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** Every Ultimate Skill will one-shot ''any'' enemy in the main game, up to and including the FinalBoss. Megaton Detonation and Centenary Gashes in particular deal enough damage to OneHitKill several of the {{Bonus Boss}}es, otherwise two-shotting them.

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** Every Ultimate Skill will one-shot ''any'' enemy in the main game, up to and including the FinalBoss. Megaton Detonation and Centenary Gashes in particular deal enough damage to OneHitKill several of the {{Bonus Boss}}es, {{Superboss}}es, otherwise two-shotting them.
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** Every BonusBoss including [[spoiler:Fifi's Ghost]] is reduced to this if you have more than one Ultimate skill. Thanks to the ludicrous damage said skills output, they will all go down in two ultimate attacks despite their considerable amounts of health, with a few of them dying in ''one''.

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** Every BonusBoss {{Superboss}} including [[spoiler:Fifi's Ghost]] is reduced to this if you have more than one Ultimate skill. Thanks to the ludicrous damage said skills output, they will all go down in two ultimate attacks despite their considerable amounts of health, with a few of them dying in ''one''.



** Flash Grenade and Shock Baton from the Soldier and Inventor Skill Trees both stand out as instant interrupts without a casting time unlike Clamp Trap/Reinforced Clamp, have 10 seconds {{cooldown}} as compared to Stun's 20, and deal great damage and shield damage respectively. Being instant interrupts makes them trivialize the Original Machine while greatly easing several of the All-Star BonusBoss fights.

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** Flash Grenade and Shock Baton from the Soldier and Inventor Skill Trees both stand out as instant interrupts without a casting time unlike Clamp Trap/Reinforced Clamp, have 10 seconds {{cooldown}} as compared to Stun's 20, and deal great damage and shield damage respectively. Being instant interrupts makes them trivialize the Original Machine while greatly easing several of the All-Star BonusBoss {{Superboss}} fights.
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** The Ninja Frogs in the Cliffs. Like the Vacuous Bats, they will spam moves that do nothing for most of the time, and their AIRoulette will every so often use "It's Coming" followed by Shuriken to deal 300 HP damage to your 600 HP. Unlike the Bats, they use Shuriken far more randomly and unpredictably, and Shuriken comes out far faster than the bats' Swift Bite making it much more difficult to Stun. The only silver lining is that the Ninja Frog will sometimes cast Honorable Healing instead of Shuriken after "It's Coming" to heal you 100 HP, but that only means you can take one more Shuriken before you bite it.

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** The Ninja Frogs in the Cliffs. Like the Vacuous Bats, they will spam moves that do nothing for most of the time, and their AIRoulette will every so often use "It's Coming" followed by Shuriken to deal 300 HP damage to your 600 HP. Unlike the Bats, they use Shuriken far more randomly and unpredictably, and Shuriken comes out far faster than the bats' Swift Bite making it much more difficult to Stun. The only silver lining is that the Ninja Frog will sometimes cast Honorable Healing instead of Shuriken after "It's Coming" to heal you 100 HP, but that only means you can take one more Shuriken before you bite it. Like with the Bats, you don't get ways to increase HP, use Shields, or unlock better skills to beat them faster until the Cliffs boss is beaten.
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* NightmareRetardant: All the BodyHorror monsters in the Bio Swamp are intended to be frightening with horrifying attacks such as self evisceration, sloughing their flesh off or writhing in agony. However, the lack of any images plus the frequency of the monsters using self harm moves and doing absolutely nothing with their other moves[[note]]with one exception being the Vomiting Behemoth's Form Tank, which hits for an extremely laughable 10 damage[[/note]] takes away most of the horror and makes them seem like comically inept buffoons instead.

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* NightmareRetardant: All the BodyHorror monsters in the Bio Swamp are intended to be frightening with horrifying attacks such as self evisceration, sloughing their flesh off or writhing in agony. However, the lack of any images plus the frequency of the monsters using self harm moves and doing absolutely nothing with their other moves[[note]]with one exception being the Vomiting Behemoth's Form Tank, which hits for an extremely laughable 10 damage[[/note]] damage -- same as the [[TheGoomba Crater Wall's]] weakest attack Crumble[[/note]] takes away most of the horror and makes them seem like comically inept buffoons instead.
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* LowTierLetdown: The Inventor Class is generally seen as the worst of the three by far. All its attacks are [[CripplingOverspecialization adept at destroying shields but don't do much at all to health]]. Furthermore, it's overshadowed by the Hunter Class Skills which outright penetrate the shields and have far more useful effects, while the Soldier skills can deal enough damage to bust down shields and health faster.

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* LowTierLetdown: The Inventor Class is generally seen as the worst of the three by far. All its attacks are [[CripplingOverspecialization adept at destroying shields but don't do much at all to health]]. Furthermore, it's overshadowed by the Hunter Class Skills which outright penetrate the shields and have far more useful effects, while the Soldier skills can deal enough damage to bust down shields and health faster. The only Inventor Skill that's considered good is Shock Baton because it's an instant interrupt with a much shorter cooldown time compared to Stun.

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* LowTierLetdown: The Inventor Class is generally seen as the worst of the three by far. All its attacks are [[CripplingOverspecialization adept at destroying shields but don't do much at all to health]]. Furthermore, it's overshadowed by the Hunter Class Skills which outright penetrate the shields and have far more useful effects, while the Soldier skills can deal enough damage to bust down shields and health faster.



** Of all [[spoiler:the [[FinalBoss Original Machine's]]]] attacks, it is not the powerful Inferno Blast or Heat Beam that is the most troublesome, since they aren't too fast and both can be entirely nullified by an interrupt like Clamp Trap, Flash Grenade or Stun Baton. That honor goes to Target Laser, since it deals only 250 damage but the boss [[SpamAttack uses it 7 times in a row]] followed by an 80 damage shot. This would have been very easy to chain-stun if not for the fact that Target Laser starts slow but each subsequent casting time is decreased regardless of success. This means that unlike its other moves, you will be hard-pressed to interrupt all of it and will take at least 1-3 hits from the whole thing plus another 80 damage at the end.
* TierInducedScrappy: The Inventor Class is generally seen as the worst of the three by far. All its attacks are [[CripplingOverspecialization adept at destroying shields but don't do much at all to health]]. Furthermore, it's overshadowed by the Hunter Class Skills which outright penetrate the shields and have far more useful effects, while the Soldier skills can deal enough damage to bust down shields and health faster.

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** Of all [[spoiler:the [[FinalBoss Original Machine's]]]] attacks, it is not the powerful Inferno Blast or Heat Beam that is the most troublesome, since they aren't too fast and both can be entirely nullified by an interrupt like Clamp Trap, Flash Grenade or Stun Baton. That honor goes to Target Laser, since it deals only 250 damage but the boss [[SpamAttack uses it 7 times in a row]] followed by an 80 damage shot. This would have been very easy to chain-stun if not for the fact that Target Laser starts slow but each subsequent casting time is decreased regardless of success. This means that unlike its other moves, you will be hard-pressed to interrupt all of it and will take at least 1-3 hits from the whole thing plus another 80 damage at the end.
* TierInducedScrappy: The Inventor Class is generally seen as the worst of the three by far. All its attacks are [[CripplingOverspecialization adept at destroying shields but don't do much at all to health]]. Furthermore, it's overshadowed by the Hunter Class Skills which outright penetrate the shields and have far more useful effects, while the Soldier skills can deal enough damage to bust down shields and health faster.
end.
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** The Vacuous Bats in the Cliffs, at least before you get any Health upgrades. They have a good amount of Health, and usually use "fly" which does nothing, but will every so often use Swift Bite to deal a massive 300 HP damage at a point where you have 600 max HP. Trouble is that they use Swift Bite randomly on an AIRoulette, meaning that if you're unlucky enough you'll be two-shotted before you are capable of killing it. You can Stun Swift Bite, but Stun has a long cooldown time of 20 seconds making it work only once.

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** The Vacuous Bats in the Cliffs, at least before you get any Health upgrades. They have a good amount of Health, and usually use "fly" which does nothing, but will every so often use Swift Bite to deal a massive 300 HP damage at a point where you have 600 max HP. Trouble is that they use Swift Bite randomly on an AIRoulette, meaning that if you're unlucky enough you'll be two-shotted before you are capable of killing it. You can Stun Swift Bite, but Stun has a long cooldown time of 20 seconds making it work only once. You don't get any way to increase HP, use Shields, or unlock the more powerful skills that can kill the bats faster until the Cliffs boss is beaten.
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** Every BonusBoss including [[spoiler:Fifi's Ghost]] is reduced to this if you have more than one Ultimate skill. Thanks to the ludicrous damage said skills output, they will all go down in two ultimate attacks despite their considerable amounts of health.

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** Every BonusBoss including [[spoiler:Fifi's Ghost]] is reduced to this if you have more than one Ultimate skill. Thanks to the ludicrous damage said skills output, they will all go down in two ultimate attacks despite their considerable amounts of health.health, with a few of them dying in ''one''.
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* BreatherLevel: The Laboratory is a late game level which turns into this if the player has Ballista, as all of the common encounters can be dispatched by a single use of it due to having exceptionally low HP but very high shields -- that don't matter against Ballista's heavy shield-piercing damage. Preceding it is the Cliffs, which is initially ThatOneLevel before health upgrades due to the Vacuous Bats and Ninja Frogs, and the other two levels in the area (Landfill and Forest) do not have an EasyLevelTrick.

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* BreatherLevel: The Laboratory is a late game level which turns into this if the player has Ballista, as all of the common encounters can be dispatched by a single use of it due to having [[ArmoredButFrail exceptionally low HP but very high shields shields]] -- that don't matter against Ballista's heavy shield-piercing damage.damage, which is enough to OneHitKill them. Preceding it is the Cliffs, which is initially ThatOneLevel before health upgrades due to the Vacuous Bats and Ninja Frogs, and the other two levels in the area (Landfill and Forest) do not have an EasyLevelTrick.
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* BreatherLevel: The Laboratory is a late game level which turns into this if the player has Ballista, as all of the common encounters can be dispatched by a single use of it due to having exceptionally low HP but very high shields -- that don't matter against Ballista's heavy shield-piercing damage. Preceding it is the Cliffs, which is initially ThatOneLevel before health upgrades due to the Vacuous Bats and Ninja Frogs, and the other two levels in the area (Landfill and Forest) do not have an EasyLevelTrick.
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* DifficultySpike: Several. The rats in the second area (Badlands) are already tougher than the first boss, and ''all'' of them have an extreme-damage attack that teaches the player the importance of interrupting them. The third area (Cliffs) contains enemies with shields, and enemies that can two-shot you with their attacks.

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** Annoying Timebombs in the sequel, mainly found in the Outskirts. Instead of counting down, each turn their AIRoulette will use one of 11 attacks with blazing fast cast time -- either a random number from 1-10 that does nothing, OR explode. This turns them into a LuckBasedMission, and it doesn't help that unlike the other Timebombs in the area that hit for 20 damage, the Annoying Timebombs deal a whopping 50 damage out of your 100 HP if they blow up, and in this game, you can encounter quite a few enemies before returning to base instead of fighting just one. The only good news is that they die in 2 hits from your weakest attack.
** Several of the enemies in the second game's wilderness area take no damage from Blast/Bang, and 1/10th the damage from all your powerful explosive attacks. Only the weaker untyped and elemental attacks will be effective against them and most of said attacks come with a dreaded chance to miss entirely. The Zombies will SpamAttack with Bite at low HP and each will heal 50 of their 150 max HP if it connects, the Imps hit hard and use a Dodge move which makes your attacks miss while it's active, while the Angry Orc's Club Smash is ''uninterruptible'' and hits for a huge 40 damage.



** The crabs in the first area of the sequel have the most tricky attack pattern in the area to manage without taking damage, but still manageable. They always open with Crab Poison, Pinch, and Belly Up, cycling the pattern. Crab Poison doesn't hurt but it makes your next attack do no damage and therefore waste precious ammunition, but you can still interrupt Pinch, while Belly Up has a slow charge time, doesn't do damage, and is when you actually should hurt it.
** Timebomb enemies in the sequel. Most of them will do a countdown then use Boom to blow up, damaging the player but killing themselves. Those found in the first area are pretty straightforward, but many of those found in the Outskirts, the second area, take a far shorter time to explode, be it counting down faster (Quick Timebomb) or starting at 5 instead of 10 (Short Timebomb). If the player is late to hit them as soon as they appear by even half a second, they'll more often than not explode.
** Titans in the sequel. They are immune to both interruption moves Blast and Bang, meaning that you need to use Bomb to damage it. Compounding things further is that its Smash > Reform cycle is faster than Bomb's casting time and will interrupt it, meaning that you have to wait for it to use the slow-casting Earthquake instead of Smash in order to damage it. What makes this annoying is that it might sometimes keep using Smash > Reform over and over again, wasting your Blast ammo trying to interrupt Smash.
* GoddamnedBoss: The Bulky Flesh Eater and the Royal Swamp Monster in the sequel. Both of them have relatively easy-to-interrupt attacks that aren't too painful. However, like the other bosses in the Wilderness, they take no damage from Bang/Blast and heavily reduced damage from Bomb/Detonate. Their most annoying moves are Hide (for the Flesh Eater) and Dive (for the Swamp Monster), which prevents them from attacking but gives it heightened evasion for a few seconds, causing several of your physical and elemental attacks (which are not heavily resisted) to miss and prolong the fight. While Dive can be nullified by interrupting Swim before it, Hide doesn't have a tell.



* ScrappyMechanic:
** Obtaining the Lucky Key is generally seen as one of the worst design flaws in an otherwise good game. You need to get three of every key except the Salt Key to craft it. While the Rusty and Copper Keys aren't too hard to get, the Lead, Zinc and Steel Keys require going through the Landfill, Laboratory and Forest for three whole runs ''each''. Each area requires 30 Fuel to enter once, which, depending on your fuel gain rate can take anywhere from 15-30 minutes, and one run consists of entering 11 times (10 + boss) for 330 Fuel in all. Assuming that you achieve victory against every enemy/boss, this equals nine runs, 2970 Fuel in all, and ''several'' hours. Furthermore, this in turn will grant the player loads of resources to buy a good number of powerful skills, making the end-game [[spoiler:Facility]] [[DisappointingLastLevel way too easy for a final area]].
** Most of the offensive abilities in the Market have miss chances, [[PowerfulButInaccurate especially the more powerful ones]]. Those abilities do not any indicator of their hit rate (they're just described as "inaccurate" or "focal" or "scoped", and some of them don't have any descriptor), leading to attacks like Beam missing around half the time. Worse still, these attacks are mostly needed to tackle the Wilderness area, where many enemies there resist Blast, Bang, Bomb, Bunker Buster and Detonate.

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* ScrappyMechanic:
**
ScrappyMechanic: Obtaining the Lucky Key is generally seen as one of the worst design flaws in an otherwise good game. You need to get three of every key except the Salt Key to craft it. While the Rusty and Copper Keys aren't too hard to get, the Lead, Zinc and Steel Keys require going through the Landfill, Laboratory and Forest for three whole runs ''each''. Each area requires 30 Fuel to enter once, which, depending on your fuel gain rate can take anywhere from 15-30 minutes, and one run consists of entering 11 times (10 + boss) for 330 Fuel in all. Assuming that you achieve victory against every enemy/boss, this equals nine runs, 2970 Fuel in all, and ''several'' hours. Furthermore, this in turn will grant the player loads of resources to buy a good number of powerful skills, making the end-game [[spoiler:Facility]] [[DisappointingLastLevel way too easy for a final area]].
** Most of the offensive abilities in the Market have miss chances, [[PowerfulButInaccurate especially the more powerful ones]]. Those abilities do not any indicator of their hit rate (they're just described as "inaccurate" or "focal" or "scoped", and some of them don't have any descriptor), leading to attacks like Beam missing around half the time. Worse still, these attacks are mostly needed to tackle the Wilderness area, where many enemies there resist Blast, Bang, Bomb, Bunker Buster and Detonate.
area]].



** The Snake and the [=JrBot=] have "Paralyze", which permanently stuns you until they kill you with their attacks. The good news is that it has a long charge time to interrupt and is a great opportunity for you to use Bomb on them. The Wild Snake's Paralyze fortunately doesn't do this, only stunning you for 8 turns.
** "Crab Toxin" and "Poison", used by the Giant Crabs and Toxic Slimes respectively in the Wilderness. Unlike the regular Crab's Crab Poison which merely lowers the damage of your next attack by 5, these two inflict an ''actual'' poison status that lasts 30 seconds (even after the battle ends) which halves all your damage and deals 2 damage to you every few seconds while interrupting you. Players who assume that they can simply take this Poison as lightly as Crab Poison will be in for a ''very'' rude awakening.
** The Zombie's "Bite". It isn't a very painful move, but the Zombie can spam it if the AIRoulette chooses to, and if the attack connects (due to overwhelming your Bang/Blast cooldowns) it will heal the zombie for 50 of its already-high 150 HP, effectively wasting 1/3 of your efforts in killing it.
** The Forest Nymph's Protect. Not only does it come out extremely fast, but it will provide a damage shield to the Nymph, and they use this almost every alternate turn. Said damage shield makes the Nymph absorb all damage from Blast- and Explosion- type moves and lasts 10 long seconds, meaning that if they manage to pull this off ''once'', you're as good as dead if you lack any physical or elemental attacks.
** The Angry Orc and the Sleepy Guardian Orc have "Club Smash", which deals a huge 40 damage to your 100 HP and it's the first long-casting attack in both games that ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.
* ThatOneBoss: The Sleepy Guardian Orc in the second game is one of the toughest bosses among the Wilderness. Its main difficulty comes from [[ThatOneAttack "Club Smash"]], an ''uninterruptible'' attack that hits for 40 damage and you only have 100 HP maximum. If you're unlucky, it can use this more than twice in a row, bypassing your [[HealThyself Regen]] cooldown which can kill you quickly unless you have a decent amount of defense or dodge buffs.
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** The Zombie's "Bite". It isn't a very painful move, but the Zombie can spam it if the AIRoulette chooses to, and if the attack connects (due to overwhelming your Bang/Blast cooldowns) it will heal the zombie for 50 of its already-high 150 HP, effectively wasting 1/3 of your efforts in killing it.

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* ScrappyMechanic: Obtaining the Lucky Key is generally seen as one of the worst design flaws in an otherwise good game. You need to get three of every key except the Salt Key to craft it. While the Rusty and Copper Keys aren't too hard to get, the Lead, Zinc and Steel Keys require going through the Landfill, Laboratory and Forest for three whole runs ''each''. Each area requires 30 Fuel to enter once, which, depending on your fuel gain rate can take anywhere from 15-30 minutes, and one run consists of entering 11 times (10 + boss) for 330 Fuel in all. Assuming that you achieve victory against every enemy/boss, this equals nine runs, 2970 Fuel in all, and ''several'' hours. Furthermore, this in turn will grant the player loads of resources to buy a good number of powerful skills, making the end-game [[spoiler:Facility]] [[DisappointingLastLevel way too easy for a final area]].

to:

* ScrappyMechanic: ScrappyMechanic:
**
Obtaining the Lucky Key is generally seen as one of the worst design flaws in an otherwise good game. You need to get three of every key except the Salt Key to craft it. While the Rusty and Copper Keys aren't too hard to get, the Lead, Zinc and Steel Keys require going through the Landfill, Laboratory and Forest for three whole runs ''each''. Each area requires 30 Fuel to enter once, which, depending on your fuel gain rate can take anywhere from 15-30 minutes, and one run consists of entering 11 times (10 + boss) for 330 Fuel in all. Assuming that you achieve victory against every enemy/boss, this equals nine runs, 2970 Fuel in all, and ''several'' hours. Furthermore, this in turn will grant the player loads of resources to buy a good number of powerful skills, making the end-game [[spoiler:Facility]] [[DisappointingLastLevel way too easy for a final area]].area]].
** Most of the offensive abilities in the Market have miss chances, [[PowerfulButInaccurate especially the more powerful ones]]. Those abilities do not any indicator of their hit rate (they're just described as "inaccurate" or "focal" or "scoped", and some of them don't have any descriptor), leading to attacks like Beam missing around half the time. Worse still, these attacks are mostly needed to tackle the Wilderness area, where many enemies there resist Blast, Bang, Bomb, Bunker Buster and Detonate.
Is there an issue? Send a MessageReason:
None


** The Angry Orc and the Sleepy Guardian Orc have Club Smash, which deals a huge 40 damage to your 100 HP and it's the first long-casting attack in both games that ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.
* ThatOneBoss: The Sleepy Guardian Orc in the second game is one of the toughest bosses among the Wilderness. Its main difficulty comes from "Club Smash" an ''uninterruptible'' attack that hits for 40 damage, and you only have 100 HP maximum. If you're unlucky, it can use this more than twice in a row, bypassing your [[HealThyself Regen]] cooldown which can kill you quickly unless you have a decent amount of defense or dodge buffs.

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** The Angry Orc and the Sleepy Guardian Orc have Club Smash, "Club Smash", which deals a huge 40 damage to your 100 HP and it's the first long-casting attack in both games that ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.
* ThatOneBoss: The Sleepy Guardian Orc in the second game is one of the toughest bosses among the Wilderness. Its main difficulty comes from [[ThatOneAttack "Club Smash" Smash"]], an ''uninterruptible'' attack that hits for 40 damage, damage and you only have 100 HP maximum. If you're unlucky, it can use this more than twice in a row, bypassing your [[HealThyself Regen]] cooldown which can kill you quickly unless you have a decent amount of defense or dodge buffs.
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** The Angry Orc and the Sleepy Guardian Orc have Club Smash, which deals a huge 40 damage to your 100 HP and also ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense.

to:

** The Angry Orc and the Sleepy Guardian Orc have Club Smash, which deals a huge 40 damage to your 100 HP and also it's the first long-casting attack in both games that ''cannot be interrupted''. This enforces you to have both a healing move and a way to increase your dodge or defense.defense, and if it's used multiple times in succession to overrun your Regen use, you're out of luck.
Is there an issue? Send a MessageReason:
None


* ThatOneBoss: The Sleepy Guardian Orc in the second game is one of the toughest bosses among the Wilderness. Its main difficulty comes from "Club Smash" an ''uninterruptible'' attack that hits for 40 damage, and you only have 100 HP maximum. If you're unlucky, it can use this more than twice in a row, bypassing your [[HeaalThyself Regen]] cooldown which can kill you quickly unless you have a decent amount of defense or dodge buffs.

to:

* ThatOneBoss: The Sleepy Guardian Orc in the second game is one of the toughest bosses among the Wilderness. Its main difficulty comes from "Club Smash" an ''uninterruptible'' attack that hits for 40 damage, and you only have 100 HP maximum. If you're unlucky, it can use this more than twice in a row, bypassing your [[HeaalThyself [[HealThyself Regen]] cooldown which can kill you quickly unless you have a decent amount of defense or dodge buffs.

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