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Superbosses

    Deadbeard 
The Bonus Boss of the first game, Deadbeard is an undead pirate on the ship at the very bottom of Crossbone Isle, guarding the most powerful cursed armor in the game.

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    Star Magician 
An entity who resembles a wizard with mastery over its magic-imbued ball minions, it resides in the deepest part of the Treasure Isle in The Lost Age with little to no bearing to the main storyline, guarding Azul's summon tablet. It has four ball minions, namely the Anger Ball, Guard Ball, Refresh Ball and Thunder Ball. In Golden Sun: Dark Dawn it has moved to a new location in the hidden Lost Ship, this time wielding two new minions with it-Death Ball and Ghoul Ball-though still guarding the same summon tablet. Its main gimmick is designed to discourage the popular weapon unleash strategy due to being able to summon minions with nasty abilities to fight alongside it, while most powerful weapon unleashes only affect one target.note  Defeating it rewards the player the ability to summon the serpentine leviathan Azul, the strongest Mercury summon in the game.
  • Arbitrary Headcount Limit: The Star Magician can only field four minion balls at once. Only after one or more is defeated can it then summon another replacement.
  • An Ice Person: Can conjure ice spikes from the ground with the Megacool psynergy.
  • Action Bomb: Anger Balls self-destruct to deal massive damage to the party.
  • Barrier Warrior: Guard Balls can cast Guard to reduce all damage dealt to the Star Magician to as little as 5%, so killing them first is a priority so that the boss fight will not drag too long.
  • Bonus Boss: Notable for being accessible as soon as you have 8 members in your party, while other bonus bosses have other requirements that can only be obtained much later in the games.
  • Death of a Thousand Cuts: Essentially what happens when Star Magician has nothing but Thunder Balls on its side of the field since Thunder Balls doesn't hit as hard as Anger Balls.
  • Energy Ball: Mine Ball is a watery sphere of energy.
  • Extreme Omnivore: Ghoul Balls from Dark Dawn can devour the player characters' Djinn.
  • Flunky Boss: Star Magician's main gimmick.
  • Healing Shiv: Refresh Balls may heal the Star Magician or the other balls.
  • Making a Splash: Said Mine Ball bursts with Mercury power.
  • Level Drain: Ghoul Balls can consume Djinn off party members, resulting a decrease in stats and class levels not unlike Djinn Blast and Djinn Storm. However. the "consumed" Djinn remains in that state until the Ghoul Ball is killed.
  • One-Hit KO: The most annoying status effect a Death Ball can cast is instantly downing a party member with Condemn.
  • Robe and Wizard Hat: Star Magician's attire.
  • Shock and Awe: Thunder Balls and the Star Magician itself can conjure a lightning storm.
  • Shoot the Medic First: Dispatching some of Star Magician's balls first is a necessary strategy, given what its flunkies can do (heal 1000 damage, reduce your attack damage to two digits and even eat your Djinn).
  • Standard Status Effects: In addition to Condemn, Death Ball can also plague you with annoying Venus status effects such as Haunt and Curse, especially since said spells are notorious for being reliable only when enemies use them.

    Valukar 
Valukar is a hulking large pink-skinned demon who resides in the deepest end of the Yampi Desert Cave in The Lost Age, which requires the Teleport Lapis from Mars Lighthouse to be explored fully. Like other superbosses, Valukar has little to no bearing to the main storyline, merely guarding Daedalus' summon tablet. His main gimmick is stealing your djinn and use summons fueled by the stolen djinn against you. Defeating him rewards the player the ability to summon the gargantuan might of military firepower Daedalus, the strongest Mars summon that can be obtained before defeating the Final Boss.
  • The Brute: Especially when compared to the other superbosses. Aside from Crucible, he mainly relies on his Super Strength.
  • Damage-Sponge Boss: Has the highest HP rating in the games. This means even the weakest summons can cut through him like butter due to the summons' HP multiplier (the more HP the target has, the more damage a summon will deal). On the other hand if he manages to summon Coatlicue, the boss with the highest HP in the games can be fully recovered after a few turns.
  • Ditto Fighter: Crucible allows Valukar to perform a summon fueled by the party's standby Djinn. If there are no standby Djinn he can make them so with Djinn Stun prior to using Crucible.
  • Drop the Hammer: Which he can use to stun the player characters.
  • Genius Bruiser: Is surprisingly intelligent, being able to use your summons against you.
  • Mighty Glacier: Hits hard with physical attacks and summons but has below-average speed. This is compensated by his two skills Stun Jip (paralyze a party member) and Djinn Stun (places one set Djinn of each party member into Standby mode, effectively reducing their stats).
  • The Paralyzer: Stun Jip is basically this, though only one character can be stunned at a time.
  • Our Demons Are Different: It's apperance seems to be based on a typical goat like devil demon with its hooves on its lower body and red skin with horns and wings on top.
  • Put on a Bus: In Dark Dawn he is nowhere to be seen, being replaced by the Ogre Titans instead.
  • Real Men Wear Pink: The manliest demon in the games has bright pink skin.

    Sentinel 
Sentinel is a huge green animated suit of armor who resides in the deepest end of the Sea of Time Islet Cave in The Lost Age, which requires the completion of the item-trading sidequest and the Teleport Lapis from Mars Lighthouse to be explored fully. Like other superbosses, Sentinel has little to no bearing to the main storyline, merely guarding Catastrophe's summon tablet. His main gimmick is that it is not affected by all kinds of Psynergy, though Djinn, summons and weapon unleashes still affect him. Defeating him rewards the player the ability to summon the colossal embodiment of wind, lightning and destruction Catastrophe, the strongest Jupiter summon.
  • No-Sell: Immune against all kinds of Psynergy.
  • Put on a Bus: In Dark Dawn he is nowhere to be seen, being replaced by the Ancient Devil instead.
  • Shock and Awe: Has access to three series of Jupiter attack psynergy in their highest tier; Spark Plasma, Blue Bolt and Destruct Ray.
  • Wave Motion Gun: For some reason Sentinel can cast Searing Beam.
  • Weaksauce Weakness: In the long hallways leading to his chamber there are monsters who drop the Tisiphone Edge, a powerful weapon with a Venus unleash. Sentinel is weak to Venus and weapon unleashes still affect him, so he can be finished in no time (provided that you know how to guarantee a drop via RNG manipulation). What's more, light blades can be equipped by three quarters of the party (five if Isaac/Felix gets Sol Blade, another weapon with a Venus-aligned unleash).

    Ogre Titans 
The Ogre Titans are a group of giant axe-wielding ogres located in the deepest part of the Burning Isle Cave in Dark Dawn. They are a replacement for Valukar, and they guard the incredibly powerful Daedalus summon. Their gimmick involves them attacking you two at a time with progressively stronger versions.
  • An Axe to Grind: They all use axes as weapons.
  • The Brute: Beyond their strength in numbers, they only use physical attacks.
  • Sorting Algorithm of Evil: A one-fight variant. As you take each one down, a stronger one takes its place. There are five in total.

    Ancient Devil 
The Ancient Devil is a demonoid creature who resides in the heart of Otka Island in Dark Dawn. It is a replacement for Sentinel, and it serves as the bodyguard for the ultimate Jupiter summon, Catastrophe. Its gimmick involves brainwashing your party members to fight for him.
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    Dullahan 
The Dullahan is the final Bonus Boss for The Lost Age and Dark Dawn, residing at the very end of deep dungeons to guard the final summon tablet, Iris.
  • A.I. Roulette: Averted. Dullahan has an AI sequence of 24 commands, but the point at which it starts is random. Dullahan will use 3 commands per turn by following that sequence, and can also skip some of those commands depending on the status of the party.
  • Anti-Magic: Has several abilities designed to mess with your Psynergy and Djinn:
    • Bind prevents Psynergy from being cast.
    • Break removes all your buffs.
    • Element Swap changes the order in which recovering Djinn return.
    • Djinn Storm puts all Djinn in recovery, whether they were set or on standby.
    • In Dark Dawn, it uses Crucible to steal your summons.
  • BFS: His sword is already several feet long, but then he turns it into a lightning bolt the size of the screen...
  • Bragging Rights Reward: The strongest boss in the game guards the strongest summon in the game, so there's really nothing worth using it on except the Final Boss... and in Dark Dawn, not even that.
  • Luckily, My Shield Will Protect Me: Gains a shield in DD, which it uses for its Dark Contact spell.
  • Marathon Boss: Has 16,000 HP, which he recovers 200 at a time.
  • Shock and Awe: Fulminous Edge basically hits you with a lightning bolt sword.
  • Standard Status Effects: Can use Condemn and Curse against you, with a much higher success rate.
  • Summon Magic:
    • In TLA, it summons Charon on occasion, which is almost certain to One Hit Ko one character, and can steal your summons in Dark Dawn.
    • The Necromage class in TLA lets you use Psynergy to summon one in battle.
  • Took a Level in Badass: It's even more of a nightmare in Dark Dawn, what with the ability to use your own summons against you.
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