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Stationary Boss

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A Boss Battle where the boss remains in one place. In side scrolling games this typically means the left or right side of the screen, though in 3D games the distinction gets a lot blurrier.

It might be because the boss is too big to move and be a fair fight or because it's merged with something and can't move. In older games, large bosses were largely stationary due to sprite limit count (and having to use background tiles as an alternative) and difficulty to animate background tiles.

A boss that stands in the background and launches attacks into the foreground is a Background Boss. If the boss remains on one side of the screen and is edging ever closer requiring you to defeat him while running away he may also be an Advancing Boss of Doom.

Stationary Enemy is this but for regular enemies. Compare Pivotal Boss, for when the boss is a physical pivot for the battle to literally turn around, and Battleship Raid, where a boss isn't just big, but forms the focus of an entire section of the level, playing the part of both scenery and boss. Contrast High-Speed Battle. Not to be confused with a Stationery Boss who attacks you with memos, box files, pens, ink, staplers etc.


  • Adventure Island 2: The first boss is a huge pulsating... something resembling a plant that fills the edge of the screen. It slowly grows tendrils to get at you while you whale (ideally, with the help of the Pteranodon) at its pineapple-like core.
  • Aladdin (Virgin Games) has three examples; Razoul in Agrabah Rooftops, Iago in the Sultan's Palace, and Jafar in the final level never move from the positions you see them in when you find them.
  • Alien vs. Predator (Capcom) pits you against the Alien Queen, tied to her egg sac. She's immobile that way, but she still has a number of attacks (claws, teeth, acid, stinger tail) and a host of lesser aliens to help her. Remember the movie — if you defeat her, rest assured that you haven't seen the last of her...
  • Batman: Arkham Asylum: Poison Ivy, having merged with a giant mutated plant while under the influence of the Titan formula attacks Batman by firing glowing balls at him. The only way to damage her is by tossing batarangs when the core containing Ivy opens up.
  • Batman: Arkham Knight: The fight with the titular Arkham Knight consists of him holing up on a perch to snipe Batman while he send goons after him. Batman must get close enough to grapple up to him, upon which the Knight will escape to another part of the arena and repeat the process two more times.
  • Battle Garegga: The screen stops for the only time in the game partway through Stage 6, where the player must fight against a wall of turrets to advance.
  • Battlestar Galactica Online: The Outposts are of this sort, though their non-unique status means they're more like King Mooks. They have so much health and firepower, though, that you will still need a large party to take one down.
  • Bayonetta features both Temperantia and Iustitia who stay still for much of their fight while you stand on a platform and attack them. Fortitudo will remain stationary if you stay on the platform at the beginning of the fight (though he'll come down and chase you if you jump off), and Sapientia's final phase is also like this.
  • Beyond Good & Evil: The enormous "Metal Gear" DomZ stamps its feet, but it otherwise remains in the exact center of its boss arena.
  • The Binding of Isaac:
    • Gurdy is the first stationary boss you're likely to encounter. She's a big mountain of guts with a human face that attacks by spitting at you and coughing up flies.
    • Rebirth adds in Mega Maw and his posthumous version, the Gate. They're disembodied heads (the Gate being a skull, actually) that fire Bullet Hell patterns at you. Mr. Fred is also a stationary boss, but ducks underground occasionally.
    • For final bosses, Mom's Heart and It Lives! are stationary, as are Isaac and ??? in the original game. Rebirth reworked all four of those encounters, keeping the former two as this trope with better attacks, but giving some movement to the latter two in their third phases.
    • Hush is a stationary boss for his first two phases, He starts at the top of the screen, moves the center once he's around 66% health, and only starts freely moving once he's nearly dead.
  • Blade Master has two of these, though neither of them are pushovers:
    • The Giant Squid is stuck in the end of some docks, relying on extending it's Combat Tentacles to throttle you from a distance.
    • The giant Fish Monster is fought while caught up in a pool, repeatedly sending Fish People mooks at you during ther battle. As well as clawing you for getting too close and extending it's Long Neck to chomp at you.
  • Blaster Master: The Plutonium Boss in the original game moves its head around to spit bouncing projectiles around, but otherwise stays in the same spot for the duration of the battle.
  • Castlevania
  • Cheese Cat-Astrophe Starring Speedy Gonzales has two incarnations of Sylvester where he doesn't move from his spot. The first one serves as the boss of World 3, where he stands atop a cliff, pumping balloons that can damage Speedy if he makes a wrong move, and Speedy has to toss his sombrero at him to damge him. The second one is the penultimate boss of the Sega Master System and Game Gear versions, where he operates an exercise bike atop an Inconveniently-Placed Conveyor Belt. Speedy must toss bombs at Sylvester to damage him, while avoiding the lightning that strikes.
  • City of Heroes (and City of Villains) has the giant amoeba monster Hamidon, which is game-mechanically not so much a critter as a zone. The Thorn Tree is also stationary, as is the Hydra.
  • Contra features a number of immobile level bosses.
    • In the first game, they are fortified entrances to the enemy bases, but in all other games, they are various Cosmic Horrors.
    • The boss of the Waterfall stage in the first Contra is a stationary Cosmic Horror as well.
  • Petra, the terrorist leader from CT Special Forces: Back to Hell attack the players from behind a fixed, mechanized robotic turret. While she's immobile, she can spam bullets all over the place, and sic her lackeys on you.
  • Dark Devotion: The Virgin and the Ritualist are traditional examples, not moving from their spots for the duration of their boss fights. Hezek the Baptized and Chimera the King's Steed are only temporarily stationary: both are chained up at the start of their fights, only to break free—in Hezek's case, by tearing off his own arm—and become mobile after losing a certain amount of health.
  • Devil Heart from Demon Front, a living tree who spams projectiles from its branches, and players need to damage it by shooting it's face while avoiding its attacks. It can also sic Man-Eating Plant enemies from its base once it Turns Red, including Venus flytraps that chomps on the player, and flowers that shoot bullets.
  • The Leviathan's Heart from Devil May Cry 3: Dante's Awakening doesn't move by virtue of being a literal heart inside a huge monster. It functions like a Shielded Core Boss that summons Hells to distract you while its other two organs either steal any dropped Red Orbs or your Devil Trigger gauge.
  • Doom II: The final boss is a demonic face on a wall that fires cubes that spawn demons on impact with a surface (or telefrag you if they land on you). If you use the no clipping cheat it turns out that the core of the boss is programmer John Romero's head on a stake.
  • Drakensang: Some bosses are unable to move, including the Evil Tree in Moorbridge, the Linnorm and Jafgur in the first game, and the Newt Kraken and the Water Dragon in the second game.
  • Eternal Darkness: The Greater Guardian stays at the far end of the room behind several magikal shields while attacking and summoning mooks.
  • El Shaddai: Ascension of the Metatron: The final battle with Ezekiel has her morph into a giant blob of flesh that sits in the middle of the arena, firing radial elemental-based attacks at you. At certain points, she splits in half and the top part of her chases you around while the bottom half stays where it is.
  • ESP Ra.De.: In the final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and an indefinite number of infantry and vehicles supplementing their firepower.
  • Fantasy Life treats its rare trees and ores as bosses, giving them a higher number of hit points and Regenerating Health. Given their actual nature, one can guess they don't move much.
  • Fester's Quest: The final boss is a machine which stands in one place, firing straight ahead.
  • Fire Emblem: Bosses like this are very common, and they're usually sitting on a tile with terrain bonuses. This is especially on "seize tile" maps, to avoid accidentally becoming a Skippable Boss. One of the hallmarks of Hard Mode in the series is that bosses on levels other than "Seize ____" will charge the party when they would have remained still in Normal, and until Shadow Dragonnote , you won't know their AI has changed until they do it.
  • Gauntlet: Most of the bosses in Gauntlet Legends 64 are immobile or move in an extremely limited way. Same goes for most of the sequel bosses, although a few of them can wander about.
  • Geneforge: A number of bosses. Sometimes they are a Mook Maker who simply doesn't have legs, while others are wired into Magitek support systems.
  • Gothic: In the first game, Sleeper just stands in one spot and shoots fireballs at you while you try to break the five pedestals standing around him.
  • In Hotline Miami, the Russian Boss in the "Showdown" chapter remains seated at his desk the entire time Jacket is fighting him.
  • Icewind Dale: The Idol is an immobile statue that can only attack via spells, making it easy to defeat via spamming Area of Effect spells from beyond its visual range after taking care of its guards.
  • The Jungle Book: In most versions of the Licensed Game, the final boss, Shere Khan, does not move from his spot. In the NES, Genesis, Game Boy, and PC versions, he stands on a cliff on the right side of the screen, flinging embers and blowing fire rings at Mowgli as he tries to keep his balance above a fire pit. In the Master System and Game Gear versions, Khan sits on a boulder in the middle of the screen and doesn't attack at all. Mowgli has to dodge the fire around him as he throws fire at Khan.
  • Kingdom Hearts:
    • Darkside, the first boss in the series, remains stationary then and during every other time you encounter him.
    • The first game has several, including the Cave of Wonders Guardian (being a cave mouth rooted to the ground), the Parasite Cage, Giant Ursula, Oogie's Manor, Chernabog and the World of Chaos. The Rock and Ice Titans can move somewhat, but are so massive they barely fit in the arena to begin with.
    • Kingdom Hearts: Chain of Memories: In addition to the Parasite Cage's return, Marluxia's final form in the remake remains immobile while his large, angelic specter attacks.
    • Kingdom Hearts II:
      • The Thresholder is a possessed carving on a door and thus stuck in the wall of the Undercroft. It makes up for its lack of mobility by stretching its arms across the room to hit you and summons swarms of Hook Bats. Xemnas stays on his throne while in his odd knight-like form during the final battles, attacking you with the powers of the other Organization members, thrown buildings, and lasers powered by Instant Runes to keep you away. There's also his pet Mechanical Abomination's power core, which is defended by a horde of lesser Nobodies and periodic attacks from its limbs.
      • Genie Jafar floats in one spot during the boss fight against him. However, his desperation move allows him to repel Sora a long distance away and change the arena to throw obstacles.
      • Armored Xemnas sits on a throne during the fights against him, and he refuses to get up. He can telekinetically throw copies of Organization members' weapons across the arena, however, and as with Genie Jafar, this doesn't prevent him from tossing Sora and Riku away to assail them with projectiles.
  • Kirby has quite a few:
    • Whispy Woods and most of its variants. As a tree he stays in one spot, attacking by blowing air or dropping apples. However, there are some games where he uproots himself, to either chase the player or to leap from the ground.
  • La-Mulana has Baphomet (whose only motions are to cast spells or to protect itself with its wings) and Tiamat (whose only motions are to turn around to avoid you, flick its tail at you while otherwise remaining stationary).
  • Legacy of Kain: Soul Reaver: The spider-based boss was grafted to a wall over the years and is completely unable to move even if he wanted to.
  • The Legend of Zelda has multiple examples:
    • Gleeok, a recurring boss fought in the original, Oracle of Seasons (at first, before it goes One-Winged Angel into a Dracolich), Phantom Hourglass, and The Minish Cap remains stationary at the far side of its arena, and attacks Link by spitting fireballs at him.
    • The Legend of Zelda: A Link to the Past: Vitreous begins its battle while immobile, and only starts moving once all its mooks are dead.
    • The Legend of Zelda: Ocarina of Time: At the start of the battle, Barinade's main body is linked via tentacles to the ceiling. You must chop it free in order to send it into a suicidal frenzy and kill it.
    • The Legend Of Zelda Oracle Of Ages: The Puzzle Boss Thwomp Head (yes, like the ones from Mario) stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you.
    • The Legend of Zelda: The Wind Waker: Kalle Demos uses the vines it hangs from the ceiling with to do the damage.
    • The Legend of Zelda: Twilight Princess:
      • Diababa is stationary (but has a very long reach), due to being a plant rooted to its spot.
      • Morpheel is stationary in its first phase, because most of its body its half-buried in the lakebottom mud, before deciding to get up and actually fight.
    • The Legend of Zelda: Spirit Tracks: Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its pit, he also cannot attack it directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.
    • The Legend of Zelda: Breath of the Wild
      • Divine Beast Vah Ruta remains in place at the center of a lake while Link and a Guest-Star Party Member attack its weaknesses.
      • The final boss, Dark Beast Ganon, which stays in one spot and attacks by stomping its hooves and firing a laser from its mouth.
  • MapleStory: Zakum is more or less immobile, attacking with his arms.
  • The Matrix: Path of Neo: The three fights against the Mega-Smith are a stationary fight, where Smith throws pieces of buildings and copies at you that you have to dodge.
  • Metal Shinobi Assassin have it's Final Boss, a gigantic Buddha statue that spam projectile attacks while seated in the background.
  • Metroid is very fond of this trope:
    • Mother Brain is typically found stuck inside a life-support jar and cannot directly attack at all, but waits at the end of a complex and dangerous death course.
    • Metroid Fusion has Nettori, a stationary plant-based boss that spews spores and beams to attack.
    • Metroid Prime has a bunch of these bosses, namely the Parasite Queen, the Hive Mecha, the Incinerator Drone and Flaaghra.
    • Metroid: Zero Mission has a large cocoon that hangs from the ceiling and doesn't move, and a large worm that grants the Charge Beam.
    • Metroid Dread
      • The Central Units controlling the E.M.M.I.s. They stay in the top center of the chamber they're found in, leaving the fighting to laser turrets.
      • Kraid is under restraints that limit his movements, and resorts to long-range attacks.
      • Drogyga also remains in one spot while it's Samus that darts around the room exploiting its weaknesses.
  • Monster Rancher EVO: The final boss, Muu, stays in place. Your monsters are the only ones who move, which is nice, at least — it means you can choose which attacks you want to use yourself, and don't have to jocky with him for position.
  • Naval Ops: The Hell Atsche from Warship Gunner 2 is a fortress with a giant laser cannon on top and, due to being a building, naturally cannot move.
  • Ninja Gaiden' has several of these. In the first game, fighting the Masked Devil sort-of counts, as the actual target (which does most of the attacking) is a stationary statue. The final demon boss is also stationary, too. In Ninja Gaiden 2, a boss about midway through the game is stationary, as are two of the three forms of the final boss. Ninja Gaiden 3 only has one stationary boss, being the second form of the three-part final boss.
  • Ninja: Shadow of Darkness: The dragon boss encountered in the mountains doesn't move, only resting itself in the mouth of a massive cave while using its Long Neck to bite, and breathe fireballs. The problem here though is that its stationary body is immune to damage, and its only major weak spot, its head, tends to keep moving around.
  • Nippon Ichi: In earlier games, most bosses won't move unless your characters are in range to attack in one turn, so you can game this to your advantage by having your magic casters stand outside of this range and nuke them with spells. Later titles have them start moving the after they take damage to prevent this.
    • Disgaea 2: Cursed Memories features Makai Kingdom cameo Zetta as a truly immobile boss. He makes up for it to a degree by having an utterly absurd hit radius on his trademark Zetta Beam, though there's a safe zone he can be attacked from with no fear of retaliation if you can manage to get closer to him.
    • Soul Nomad & the World Eaters: All of the World Eaters are immobile. They make up for this by being able to zap you from far away with very powerful attacks.
  • No More Heroes: Dr. Peace functions as one, simply shooting at the player from the pitcher's mound in the arena.
  • Odium has Messiah, who's pinned to a wall (and is annoyingly immune to all attacks that aren't done from up close), and Puppet, who for some reason cannot walk or even turn around. Which means that you can simply make all your men walk behind him and render him a Zero-Effort Boss.
  • Ōkami: In all his battles, Orochi never moves from his resting pit. His eight heads have long, slender necks, so it's not a problem for him.
  • Oriental Legend has a couple:
    • Silver Horn's father, a monstrous demon whose body sticks out from a chasm, relies on firing projectiles and trying to claw at you.
    • In the Silken Cave, you face a Giant Spider stuck inside a pool that repeatedly spits Projectile Webbing and lashing out with it's legs.
  • Plants vs. Zombies 2: It's About Time: The Zombot Tuskmaster 10,000 BC doesn't move at all. However, it regularly spawns ice blocks to defend itself from incoming plant attacks.
  • Portal Runner: The tree in the Medieval world's dark forest, as well as the Final Boss. Rage also blocks the portal back to the Medieval world, requiring te player to defeat him with Leo.
  • Prey (2006): At the start of its fight, Mother is stuck within a massive ball of screens as she oversees the world you're currently stuck on.
  • [PROTOTYPE] has Elizabeth Greene in a massive subterranean organism that bursts out in the middle of Times Square to swat military forces(and you) with its Combat Tentacles and more.
  • Psycho Dream have a bunch of these bosses, including a hanging, pupa-like winged insect creature in the subway level stuck to a ceiling, whose sole attack is it's extendable head, and the Final Boss, a robotic-looking abomination as tall as the entire stage it's in, and lashes out with it's Extendable Limbs as your characters leaps around platforms built around it during the battle.
  • Psychonauts:
    • The death tank operated by Coach Oleander's brain doesn't move.
    • In her first few phases, the Hulking Lungfish doesn't move. She stays on one side of the arena, attacking you from there. However, in her later phases, she does walk around the arena... and trap you with an Advancing Wall of Doom...
  • Quake:
    • Chthon, the first boss, just sits in his pool of lava right under the electrical arc that is the only way to kill him.
    • Shub-Niggurath, the final boss, not only doesn't move, but doesn't even attack, relying on its minions instead.
  • Ragnarok Online: A handful of boss-type monsters are immobile, though they can attack at range and their slave monsters have no problem with motion.
  • Raidou Kuzunoha vs. The Soulless Army had perfectly-mobile enemies, except at the very end — the final boss's last two forms did not move (much) because they were too big.
  • Ratchet & Clank:
    • Ratchet & Clank: Up Your Arsenal: The final boss stays in one place in the middle of the battlefield while you circle around it and shoot it down with the hovership.
    • Ratchet & Clank Future: Tools of Destruction: In the arena, Crushto stays in the middle of the arena and turns to face you. This doesn't mean you can afford to be sloppy, though; his machine gun makes a spray of shots that can be tricky to weave between, and he can either suck in air to try and inhale you, or blow air to push you off the edge of the arena. He only moves when entering the arena, and jumping out during tag-team battles.
  • Rengoku: Sphinx in the second game cannot move from the center of the room and relies on ranged plasma rifles.
  • Resident Evil 4: Castellan Salazar and his left hand man fuse with a giant plant (that is stuck to a wall) in order to make a giant talking plant... with tentacles. The whole chimera stays in the central position of the battlefield.
  • Runescape has the behomoth Stomp, who's only partway through a portal from another dimension because the rest of him won't fit and is therefore completely unable to pursue the player around the boss room, and the stalker Shadow-Forger Ihlakhizan, who is tied to four pillars over a deep pit and also completely immobile. This immobility does not make them any less deadly to an inexperienced or underprepared team.
  • The mutant source from SAR: Search and Rescue is confined entirely in a pool of blood, where it cannot exit from, so it's only attack is by sending projectiles at you. Both times.
  • Shadow of the Colossus: Malus, the sixteenth and final colossus, is a tower-like being that cannot move from its spot.
  • Shantae and the Seven Sirens: The Water Lily Siren is a potted plant on a platform, which explains why she doesn't move on her own, because she can't. To get her into the sunbeams that makes her expose her weakpoints.
  • Something: Von Toad II's machine in Something Else can't move but it's quite big. The only way to hit it is to jump on the ball projectiles it shoots out.
  • Sonic the Hedgehog: Every 3D game has a boss that simply stands in the same place and shoots at you from a stationary position. In this case, it's a matter of getting around them to their hidden weak points.
    • Sonic the Hedgehog (8-bit) has a final boss which is Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
    • Sonic the Hedgehog 2 (8-bit) has a first and a last boss like this, the former being an Antlion Monster down a pit and the latter being the True Final Boss, Robotnik himself in a wall-mounted gun emplacement.
    • Sonic the Hedgehog CD: The Quartz Quadrant level features a twist on this kind of boss. Robotnik stands on a platform over a conveyor belt that threatens to throw you into spikes if you stop running and he drops spiked projectiles onto you. After you hit him once, the boss is beaten by running towards him at full speed, eventually forcing the conveyor belt to break.
    • Sonic the Hedgehog Spinball: All four of the game's end-of-level bosses do not move from their spots. Sonic must use his pinball-like abilities to propel himself up to them without falling out of the boss arena.
    • Sonic Adventure: In E-102 Gamma's storyline, E-105 Zeta was turned into a stationary defense unit as punishment for failing to capture Froggy. When Gamma returns to the Egg Carrier after it sinks into the ocean near the end of his storyline, he finds Zeta, who serves as the boss of Hot Shelter. Being a stationary defense unit, Zeta is unable to move from his spot, and instead fires missiles at Gamma. Gamma must destroy Zeta's turrets so that Zeta will malfunction and explode, releasing the peacock trapped inside him.
    • Sonic Heroes: The True Final Boss, Metal Madness, stands in one spot while downloading his final transformation. Teams Rose, Chaotix, and Dark all take turns attacking his weak spots while dodging his attacks.
  • Spiral Knights: The Roarmulus Twins do this until they've been damaged enough.
  • Super Cyborg:
    • The Imeotra beast is a head tethered to a massive stalk, bobbing up and down while trying to attack.
    • The Zeonix Life System on the other hand is a massive Xirxul heart embedded into the floor, though it's surrounded by organic cannons requiring you to keep on running.
    • The Flying Jarmai, a Sequential Boss, in it's third form. Because after blowing up it's abdomen and body, you reduce it to a single severed head to the floor, but alas, it just keeps on attacking.
    • The Captured Bedlaah is a giant monster entangled in a web, so expectedly it couldn't move around much. It can still attack by shooting spores.
    • The Darvograhellix Reprocessing Organism is simply too huge to even move around, occupying the exit of a shaft.
  • Super Mario Sunshine:
    • Mario sometimes has to fight Polluted Piranha Plants, which remain rooted inside large areas of paint, by spraying water into their mouths while they attack by throwing up sludge balls that spawn enemies.
    • In Rico Harbor and Noki Bay, Mario encounters Gooper Blooper, who tries to hurt the plumber by hitting him with his tentacles. If the giant squid misses, Mario can jump on the tentacles and pull them off, gradually incapacitating him which allows Mario to pull out the cork from Gooper Blooper's mouth, leading up to the second phase where Mario's adversary can shoot him with ink.
    • In Pinna Park, Mario runs into his impostor, Shadow Mario, who summons a giant robot of Bowser called Mecha-Bowser. Mario is offered a ride on the local roller coaster and has to use the F.L.U.D.D. to shoot missiles at the gargantuan machine while simultaneously defending himself from incoming Bullet Bills and occasionally douse the robot's fire breath whenever the plumber gets too close, all while Mecha-Bowser just stands in one spot and breathes fire like a lunatic.
  • System Shock 2: The Brain of the Many and SHODAN.
  • Vectorman: The Spider Queen, the final boss of the second game, does not move from her spot.
  • Will Rock: Zeus, the Big Bad, is sitting on his huge throne at the top of the tall, monster-infested arena and will throw thunderbolts across the area to smite you. The safest way to kill him is to reach him, go right between his feet (where you're out of range from many enemies), and shoot him to death.
  • World of Mana:
  • Legend of Mana: Tropicallo is immobile, and you can't even hit it directly: you have to wear its HP down gradually by attacking its sprouts. This gets extremely tedious in the harder modes, as you have to deal with both the sprouts and the boss itself having much more HP. This was only partially the case in its appearances in Secret of Mana, where it would occasionally tunnel to different spots on the map.
  • World of Warcraft commonly does this, especially for raid bosses.
    • Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked, though; many stationary bosses use deadly abilities when not engaged in melee.
    • Kologarn of Ulduar, whom you only fight the torso of due to him standing in a massive abyss to fight you. Similar bosses include Kromog in Blackrock Foundry and the Garothi Worldbreaker in Antorus.
    • The final battle against Deathwing is fought as he stands from the torso up in the Maelstrom as his power rips him apart and the raid finishes him off.
    • Many of the Sha Bosses in Pandaria are effectively immobile. Not that they look like they couldn't move, they just won't.


Video Example(s):


Tempest Golem

As long as the two wind totems in the arena are still active, the Tempest Golem cannot be harmed.

How well does it match the trope?

5 (2 votes)

Example of:

Main / ShieldedCoreBoss

Media sources: