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* OnceOriginalNowCommon: ''Shining Force'' was released at a time when role-playing games (particularly tactical [=RPGs=]) were just gaining steam. Some of the twists in the story are eye-rollingly cliche now, while being still fresh concepts back then.



* SeinfeldIsUnfunny:
** ''Shining Force'' was released at a time when role-playing games (particularly tactical [=RPGs=]) were just gaining steam. Some of the twists in the story are eye-rollingly cliche now.
** The first game also has plenty of balance issues, so after playing ''Shining Force CD'' and ''Shining Force II'', it can be hard to go back to it. The remake also received some criticisms for many tropes it helped create alongside ''Franchise/FireEmblem''.
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* TearJerker: [[spoiler:Kane's death at the hands of Darksol.]]

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* TearJerker: [[spoiler:Kane's death at the hands of Darksol.]] Is there any wonder why Max becomes mute after having to go through losing the only family that has in the present day?]]
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** The design of the overworld battle maps is generally just held up as being outright ''bad'', featuring absurd amounts of pointless empty ground you have to tramp across before being able to engage the next group of enemies, often through dense terrain that slows most of the Shining Force to a crawl and dragging the battles out for about twice as long as they should last. The battle to get from Rindo the Manarina in particular is often cited as one of the most ''[[ThatOneLevel excrutiating]]'' maps in the game as you're forced to slog through the desert before you can engage the groups of Dark Mages and Zombies.

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** The design of the overworld battle maps is generally just held up as being outright ''bad'', featuring absurd amounts of pointless empty ground you have to tramp across before being able to engage the next group of enemies, often through dense terrain that slows most of the Shining Force to a crawl and crawl, dragging the battles out for about twice as long as they should last. The battle to get from Rindo the to Manarina in particular is often cited as one of the most ''[[ThatOneLevel excrutiating]]'' maps in the game as you're forced to slog through the desert before you can engage the groups of Dark Mages and Zombies.
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** The design of the overworld battle maps is generally just held up as being outright ''bad'', featuring absurd amounts of pointless empty ground you have to tramp across before being able to engage the next group of enemies, often through dense terrain that slows most of the Shining Force to a crawl and dragging the battles out for about twice as long as they should last. The battle to get from Rindo the Manarina in particular is often cited as one of the most ''[[ThatOneLevel excrutiating]]'' maps in the game as you're forced to slog through the desert before you can engage the groups of Dark Mages and Zombies.
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** Marionette, who is also an {{Early Bird Boss}}--she has infinite MP and can cast Freeze Lv. 3 in a huge radius (which is likely a OneHitKill for one to five of your units at this point of the game), and her health is always regenerating, all of which makes her difficult for party that isn't likely to be very strong.
** Kane, by virtue of having very high HP coupled with high defense, and is armed with the Sword of Darkness which can OneHitKill party members easily.
** Mishaela, for essentially being a beefed-up Marionette. Her Bolt spell is more powerful and targets a large enough area that she could theoretically perform a TotalPartyKill ''by herself'', which coupled with a ludicrously high [[ScrappyMechanic evasion rate]] and regenerating health, makes her damn near impossible to kill. For insult to injury, she's also a GetBackHereBoss, so she spends most of the battle running away from the force, only to turn around and obliterate them while everyone whiffs their attacks. The only hard counter for this is the [[AntiMagic Despell]] spell, which fails 90% of the time and only a few members of the force can cast (and who will get annihilated should they fail). If it works, though, she goes from this to just a tediously long but easy boss fight, since [[ArtificialStupidity she will never bother with a melee attack, even when her only other option is disabled]].

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** Marionette, who is also an {{Early Bird Boss}}--she EarlyBirdBoss--she has infinite MP and can cast Freeze Lv. 3 in a huge radius (which is likely a OneHitKill for one to five of your units at this point of the game), and her health is always regenerating, all of which makes her difficult for party that isn't likely to be very strong.
** Kane, by virtue of having very high HP coupled with high defense, and is armed with the Sword of Darkness which can OneHitKill party members easily.
** Mishaela, for essentially being a beefed-up Marionette. Her Bolt spell is more powerful and targets a large enough area that she could theoretically perform a TotalPartyKill ''by herself'', which which, coupled with a ludicrously high [[ScrappyMechanic evasion rate]] and regenerating health, makes her damn near impossible to kill. For insult to injury, she's also a GetBackHereBoss, so she spends most of the battle running away from the force, only to turn around and obliterate them while everyone whiffs their attacks. The only hard counter for this is the [[AntiMagic Despell]] spell, which fails 90% of the time and only a few members of the force can cast (and who will get annihilated should they fail). If it works, though, she goes from this to just a tediously long but easy boss fight, since [[ArtificialStupidity she will never bother with a melee attack, even when her only other option is disabled]].
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** While a lot of the dated and clunky mechanics are simply a product of its time, the inventory system feels like it was ''designed'' to be as awkward and frustrating as possible. Whenever you open a chest (unless it contains gold) the item inside is put into Max's inventory. Each character's inventory only has four slots in it, and that includes their equipment. If Max's inventory is full, he has to put the item back, then either give one of his items to another party member, or throw it away. There's no storage either, meaning items you might prefer to hold on to for later (like valuable Healing Seeds at the stage in the game where common Medical Herbs are still almost a full heal because of your party's low maximum HP) have to be hung on to, cluttering up your inventory until you eventually need them. And the system for passing items between characters is just extra-clunky in general. What's particularly weird is that even ''VideoGame/ShiningInTheDarkness'' would have your hero pass a new item off to the next one of his party members with an open space if his own inventory was full, meaning ''Force'' was actively made less intuitive for some reason. ''VideoGame/ShiningForceII'' rectified this issue somewhat by automatically passing the item to the next party member with an vacant item slot.

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** While a lot of the dated and clunky mechanics are simply a product of its time, the inventory system feels like it was ''designed'' to be as awkward and frustrating as possible. Whenever you open a chest outside of battle (unless it contains gold) the item inside is put into Max's inventory. Each character's inventory only has four slots in it, and that includes their equipment. If Max's inventory is full, he has to put the item back, then either give one of his items to another party member, or throw it away. There's no storage either, meaning items you might prefer to hold on to for later (like valuable Healing Seeds at the stage in the game where common Medical Herbs are still almost a full heal because of your party's low maximum HP) have to be hung on to, cluttering up your inventory until you eventually need them. And the system for passing items between characters is just extra-clunky in general. What's particularly weird is that even ''VideoGame/ShiningInTheDarkness'' would have your hero pass a new item off to the next one of his party members with an open space if his own inventory was full, meaning ''Force'' was actively made less intuitive for some reason. ''VideoGame/ShiningForceII'' rectified this issue somewhat by automatically passing the item to the next party member with an vacant item slot.
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** The completely randomised stat gain on level-up, which can be ''brutally'' stingy. It is completely possible (even ''common'') for a character to gain a level and improve ''none of their stats whatsoever.''

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Removed: 2020

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Deleting complaining, took out a Walkthrough Mode entry, removed a confusing entry (all three non-promoting characters are considered some of the best in the game), and added elaboration on some things.


** Mishaela. While some list this as ThatOneBoss, there are ways to cheese this fight. Sure, she has Bolt 2 (Bolt 3 in the GBA remake), which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast her Bolt 2/3 spell. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2/3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.



** Colossus. Sure, there are 3 bosses. However, they have low HP. They are unique in the sense that they can cast Level 3 spells of the 3 elementals. By this time, your troops have high enough HP to withstand the attacks, versus when they were more dangerous early on.

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** Colossus. Sure, there They are 3 bosses. However, three bosses in one, but they have low HP. HP and can easily be engaged one at a time. They are unique in the sense that they can cast Level 3 spells of the 3 elementals. By three elements, but by this time, your troops have high enough HP to withstand the attacks, versus when they were more dangerous early on.



%% * CharacterTiers: To list the examples would take ages.



** Chimaeras. [[LightningBruiser High defense, high HP, high speed (roughly 1 in 12 physical attacks from any party member will hit), flight (which allows them to ignore all terrain except walls), and powerful attacks.]]
** Torch Eyes. They always attack with an undodgeable, defense-ignoring laser attack that deals 19-21 damage. Worse, they also have a chance to attack twice. The last battles where they appear have them positioned in an effective kill zone where they can attack you but you can't attack them (unless you use fliers or ranged attackers).
* EnsembleDarkhorse: Many examples but Zylo is the prime example due to his badassery.
%% * {{Hypocrite}}: One of the lead developers of ''Shining Force'' mentioned that ''Fire Emblem'' has horrible pacing. If you look at all of the maps after the first battle, you will see that they're all ''poorly designed'' from being overloaded with "slow and difficult terrain". This has the egregious side-effect of slowing down the speed and progression of the game tremendously, which is further exacerbated by the maps getting bigger and the armies starting farther apart, and makes that lead developer look ''incredibly antagonistic and arrogant''.
* GameBreaker: Domingo ([[StoneWall Incredible HP and Defense stats]] [[MagicKnight on top of a decent spell set]], with the unique "float" move type that that allows him to benefit from defensive high Land Effect terrain while otherwise being a normal flying character). His only downside is he becomes useless without MP.
** Zylo. Even before you promote him, his attack is powerful. After promoting him, he will tear through entire armies of enemies.
** The Sword Of Light and the Chaos Breaker. Not only are they ridiculously powerful swords, but using them can cast spells as well, giving Max an effective ranged attack. Unlike other items that cast spells, they cannot break as they're [[SwordOfPlotAdvancement plot relevant]], basically turning Max into a MagicKnight with infinite MP. The Sword Of Darkness subverts this by being cursed and its effect being a UselessUsefulSpell.
** The Game Boy Advance remake gives you access to Narsha. Her status buffs avert the UselessUsefulSpell trope fully - one very useful one is one that buffs ''movement''.
** The above is even more game-breaking if the player is using Mawlock, along with a couple of Knight cards. Buffing him up and then using the cards to attack the map's boss from across the map will win most battles after you get him, provided the force can survive whatever vanguard the enemy has set up.
** Musashi. He has very high attack and HP stats. To compensate, he's [[MightyGlacier slow as shit]], but this can be compensated for by giving him the speed ring and feeding him a turbo pepper.
** The Evil Ring. It casts Bolt 3, a power that's otherwise only available to Alef after some grinding. Its uses are limited by its chance of breaking, but that often is more reliable than Alef, especially if given to a knight or any other character with good mobility. Just don't equip it.

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** Chimaeras. [[LightningBruiser High Chimaeras, introduced in the final battles, are powerful {{Lightning Bruiser}}s, boasting high defense, high HP, high speed (roughly 1 one in 12 twelve physical attacks from any party member will hit), flight (which allows them to ignore all terrain except walls), and powerful attacks.]]
attacks. Level 4 magic spells can defeat them easily, but without them they're very dangerous.
** Torch Eyes. They always attack with an undodgeable, defense-ignoring ranged laser attack that deals 19-21 damage. Worse, they also have a chance to attack twice. The last battles where they appear have them positioned in an effective kill zone where they can attack you but you can't attack them (unless you use fliers or ranged attackers).
* EnsembleDarkhorse: Many examples examples, but Zylo is the prime example due to his badassery.
%%
cool design and effectiveness as a unit.
* {{Hypocrite}}: One GameBreaker:
** Zylo has extremely high attack, decent defenses, and great movement unaffected by terrain, all while being recruitable a third
of the lead developers of ''Shining Force'' mentioned that ''Fire Emblem'' has horrible pacing. If you look at all of way through the maps after the first battle, you will see that they're all ''poorly designed'' from being overloaded with "slow and difficult terrain". This has the egregious side-effect of slowing down the speed and progression of the game tremendously, which is further exacerbated by the maps getting bigger and the armies game. While he hits a low point later on due to poor starting farther apart, promotion stats and makes lacking weapon boosts, pushing past that lead developer look ''incredibly antagonistic and arrogant''.
* GameBreaker: Domingo ([[StoneWall Incredible
lets him be even stronger for the final battles.
** Domingo. If you feed him experience after recruiting him, he'll quickly gain incredible
HP and Defense stats]] defense, [[MagicKnight on top of a decent spell set]], with the unique "float" move type that that allows him to benefit from defensive high Land Effect terrain while otherwise being a normal flying character). His only downside is he becomes character aside from the rare extra-high terrain. He also has higher enemy priority than anyone except Max, letting him distract enemies while other units get experience. He tends to taper off in the late-game due to becoming useless without MP.
** Zylo. Even before you promote him,
MP and needing lots of levels to keep up with enemies and get more spells (including not getting Freeze 4 until six levels after he stops gaining stats), but can still be valuable in his attack is powerful. After promoting him, he will tear niche.
** Musashi, found
through entire armies a secret at the start of enemies.
Chapter 7, bypasses LateCharacterSyndrome by likely being stronger than anyone in the party at that time, with very high attack, defense, and HP stats. To compensate, he's [[MightyGlacier slow as shit]], but this can be compensated for by giving him the Speed/Mobility Ring and feeding him the Turbo Pepper (available one battle after he can join).
** The Sword Of of Light and the Chaos Breaker. Not only are they ridiculously powerful swords, but using them can cast spells as well, giving Max an effective ranged attack. Unlike other items that cast spells, they cannot break as they're [[SwordOfPlotAdvancement plot relevant]], basically plot-relevant]], turning Max into a MagicKnight with infinite MP. The Sword Of of Darkness subverts this by being cursed and its effect being a UselessUsefulSpell.
** The Game Boy Advance remake gives you access to Narsha. Her status buffs avert
UselessUsefulSpell, on top of being available for exactly one battle (rather than three for the UselessUsefulSpell trope fully - one very useful one is one that buffs ''movement''.
** The above is even more game-breaking if
Sword of Light and six for the player is using Mawlock, along with a couple of Knight cards. Buffing him up and then using the cards to attack the map's boss from across the map will win most battles after you get him, provided the force can survive whatever vanguard the enemy has set up.
** Musashi. He has very high attack and HP stats. To compensate, he's [[MightyGlacier slow as shit]], but this can be compensated for by giving him the speed ring and feeding him a turbo pepper.
Chaos Breaker).
** The Evil Ring. It casts Bolt 3, 3 (decent magic damage that hits 14 tiles at once), a power that's otherwise only available to Alef after some grinding. Its uses are limited by its chance of breaking, but that often is more reliable than Alef, especially if given to a knight or any other character with good mobility. Just don't equip it. There's also a exploit where giving it and the Sword of Darkness to Max prior to the Chaos Breaker event can clear its curse without unequipping it, giving an already powerful attacker a consequence-free attack boost for the rest of the game alongside use of Bolt 3.
** The Game Boy Advance remake gives you access to Narsha. Her status buffs avert the UselessUsefulSpell trope fully--one very useful one is one that buffs ''movement''. This is even more game-breaking if the player is using Mawlock, along with a couple of Knight cards. Buffing him up and then using the cards to attack the map's boss from across the map will win most battles after you get him, provided the force can survive whatever vanguard the enemy has set up.



** Characters who join already promoted, which means the game did so at the lowest possible level, thus giving you no way to tweak their stats and making them inferior to your established party.
** While a lot of the dated and clunky mechanics are simply a product of its time, the inventory system feels like it was ''designed'' to be as awkward and frustrating as possible. Whenever you open a chest (unless it contains gold) the item inside is put into Max's inventory. Each character's inventory only has '''''4''''' slots in it, and that includes their equipped weapon. If Max's inventory is full, he has to put the item back, then either give one of his items to another party member, or throw it away. There's no storage either, meaning items you might prefer to hold on to for later (like valuable Healing Seeds at the stage in the game where common Medical Herbs are still almost a full heal because of your party's low maximum HP) have to be hung on to, cluttering up your inventory until you eventually need them. And the system for passing items between characters is just extra-clunky in general. What's ''particularly'' weird is that even ''VideoGame/ShiningInTheDarkness'' would have your hero pass a new item off to the next one of his party members with an open space if his own inventory was full, meaning ''Force'' was actively made ''less'' intuitive for some reason. ''VideoGame/ShiningForceII'' rectified this issue somewhat by automatically passing the item to the next party member with an vacant item slot.
* SeinfeldIsUnfunny: ''Shining Force'' was released at a time when Role Playing Games (particularly tactical [=RPGs=]) were just gaining steam. Some of the twists in the story are eye-rollingly cliche now.
** The first game also has plenty of balance issues, too. The remake also received some criticisms for many tropes it helped create alongside ''Franchise/FireEmblem''.
** Also, after playing ''Shining Force CD'' and ''Shining Force II'', it can be hard to go back to playing the first one again.
* SelfImposedChallenge: By {{sequence breaking}}, it's possible to skip recruiting the party and do a SoloCharacterRun.
* TearJerker: [[spoiler: Kane's death in the first Shining Force game.]]
* ThatOneAttack: Laser Eye's attack. During the 6th turn, it will do mass damage to units within a 3-square horizontal direction, enough for a OneHitKill at that point in the game. Yes, even its own units as well.
* ThatOneBoss: Many examples.
** Marionette in particular, who is also an {{Early Bird Boss}} - she has infinite MP and can cast Freeze Lv. 3 in a huge radius (which is basically a OneHitKill for one to five of your units at this point of the game), and her health is always regenerating, all of which makes her insanely hard to defeat even for a skilled Tactical-RPG player.
** Kane, by virtue of having very high HP coupled with high defence and is armed with the Sword Of Darkness which can OneHitKill party members easily.
** Mishaela, for essentially being a beefed-up Marionette. Her Bolt spell is more powerful and targets a large enough area that she could theoretically perform a TotalPartyKill ''by herself'', which coupled with a ludicrously high [[ScrappyMechanic evasion rate]] and regenerating health, makes her damn near impossible to kill. For insult to injury, she's also a GetBackHereBoss, so she spends most of the battle running away from the force, only to turn around and obliterate them while everyone whiffs their attacks. The only hard counter for this is the [[AntiMagic Despell]] spell, which fails 90% of the time and only a few members of the force can cast (and who will get annihilated should they fail). If it works, though, she goes from this to just a tediously long but easy boss fight, since [[ArtificialStupidity she will never bother with a melee attack, even when her only other option is disabled.]]

to:

** Characters who join already promoted, which means the game did so at the lowest possible level, thus giving you no way to tweak their stats and making them inferior to your established party.
** While a lot of the dated and clunky mechanics are simply a product of its time, the inventory system feels like it was ''designed'' to be as awkward and frustrating as possible. Whenever you open a chest (unless it contains gold) the item inside is put into Max's inventory. Each character's inventory only has '''''4''''' four slots in it, and that includes their equipped weapon.equipment. If Max's inventory is full, he has to put the item back, then either give one of his items to another party member, or throw it away. There's no storage either, meaning items you might prefer to hold on to for later (like valuable Healing Seeds at the stage in the game where common Medical Herbs are still almost a full heal because of your party's low maximum HP) have to be hung on to, cluttering up your inventory until you eventually need them. And the system for passing items between characters is just extra-clunky in general. What's ''particularly'' particularly weird is that even ''VideoGame/ShiningInTheDarkness'' would have your hero pass a new item off to the next one of his party members with an open space if his own inventory was full, meaning ''Force'' was actively made ''less'' less intuitive for some reason. ''VideoGame/ShiningForceII'' rectified this issue somewhat by automatically passing the item to the next party member with an vacant item slot.
* SeinfeldIsUnfunny: SeinfeldIsUnfunny:
**
''Shining Force'' was released at a time when Role Playing Games role-playing games (particularly tactical [=RPGs=]) were just gaining steam. Some of the twists in the story are eye-rollingly cliche now.
** The first game also has plenty of balance issues, too.so after playing ''Shining Force CD'' and ''Shining Force II'', it can be hard to go back to it. The remake also received some criticisms for many tropes it helped create alongside ''Franchise/FireEmblem''.
** Also, after playing ''Shining Force CD'' and ''Shining Force II'', it can be hard to go back to playing the first one again.
* SelfImposedChallenge: By {{sequence breaking}}, it's possible to skip recruiting the party and do a SoloCharacterRun.
SoloCharacterRun, where only ten required party members will be picked up by the end of the game.
* TearJerker: [[spoiler: Kane's [[spoiler:Kane's death in at the first Shining Force game.hands of Darksol.]]
* ThatOneAttack: Laser Eye's attack. During the 6th turn, Every sixth turn it gets, it will do mass damage to units within a 3-square horizontal direction, enough for a OneHitKill at that point in the game. Yes, even its own units as well.
game for anyone except high-health frontline fighters. However, it also hits enemy units.
* ThatOneBoss: Many examples.
ThatOneBoss:
** Marionette in particular, Marionette, who is also an {{Early Bird Boss}} - she Boss}}--she has infinite MP and can cast Freeze Lv. 3 in a huge radius (which is basically likely a OneHitKill for one to five of your units at this point of the game), and her health is always regenerating, all of which makes her insanely hard to defeat even difficult for a skilled Tactical-RPG player.
party that isn't likely to be very strong.
** Kane, by virtue of having very high HP coupled with high defence defense, and is armed with the Sword Of of Darkness which can OneHitKill party members easily.
** Mishaela, for essentially being a beefed-up Marionette. Her Bolt spell is more powerful and targets a large enough area that she could theoretically perform a TotalPartyKill ''by herself'', which coupled with a ludicrously high [[ScrappyMechanic evasion rate]] and regenerating health, makes her damn near impossible to kill. For insult to injury, she's also a GetBackHereBoss, so she spends most of the battle running away from the force, only to turn around and obliterate them while everyone whiffs their attacks. The only hard counter for this is the [[AntiMagic Despell]] spell, which fails 90% of the time and only a few members of the force can cast (and who will get annihilated should they fail). If it works, though, she goes from this to just a tediously long but easy boss fight, since [[ArtificialStupidity she will never bother with a melee attack, even when her only other option is disabled.]]disabled]].

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* AntiClimaxBoss: Even with low level plays, most bosses due to oversight of damage or AI stupidity. Here are a few to name:
** Mishaela. While some list this as ThatOneBoss, there are ways to cheese this fight. Sure, she has Bolt 3, which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast Bolt 2 or Bolt 3. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with a few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2 or 3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.
** Ramladu. He does have ThatOneAttack due to his insane attack. However, since he has Aura 3, he may cast it at the worst of times. He will also not engage you when fighting the robots south from you. This means that you can just dish out the enemies below and then approach him in full assault. Aura 3 is not going to heal him as much.
** Colossus. Sure, there are 3 bosses. However, they have low HP. They are unique in the sense that they can cast Level 3 spells of the 3 elementals. By this time, your troops have high enough HP to withstand the attacks, versus when they were more dangerous early on.

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* AntiClimaxBoss: Even with low level plays, most bosses due to oversight ArtificialStupidity within the mechanics of damage or AI stupidity.the game. Here are a few to name:
** Mishaela. While some list this as ThatOneBoss, there are ways to cheese this fight. Sure, she has Bolt 3, 2 (Bolt 3 in the GBA remake), which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast her Bolt 2 or Bolt 3.2/3 spell. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with a few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2 or 3.2/3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.
** Ramladu. He does have ThatOneAttack due to his insane attack. However, since he has Aura 3, he may cast it at the worst of times. He In addition, he will also not engage you when fighting the robots south from you. you and will not engage until you are a few squares away from him. This means that you can just dish out the enemies below and then prepare and approach him in full assault. Aura 3 is not going to heal him as much.
much and the chances of him being next to his robots are near impossible due to the spacing.
** Colossus. Sure, there are 3 bosses. However, they have low HP. They are unique in the sense that they can cast Level 3 spells of the 3 elementals. By this time, your troops have high enough HP to withstand the attacks, versus when they were more dangerous early on.



** Dark Dragon. Pretty much all of the above. The only spells to watch out for is the Demon Blaze (middle head at all times and the side heads if the only head left) and Bolt 4 (left head only). They are the only monsters that cannot move at all, meaning you can position your units in the proper tiles with less hassle similar to the Mishaela fight. The fight also regenerates armed skeletons, although 2 can appear at the same time and you can place a unit to block the regeneration tile. If you took out the right-left-middle head, the fight would be too easy.

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** Dark Dragon. Pretty much all of the above. The only spells to watch out for is the Demon Blaze (middle head at all times and the side heads if the only head left) and Bolt 4 (left head only). Ironically, Bolt 4 is almost never used. They are the only monsters that cannot move at all, meaning you can position your units in the proper tiles with less hassle similar to the Mishaela fight.fight without the health regeneration. The fight also regenerates armed skeletons, although 2 can appear at the same time and you can place a unit to block the regeneration tile. If you took out the right-left-middle head, the fight would be too easy.



* SelfImposedChallenge: By {{sequence breaking}}, it's possible to skip recruiting the party and do a SoloCharacterRun of the first few levels.

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* SelfImposedChallenge: By {{sequence breaking}}, it's possible to skip recruiting the party and do a SoloCharacterRun of the first few levels.SoloCharacterRun.


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* ThatOneAttack: Laser Eye's attack. During the 6th turn, it will do mass damage to units within a 3-square horizontal direction, enough for a OneHitKill at that point in the game. Yes, even its own units as well.
Is there an issue? Send a MessageReason:
None


** Mishaela. Sure, she has Bolt 3, which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast Bolt 2 or Bolt 3. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with a few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2 or 3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.

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** Mishaela. While some list this as ThatOneBoss, there are ways to cheese this fight. Sure, she has Bolt 3, which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast Bolt 2 or Bolt 3. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with a few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2 or 3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.

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* AntiClimaxBoss: Most bosses due to oversight of damage or AI stupidity. Here are a few to name:

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* AntiClimaxBoss: Most Even with low level plays, most bosses due to oversight of damage or AI stupidity. Here are a few to name:



** Darksol. Despite being the BigBad behind reviving Dark Dragon and the boss of the penultimate battle of the game, his physical attack is incredibly weak, and his only special only does minor damage. To compensate, he's got stupidly high hit points and getting to him requires either taking care of torch eyes up the centre where your party can be easily boxed in or going around the long way.

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** Ramladu. He does have ThatOneAttack due to his insane attack. However, since he has Aura 3, he may cast it at the worst of times. He will also not engage you when fighting the robots south from you. This means that you can just dish out the enemies below and then approach him in full assault. Aura 3 is not going to heal him as much.
** Colossus. Sure, there are 3 bosses. However, they have low HP. They are unique in the sense that they can cast Level 3 spells of the 3 elementals. By this time, your troops have high enough HP to withstand the attacks, versus when they were more dangerous early on.
** Darksol. Despite being the BigBad behind reviving Dark Dragon and the boss of the penultimate battle of the game, his physical attack is incredibly weak, and his only special only does minor damage. around 15-25 HP damage, which he will cast around 50% of the time. To compensate, he's got stupidly high hit points and getting to him requires either taking care of torch eyes up the centre center where your party can be easily boxed in or going around the long way.way.
** Dark Dragon. Pretty much all of the above. The only spells to watch out for is the Demon Blaze (middle head at all times and the side heads if the only head left) and Bolt 4 (left head only). They are the only monsters that cannot move at all, meaning you can position your units in the proper tiles with less hassle similar to the Mishaela fight. The fight also regenerates armed skeletons, although 2 can appear at the same time and you can place a unit to block the regeneration tile. If you took out the right-left-middle head, the fight would be too easy.

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* AntiClimaxBoss: Darksol. Despite being the BigBad behind reviving Dark Dragon and the boss of the penultimate battle of the game, his physical attack is incredibly weak, and his only special only does minor damage. To compensate, he's got stupidly high hit points and getting to him requires either taking care of torch eyes up the centre where your party can be easily boxed in or going around the long way.

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* AntiClimaxBoss: Most bosses due to oversight of damage or AI stupidity. Here are a few to name:
** Mishaela. Sure, she has Bolt 3, which can do good damage to up to 13 enemies within that spot. She also regenerates 15 HP every turn. Despite being able to move, her A.I. will stay in that exact spot and will either attack or cast Bolt 2 or Bolt 3. How do you exploit a non-moving boss? Stay away from her 4 spaces away. Prep up your units via Full Health and stat-increasing spells. Engage her with a few troops on the front lines to potentially trigger an attack that is weaker instead of Bolt 2 or 3. The moment she uses her turn, you can either repeat process or full-engage on a massive beatdown as she won't get her turn by the time you deplete her HP.
**
Darksol. Despite being the BigBad behind reviving Dark Dragon and the boss of the penultimate battle of the game, his physical attack is incredibly weak, and his only special only does minor damage. To compensate, he's got stupidly high hit points and getting to him requires either taking care of torch eyes up the centre where your party can be easily boxed in or going around the long way.

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