somewhat easy to dodge, explodes into a sphere of pure death and insta-kills almost everyone that doesn't get out of the way in time.
* Kakusareta Sutoka's kit includes no more than ''six'' different attacks and anyone that uses and switches through his tools will become a challenge to the survivors. The attacks worth noting include Altfire 1 which summons many clones of Sutoka that home in on a player and repeatedly stun them in place[[note]]most players will just spam this attack ad nauseam to prevent players from being able to do anything due to being a rather dominant strategy[[/note]] and his third Altfire which he can use to steal boxes, ''including Mystic Boxes and Tanks of Wonders''. His rage gives him several free items to mess up survivors, including rare items such as the Give Up Hope Unit, the [[ColonyDrop Meteor]], or even the Unholy Book, turning him into a surprising and deadly boss if luck is on his side.
* Meguh Mang is a case of becoming a [[LethalJokeCharacter Lethal Joke Boss]] in the right hands along with non-severe item RNG from the survivors. His mainfire is a bullet-spread attack (which is also hitscan, by the way) that can deal massive damage if one isn't careful. His secondary fire is summoning Rawsh, which acts like Rush Coil, but does a tiny amount of damage to him each use. Then comes his rage, the Real Megabuster, a giant pink laser that bounces off of walls, and insta-kills anyone.
* The Gembanker, due to his BulletHell attacks, makes for a challenging encounter. Not only is your health slowly sapped away by practically unavoidable attacks, his Crystal Eye projectiles make it difficult to see one's surroundings and helps the boss blend in with the crystal orbs flooding the stage. The more cramped the map, the harder it is to find safe ground. Woe betide you if you face ''[[UpToEleven multiple Gembankers]]''.
* Both of the VideoGame/Rockman4MinusInfinity bosses come with good kits, are hard to take down, and have Desperation modes if they do reach low health to put pressure on the survivors. Skullman in particular is probably the worst of the duo due to his Hell Wheel being able to rip straight through players. When he TurnsRed, it shoots UpToEleven to be faster and hit survivors harder, guaranteeing certain death.
* Repairman Edward's kit includes a close-range melee attack to deter players from approaching (with a wide range to boot) and a rage that drastically powers up his main attack and gives him the ability to deal contact damage. In old versions, the melee was almost an insta-kill but got nerfed to hit for slightly less but still high damage.
* Cutty Cut being a SequentialBoss with ''three phases'' is enough for him to be here, with the third phase being the absolute worst due to high-damaging attacks.
* Abe Penny being able to [[BaitAndSwitchBoss kill other bosses and come out of nowhere]] already justifies his difficulty. He relies on a gun which can do a bit of damage, but then there's his leap, which does a lot of damage. His alt-attack is him firing red Napalm Bombs that can guarantee an insta-kill. His rage is him using the bombs from VideoGame/DrJekyllAndMrHyde (complete with the sound effects), which, like where they came from, have ridiculous range, but this time, they are a guaranteed insta-kill.
* The Devileye Richman is a unique case of this. Instead of trying to kill every survivor on the map, his objective is to use the power of money to convert everyone into Rich Demoneyes... which then spread to other players and turn them into Rich Demoneyes as well. The "money swipe" converts players on just one successful hit, and the attack itself has decent range. Once you're converted, you're forced to go off and infect other players unless you have an item that can net a surprise kill on Devileye Richman, followed by intentionally dying yourself, which is rare. The Rebellion team wanted nothing to do with him and ended up removing the event that allows you to encounter him
* Crusher is probably the worst of the two Astromancers, thanks to his altfire meteors going ''straight'' instead of coming down, not helped by them doing a ton of damage.
* (Sad) Toadman. While his first phase is a complete joke apart from his surprisingly effective Rage, his second phase is in an entirely different league altogether. He can spam projectiles and earthquakes with alarming frequency with just ''one attack'' and if he gains a full Rage meter, he goes ballistic and rains down projectiles everywhere. Don't expect to survive his second phase unless you are truly skilled.
* Scrotoman has the Proto Buster, a leap attack which can kill anyone with low health, and an item that fires a charged shot that turns survivors into weak Protomen (unlike Devileye's ability to turn others into Demoneyes, however, the players turned into Protomen are still considered survivors, meaning they can attack Scrotoman and die to him). His rage, though, is the reason he's here; he gets in his Scroto Cruiser and drives very fast, all of the while ''magnetizing players towards him and shredding their health''. It makes Skullman's Hell Wheel look less dangerous in comparison, and it can even potentially launch you into a pit.
* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]], ''takes away your items'', meaning no meteors, Unholy Books, [=GUHUs=], and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.
** Taken UpToEleven with [[spoiler:Alpha EX]], who now has a rage which can '''jumpscare victims''', and comes with stronger attacks.
* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, onstead outright ''disabling the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also has Roguebreak, his rage, which, upon landing on the ground after jumping to the air, can annihilate anyone within range and causes shockwaves to appear, and the shockwaves can defeat a survivor quickly.
* [[Franchise/TouhouProject Clownpiece]] can fire out star projectiles that do a lot of damage, use two lasers at once, and can fire out a giant ball of rice that drops giant explosive rice. If on the right map with lots of open room, she can be a scary opponent not unlike the Gem Banker.
* The Yellow Tankboi could easily surpass his two friends in terms of difficulty. He [[MoreDakka fires faster]] and moves faster, but the faster firing easily makes him the hardest to many. Plus, his rage has him firing a barrage of fast-moving missiles.
* When it comes to the Anti-Unholy Elites, there's the Blue Anti-Unholy Elite, who is harder to kill mainly because he focuses on defense. The reason he's here however is because his alt-attack allows him to RocketJump, meaning you probably won't expect him coming at you.
* [[VideoGame/RockmanNoConstancy RNC Clashman]]. His main-fire shoots out a Clash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that can ''[[NukeEm essentially nuke the [=AoE=], and will guarantee certain death]]''. Oh, and when he's moving, he's almost transparent.
* Dixieandoff is tough even for a common-tier boss. Like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing shockwaves, which are almost as hard-hitting. And then the rage... dear God the rage; he begins to charge at a high speed, and if he runs into you, it's an insta-kill, and to top it off, ''no afterlife attack if the rage kills you''. Not even other bosses are safe from the rage's insta-kill properties.
* When it comes to the Faggassos, there are many of them to be considered this type. For this list, we're going pick the Yellow Faggasso, the Ghost of Faggasso, and Faggasso DX. For Yellow Faggasso, his mainfire can home in on enemies, and can cause a lot of damage due to it also hitting the victim with lightning bolts when it's hit, plus the altfire can summon an electric projectile that can stun players, allowing for the boss to hit a player with the mainfire. Ghost of Faggasso essentially ditches the normal projectile usage of others, and relies on meteor-based attacks, thus he can deal a lot of damage to players, and his rage makes him drop many meteors down. Faggasso DX may seem like an upgrade to the regular Faggasso, but his rage is causing star-bits to fall to the ground, like Ghost's meteors.
* WesternAnimation/ThomasTheTankEngine is one boss that you better pray to never fight in the hands of a skilled player. He acts like CBM's Chargeman class somewhat, with the Charge Tackle and coal attack, but in this case, the coal flies fowards, not downwards, and with it doing a lot of damage, you're better off trying to dodge it. His rage allows him to fly and charge at enemies by holding down the alt-attack, which can cause severe damage, even to those with low health.
* Any of the Hellbots. Their attacks are completely random, but they're all very powerful. The normal Hellbot in particular can be deadly, since he has completely different attacks from Shin Hellbot, and all of them can JumpScare unfortunate victims.
!!! Unholy Rebellion
* Stone Guy. He mainly (somewhat) plays like CBM Stoneman, except a hell of a lot more powerful. The rage is what puts him here; he runs very fast while a saxophone track plays and if he runs into someone, he slams them into the ground and then stones appear when Stone Guy hits the ground, guaranteed to kill anyone around him.
* Storm Hayate lives up to his name quite well. He mainly plays like the [=GloryGuster=] class, with a Storm Tornado-like projectile for the mainfire, but his altfire allows him to move fast and do contact damage. Then there's the rage; a tornado that expands upwards the more distance it goes, and it doesn't allow escape to anyone unfortunate enough to get caught in it, thus, if you end up being a victim of the rage, [[YouAreAlreadyDead you're pretty much done for]].
* Plug Powerplant has a mainfire that can slow the victim down, plus a whole bunch of "unpatched" weapons (Plug Powerplant ''is'' a TakeThat to Class Based Modification and all), but the most overpowered one has to be Laser Trident, where he fires a lot of them very fast and they all do heavy damage to the victims. His rage has him flying very fast while using Gravity Hold constantly.
* Triggered Doc Robot can fire out miniature Doc Robots that home in on players, fire out barrels that release different types of mini Doc Robots (the deadliest of which being one that can stun players and one that kills a player instantly), and, in his rage, fire out a lot more of the barrels, almost flooding an area with those little fiends.
* Despite being in Saxton Hale, [[VideoGame/FZero Captain Falcon]] is made even harder here than in Hale, mainly for one reason: the rage, completely different from the one he has in Hale, does ''20k damage'', almost enough to knock out any other boss, even [[DidYouJustPunchOutCthulhu Sampi]].
* Cryptic, contrary to what he says in his boss description and his intro message, is ''very'' tough when used correctly. His mainfire has him leap into the air and then drop, causing shockwaves to appear, and on the third drop, he summons a lot more shockwaves. His item makes him invisible temporarily, but he can ''still attack''. His rage has him send clones of himself at players, all the while causing earthquakes, and ending with more shockwaves.
* What are the consequences of having a boss recovered from "low budget"? Shadowman [[VideoGame/Rockman4MinusInfinity [=4MI=]]]. He's just as bad as Super Shadowman, due to not only having his normal weaponry (Shadow Blades and kunais), but also being able to throw anyone via a charge move (plus he also throws his frog to deal more damage to the victim), and being able to use a smoke bomb that summons ground-spikes and makes Shadowman invisible.
* Of the three Tikis, Tiki Tsunami has to be the worst one to fight. Whilst his mainfire (a simple spray attack) and altfire (a giant geyser) are annoying, his rage is probably his most deadly move. It involves him summoning storm clouds that ''follow'' players and can do a ton of damage to them as well. Yeah, you wouldn't want to worship any of the these after facing this one.
* Take Down Request Man is probably one of Rebellion's deadliest bosses. He has two weapons: one where he throws paper at opponents, and a laser attack that can be charged. Whilst that might not be so bad, he can also cause "lag" with the altfire of his paper weapon, and fire out non-charged lasers with his laser altfire. He also has ''two'' rages depending on the weapon: a barrage of papers or a giant laser.
!! [=Mission Mode/Mega Man World/MMXSP=]
* Ice Man in Mega Man World. The arena is a big hallway where Ice Man stands at the end of, where he constantly spams ice blocks to knock players back towards the other end. He can also spawn stalactites from the ceiling and cause a lot of damage.
[[/folder]]
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** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them similar to [[VideoGame/MegamanX8 Lumine]]. And they do hurt, though they vary in dodging ease - his Astro Crush and Tornado Hold are usually easy to dodge, but the Flash Bomb spread and Ice Wave are a ''nightmare'' to dodge.

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** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them similar to [[VideoGame/MegamanX8 Lumine]].Lumine]]]]. And they do hurt, though they vary in dodging ease - his Astro Crush and Tornado Hold are usually easy to dodge, but the Flash Bomb spread and Ice Wave are a ''nightmare'' to dodge.
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** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them]]. And they do hurt, though they vary in dodging ease - his Astro Crush and Tornado Hold are usually easy to dodge, but the Flash Bomb spread and Ice Wave are a ''nightmare'' to dodge.

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** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them]].them similar to [[VideoGame/MegamanX8 Lumine]]. And they do hurt, though they vary in dodging ease - his Astro Crush and Tornado Hold are usually easy to dodge, but the Flash Bomb spread and Ice Wave are a ''nightmare'' to dodge.
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* [[Franchise/{{Touhou}} Remilia Scarlet]] possesses one of the weakest attack ranges for a Hale's melee, and because of this it ''always'' results in an instant kill. But then comes her LimitBreak which gives her full invincibility and swaps out her melee with a SpreadShot that [[RecursiveAmmo scatters]] slow but powerful pellets across the map. Touch two of these are any class is as good as gone.

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* [[Franchise/{{Touhou}} [[Franchise/TouhouProject Remilia Scarlet]] possesses one of the weakest attack ranges for a Hale's melee, and because of this it ''always'' results in an instant kill. But then comes her LimitBreak which gives her full invincibility and swaps out her melee with a SpreadShot that [[RecursiveAmmo scatters]] slow but powerful pellets across the map. Touch two of these are any class is as good as gone.



* [[VideoGame/TouhouProject Clownpiece]] can fire out star projectiles that do a lot of damage, use two lasers at once, and can fire out a giant ball of rice that drops giant explosive rice. If on the right map with lots of open room, she can be a scary opponent not unlike the Gem Banker.

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* [[VideoGame/TouhouProject [[Franchise/TouhouProject Clownpiece]] can fire out star projectiles that do a lot of damage, use two lasers at once, and can fire out a giant ball of rice that drops giant explosive rice. If on the right map with lots of open room, she can be a scary opponent not unlike the Gem Banker.
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'''NOTE:''' {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes Enker, Punk, Ballade, Quint, and bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.

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'''NOTE:''' {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes Enker, Punk, Ballade, Quint, and bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.



** Finally, if you fail to [[spoiler: successfully pull off the Rush Coil-Top Spin maneuver in time, Gamma]] will get right back up and have a third of his health bar refill.

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** Finally, if you fail to [[spoiler: successfully [[spoiler:successfully pull off the Rush Coil-Top Spin maneuver in time, Gamma]] will get right back up and have a third of his health bar refill.



* While [[spoiler:the Genesis Unit]] aren't too bad individually, they become a complete nightmare at the climax of Chapter 10, when [[spoiler:you have to fight them all at once]]. [[spoiler:Buster Rod G]] snipes you from afar with his staff, [[spoiler:Mega Water S]] keeps shooting harpoons at you, and [[spoiler:Hyper Storm H]] causes quakes with an alarming frequency rivalling that of [[spoiler: Gamma]] above. And that's not even getting into the [[CombinationAttack formation attacks]], of which the Delta formation is the hardest to survive due to the [[spoiler:Buster Rod clones]], [[spoiler:Hyper Storm's]] suction and [[spoiler:Mega Water's]] constant water spouts coming up from underneath you. The sole saving grace in this fight is that all three of them are vulnerable to being shot up until they do their formation attacks, which means they're more or less invincible until it finishes. You're gonna spend most of this fight trying to play chicken with them more than you will shooting them, and it's arguably tougher than any of the other bosses ''thus far''.

to:

* While [[spoiler:the Genesis Unit]] aren't too bad individually, they become a complete nightmare at the climax of Chapter 10, when [[spoiler:you you have to fight them all at once]].once. [[spoiler:Buster Rod G]] snipes you from afar with his staff, [[spoiler:Mega Water S]] keeps shooting harpoons at you, and [[spoiler:Hyper Storm H]] causes quakes with an alarming frequency rivalling that of [[spoiler: Gamma]] above. And that's not even getting into the [[CombinationAttack formation attacks]], of which the Delta formation is the hardest to survive due to the [[spoiler:Buster Rod clones]], [[spoiler:Hyper Storm's]] suction and [[spoiler:Mega Water's]] constant water spouts coming up from underneath you. The sole saving grace in this fight is that all three of them are vulnerable to being shot up until they do their formation attacks, which means they're more or less invincible until it finishes. You're gonna spend most of this fight trying to play chicken with them more than you will shooting them, and it's arguably tougher than any of the other bosses ''thus far''.

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* [[SarcasmMode Ladies and gentlemen, I present you the]] [[BlatantLies easiest boss]] [[SarcasmMode in the game,]] [[https://www.youtube.com/watch?v=K15QlWNbBcY the Metool Daddy.]]
** For starters, he has tons of HP, is only vulnerable for short periods of time, and can summon lesser Metools to help him. Scared yet? But then, there's his nasty ability to jump and [[OneHitKill instantly crush the player]], and ''[[UpToEleven not even God Mode protects you from said crushing attack]]''.
*** Oh, and everytime you die and retry, you have to sit through the BaitAndSwitchBoss scene which cannot be skipped.
*** Oh yeah, and the Metool Daddy is a 3D hitbox represented by a 2D sprite, and the sprite is in the center of the hitbox, meaning when he jumps at you, he's closer to you than he appears!!
*** However, he does become much easier to beat if if you learn how to exploit a bug in his AI to get him stuck on the walls. This would make him a sitting duck... if he didn't have his army of normal metools backing him up...

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* [[SarcasmMode Ladies and gentlemen, I present you the]] [[BlatantLies easiest boss]] [[SarcasmMode in the game,]] [[https://www.youtube.com/watch?v=K15QlWNbBcY the Metool Daddy.]]
** For starters, he
]] He has tons of HP, is only vulnerable for short periods of time, and can summon lesser Metools to help him. Scared yet? But then, there's his nasty ability to jump and [[OneHitKill instantly crush the player]], and ''[[UpToEleven not even God Mode protects you from said crushing attack]]''.
*** Oh, and everytime you die and retry, you have to sit through the BaitAndSwitchBoss scene which cannot be skipped.
*** Oh yeah, and the Metool Daddy is
attack]]''. He's a 3D hitbox represented by a 2D sprite, and the sprite is in the center of the hitbox, meaning so when he jumps at you, he's closer to you than he appears!!
*** However, he does become much easier to beat if if
appears! While the post-v5B version is more tame, it's a SequentialBoss that comes after the Cossack Catcher, which can wear you learn how to exploit a bug in his AI to get him stuck on the walls. This would make him a sitting duck... if he didn't have his army of normal metools backing him up...down beforehand.



** Being many times the size of your character of choice, he can crush you underfoot; as with the above boss, God Mode will '''not''' save you, only Super God Mode (which is entered through the console rather than direct gameplay) will defend you from its stomping attacks.

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** Being many times the size of your character of choice, he can crush you underfoot; as with the above boss, God Mode will '''not''' save you, only Super God Mode (which is entered through the console rather than direct gameplay) will defend you from its stomping attacks.underfoot.



** [[spoiler: Gamma's]] attacks are also pretty harsh. He doesn't have many of them, but boy, do they '''hurt'''. They cover a better part of the battlefield and can knock your health down greatly if they connect.
** Protoman's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot or the Ballade Cracker isn't nearly as obvious]]. Once you drain all of his health Protoman tells you to use a close range attack to finish him off. Better figure it out! [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].
** [[spoiler: Gamma's]] weak point. You should probably know by now that his weak point is [[spoiler: his helmet]], but that alone is hard to hit. Only three of your vast arsenal of weapons can hit it, and finishing him off takes a well timed melee weapon that you might not have used all that much throughout the game anyways.

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** [[spoiler: Gamma's]] attacks are also pretty harsh. He doesn't have many of them, but boy, do they '''hurt'''. They cover a better part of the battlefield and can knock your health down greatly if they connect.
connect. His laser attack in particular is a pain; it fires at odd, unpredictable angles and takes off a huge amount of your HP if it connects.
** Protoman's Proto Man's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot shot, Crash Bomber, or the Ballade Cracker isn't nearly as obvious]]. Once you drain all of his health Protoman health, Proto Man tells you to use a close range attack to finish him off. Better figure it out! [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].
** [[spoiler: Gamma's]] weak point. You should probably know by now that his weak point is [[spoiler: his helmet]], but that alone is hard to hit. Only three of your vast arsenal of weapons can hit it, and finishing him off takes a well timed melee weapon that you might not have used all that much throughout the game anyways.



* Another reworked boss in v5b is [[spoiler:Dark Man]]. Previously, [[spoiler:Dark Man]] was a fairly boring boss that had easy attacks to dodge and a repetitive pattern. This time, though, it [[spoiler:calls upon ''all the other Dark Men'' to finish you off]] once he reaches about half health. Fortunately, [[spoiler:Proto Man comes to your aid and completely heals you]] - but that doesn't help a lot, since [[spoiler:it's still two against ''four''!]] If [[spoiler:the numbers disadvantage]] does not convince you that [[ThisIsGonnaSuck this is going to suck]], let us list all the reasons why you'll be pulling your hair and [[ClusterFBomb dropping F-Bombs at your screen]] in this fight:
** [[spoiler:Three of them (Dark Man 1, 2, and 4, or green-gray-red respectively) have]] attacks or behaviors that may instantly kill you if you are unlucky or poorly positioned. [[spoiler:Dark Man 1 will try to trample you, Dark Man 2 will run towards you with extremely damaging electricity surrounding him, and Dark Man 4 has the same electricity except he also ''throws it at you''. It is also very easy to lose track of them amidst the chaos that this fight is, and you'll break a ton of keyboards over surprise deaths if you don't have a lot of awareness. Did we mention the electricity reflects projectiles?]]
** [[spoiler:Dark Man 3, by comparison, seems like the least of your worries, even though he has a jumping attack that will deal you massive damage if you're not constantly on the move. But he can paralyze you if you don't block or dodge his grounded attack, which is something you ''don't'' want to happen, given his company.]]
** After you have [[spoiler:learned their patterns, trained yourself to be aware of each individual positioning, and put together a plan to kill them one by one,]] you'll reach the last part of the fight, [[SarcasmMode called]] "the part where [[spoiler:Proto Man]] screws you over". Why? [[spoiler:Because when Dark Man 4 is (invariably) the last boss standing, Proto Man has a nasty tendency to get stuck in front of Dark Man, and you can't shoot through him.]] It makes the last stage of the fight unnecessarily longer, which in turn raises your chances of making a mistake. Given that your health is probably not very high at this point and [[spoiler:Dark Man 4]] can easily kill you in a single hit, it might cause [[ClusterFBomb a lot of angry swearing]] to ensue.
* As of version 3, and the intro of the ''VideoGame/MegaMan8'' campaign, we now have [[spoiler:the Evil Robot, ''IN SPACE'']]. Granted, he's incredibly fun to fight and the battle itself is ''epic'', but holy hell, is he ''hard''. He may not have any attacks that screw you over even in God mode unlike the above examples, but if you're not using cheats, you're in for one hell of a ride:
** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them]]. And they do hurt, though they vary in dodging ease - the meteor shower and multi-tornado are usually ''laughably'' easy to dodge, but the bomb spread and freezing wave are a ''nightmare'' to dodge.
** He cannot be damaged most of the time, instead, you have to wait until he starts charging up his fist, and charge up your own [[spoiler:Duo fist]] as well, and ''then'' wait for the small opening when you can bitch-smack him. This isn't so hard, but, if one of the longer-lasting attacks are still in effect, especially late into the fight, you could mess up the timing, and he'll hit you for at ''least'' half your health.

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* Another reworked Bass is the replacement boss in v5b of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is [[spoiler:Dark Man]]. Previously, [[spoiler:Dark Man]] was a little tricky since he can tank a lot of shots, moves fairly boring boss that had easy quickly and hits quite hard with his special attacks to dodge (a flip-kick and a repetitive pattern. This time, though, it [[spoiler:calls upon ''all fully charged buster shot), but it's manageable. The second phase, on the other Dark Men'' hand, gets insane thanks to finish you off]] once he reaches about half health. Fortunately, [[spoiler:Proto Man comes to your aid Bass [[spoiler:activating his SuperMode by combining with [[CanineCompanion Treble]] and completely heals you]] - but that doesn't help causing the roof of the tower to collapse, initiating a lot, since [[spoiler:it's still two against ''four''!]] If [[spoiler:the numbers disadvantage]] FreeFallFight as the second and final phase of the boss]]. Not only does not convince Bass have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler:thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower,]] which means you that [[ThisIsGonnaSuck have many different elevations to keep track of as you fight Bass. You'll get the Super Adapter to give you an edge, but you ''have'' to keep moving in this is going to suck]], let us list fight and flying around or else you're a sitting duck for Bass, and with all the reasons why jumping and flying you'll be pulling your hair doing to stay alive and [[ClusterFBomb dropping F-Bombs at your screen]] in this fight:
** [[spoiler:Three of them (Dark Man 1, 2, and 4, or green-gray-red respectively) have]] attacks or behaviors that may instantly kill you if you are unlucky or poorly positioned. [[spoiler:Dark Man 1 will try to trample you, Dark Man 2 will run towards you with extremely damaging electricity surrounding him, and Dark Man 4 has
shoot down the same electricity except he also ''throws it at you''. It is also very easy to lose track of them amidst boss, you'll inevitably send yourself off into the chaos that this fight is, pit. Screw up once, and you'll break a ton of keyboards over surprise deaths if you don't have a lot of awareness. Did we mention to start from the electricity reflects projectiles?]]
** [[spoiler:Dark Man 3, by comparison, seems like the least of your worries, even though he has a jumping attack that will deal you massive damage if you're not constantly on the move. But he can paralyze you if you don't block or dodge his grounded attack, which is something you ''don't'' want to happen, given his company.]]
** After you have [[spoiler:learned their patterns, trained yourself to be aware of each individual positioning, and put together a plan to kill them one by one,]] you'll reach the last part
beginning of the fight, [[SarcasmMode called]] "the part where [[spoiler:Proto Man]] screws you over". Why? [[spoiler:Because when Dark Man 4 is (invariably) the last second phase. All of this combines to make a boss standing, Proto Man has a nasty tendency to get stuck in front of Dark Man, and you can't shoot through him.]] It makes even more difficult than even the last stage of infamous Wily Capsule from the fight unnecessarily longer, which in turn raises your chances of making a mistake. Given that your health is probably not very high at this point and [[spoiler:Dark Man 4]] can easily kill you in a single hit, it might cause [[ClusterFBomb a lot of angry swearing]] to ensue.
same game.
* As of version 3, and the intro of the ''VideoGame/MegaMan8'' campaign, we now have [[spoiler:the Evil Robot, ''IN SPACE'']]. Granted, he's incredibly fun to fight and the battle itself is ''epic'', but holy hell, is he ''hard''. He may not have any attacks that screw you over even in God mode unlike the above examples, but if you're not using cheats, you're in for one hell of a ride:
''hard''.
** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them]]. And they do hurt, though they vary in dodging ease - the meteor shower his Astro Crush and multi-tornado Tornado Hold are usually ''laughably'' easy to dodge, but the bomb Flash Bomb spread and freezing wave Ice Wave are a ''nightmare'' to dodge.
** He cannot be damaged most of the time, time; instead, you have to wait until he starts charging up his fist, and charge up your own [[spoiler:Duo fist]] as well, and ''then'' wait for the small opening when you can bitch-smack him. This isn't so hard, but, if one of the longer-lasting attacks are still in effect, especially late into the fight, you could mess up the timing, and he'll hit you for at ''least'' half your health.



* Any member of [[spoiler: the Genesis Unit]] in Chapter 10, but special mention goes to [[spoiler: Mega Water S and Hyper Storm H]].
** [[spoiler: Mega Water S]] has an attack that forces you underwater where you must fight off robotic jellyfish and make a couple of tricky jumps back to the platform you fight him on, can deploy a water shield that negates damage, and can often just use the jet of water to knock you back off the platform you fight him on...sometimes several times in a row. It can get aggrivating really fast and all it takes is a bad jump to make you restart the fight all over again (which is easy to do).
** [[spoiler: Hyper Storm H]] has '''two''' life bars that requires draining and some pretty hard to avoid attacks, such as the move where he sucks you in and then blows you backwards while firing shots at you, his jumping that can cause a quake that will damage you if you don't jump yourself (think the Metool Daddy or [[spoiler: Gamma]] except he doesn't kill you by landing right on top of you), and a ram attack. Depleting one bar makes his attacks faster and much harder to avoid, which means you're gonna have a hell of a time avoiding anything he throws at you from then on. Oh, and did we mention you're on a tiny platform similar to the fight above ''and'' you're surrounded by insta-kill spikes? And in v5B onward, not even the damage reduction on Easy difficulty will help much for his ram attack, which can still easily send you flying into said spikes.
** And finally, just to top it all off, the final boss battle against [[spoiler: all three of them at once]]. [[spoiler: Buster Rod G]] snipes you from afar with his staff, [[spoiler: Mega Water S]] keeps shooting harpoons at you and [[spoiler: Hyper Storm H]] is causing quakes with an alarming frequency rivaling that of [[spoiler: Gamma]] above. And that's not even getting into the [[CombinationAttack formation attacks]], of which the Delta formation is the hardest to survive due to the [[spoiler: Buster Rod clones]], [[spoiler: Hyper Storm's]] suction and [[spoiler: Mega Water's]] constant water spouts coming up from underneath you. The sole saving grace in this fight is that all three of them are vulnerable to being shot up until they do their formation attacks, which means they're more or less invincible until it finishes. You're gonna spend most of this fight trying to play chicken with them more than you will shooting them, and it's arguably tougher than any of the other bosses ''thus far''.
* V5 brings a whole new slew of bosses that are insanely difficult without the use of GodMode.
** [[spoiler:Bass]] is the replacement boss of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is a little tricky since he can tank a lot of shots, moves fairly quickly and hits quite hard with his special attacks (a flip-kick and a fully charged buster shot), but it's somewhat manageable. The second phase, on the other hand, gets insane thanks to [[spoiler: Bass activating his SuperMode by combining with [[CanineCompanion Treble]] and causing the roof of the tower to collapse, initiating a FreeFallFight as the second and final phase of the boss]]. Not only does [[spoiler:Bass]] have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler:thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower, which means you have many different elevations to keep track of as you fight Bass]]. You'll get the Super Adapter and a Beat Rescue to give you an edge, but you ''have'' to keep moving in this fight and flying around or else you're a sitting duck for [[spoiler:Bass]], and with all the jumping and flying you'll be doing to stay alive and shoot down the boss, you'll inevitably send yourself off into the pit. Beat will save you only the first time, so you can only screw up your landings once. Screw up twice and you'll have to start from the beginning of the second phase. All of this combines to make a boss even more difficult than even the infamous Wily Capsule from the same game. [[spoiler:If you're skilled/insane enough go Buster-only for the entire fight (yes, this includes the Super Bass segment, which means no using the Super Adapter at all), then you still have to face off against the Wily Capsule after all of that. Better hope you still have some health left over from the Super Bass fight!]]
** [[spoiler: The Mega Mech Shark]], the final boss of the VideoGame/MegaMan9 chapter. It's another fairly epic battle like [[spoiler: the Evil Energy Robot]], but it's hard for the fact that [[spoiler: it's the only UnexpectedShmupLevel in the game; the entire fight takes place flying on Rush Jet]]. And as you'd expect from a side-scrolling shoot-'em-up, there's a ton of projectiles (sometimes to the point where it starts becoming BulletHell) to be mindful of as you chase the boss down. Plus, there's '''four''' whole phases to the fight, [[MarathonBoss making it a true test of endurance to fight]].

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* Any member of [[spoiler: the While [[spoiler:the Genesis Unit]] in aren't too bad individually, they become a complete nightmare at the climax of Chapter 10, but special mention goes when [[spoiler:you have to [[spoiler: Mega Water S and Hyper Storm H]].
** [[spoiler: Mega Water S]] has an attack that forces you underwater where you must
fight off robotic jellyfish and make a couple of tricky jumps back to the platform you fight him on, can deploy a water shield that negates damage, and can often just use the jet of water to knock you back off the platform you fight him on...sometimes several times in a row. It can get aggrivating really fast and all it takes is a bad jump to make you restart the fight all over again (which is easy to do).
** [[spoiler: Hyper Storm H]] has '''two''' life bars that requires draining and some pretty hard to avoid attacks, such as the move where he sucks you in and then blows you backwards while firing shots at you, his jumping that can cause a quake that will damage you if you don't jump yourself (think the Metool Daddy or [[spoiler: Gamma]] except he doesn't kill you by landing right on top of you), and a ram attack. Depleting one bar makes his attacks faster and much harder to avoid, which means you're gonna have a hell of a time avoiding anything he throws at you from then on. Oh, and did we mention you're on a tiny platform similar to the fight above ''and'' you're surrounded by insta-kill spikes? And in v5B onward, not even the damage reduction on Easy difficulty will help much for his ram attack, which can still easily send you flying into said spikes.
** And finally, just to top it all off, the final boss battle against [[spoiler: all three of
them all at once]]. [[spoiler: Buster [[spoiler:Buster Rod G]] snipes you from afar with his staff, [[spoiler: Mega [[spoiler:Mega Water S]] keeps shooting harpoons at you you, and [[spoiler: Hyper [[spoiler:Hyper Storm H]] is causing causes quakes with an alarming frequency rivaling rivalling that of [[spoiler: Gamma]] above. And that's not even getting into the [[CombinationAttack formation attacks]], of which the Delta formation is the hardest to survive due to the [[spoiler: Buster [[spoiler:Buster Rod clones]], [[spoiler: Hyper [[spoiler:Hyper Storm's]] suction and [[spoiler: Mega [[spoiler:Mega Water's]] constant water spouts coming up from underneath you. The sole saving grace in this fight is that all three of them are vulnerable to being shot up until they do their formation attacks, which means they're more or less invincible until it finishes. You're gonna spend most of this fight trying to play chicken with them more than you will shooting them, and it's arguably tougher than any of the other bosses ''thus far''.
* V5 brings a whole new slew of bosses that are insanely difficult without the use of GodMode.
** [[spoiler:Bass]] is the replacement boss of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is a little tricky since he can tank a lot of shots, moves fairly quickly and hits quite hard with his special attacks (a flip-kick and a fully charged buster shot), but it's somewhat manageable. The second phase, on the other hand, gets insane thanks to [[spoiler: Bass activating his SuperMode by combining with [[CanineCompanion Treble]] and causing the roof of the tower to collapse, initiating a FreeFallFight as the second and final phase of the boss]]. Not only does [[spoiler:Bass]] have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler:thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower, which means you have many different elevations to keep track of as you fight Bass]]. You'll get the Super Adapter and a Beat Rescue to give you an edge, but you ''have'' to keep moving in this fight and flying around or else you're a sitting duck for [[spoiler:Bass]], and with all the jumping and flying you'll be doing to stay alive and shoot down the boss, you'll inevitably send yourself off into the pit. Beat will save you only the first time, so you can only screw up your landings once. Screw up twice and you'll have to start from the beginning of the second phase. All of this combines to make a boss even more difficult than even the infamous Wily Capsule from the same game. [[spoiler:If you're skilled/insane enough go Buster-only for the entire fight (yes, this includes the Super Bass segment, which means no using the Super Adapter at all), then you still have to face off against the Wily Capsule after all of that. Better hope you still have some health left over from the Super Bass fight!]]
**
[[spoiler: The Mega Mech Shark]], the final boss of the VideoGame/MegaMan9 chapter. It's another fairly epic battle like [[spoiler: the Evil Energy Robot]], but it's hard for the fact that [[spoiler: because it's the only UnexpectedShmupLevel in the game; the entire fight takes place flying on Rush Jet]].Jet. And as you'd expect from a side-scrolling shoot-'em-up, there's a ton of projectiles (sometimes to the point where it starts becoming BulletHell) to be mindful of as you chase the boss down. Plus, there's '''four''' whole phases to the fight, making it [[MarathonBoss making it a true test of endurance to fight]].



* [[spoiler:Terra]] is pretty annoying, always [[TeleportSpam teleport spamming]] all over the place and moving away from your line of fire when its on him. He also fires [[spoiler:two Spark Chasers]] at you, which can seriously hurt and come at you so fast, that dodging them can be a pain. Not to mention he can also freeze you in place, leaving you open to them as well. At points in the battle, he can also summon an arsenal of them (looking almost like Piccolo's Hellzone Grenade) and, with a snap of his finger, fire them all at once at you, dealing tons of damage.

to:

* [[spoiler:Terra]] is pretty annoying, always [[TeleportSpam teleport spamming]] all over the place and moving away from your line of fire when its on him. He also fires [[spoiler:two Spark Chasers]] at you, which can seriously hurt and come at you so fast, that dodging them can be a pain. Not to mention he can also freeze you in place, leaving you open to them as well. At points in the battle, he can also summon an arsenal of them (looking almost like Piccolo's Hellzone Grenade) and, with a snap of his finger, fire them all at once you at you, once, dealing tons of damage.



** If you ''somehow'' manage to beat him, '''it's not over yet;''' [[spoiler: the Evil Robot (or rather, its head on some robotic spider legs) appears and [[DemonicPossession possesses]] Sunstar, [[FusionDance fusing with]] and turning him into a OneWingedAngel with its head and tentacles on its back and for its ''right arm''.]] Its attacks are ''insane'', firing a volley of energy balls that split once they hit a surface, making tentacles erupt from the ground in many directions, and rushing towards you to skid you across the ground, dealing tons of damage. '''And it cannot be damaged.''' After a while, [[spoiler: the battle turns into an EscapeSequence where you have to escape the exploding Wily Star and you have to quickly open several doors and avoid the tentacles that appear.]] Dying at any point means you have to restart from, thankfully, the beginning of this phase.

to:

** If you ''somehow'' manage to beat him, '''it's not over yet;''' [[spoiler: the Evil Robot (or rather, its head on some robotic spider legs) appears and [[DemonicPossession possesses]] Sunstar, [[FusionDance fusing with]] and turning him into a OneWingedAngel with its head and tentacles on its back and for its ''right arm''.]] Its attacks are ''insane'', firing a volley of energy balls that split once they hit a surface, making tentacles erupt from the ground in many directions, and rushing towards you to skid you across the ground, dealing tons of damage. '''And '''[[HopelessBossFight And it cannot be damaged.''' ]]''' After a while, [[spoiler: the battle turns into an EscapeSequence where you have to escape the exploding Wily Star and you have to quickly open several doors and avoid the tentacles that appear.]] Dying at any point means you have to restart from, thankfully, the beginning of this phase.
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'''NOTE:''' BonusBoss is banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes Enker, Punk, Ballade, Quint, and bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.

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'''NOTE:''' BonusBoss is {{Bonus Boss}}es are banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes Enker, Punk, Ballade, Quint, and bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.



* [[spoiler:'''Sunstar.''']] While the first half of the fight isn't so bad, when the second half begins and his health appears... ''oh boy.'' Get too close to him, and he'll grab and toss you into a wall (sometimes a wall that he's closest to, and he can do this while other attacks are still active, meaning you'll take tons of damage while you're in his grasp), fire heat waves that split once they hit a wall, send a damaging wave across the ground that follows you and leaves a trail, all of which can rack up damage quickly, creating jumping sparks you have to quickly run under, and fire a ''giant laser'' that, if you mistime a jump, ''shreds half of your health''. This isn't even bringing up his [[LimitBreak desperation attack]] that occurs when you deal enough damage to him; sending a plethora of damaging ground waves at you, then creating large bridges of fire on the ground that linger for the rest of the attack, and summoning a pillar wall of flames that circle around, ''that can separate themselves, going in different speeds, and can shred your health like it's nothing.'' Even after that attack and he goes back to his usual pattern, he gains one additional move, in which he turns into a meteor and bounces after you, which is insanely fast, leaves little room to dodge at the right time and deals tons of damage too. Did we also forget to mention [[DamageSpongeBoss he has lots of health]]? Unless you make good use of the Grab Buster (which heals you every time you deal damage) and Plant Barrier (which heals you as long as you have ammo for it), don't be surprised when you die to him rather quickly, and dying at any point in the battle means you have to start all over again.

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* [[spoiler:'''Sunstar.''']] While the first half of the fight isn't so bad, The prefight phase is actually quite mild, but when the second half begins cutscene ends and his health appears... ''oh boy.'' Get too close to him, and he'll grab and toss you into a wall (sometimes a wall that he's closest to, and he can do this while other attacks are still active, meaning you'll take tons of damage while you're in his grasp), fire heat waves that split once they hit a wall, send a damaging wave across the ground that follows you and leaves a trail, all of which can rack up damage quickly, creating jumping sparks you have to quickly run under, and fire a ''giant laser'' that, if you mistime a jump, ''shreds half of your health''. This isn't even bringing up his [[LimitBreak desperation attack]] that occurs when you deal enough damage to him; sending a plethora of damaging ground waves at you, then creating large bridges of fire on the ground that linger for the rest of the attack, and summoning a pillar wall of flames that circle around, ''that can separate themselves, going in different speeds, and can shred your health like it's nothing.'' Even after that attack and he goes back to his usual pattern, he gains one additional move, in which he turns into a meteor and bounces after you, which is insanely fast, leaves little room to dodge at the right time and deals tons of damage too. Did we also forget to mention [[DamageSpongeBoss he has lots of health]]? Unless you make good use of the Grab Buster (which heals you every time you deal damage) and Plant Barrier (which heals you as long as you have ammo for it), don't be surprised when you die to him rather quickly, and dying at any point in the battle means you have to start all over again.
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* [[spoiler:Terra]] is pretty annoying, always [[TeleportSpam teleport spamming]] all over the place and moving away from your line of fire when its on him. He also fires [[spoiler:two Spark Chasers]] at you, which can seriously hurt and come at you so fast, that dodging them can be a pain. Not to mention he can also freeze you in place, leaving you open to them as well. At points in the battle, he can also summon an arsenal of them (looking almost like Piccolo's Hellzone Grenade) and, with a snap of his finger, fire them all at once at you, dealing tons of damage.
* [[spoiler:'''Sunstar.''']] While the first half of the fight isn't so bad, when the second half begins and his health appears... ''oh boy.'' Get too close to him, and he'll grab and toss you into a wall (sometimes a wall that he's closest to, and he can do this while other attacks are still active, meaning you'll take tons of damage while you're in his grasp), fire heat waves that split once they hit a wall, send a damaging wave across the ground that follows you and leaves a trail, all of which can rack up damage quickly, creating jumping sparks you have to quickly run under, and fire a ''giant laser'' that, if you mistime a jump, ''shreds half of your health''. This isn't even bringing up his [[LimitBreak desperation attack]] that occurs when you deal enough damage to him; sending a plethora of damaging ground waves at you, then creating large bridges of fire on the ground that linger for the rest of the attack, and summoning a pillar wall of flames that circle around, ''that can separate themselves, going in different speeds, and can shred your health like it's nothing.'' Even after that attack and he goes back to his usual pattern, he gains one additional move, in which he turns into a meteor and bounces after you, which is insanely fast, leaves little room to dodge at the right time and deals tons of damage too. Did we also forget to mention [[DamageSpongeBoss he has lots of health]]? Unless you make good use of the Grab Buster (which heals you every time you deal damage) and Plant Barrier (which heals you as long as you have ammo for it), don't be surprised when you die to him rather quickly, and dying at any point in the battle means you have to start all over again.
** If you ''somehow'' manage to beat him, '''it's not over yet;''' [[spoiler: the Evil Robot (or rather, its head on some robotic spider legs) appears and [[DemonicPossession possesses]] Sunstar, [[FusionDance fusing with]] and turning him into a OneWingedAngel with its head and tentacles on its back and for its ''right arm''.]] Its attacks are ''insane'', firing a volley of energy balls that split once they hit a surface, making tentacles erupt from the ground in many directions, and rushing towards you to skid you across the ground, dealing tons of damage. '''And it cannot be damaged.''' After a while, [[spoiler: the battle turns into an EscapeSequence where you have to escape the exploding Wily Star and you have to quickly open several doors and avoid the tentacles that appear.]] Dying at any point means you have to restart from, thankfully, the beginning of this phase.

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* Another reworked boss in v5b is [[spoiler:Dark Man]]. Previously, [[spoiler:Dark Man]] was a fairly boring boss that had easy attacks to dodge and a repetitive pattern. This time, though, it [[spoiler:calls upon ''all the other Dark Men'' to blast you off]] once he reaches about half health. Fortunately, [[spoiler:Proto Man comes to your aid and completely heals you]] - but that doesn't help a lot, since [[spoiler:it's still two against ''four''!]] If [[spoiler:the numbers disadvantage]] does not convince you that [[ThisIsGonnaSuck this is going to suck]], let us list all the reasons why you'll be pulling your hair and [[AtomicFBomb dropping F-Bombs at your screen]] in this fight:

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* Another reworked boss in v5b is [[spoiler:Dark Man]]. Previously, [[spoiler:Dark Man]] was a fairly boring boss that had easy attacks to dodge and a repetitive pattern. This time, though, it [[spoiler:calls upon ''all the other Dark Men'' to blast finish you off]] once he reaches about half health. Fortunately, [[spoiler:Proto Man comes to your aid and completely heals you]] - but that doesn't help a lot, since [[spoiler:it's still two against ''four''!]] If [[spoiler:the numbers disadvantage]] does not convince you that [[ThisIsGonnaSuck this is going to suck]], let us list all the reasons why you'll be pulling your hair and [[AtomicFBomb [[ClusterFBomb dropping F-Bombs at your screen]] in this fight:



** [[spoiler: Bass]] is the replacement boss of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is a little tricky since he can tank a lot of shots, moves fairly quickly and hits quite hard with his special attacks (a flip-kick and a fully charged buster shot), but it's somewhat manageable. The second phase, on the other hand, gets insane thanks to [[spoiler: Bass activating his SuperMode by combining with [[CanineCompanion Treble]] and causing the roof of the tower to collapse, initiating a FreeFallFight as the second and final phase of the boss]]. Not only does [[spoiler: Bass]] have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler: thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower, which means you have many different elevations to keep track of as you fight Bass]]. You'll get the Super Adapter and a Beat Rescue to give you an edge, but you ''have'' to keep moving in this fight and flying around or else you're a sitting duck for [[spoiler: Bass]], and with all the jumping and flying you'll be doing to stay alive and shoot down the boss, you'll inevitably send yourself off into the pit. Beat will save you only the first time, so you can only screw up your landings once. Screw up twice and you'll have to start from the beginning of the second phase. All of this combines to make a boss even more difficult than even the infamous Wily Capsule from the same game. [[spoiler: If you're skilled/insane enough go Buster-Only for the entire fight (yes, this includes the Super Bass segment, which means no using the Super Adapter at all), then you still have to face off against the Wily Capsule after all of that. Better hope you still have some health left over from the Super Bass fight!]]

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** [[spoiler: Bass]] [[spoiler:Bass]] is the replacement boss of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is a little tricky since he can tank a lot of shots, moves fairly quickly and hits quite hard with his special attacks (a flip-kick and a fully charged buster shot), but it's somewhat manageable. The second phase, on the other hand, gets insane thanks to [[spoiler: Bass activating his SuperMode by combining with [[CanineCompanion Treble]] and causing the roof of the tower to collapse, initiating a FreeFallFight as the second and final phase of the boss]]. Not only does [[spoiler: Bass]] [[spoiler:Bass]] have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler: thanks [[spoiler:thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower, which means you have many different elevations to keep track of as you fight Bass]]. You'll get the Super Adapter and a Beat Rescue to give you an edge, but you ''have'' to keep moving in this fight and flying around or else you're a sitting duck for [[spoiler: Bass]], [[spoiler:Bass]], and with all the jumping and flying you'll be doing to stay alive and shoot down the boss, you'll inevitably send yourself off into the pit. Beat will save you only the first time, so you can only screw up your landings once. Screw up twice and you'll have to start from the beginning of the second phase. All of this combines to make a boss even more difficult than even the infamous Wily Capsule from the same game. [[spoiler: If [[spoiler:If you're skilled/insane enough go Buster-Only Buster-only for the entire fight (yes, this includes the Super Bass segment, which means no using the Super Adapter at all), then you still have to face off against the Wily Capsule after all of that. Better hope you still have some health left over from the Super Bass fight!]]


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* [[spoiler:The Weapons Archive]] is a lot harder than in ''VideoGame/MegaMan10'' proper, by virtue of [[spoiler:using attacks from the game's fortress bosses instead of robot masters.]] The first phase is fairly tame, with the only really bad attack being [[spoiler:the Doc Robot mimic]], but the second has [[spoiler:Duo and King copies]], which are a lot tougher. The third phase is a little more predictable, except for [[spoiler:its Bass mimic]], but chances are you'll be low on health and/or ammo by that point.
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* Repairman Edward's kit includes a close-range melee attack to deter players from approaching (with a wide range to boot) and a rage that drastically powers up his main attack and gives him the ability to deal ContactDamage. In old versions, the melee was almost an insta-kill but got nerfed to hit for slightly less but still high damage.

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* Repairman Edward's kit includes a close-range melee attack to deter players from approaching (with a wide range to boot) and a rage that drastically powers up his main attack and gives him the ability to deal ContactDamage.contact damage. In old versions, the melee was almost an insta-kill but got nerfed to hit for slightly less but still high damage.



* The Devileye Richman is a unique case of this. Instead of trying to kill every survivor on the map, his objective is to use the power of money to convert everyone into Rich Demoneyes... which then spread to other players and turn them into Rich Demoneyes as well. The "money swipe" converts players on just one successful hit, and the attack itself has decent range. Once you're converted, you're forced to go off and infect other players, unless you have an item that can net a surprise kill on Devileye Richman, followed by intentionally dying yourself. That is, ''if'' you have an item that can do the job. He was so hated that Rebellion ended up removing the event that allows you to fight him.

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* The Devileye Richman is a unique case of this. Instead of trying to kill every survivor on the map, his objective is to use the power of money to convert everyone into Rich Demoneyes... which then spread to other players and turn them into Rich Demoneyes as well. The "money swipe" converts players on just one successful hit, and the attack itself has decent range. Once you're converted, you're forced to go off and infect other players, players unless you have an item that can net a surprise kill on Devileye Richman, followed by intentionally dying yourself. That is, ''if'' you have an item that can do the job. He was so hated that yourself, which is rare. The Rebellion team wanted nothing to do with him and ended up removing the event that allows you to fight him.encounter him



* Toadman. Don't expect to survive his second phase unless you're skilled.
* Scrotoman has the Proto Buster, a leap attack which can kill anyone with low health, and an item that fires a charged shot that turns survivors into weak Protomen (unlike Devileye's ability to turn others into Demoneyes, however, the players turned into Protomen are still considered survivors, meaning they can attack Scrotoman and die to him). His rage, though, is the reason he's here; he gets in his Scroto Cruiser and drives very fast, all of the while ''magnetizing players towards him and shredding their health''. It makes Skullman's Hell Wheel look less dangerous in comparison.

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* (Sad) Toadman. While his first phase is a complete joke apart from his surprisingly effective Rage, his second phase is in an entirely different league altogether. He can spam projectiles and earthquakes with alarming frequency with just ''one attack'' and if he gains a full Rage meter, he goes ballistic and rains down projectiles everywhere. Don't expect to survive his second phase unless you're you are truly skilled.
* Scrotoman has the Proto Buster, a leap attack which can kill anyone with low health, and an item that fires a charged shot that turns survivors into weak Protomen (unlike Devileye's ability to turn others into Demoneyes, however, the players turned into Protomen are still considered survivors, meaning they can attack Scrotoman and die to him). His rage, though, is the reason he's here; he gets in his Scroto Cruiser and drives very fast, all of the while ''magnetizing players towards him and shredding their health''. It makes Skullman's Hell Wheel look less dangerous in comparison.comparison, and it can even potentially launch you into a pit.



* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also has Roguebreak, his rage, which, upon landing on the ground after jumping to the air, can annihilate anyone within range and causes shockwaves to appear, and the shockwaves can kill players.
* [[VideoGame/TouhouProject Clownpiece]] can fire out star projectiles that do a lot of damage, use two lasers at once, and can fire out a giant ball of rice that drops giant explosive rice. It's best you be careful with her.
* The Yellow Tankboi could easily surpass his two friends in terms of difficulty. He fires faster and moves faster, but the faster firing easily makes him the hardest to many. Plus, his rage has him firing a barrage of fast-moving missiles.

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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables onstead outright ''disabling the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also has Roguebreak, his rage, which, upon landing on the ground after jumping to the air, can annihilate anyone within range and causes shockwaves to appear, and the shockwaves can kill players.
defeat a survivor quickly.
* [[VideoGame/TouhouProject Clownpiece]] can fire out star projectiles that do a lot of damage, use two lasers at once, and can fire out a giant ball of rice that drops giant explosive rice. It's best you be careful If on the right map with her.
lots of open room, she can be a scary opponent not unlike the Gem Banker.
* The Yellow Tankboi could easily surpass his two friends in terms of difficulty. He [[MoreDakka fires faster faster]] and moves faster, but the faster firing easily makes him the hardest to many. Plus, his rage has him firing a barrage of fast-moving missiles.
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* Kakusareta Sutoka is just as ridiculous. Simply put, with many attacks, almost anyone who's good will almost be hard with this boss. The attacks worth noting are his altfire of his first weapon, which summons many clones of himself that home in on a player, and basically his third attack's alt, which he can use to steal boxes, ''including Mystic Boxes and Tanks of Wonders''. His rage gives him 4 regular boxes. His ability to spam summon clones, steal boxes and being able to get them during a rage, along with the danger of him getting a GUHU, meteor, or Unholy Book, makes him a tough boss.

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* Kakusareta Sutoka is just as ridiculous. Simply put, with many attacks, almost Sutoka's kit includes no more than ''six'' different attacks and anyone who's good that uses and switches through his tools will almost be hard with this boss. become a challenge to the survivors. The attacks worth noting are his altfire of his first weapon, include Altfire 1 which summons many clones of himself Sutoka that home in on a player, player and basically repeatedly stun them in place[[note]]most players will just spam this attack ad nauseam to prevent players from being able to do anything due to being a rather dominant strategy[[/note]] and his third attack's alt, Altfire which he can use to steal boxes, ''including Mystic Boxes and Tanks of Wonders''. His rage gives him 4 regular boxes. His ability several free items to spam summon clones, steal boxes and being able to get them during a rage, along with mess up survivors, including rare items such as the danger of him getting a GUHU, meteor, Give Up Hope Unit, the [[ColonyDrop Meteor]], or even the Unholy Book, makes turning him into a tough boss.surprising and deadly boss if luck is on his side.



* The Gembanker, due to his BulletHell attacks, especially when there's '''[[UpToEleven four Gembankers]]'''.
* Both of the VideoGame/Rockman4MinusInfinity bosses are hard, but Skullman is probably the worst due to his Hell Wheel being able to rip straight through players. When he TurnsRed, it just takes it UpToEleven, due to it now doing a lot more damage, guaranteeing certain death.
* Repairman Edward has a ridiculous alt-attack that does a lot of damage and a rage that can do contact damage. In old versions, the alt was almost an insta-kill, but in [=V7A=] Beta 3, it was nerfed, but it still does a lot of damage.

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* The Gembanker, due to his BulletHell attacks, especially when there's '''[[UpToEleven four Gembankers]]'''.
makes for a challenging encounter. Not only is your health slowly sapped away by practically unavoidable attacks, his Crystal Eye projectiles make it difficult to see one's surroundings and helps the boss blend in with the crystal orbs flooding the stage. The more cramped the map, the harder it is to find safe ground. Woe betide you if you face ''[[UpToEleven multiple Gembankers]]''.
* Both of the VideoGame/Rockman4MinusInfinity bosses come with good kits, are hard, but hard to take down, and have Desperation modes if they do reach low health to put pressure on the survivors. Skullman in particular is probably the worst of the duo due to his Hell Wheel being able to rip straight through players. When he TurnsRed, it just takes it UpToEleven, due shoots UpToEleven to it now doing a lot more damage, be faster and hit survivors harder, guaranteeing certain death.
* Repairman Edward has Edward's kit includes a ridiculous alt-attack that does close-range melee attack to deter players from approaching (with a lot of damage wide range to boot) and a rage that can do contact damage. drastically powers up his main attack and gives him the ability to deal ContactDamage. In old versions, the alt melee was almost an insta-kill, insta-kill but in [=V7A=] Beta 3, it was nerfed, got nerfed to hit for slightly less but it still does a lot of high damage.
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* Any member of [[spoiler: the Genesis Unit]] in Chapter 9, but special mention goes to [[spoiler: Mega Water S and Hyper Storm H]].

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* Any member of [[spoiler: the Genesis Unit]] in Chapter 9, 10, but special mention goes to [[spoiler: Mega Water S and Hyper Storm H]].



* Officer Johnson. To start, even with low players, his HP is pretty high, almost around 10000 when enough join. His main attack is use of a shotgun-based weapon, which fires slow, but deals much damage. He also has a dash which can essentially rip through anyone. His rage is the kicker: a giant projectile that explodes like a nuke and insta-kills almost everyone.

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* Officer Johnson. To start, even Even with a low players, player count, his HP is pretty high, almost around 10000 can easily exceed 10,000 when enough join. His main attack is use of a shotgun-based weapon, which high damage shotgun that has a brief delay but otherwise fires slow, several hard-hitting pellets. One well-timed shot will either leave a survivor with only a small bit of health left or knock them out on the spot. His main weakness is that he's a slow-moving target- but deals much damage. He also has if you got him cornered he can escape with a quick and powerful dash which can essentially rip through anyone. attack- knocking over anyone in his way with his shield. His rage is the kicker: a giant projectile that while telegraphed and somewhat easy to dodge, explodes like into a nuke sphere of pure death and insta-kills almost everyone.everyone that doesn't get out of the way in time.
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* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoarse of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.

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* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoarse hoard of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.
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* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon Ai-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can [[HealThyself heal Mudkip]] whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].

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* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon Ai-controlled AI-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can [[HealThyself heal Mudkip]] whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].

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!! Saxton Hale
* Most Hales across almost every version of ''Saxton Hale'' are [[MarathonBoss Marathon Bosses]] by virtue of how they're designed around the mechanics of default Mega Man 8-Bit Deathmatch as opposed to ''Videogame/VsSaxtonHale'' and by extension, ''Videogame/TeamFortress2'': Because the bosses are massively powerful compared to the survivors, most battles will be spent [[RunOrDie fleeing from the boss and their attacks]] (unless the player possess a close-range attack like Star Crash or Flame Sword) and occasionally turning back to try and attack with the weapons they start with.
* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon Ai-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can [[HealThyself heal Mudkip]] whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].
* [[Franchise/{{Touhou}} Remilia Scarlet]] possesses one of the weakest attack ranges for a Hale's melee, and because of this it ''always'' results in an instant kill. But then comes her LimitBreak which gives her full invincibility and swaps out her melee with a SpreadShot that [[RecursiveAmmo scatters]] slow but powerful pellets across the map. Touch two of these are any class is as good as gone.
* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoarse of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.
* Tomahawk Talbain, Tomahawk Man in a [[Videogame/{{Darkstalkers}} Jon Talbain costume]], combines this with GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a ''very'' large target making it hard to miss, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks as long as it remains active to hunt down survivors with.
* Guts Man G. At first, he's a GetBackHereBoss, but after three minutes, he becomes fully repaired and gains an attack and speed boost, to the point that his claw swipe is upgraded from doing average damage to being a OneHitKill. It's best to defeat him before time runs out or else you're screwed when he TurnsRed.



!! Saxton Hale
* Most Hales across almost every version of ''Saxton Hale'' are [[MarathonBoss Marathon Bosses]] by virtue of how they're designed around the mechanics of default Mega Man 8-Bit Deathmatch: Because the bosses are massively powerful compared to the survivors, most battles will be spent [[RunOrDie fleeing from the boss' attacks]] (unless they possess a close-range attack like Star Crash or Flame Sword) and occasionally trying to attack with the weapons they start with.
* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon Ai-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can heal Mudkip whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].
* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoarse of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.
* Tomahawk Talbain, Tomahawk Man in a [[Videogame/{{Darkstalkers}} Jon Talbain costume]], combines this with GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.
* Guts Man G. At first, he's a GetBackHereBoss, but after some time has elapsed, he does become this, with his main attack upgraded to do more damage. It's best to defeat him before time runs out or else you're screwed when he TurnsRed.
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* Most Hales across almost every version of ''Saxton Hale'' are [[MarathonBoss Marathon Bosses]] by virtue of how they're designed around the mechanics of default Mega Man 8-Bit Deathmatch: Because the bosses are massively powerful compared to the survivors, most battles will be spent [[RunOrDie fleeing from the boss' attacks]] (unless they possess a close-range attack like Star Crash or Flame Sword) and occasionally trying to attack with the weapons they start with.
* Do u liek [[Franchise/{{Pokemon}} Mudkips]]? Well, you won't like this one after fighting it. One of the few examples of a ranged boss in a mod otherwise filled with [[BareFistedMonk Bare Fisted Monks]], Mudkip's Water Gun is a powerful projectile capable of dealing heavy hits if not outright drowning any survivor hit by it. The kicker is its LimitBreak: Summon Ai-controlled Treecko and Torchic to [[FlunkyBoss join in the fight]] and hunt down survivors with a combination of Leaf Blade and Ember. To make them even more annoying, Treecko can heal Mudkip whenever it goddamn wants to, and Torchic can cast Sunny Day to [[BlindedByTheLight blind survivors in a horrific light]].
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* Tomahawk Talbain, Tomahawk Man in a [[Videogame/Darkstalkers Jon Talbain costume]], combines this with GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.

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* Tomahawk Talbain, Tomahawk Man in a [[Videogame/Darkstalkers [[Videogame/{{Darkstalkers}} Jon Talbain costume]], combines this with GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.

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* Tomahawk Talbain, Tomahawk Man in a [[Videogame/Darkstalkers Jon Talbain costume]], combines this with GoddamedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.

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* [[Manga/JoJosBizarreAdventure DIO]] Flash, oh ''god'' DIO Flash. Imagine your basic Hale rule of one-shot punch attacks with short range and a brief recharge period, except by "short range punch attacks" we mean DIO Flash whips out The World to go smacking survivors with RapidFireFisticuffs that pretty much will OneHitKill anyone that stands in his way. His LimitBreak isn't much better: Trigger The World's TimeStandsStill skill and use it to rack up free kills by overflowing anyone he chooses with a hoarse of knives. If he stacks knives on you, you're pretty much done unless by some stroke of luck the DIO Flash player is careless with the knife placement and you survive with a ''shiver'' of health.
* Tomahawk Talbain, Tomahawk Man in a [[Videogame/Darkstalkers Jon Talbain costume]], combines this with GoddamedBoss GoddamnedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Tomahawk Talbain, Tomahawk Man in a [[Videogame/Darkstalkers Jon Talbain costume]], combines this with GoddamedBoss in the worst ways possible. Take Slenderman, remove the timer, increase his health, and make the darkness pulsate in and out with the darkest level completely blacking-out the screen (meaning [[NoFairCheating no amount of brightness-adjusting will save you]]) and you get one of the most infamous bosses of the Saxton Hale ++ era. His tomahawk attack takes some windup and is ''scary'' if it hits, and his rage summons Totem-Sama to assist in the fight. The good news is Totem-Sama can't do anything on its own and is a large target, the bad news is it provides easy distraction for survivors and gives Tomahawk Talbain buffs and powerful attacks to hunt down survivors with.
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'''NOTE:''' BonusBoss is banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.

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'''NOTE:''' BonusBoss is banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it. This includes Enker, Punk, Ballade, Quint, and bosses of this type in player-controlled boss mods, like Unholy's strongmen and the Saxton Hale bonus bosses.
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* What are the consequences of having a boss recovered from "low budget"? Shadowman [[VideoGame/Rockman4MinusInfinity [=4MI=]]]. He's just as bad as Super Shadowman, due to not only having his normal weaponry (Shadow Blades and kunais), but also being able to throw anyone via a charge move, but he also throws his frog to deal more damage to the victim, and being able to use a smoke bomb that summons ground-spikes and makes Shadowman invisible.

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* What are the consequences of having a boss recovered from "low budget"? Shadowman [[VideoGame/Rockman4MinusInfinity [=4MI=]]]. He's just as bad as Super Shadowman, due to not only having his normal weaponry (Shadow Blades and kunais), but also being able to throw anyone via a charge move, but move (plus he also throws his frog to deal more damage to the victim, victim), and being able to use a smoke bomb that summons ground-spikes and makes Shadowman invisible.
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* What are the consequences of having a boss recovered from "low budget"? Shadowman [[VideoGame/Rockman4MinusInfinity [=4MI=]]]. He's just as bad as Super Shadowman, due to not only having his norma weaponry (Shadow Blades and kunais), but also being able to throw anyone via a charge move, but he also throws his frog to deal more damage to the victim, and being able to use a smoke bomb that summons ground-spikes and makes Shadowman invisible.

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* What are the consequences of having a boss recovered from "low budget"? Shadowman [[VideoGame/Rockman4MinusInfinity [=4MI=]]]. He's just as bad as Super Shadowman, due to not only having his norma normal weaponry (Shadow Blades and kunais), but also being able to throw anyone via a charge move, but he also throws his frog to deal more damage to the victim, and being able to use a smoke bomb that summons ground-spikes and makes Shadowman invisible.

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