In a typical boss fight, the player fights a lone, powerful target (possibly accompanied by a few regular Mooks). The pattern here is usually straightforward; if there are mooks, take them out quickly to lower the enemy's attack strength, then finish off the big guy. If you're facing two bosses at the same time, it's a Dual Boss. Aside from the caveat of having to worry about two opponents, the strategy isn't too complex as long as you know what you're doing.
A Wolfpack Boss is a bit trickier. In this case, the player faces three or more enemy characters who aren't quite powerful enough to be bosses when alone, but attack together to overwhelm the player with multiple powerful attacks and abilities. Wolfpack bosses tend to be strategically different from other boss battles because the player has to decide which one to attack first, and has to deal with being attacked multiple times per turn.
One thing that can work in the player's favor here, unlike a normal boss fight, is that the going may get easier as the enemies fall one by one. However, it can also work the other way around, where killing one enemy just makes the survivors get angry and fight harder.
This is what happens when the Quirky Miniboss Squad is Not So Harmless.
The Psycho Rangers are a common example of this. It may involve a Shared Life-Meter. Compare Dual Boss, where you face two simultaneous threats that can be challenging individually. Contrast Duel Boss where the boss takes your character out of your group for a one-on-one battle. For the non-boss version involving ordinary enemies, see Multi-Mook Melee. Conservation of Ninjutsu is related, especially if the enemies get stronger as they shrink in number. See also Doppelgänger Attack. Also known as "gank bosses" in some circles. Lastly, not to be confused with Lone Wolf Boss, but overlap is possible.
- Cabal's third boss was a truck that hauled in several turret guns,◊ destroying the turrets would deplete the boss' life (Although defeating the truck would end the battle). A straighter example would be the fourth boss fight, which consisted of three turrets◊ that shot loads of bombs and the player had to down each of them.
- Commando, fittingly for a game also known as Wolf of the Battlefield, ends each level with a stream of Mooks ambushing Super Joe from all sides.
- Any mission in God Eater Burst where you have to face multiple big Aragami. Unless you can keep them separated, you can easily end up so occupied by managing one enemy that you become dangerously oblivious to the doings of any other... until they sweep in and take a chunk off your health meter. Usually while you're in the middle of charging a devour attack.
- The Mob Rats of Mad Rat Dead take only one hit before death, but their strength lies in their numbers.
- The game has the Grustrag Three, who are sent after players who have sided against the Grineer in Invasion battles. While they don't have any particularly special gimmicks compared to other bosses they hit hard, take a good deal of damage and if they defeat you they put a Power Limiter on you that reduces your damage against Grineer (though the Lotus at least gives you blueprints to build a remover).
- The Hyena Pack, a quartet of quadrupetal, wolf-like Corpus Proxies, each with their own specific gimmicks, on Neptune. They also happen to be the most agile enemies in the game. They drop the parts for the Loki Warframe, so you'll likely be farming them quite a bit.
- ANNO: Mutationem: At the Central Administration Zone, Ann comes under attack by a Eindersohn Mecha, an offensive machine that is backed up by three Heavy Mechas outfitted with different types of weaponry; machine guns, heavy railguns, and homing missiles with each of them capable of doing a Ground Pound whenever they move around.
- The Alchemy Brothers in Fullmetal Alchemist and the Broken Angel. You get to fight each one of them individually prior to their proper boss fight and they are only slightly tougher than their mooks. When you fight all three at once, not only are they more challenging due to using their combined powers to overwhelm you, but they also summon an invincible golem to aid them and makes the fight even more harder. And when you have a rematch with them, they have an even greater number of golems on their side.
- The Legend of Zelda:
- The Legend of Zelda: A Link to the Past:
- The Armos Knights — where you must kill six identical golems, and the Lanmolas — three identical sandworms; the former group appears in Eastern Palace, while the latter one does in Desert Palace. Both are degraded to mini-bosses in Ganon's Tower.
- Kholdstare is actually a set of three identical monsters that attack Link all at once when their ice barrier is burnt down.
- In The Legend of Zelda: Twilight Princess the last gauntlet in the Cave of Ordeals is a trio (quartet in later visits) of Darknuts who know nothing of Mook Chivalry; one Darknut is challenging, so fighting three of them at once is bar none the toughest fight in the game. The Legend of Zelda: The Wind Waker has a similar fight with four Darknuts at the end of the Savage Labyrinth, accompained with fire-breathing statues that hinder Link.
- The Diabolical Cubus Sisters from The Legend of Zelda: Phantom Hourglass are a quadruple boss fight.
- The Legend of Zelda: A Link to the Past:
- The Final Boss of the Wii and PlayStation 3 version of The Lord of the Rings: Aragorn's Quest is an endless horde of Sauron's minions bursting through the opened Black Gates of Mordor, looking to overwhelm Aragorn's army while he is trying to distract Sauron and prevent him from stopping Frodo and Sam from dropping the One Ring into Mount Doom to kill him. The only way to defeat this boss is for Aragorn to survive this continuous stream of enemies, which include powerful trolls, for an unspecified time limit until Sauron meets his ultimate demise.
- Luigi's Mansion:
- Luigi's Mansion: Luigi has to fight and capture three Clockwork Soldiers, who still count as only one Portrait Ghost (and only the one placed in the central spot drops pearls).
- Luigi's Mansion: Dark Moon: There is a Mini-Boss fight in the second Mansion where Luigi has to fight the Three Sisters, three rather tricky and powerful ghosts that attack as a coordinated team. And to make it worse, an Escort Mission occurs at the same time.
- Luigi's Mansion 3 has Nikki, Lindsey and Ginny. The three magicians challenge Luigi at the same time during their boss battle in the Twisted Suites.
- Ōkami has two: One required battle against a group of Tube Foxes in the interior of the Water Dragon, and one optional battle against a group of dogs in the Gale Shrine.
- Star Fox Adventures: The second Spellstone, instead of being guarded by a large or powerful creature, is in the hands of a trio of SharpClaw Riders whom Fox must pursue through the large, underground vault of CloudRunner Fortress (General Scales gives it to them so he can escape from Fox). Unlike in the standard chase sequences, Fox must hurry in taking them down because his vehicle's fuel is finite, so it also qualifies as a Time-Limit Boss.
- The second boss of Crisis Beat, Karts, who is flunked by his two bodyguards Ron ands Charl. The trio attacks at the exact same time, with Karts having the largest of life bars, and players need to defeat all three before they can proceed to the next level.
- The Mad Midget Five in God Hand.
- MadWorld has the Shamans, who are a literal and figurative take on this trope. Howard and Kreese, befitting their job, lampshade this.
Howard: These guys don't seem so tough!
Kreese: Y'know, Howard, not one on one, but when they fight as a pack, they can chew the balls right off of ya.
Howard: And you know this becauuuse...?
Kreese: Aw, Jesus, Howard, you just want to see my balls, don'tcha?
Howard: Have they been sanitized?
(Kreese groans at this.)
- Robo Army has a miniboss battle set against a squad of four recolored generic mooks with stronger attack.
- Most missions in Senran Kagura involve fighting more than one boss at a time (specially in the Versus subseries), but special mention goes to the Mikagura Sisters in Estival Versus, since most of the time you will fight either: the three of them at the same time, or by fighting them one at a time.
- In Sly Spy, the first Boss Battle is nothing but a huge mob of mooks that attack you individually with punches, guns or bombs. The fifth boss does nothing but send a bunch of tigers to charge you from both sides of the screen.
- Spike Out has a trio of brutes, much stronger than regular foes, who attacks you in tandem at the end of a stage. They're appropriately identified by the names Huey, Louie, and Dewey...
- In the first Splatterhouse the first boss battle is a room full of giant leeches ("boreworms") jumping at you from all sides. And remember to watch out for the last one...
- The Ancient Dragons of Destruction of Borderlands 2 DLC Tiny Tina's Assault on Dragon Keep are a group of four dragons, each with their own ability. Boost is capable of leveling up the group, Healianth can heal the group, Incinerator has a powerful fire attack and Brood spawns Basilisks.
- Dreamkiller has the Toy Time stage where the boss is a platoon of sentient tin soldiers whose wooden gun fires real bullets. You kill them all to finish the level.
- In Evolve the Hunters are this from the Monster's perspective. A Hunter caught alone is easy prey even for stage one Monsters, but when all four Hunters are present and supporting each other, even a stage three will fall if it gets careless.
- The Heretic Leader and his holographic clones in Halo 2.
- The Prophet of Regret has respawning Grunts and Honor Guard Elites protecting him.
- In the final (not counting the post-credits epilogue) mission of Halo: Reach, you fight the Field Marshal Elite alongside a trio of Zealots.
- Heretic pits the player against three Iron Liches and three Maulotaurs for the final battles of the first and second episodes, respectively. The Shadow of the Serpent Riders expansion ups the ante by throwing five Iron Liches at the player at the end of the fourth episode, and eight Maulotaurs for the final showdown of the last episode.
- Jedi Knight: Jedi Academy features a triple boss battle, where you duel Rosh after he turns to the dark side, while at the same time also having to fight a pair of Reborn twins who back him up with Force powers and healing.
- Return to Castle Wolfenstein: Heinrich is supported by a trio of zombie knights (who respawn when killed), a single zombified Marianna Blavatsky, and ghosts that are capable blinding the player.
- Serious Sam takes this trope to its logical conclusion with a Boss Battle against two hundred tiny one hp frogs — complete with high-intensity battle music, a single big health bar and a boss fanfare. Tougher than it sounds. After you think you're done with them, the next corridor unloads yet more hoppers at you.
- In the coop mode of Syndicate's 2012 Reboot enemy agent squads operate like this, having 4 members each with a different active ability (healing aura, damage buff, etc) and constantly healing each other. This makes them very hard to kill until you isolate and kill some of them at which point those remaining become a lot easier to deal with.
- Bloody Spell has the boss battle against the Jinling company, the cult's Praetorian Guard unit consisting of several gold-armored warriors, each of them taking a fraction of the boss' health.
- Devil May Cry:
- Devil May Cry 2: You fight three Infested Tanks at once in the fifth mission of Dante's campaign. They are parked at different spots of the highways, but it's possible for one tank to shoot you while you are busy dealing with another.
- Devil May Cry 3: Dante's Awakening: Sixteen pieces of the Damned Chessmen all team up in the Damned Chess Board area of Mission 18 to "simulate" a chess game while fighting you. They are overseen by a Damned King piece that is difficult to defeat with everything else swarming around it (including the versatile Damned Queen piece), but doing so will take out the whole set.
- Devil May Cry 5: Mission 18 has several miniboss fights against V's familiars throughout the level, and finally has all of them converge to team up against Dante at the end. The individual fights with them aren't too difficult, but it's quite a challenge when all three of them are attacking you at once. Dante only has to bring down Nightmare to end the fight, but beating down Griffon and Shadow will force Nightmare to sacrifice part of its health to revive them and leave itself open doing so.
- The Ancients in Diablo II. As a bonus, you have to defeat them all without teleporting back to camp. If you do, they reset and heal up, and the fight has to be done all over again.
- The second level of Dynasty Wars pits you against a dozen muscle-bound mercenaries that attacks you from all directions, and you must kill every single one to clear the stage. These mercenaries appear in later levels as regular Giant Mook enemies.
- At the end of the Yarn Mines, you have to fight against a council of goblin mages who come in waves. Each one is worthy of being considered an elite mook, but these guys come in groups of two, three, or four, ending with the leader, who is slightly stronger, and a few back-ups as a sort of pseudo-Flunky Boss.
- There is also a part where you fight multiple necromancers at once as an optional Mini-Boss. If that wasn't bad enough, each one summons zombies quite often, resulting in most of the fight being running away from a giant mob of zombies.
- Muramasa: The Demon Blade offers a strange example with the Oomukade boss: Instead of having the usual long lifebar and the smaller one, his body is the long lifebar, while the other centipede that back it up are considered the short lifebar.
- Titan Quest features two of these:
- There are two parts of a MacGuffin in act II, Egypt, which you must recover. One of them is guarded not by a single boss, but by a large mob of respawning acolyte mummies and 4 obelisks that keep summoning the mummies if any is killed. Once you've destroyed an obelisk, one of the four giant statues in the room will come to life and proceed to attack you. You can only proceed after destroying all the statues.
- About two-thirds of the way through Act I, you must fight all three of the Gorgon Sisters- Medusa, Euryale, and Sthenno. Oddly enough, Medusa’s the only one who can turn you to stone, but the other two are still dangerous foes.
- Warriors of Fate have the trio of Dark Action Girl assassins - Mei-Mei, Mei-Ling and Mei-Ya, sent by Cao Cao, which you fight all at once.
- The first Gunfighter: The Legend of Jesse James have two stages (the bar and the Locomotive Level) ending with Jesse fighting a group of Jack Carson's personal goons, all of them occupying a fraction of the onscreen healthbar.
- Late into Monster Hunter (PC), somewhere near the encounter with the Count (who's the Final Boss), the Hunter will need to confront a room containing a King Mook version of a Lagoon Creature, a werewolf, a Frankenstein's Monster AND a ghost, all at once. While the former two isn't much of a challenge, the ghost is already a Demonic Spiders-type enemy that can attack the player from literally anywhere thanks to its ability to phase through walls, and the Frankenstein monsters can regenerate their health by touching their spawners.
- Front Mission;
- One of the levels in Front Mission pits the player against an enemy unit called "Hell's Wall", consisting of 6 enemy mecha that are more powerful than normal enemy boss units and, in fact, have better equipment than the player can possibly get at that point in the game. Factor in that it's an early stage and the player doesn't have a lot of deployable units, and you get a sure formula for Those Six Bosses.
- Repeated again in Front Mission 3 with Imaginary Number unit (either one-shot character Griffith or the recurring Jared and Rosavia combo), and the Purple Haze UCS unit. Except for the Purple Haze unit in Alisa's scenario (in which the two Grapple M1Ps are packing a fist-type Melee weapon one level better than what you have), the others don't have better weapons or equipment than you.
- Some of the encounters in City of Heroes. Romulus Augustus is an archvillain who brings three pets who are also of archvillain rank in his second appearance. Before you can fight Lord Recluse at the end of the Statesman Task Force in his powered up form you will have to deal with his four lieutenants, who are waiting shoulder to shoulder in your path. That still doesn't compare to the Lord Recluse Strike Force in which you fight two groups of 4-5 top-list heroes each before going up against all eight members of the elite Freedom Phalanx at once.
- EverQuest II
- Ludmila Kystov is the leader of an evil adventuring party; she has a mage, a bodyguard, a healer, and if you don't kill it beforehand, a giant mechanical snake.
- Octis, Sslortis, Sunrise and Nightfall in Chelsith: Emperor's Athenaeum.
- Ykesha (one of the main bosses of the The Shadow Odyssey expansion) has a large group with him consisting of himself, some other weaker namers and a few elite mooks.
- The Three Sages raid boss in Sentinel's Fate.
- In MapleStory you fight up to 6 bosses at once with millions of hitpoints each.
- Pirate101 the final fight in the Labyrinth is against all three sons of the minotaur after fighting each of the separately. Also each of the have their own nasty extra ability. When you kill one, one of the others is completely healed and becomes more powerful. Killing two caused the last to be completely healed and grow to the size of their father and produce a damaging aura that does damage equal to one of his single attacks to anyone standing on the eight squares around him.
- RuneScape has several:
- The Dagannoth Kings are located in a room and can be fought all at once along with some mooks.
- In dungeoneering, there's the Skeletal Horde and the Skeleton Trio bosses.
- All of the God Wars Dungeon bosses have unique bodyguards that fight alongside them.
- During the quest "Fate of the Gods" the player fights 4 Nihils which run very fast though a room and damage the player upon running into the player until the player attacks them. The player can chose to kill them one at a time while dodging the others, although if the player attacks all of them before killing any of them the player is awarded with a title. This boss fight can be repeated after the quest, or player can also make a large number of them spawn like normal enemies without the fast running, making them a Degraded Boss, although if the player isn't equipped with a special item, then they all attack at once, which is far worse than the original boss fight.
- The Dominion Tower allows the player to refight several bosses from quests. Several bosses that originally were fought separately in the quests that they are from are fought at once and there are several special challenges where bosses are fought at the same time.
- The first phase of the fight against Lucien in Ritual of the Mahjarrat has the player fighting against four enhanced ice titans at once, and after they are defeated the player has to fight two ice demons at once.
- In the "Rise of the Six" encounter against the Barrows brothers, up to four players are split into two teams, each team taking on three of the brothers. If all the players on one side of the arena die (or if only one player takes on the encounter), the three brothers on the empty side will teleport to the other side to eliminate the surviving players.
- The penultimate battle in the quest Sliske's Endgame features the player fighting against Nomad, Gregorovic, and Linza the Disgraced all at once, with the added twist that defeating one will give the others additional abilities.
- In Star Wars: The Old Republic, the second boss of the Mandalorian Raiders flashpoint looks like it's going to be a Mandalorian war droid accompanied by a few mooks, which is then destroyed and the actual boss fight is a boarding party from the opposing faction.
- The very first Dual Boss battle you fight consists of two gnolls, one an archer and the other a melee type, both of which like to bullrush you. Then there are the brothers Emuloch from boat 2.
- Near the end of Boat 3, you return to the Perilous Ruins of the first boat to take on a bonus mission, which ends with one of the most evil Wolfpack Boss fights ever — Black Breeze and his two allies, three Lightning Bruiser werewolves who are quite content to chase you down and eat you alive.
- Several raid bosses in World of Warcraft fall under this trope. They're often referred to as "council" bosses due to several examples being named a council. Some share health pools while others have individual health pools.
- The straightest examples are Priestess Delrissa in Magister's terrace, Moroes in Karazhan, Kael'thas Sunstrider (the Tempest Keep version) and Hex Lord Malacrass since they employ 4 fighters of different classes chosen randomly from a set with each of them with their own abilities. Sartharion can be optionally fought this way for a harder fight but better loot. The Argent Coliseum is a slight variation since the team of enemy heroes have no defining "leader".
- The Blood Prince Council in Icecrown Citadel has three vampiric undead elves, each with their own tricks. While they share a health pool, only one of them takes damage at a time, the vulnerable one gaining a massive boost to the abilities.
- World Of Warcraft High Priest Thekal in Zul'Gurub with his two attendants Zealots Lor'khan and Zath. They, like the later encounter Romulo and Julianne, all have to die simultaneously or they resurrect each other. Of course then he has second phase with a Tiger One-Winged Angel form.
- The Illidari Council in the Black Temple and Council of Iron in Ulduar, which consists of several (4 in the former case, 3 in the latter) bosses fought at once. Each has separate abilities and requires specific tactics to deal. At least they don't have to all die at once, although in the case of the Council of Iron the surviving bosses grow stronger when other members of the Council die.
- The ogre council fighting along with High King Maulgar. Being more powerful than any of them, he may be considered as a Flunky Boss, but his helpers are not mere adds. They are named, powerful, and require specific strategies to take down.
- Naxxramas has the Four Horsemen encounter (also a Puzzle Boss), where the four bosses fan out to the four corners of the room; your raid has to engage all four simultaneously AND keep them seperated to keep their respective abilities from snowballing into a very quick Total Party Kill.
- In PvP the Alliance can face Lor'themar and his two subordinates in Silvermoon while the Horde can, as of Cataclysm, fight The Council of Three Hammers in Ironforge.
- The Council of Elders in the Throne of Thunder are a rare case where the bosses do not share a health pool and they neither heal nor grow more powerful as they are defeated. This makes the fight much easier as it goes on.
- The Klaxxi Paragons encounter in Siege of Orgrimmar consists of fighting nine mini-bosses. Three are always active, with a new one coming in whenever one of the active bosses dies. The difficulty comes in dealing with different combinations of abilities, and prioritizing which of the Paragons needs to die next. This is further complicated by the two currently active bosses healing when the third dies and gaining a buff that stacks with each one killed.
- The Iron Maidens in Blackrock Foundry are three bosses with multiple abilities, with more unlocking as the fight progresses. They have a special stage where one Maiden leaves combat and spawns a mini-boss encounter that must be cleared before she will return to the fight. When any one of the Maidens drops below a certain threshold all three will enrage and unlock all abilities.
- The Hellfire Council in Hellfire Citadel consists of three bosses who, on their own, are relatively simple. When one of them is injured enough they gain a special ability whose effects persist after the boss dies: A reduction of total health, periodic raid-wide damage, and multiple debuffs.
- The Dragons of Nightmare in the Emerald Nightmare consist of three to four dragons with a shared health pool. Each has its own abilities but only two are active at any given time, periodically swapping places.
- High Botanist Tel'arn in the Nighthold starts off as a single boss, but as the fight progresses he splits into two and then three images with shared health pools. Each image has its own special abilities, meaning the fight becomes increasingly complicated.
- The Coven of Shivarra in Antorus the Burning Throne consists of three to four bosses, of whom one is always unattackable while it controls the add phase. All bosses share a health pool and a buff that makes them immune to damage if close together, and each has their own special ability when active.
- The Conclave of the Chosen in the Battle of Dazar'alor. Only two of the four are active at once but even after they are defeated their loa (guardian spirit) will continue to attack.
- Mario Party 2: The final minigame played in Mini-Game Coaster in Hard Mode is Shell Shocked in its biggest variant. Instead of facing three standard characters, the player has to defeat the three Koopa Kids who were disguising as the host, Toad in order to win the mode.
- Mario Party Advance: The Koopa Kids who challenge the player in the Bowser minigames. Defeating them all is the only way to win the challenges and receive the Gaddgets from Bowser in Shroom City mode. Usually, the number of Koopa Kids present will be chosen randomly, but in Free Play mode the total is always set to 99, thus overlapping these minigames as Marathon Boss gauntlets.
- Banjo-Kazooie: Half of the boss cast in the first game consists of this type of boss (the green-colored Mutie-Snippets in Clanker's Cavern, Yellow Fibblits in Bubblegloop Swamp, and Zubbas in Click Clock Wood). In comparison, the sequels only feature full-fledged bosses (the Zubbas return in Banjo-Tooie, but they're friendly this time).
- Bionic Commando: Several boss battles in the game consist of an endlessly respawning mob of regular enemies. In Bionic Commando Rearmed, they're led by a general who has to be killed to win the fight. The NES version has one too, but killing him doesn't end the fight.
- Conker's Bad Fur Day has the Wankas, a group of wasps who constantly steal the Bee Queen's hive. While Conker only has to flee from the leading trio in the first battle at the start of the game, much later he has to storm their hive and kill the whole colony (by using the Queen's weaponized hive, no less) and then take it back while dodging the stings of the trio for one last time.
- In Donald Duck: Goin' Qu@ckers, the boss battle in Duckburg in the PlayStation 2, GameCube, and Game Boy Color versions is against three Beagle Boys instead of just one.
- Donkey Kong:
- Most Mini-Boss battles in Donkey Kong 64 are of this type. Namely, in specific areas of Jungle Japes, Angry Aztec, Fungi Forest and Creepy Castle, the present Kong has to defeat a group of usually-regular enemies to claim the Golden Banana they're guarding. The exceptions are the Giant Spider (also in Fungi Forest, fought by Tiny), and the Toy Monster (in Frantic Factory, fought by Chunky).
- Donkey Kong Country: Tropical Freeze has Ba-boom, who splits into three individual baboons that attack you. Subverted by the last phase, where only one of them remains and you can only hurt the one that isn't a "ghost".
- The Three-Mage Sisters in Kirby Star Allies fight like this during the Final Boss fight with them in Heroes in Another Dimension.
- The Bobbins Brothers from Plok. The first battle against them is a Dual Boss. Then, you fight THREE of them in a flashback scene later on in the game. The Penkinos count as well, later on in the game.
- The final boss of Rockman 4 Minus Infinity are the Petit Robot Masters — that is, tiny versions of all eight bosses, fought at once without E-Tanks or special weapons. It's incredibly difficult until a scripted event gives you the Wily Buster.
- The boss fight of the penultimate level of Scooby-Doo: Mystery Mayhem has Scooby and Shaggy using the Tome of Doom to suck up a bunch of zombie enemies.
- The Egypt stage's boss from Spinmaster is a quartet of gigantic serpent monsters that attacks together, and all four of them needs to be defeated together in order to finish the level. Individually they're not much of a threat, being an above-average Giant Mook and nothing more.
- Super Mario Sunshine has the Plungelos, Cataquack-like creatures who cheerfully walk over the tilting mirrors located in Gelato Beach in Episode 2. Problem is, the Sand Bird needs the sunlight reflected by the mirrors to hatch from its egg, so Mario has to defeat the Plungelos: One in the first mirror, two in the second and three in the third, for a total of six. The reward is a Shine Sprite, but there's an additional side effect: The restored sunlight reflections wakes up the giant Wiggler who was sleeping at the top of the tower securing the Sand Bird's egg, which leads to a full-fledged boss battle between it and Mario in Episode 3.
- Shredder and his clones become this if playing with multiple players in the Teenage Mutant Ninja Turtles arcade games.
- In Hades, setting the Extreme Measures for Tartarus invites all three Furies as part of the boss fight. However, you only fight Megaera, with Alecto and Tisiphone assisting her with stage control and additional attacks.
- In Pokémon Mystery Dungeon: Explorers of Time/Darkness:
- There is an area where the player and his or her partner must battle a pack of eight Luxio led by a Luxray. (In Sky, they're Electrike led by a Manectric instead.) However, the player character can recruit up to two additional partners to counter this.
- Also, later on, the player character and partner must fight Wigglytuff and the rest of the members of the Guild.
- And there's Dusknoir and the Sableye.
- There's also Kabutops and the two Omastars in Brine Cave.
- Regigigas accompanied by 4 Hitmonlee and 4 Bronzong, and Darkrai accompanied by Aggron, Arbok, Magcargo, Magmortar, Mismagius, and Rhyperior.
- The Monster Houses are a boss fight against a large number of Mooks, randomly picked from those in the dungeon. It can either be laughably easy if you have a move combo that can sweep the whole room, to nightmarishly hard. Especially the ones that include Flying Pokémon, that can use Agility or Tailwind to grant every enemy in the room one extra attack per turn, including themselves. And since the boost applies to that same turn, they can use it immediately again so everyone gets a third attack. And then they can use it again to give everyone a fourth attack. Now have fun on turn 2 where everyone can attack four times per turn and you, alone, can attack once. Also, since said Flying Pokémon are probably not right next to you at the beginning of the fight, Agility is likely to be the only move they have that will do anything. Which means they're guaranteed to use it on turn 1.
- The majority of the boss fights in Pokémon Mystery Dungeon: Gates to Infinity are like this. On one instance, you're even forced to fight off a trio of Pokemon by yourself, which predictably, can be very difficult depending on your choice of Pokemon and the tools at your disposal.
- Absinthia: Marcos, Syldren, Romero, and Violet attack the party in Sunderville and later the Frostmines in order to steal their treasure.
- Baldur's Gate: Tazok's tent at the end of chapter 3, where you can find a small party of three armored fighters and one mage. The latter is positioned well behind the tanks, out of reach of your melee companions, who will be completely unable to get past the fighters without killing them. The mage will then immediately cast party-disabling AoE spells, starting with Horror, which almost always hits at this early stage, and will render your party helpless, running around in terror for up to a full minute while the fighters beat on them, with gruesome results. You're going to have to outlast the initial wave of spells, and pre-buff with spells or potions to improve your saving throws and ward against Status Effects to survive this fight. Hope you brought a cleric or druid.
- Baten Kaitos triple boss of Giacomo, Ayme, and Folon. The best part? You fight them again later in the game (although they only get a few healing cards and aren't powered up since the first time). And then you get to fight them again without getting a break to heal. Sequential Boss on steroids. Origins also has one in the form of Valara, Nasca, and Hughes, though they're not nearly as bad if you know what you're doing.
- Bleeding Sun: The boss of the desert consists of illusionary versions of Yori, Kenzou, and Tsuru. If one of them takes fatal damage before the others, they will continue living with 1 HP, but any damage dealt to them is converted to AOE damage on the other enemies.
- Child of Light has the three serpents fought in the well. Each serpent is of a different color, denoting its element (and thus its elemental weakness). The green is extremely fast and can easily interrupt and temporarily paralyze, the blue does high single-target damage, and the orange attacks both characters.
- In Chrono Trigger, the Goldfish Poop Gang of Ozzie, Slash and Flea fight your party all at once in a Bonus Dungeon. The battle against the six R-Series robots also qualifies, but that one's plot-mandated.
- Dark Souls: One of the hardest bosses is the Four Kings. As the name suggest, there are four of them although they do not all spawn at once. The fight begins with one appearing and attacking you followed by another appearing and attacking you about one minute into the fight. The most dangerous thing is to get overrun and surrounded, making this fight very difficult if the individual kings are not dispatched before the next one begins attacking. The battle is made even worse by the fact that there can be more than four of the four kings on screen at a time if you take too long.
- Dark Souls II:
- The Belfry Gargoyles are a Dual Boss in Dark Souls, where two are fought simultaneously (and later in the game become a Degraded Boss). In Dark Souls II, they're recycled as a Wolfpack Boss in an optional area of the game, where more will periodically enter the fight, forming a quasi-sequential-dual-wolfpack boss, depending on how fast you kill them. If they are not killed quickly, up to six may be fought at once, otherwise one may fought at a time. In Dark Souls III, gargoyles are regular Mooks late into the game, while being only slightly different from the Belfry Gargoyles.
- The Skeleton Lords boss is against three large skeletons, two of whom attack directly while the third launches fireballs. At the beginning of the fight, and each time one of the Lords is killed, a large number of regular skeleton enemies will spawn to aid their Lords. The final time this happens, the wave of enemies even includes bonewheel skeletons.
- The Congregation is a big group of standard hollows and a couple of clerics, each with their own individual health bars but their health collectively makes up the "The Congregation's" boss health bar. The Prowling Magus meanwhile has his own separate boss health bar, making this simultaneously and technically a Dual Boss.
- The battle against the Burnt Ivory King at first opens with a fight against a group of his Charred Loyce Knights. Only after defeating a bunch of them will the King himself appear, and the Charred Knights will keep respawning until the King dies. In a twist, the player can rescue several uncorrupted Loyce Knights throughout the preceding area, who will then join them in this battle, evening the odds. Each of the Loyce Knights can also sacrifice himself to permanently seal off one of the Charred Knights' spawn points.
- There are three Ruin Sentinels in their boss fight, although you can kill the first one by itself unless you get knocked off the platform, which happens surprisingly often given the Sentinels' attack radiuses and the degree of knockback some of their attacks have.
- At the end of the Sunken City DLC, you can fight the Superbosses, Afflicted Graverobber, Ancient Soldier Varg, and Cerah the Old Explorer, a trio of NPCs. Some hypothesize that this boss is what Pv P would be like without any latency issues.
- Dark Souls III:
- The Abyss Watchers boss fight is against three Abyss Watchers. One is the main boss whose health you have to wear down to win, the second has low health but continuously respawns, and the third also has low health and respawns but is corrupted by the Abyss and will attack his partners as well as the player. Visually and in terms of abilities, there is no difference at all between them except the corrupted one has glowing red eyes. Defeating them opens the second phase of the boss, where one of the Watchers absorbs the souls of all his brethren and attacks you solo with their combined strength.
- The Deacons of the Deep are a large number of continuously respawning clerics. To kill them, the player must locate one which is glowing with purple-ish light. Killing him will cause the light to relocate to another Deacon, until at last the Archdeacon appears, surrounded by Elite Mooks, who must be killed to end the fight.
- Defenders of Oasis for Game Gear had several, rather difficult boss battles which almost required Level Grinding. The first was a group of three soldiers, which would later become a regular mook.
- Phalanx from Demon's Souls blurs the line between this and a Flunky Boss, as the small hoplites (living blobs of black goo wielding shields and spears) are the only ones that can actually attack; the giant blob in the center is just a defenseless target.
- Digimon World 4 has a few examples of this.
- A mid-game boss battle is against three copies of an early boss at once.
- The Final Boss's first form can create up to three clones of himself by transforming copies of that boss.
- The Epsilon enemies are one of these in the game's Bonus Dungeon.
- Disgaea 2: Baal is fought with 4 equally powerful clones of himself. The remake takes it further by making you fight eight copies of Pringer X, each of which are far stronger then Baal, and if you beat them, you get the option to make it so each one of them is stronger then all of five Baals put together.
- Epic Battle Fantasy 3 has a Superboss that acts as one of these. There is a secret room that requires getting all 60 in-game medals to access, and inside there are three fights, the last of which is against one of each type of monolith enemy (Viking, Ancient, and Cosmic) all at once and all of which are 10 levels higher than the cap for a first playthrough.
- Etrian Odyssey:
- Etrian Odyssey has a literal example: By itself, the Fenrir is merely a powerful boss (in a game where every boss is difficult to some degree). However, if you don't take care of the nearby Skoll F.O.E.s before challenging it, they will quickly join the fight and cause even more trouble for you. The Video Game Remake Etrian Odyssey Untold makes Fenrir much worse; he'll actively prevent you from dispatching the Skoll before the fight, forcing one of your characters into spamming Flash Bombs (and the occasional Sonic Bomb to prevent Fenrir from summoning a trio of Forest Wolves who, by the way, are immune to Flash Bombs) just so you aren't overwhelmed by numbers. The Nexus version is more forgiving: Every Skoll minus one can be dispatched without Fenrir or the other Skolls being alerted, which allows you to carefreely inflict damage to Fenrir for many of the first turns as all it will do is summon extra Skolls until a total of four is present in the area.
- Etrian Odyssey V: Beyond the Myth has a Mini-Boss version with the Crazed Stingers, fought in a sidequest unlocked near the end of the game. They're enclosed in a small area of the first floor of Jagged Reach and, while looking similar to the Glaring Stingers (F.O.E.), they're more enduring and powerful. After defeating one or more, you may leave the room so they resume their positions and sight patterns. But you have to defeat all of them without leaving the floor, or else they'll respawn and you'll have to start over.
- Eternal Twilight:
- The party (of five) has to fight shadow versions of themselves in order to use the Soul Forge and make their ultimate weapons. The shadows form their own party and will get stronger as you KO each shadow.
- The Seraphic Shrine's first Superboss is an upgraded version of the Lagos and Ragos boss fight, where they're joined by a third brother, Jagos.
- In E.V.O.: Search for Eden, the Era 3 boss is a group of Tyrannosauruses/Tyrasaurs. These are somewhat powerful on their own, but can be taken down easily if you can attack out of their attack range. You need to kill a certain amount to move on to the next era, and the fight can be redone in the next two eras as a regular area, though you can ignore them this time and go straight for the right side of the screen to end the level.
- Enclave Squad Sigma at the end of Fallout 3: Broken Steel, which can be skipped if you take the right route in the Mobile Base Crawler.
- The Think Tank in Fallout: New Vegas: Old World Blues, unless you talk them down.
- Familia: In the ninja challenges, the party has to face the ninjas Lettie, Celia, and Ryne individually. In the fourth and final ninja challenge, the three of them will form a team.
- Common trope in Final Fantasy games:
- Final Fantasy has Bikke's pirate crew in Pravoka, as well as the Wizards/Piscodemons that guard the Crown in the Marsh Cave.
- The Hopeless Boss Fight that opens Final Fantasy II is one such battle, but far from the only one. The main story also sees the heroes face off against Leila's pirate crew all at once, as well as a pack of chimerae guarding the Sacred Spring in the depths of Deist Cavern and a group of Big Horns guarding the Black Mask on the Tropical Island.
- Final Fantasy IV has the Mom Bomb, the Magus Sisters, and the Calcabrina dolls. The first and third are interesting, because after you deal enough damage, the components merge together into a single boss.
- Final Fantasy V has the six Puroboloses guarding the Walse Meteorite, who all need to be taken down simultaneously lest they cast Arise to revive each other with full health.
- Final Fantasy VI has the Tentacles, the Three Dream Stooges, and the fights against the unnamed enemies immediately before the final part of the Final Boss.
- The Turks from Final Fantasy VII.
- Final Fantasy XI is FULL of these. More than half of the major boss fights in the game involve a boss and his quite capable mooks (even if they're generic), or fighting a threesome or more of named mooks. The first major one the player is likely to encounter is a fight against three Tonberries at once. The most famous one is Divine Might, where the player and 17 of their friends fight five bosses (and two of them have pets) at the same time. In all these cases, the strategies tend to involve sleeping or kiting the group while killing them off one by one.
- The Mandragoras in Final Fantasy XII. They only have four-digit HP each (around the same as some random encounters in the same area) but there are five of them. and being a boss fight you can't just flee. The main difficulty is in chasing the little buggers down.
- The rather infamous 'Gaian Grudge' sidequest in Final Fantasy XIII. One Tonberry is already hard enough, how about three?
- The final Bonus Dungeon of Fire Emblem: The Sacred Stones, the Lagdou Ruins, ends with a battle against eight Draco Zombies.
- In Jade Empire before you fight the Emperor, you have to fight a large amount of the elite royal guard, about 20 of them, 4 at a time. They are like the normal guard except faster, stronger, smarter and work together better.
- JoJo's Bizarre Adventure: The 7th Stand User has the Final Boss of the first Betrayal ending. You fight Jotaro, Joseph, Vins, and Kakyoin (if he didn't Face–Heel Turn with you), and they're all backed up by an army of zombies.note
- Kingdom Hearts:
- In the first game:
- You have to fight Lock, Shock, and Barrel in Halloween Town before you can go fight Oogie Boogie.
- There's an optional boss battle with Wakka, Tidus, and Selphie in the beginning of the game after beating all three of them individually.
- In Kingdom Hearts II:
- The first fight with Shenzi, Banzai and Ed forces the player to confront all three of them at once. Averted with the second fight, in which they're a "Get Back Here!" Boss instead.
- Some fights in the arena feature any combination of four Optional Bosses: Cloud, Yuffie, Tifa, and Leon. The last of these battles, naturally, is all four of them.
- Kingdom Hearts: 358/2 Days has the Deserters, which combine this with "Get Back Here!" Boss. Individually, they have barely any health and constantly run away from you. Slaying one causes the others to rush you and there are usually several of them present at a time. New ones will spawn to replace any casualties until there are none left.
- Dream Drop Distance provides another example with the Beagle Boys in each of their encounters. Though even together, their Artificial Stupidity keeps them from being a threat as they have a tendency to practice Mook Chivalry.
- Kingdom Hearts III has the Replica Xehanorts, the twelve prototypes of the Replica program that Xehanort pulls out when he needs more warm bodies to throw at Sora, Donald, and Goofy. The Replicas share an HP bar while each acting as a Degraded Boss version of the twelve bosses you just fought directly beforehand. The Re+Mind DLC adds a new version of the fight where the Guardians of Light face off against the Replicas instead, but do so as a Wolfpack Party, with the player controlling all eight fighters simultaneously.
- In the first game:
- Knights of the Old Republic combines this with Puzzle Boss. Before you fight Darth Malak, you have to fight a bunch of elite droids that keep respawning if you don't shut down their individual Mook Makers.
- Last Scenario has a triple boss and two quintuple bosses.
- The battle against the Dead Knights on the Ghost Ship in The Legend of Dragoon pits the party of three against five opponents. Furthermore, so long as any of the Dead Knights are still active, the others will revive at full health.
- Lie of Caelum:
- On the second visit to the Underground Bandits' hideout in Rhom, the party has to face three government traitors, Gigarths Alkazen, Haze Ringlade, and Auburn Maxima.
- In Episode 1, for the final round of the Underground Tournament, the party has to face Euphi, Kane, and the XS-222 Mega-POM robot.
- The MARDEK flash series has the World Saviors in the second and more so in the third game. While the group is troperiffic, they are far more dangerous than sub-chapter bosses at the time of encounter. As of the third game, the group consists of 1) a support-healer opening the fight with mass shields and mass regeneration, then following with mass heals as necessary, 2) magic damage dealer with a nasty HP-drain auto-counter against melee attacks, 3) annoying melee Status Effects dealer and last but not least 4) a melee damage dealer who literally Turns Red if you decide to take him out last.
- Mari And The Black Tower:
- In the knight class quest, the party has to fight Darrick, Leonard, and Lissandra, a trio of Halonian knights.
- On the HELLGATE floor, the party fights Harold, Therese, Lucius, and Marsha.
- Mega Man X: Command Mission: While not truly a "boss" battle (as it lacks the typical warning message prior to it), the three Belladonnas at the end of the "Path of the Strong" in the Eternal Forest can certainly qualify. While a single Belladonna can easily be dispatched with one fully-powered Calamitous Arts from Absolute Zero and a Nova Strike from X's Ultimate Armor at a high enough level, there's three of them. And they each get stronger as they take damage, meaning attacks that hit multiple targets at once would lead to two Belladonnas getting stronger while you focus on one, and then eventually one-shotting your team with Bold Beam. Did I mention that the Nova Strike's rocket attack hits EVERYTHING?
- Karumuna Bash and the Mids from the Mega Man Legends series. The Mids get special mention because they fight differently depending on whether or not the area is filled with water, if it isn't they simply fire homing energy shots, if it is when you get down to the last Mid it becomes invulnerable until it attacks and starts leaving mini-mids which explode all over the place.
- The mob of mecha Porkys in Mother 3. While their normal attacks aren't very strong and they frequently waste turns with pointless actions, they self-destruct when they're defeated, which causes a high amount of damage to multiple party members. Each also has a built-in PSI Counter shield, which serves as an unpleasant surprise for anyone who goes with the standard reaction of breaking out the crowd-clearing PSI attacks like PK Love Omega or Starstorm.
- The Faeries of Neoquest II mix this with Mirror Boss. They fight as a team, and each individual Faerie has a skill set similar to each party member.
- Nocturne: Rebirth:
- The boss of the Wind Tunnel is a trio of monsters that are powered up by Maxwells, which matches the maximum number of party members at that point of the game.
- The first boss of Ristill's Castle is a team of four of her doppelgangers. Worse yet, every time one doppelganger dies, the rest gain stronger spells.
- The Superboss is a trio of player characters from another RPG Maker game.
- Persona 2:
- Innocent Sin:
- To climb Mt. Katatsumuri, the party has to break through a Nazi blockade, resulting in this.
- Most of the fights against the Longinus Spear mechs. They face you in groups of three, and each mech has different elemental affinities.
- The Bolontiku fight, as they're functioning as a Mirror Boss against your party. It's a five vs. five match.
- Eternal Punishment:
- The very first boss in the game is a gang of an Empusa and two Apeps.
- At the end of Nichirinmaru, the squad has to fight three robots of the X-series. It would have been four, but fortunately Tatsuya was there to take care of that last one.
- Wang Long Chizuru invokes this in her fights via Self-Duplication. Unfortunately for her, it plays more like a Flunky Boss since the clones are not perfect and there's a trick to eliminating them all at once.
- The infamous Metal Trio is a fight against golden statues of Lisa, Eikichi and Jun from the previous game.
- Innocent Sin:
- In Persona 3, many of the Tartarus boss fights are against three copies of a souped-up Shadow that have limited movesets but overwhelm you with numbers. The Abyss of Time in The Answer arc mixes this up by sometimes siccing three different Shadows that have different weaknesses and complementary skill sets.
- Pillars of Dust: The Superboss, Kellan, Asrael, Curtis, and Talon, attack the party all at once. The party lampshades how unfair it is for them to be outnumbered four-to-two.
- In competitive play, facing an opponent playing a Stall team can feel like this. Stall teams typically take the form of a group of defensive Pokémon with very narrow roles working together to mitigate each other's weaknesses. When used correctly, this can result in an unbreakable defense that slowly wears the enemy team down to nothing. However, losing even one Pokémon prematurely can cripple the team, since it opens up a weakness that your team can potentially exploit. Each further loss of a Pokémon opens up even more holes for you to take advantage of. Couple this with the fact that stall teams' poor offensive power give them very few options to retake the initiative, and an early critical hit on your part can easily lead to your opponent's swift defeat.
- Pokémon Legends: Arceus: The Diamond and Pearl clans don't use Pokéballs to contain their Pokémon; thus, rather than exhibiting the standard Mook Chivalry of the series like the Team Galaxy trainers and Volo do, who send in replacement Pokémon when their active one goes down, clan members send out all of their Pokémon at once against your one. The exception is Ingo, who retains his skills as a modern day Pokémon Trainer and sends his out one by one.
- Prayer of the Faithless:
- After taking over Asala, Mia, Amalie, and Reyson fight Aeyr, Luke, and Trill because the latter party doesn't want Mia to try and fail to save Asala.
- In the Love ending, Amalie, Reyson, and Serra are upset at Mia for giving up on leading Asala while Luke and Trill are upset at Aeyr for giving up on opposing Asala. They then team up to fight the two protagonists.
- Sacred has several of these as bonus bosses in it's expansion. Requiring you to kill thousands of regular mooks in a particular area. An all-day task in the single player campaign. Much easier in multiplayer. But instead of being several lesser enemies to make a hard fight, it's usually comprised of several boss enemies, such as dragons, and other bosses.
- The Ceremonial Cave boss in Shiren the Wanderer is a Kigny Chief, who starts out surrounded by Elite Mooks. There's also a Mook Maker in the center of the room for good measure.
- Solatorobo has several fights against multiple enemies which require stunning before they can be defeated, not easy to do when its buddies are doing their best to kill you as you start Button Mashing to pick it up.
- In Star Ocean: The Last Hope, the army of Phantom soldiers you battle are normal enemies that later show up in the final dungeon. However, they're easily one of the hardest fights in the game, mostly due to the fact that each commander that shows up in their formations automatically provides all of them with a massive stat buff that does not fade upon killing off the ones providing it. It's only removable with the seldom useful and glitchy Void symbology. On top of that, the boss battle with them is eight encounters like this in a row, with no chance to heal in-between.
- Suikoden III was insidious enough to include a pair of wolfpacks right before the Final Boss fight. Yuber is accompanied by skeletons and hellsteeds, while Sarah is flanked by HorroBeasts and Azzodesses.
- Super Mario Bros.:
- Super Mario RPG: To acquire the sixth star piece, Mario and company fight the Axem Rangers. The group also acts a parody of Sentai teams.
- The Koopa Bros from Paper Mario put up a decent fight by using special team attacks. Individually, they're just Koopa Troopas with a bit more health.
- Smoldergeist and Kamek in Mario & Luigi: Dream Team. The latter is a subversion, though, as while the strength and unique abilities of the clones he summons might make you think you have to defeat all of them to win, they'll disappear if you take out the original. Bowser's honor guard also fits this and you have to KO all three of them or they continuously heal each other. The Fly Guy R Thieves technically count as this, but they're really just a Mini-Boss (also doubles as Breather Boss even if the Fly Guy Rs are themselves Demonic Spiders).
- The Shroobs you face in Holli Jolli village in Mario & Luigi: Partners in Time as the first real boss fight are this, but played with since it starts as an Hopeless Boss Fight as the UFO blasts you after you take out one of them, and then when the babies finish off the other two they're a Dual Boss. But it still fits the trope since when the battle begins there are three of them.
- One boss fight in Mario & Luigi: Paper Jam is against a very large group of Chargin' Chucks who team up to attack the bros simultaneously. They'll even call more into the fight as soon as it looks like their numbers are dwindling, though as they're defeated, the amount of back-up called gradually decreases, making it easier to wipe them all out and finally put an end to the fight.
- The Inspectors from Super Robot Wars: Original Generation 2 and Super Robot Wars 3.
- The Tales Series tends to have this frequently, generally by having the recurring bosses gang up on you, and/or as a Superboss fight against multiple characters from previous Tales games.
- In Tales of Destiny 2, Barbatos teams up with two of the past bosses in the bonus dungeon. However, he doesn't move at all and seldom attacks until both of them are dead, befitting of his character.
- In Tales of Symphonia, due to the nature of the combat system boss fights against multiple strong enemies at once tend to become Those Bosses. Examples include the Sylphs and the Winged Dragons. The PS2 version adds epic group battles against three of the Grand Cardinals at once, and even Kratos, Yuan, and Mithos as they were millenia ago.
- The Four Stars in Tales of Rebirth all get together for a final showdown towards the end of Tales of Rebirth. In the bonus dungeon, they show up again, but each with a clone in tow, turning it into a four versus eight battle.
- Tales of Innocence features Chien and his dogs, Cer and Ber. It's probably the hardest fight up to that point, given how difficult multi-boss fights in Tales games are in general.
- This is basically the entire premise of the Team Arena in the PS3 remake of Tales of Vesperia. It includes battles against the three Schwann Brigade members (Plus Schwann if Raven's not in the party), the three Hunting Blades members (Plus Karol if he's not in your party), all four of the cameo characters simultaneously, and lastly, the five party members you aren't currently using.
- In Tales of Hearts Chalcedony, Peridot, and Byrocks team up after you fight each of them individually earlier in the story.
- Some of the later Trials of Graces challenges in Tales of Graces put you up against three or more previous bosses at the same time.
- While mostly fought in pairs, the Fauves/Chimeriad from Tales of Xillia take you on three versus four at one point, and all four of them show up in the final Team Arena battle.
- Tales of the Abyss has a few boss fights in which the God-Generals gang up on you. Arietta the Wild also counts because she always has monsters fighting alongside her.
- The "Five Guardians" battle in Telepath Tactics. There are no mooks, just five high-level psychics and a golem.
- In Treasure Hunter G, every single boss will have at least two powerful allies, usually higher-tier enemies that are deadly at your lower level, who appear right out of nowhere when the battle starts.
- The Schrodinger family in Wild ARMs 3. None of them are super-powerful, but you have to fight them several times, and a couple of the fights approach That One Boss territory. While it is possible to kill Todd faster by setting his afro on fire (and it is recommended to take him out first, since he can use powerful attacks which may confuse your characters), the others will spam their attacks on you every single turn, not to mention Maya will always be the hardest to take down, has the most dangerous attacks of the bunch, and will turn red once her health points reach a certain threshold. So a cautious player will want to take down Todd first, then Alfred, Shady (who uses exclusively ice and fire attacks, so it is easy to reduce or negate the damages) then Maya last. If you happen to damage Maya too much before taking down her allies... You may as well restart the fight.
- In Xenoblade Chronicles 1, the party gets jumped by a mob of High Entia assassins, who can be quite challenging if you aren't of a considerably higher level then them. They're also one of two groups of enemies you fight that are capable of using Chain Attacks, which can be rather painful when all six of them are still alive. What's worse, Shulk's Monado can't cause more than Scratch Damage against them for plot reasons, making him next to worthless for this fight.
- In the penultimate battle of Ys VI: The Ark of Napishtim you fight against both the Big Bad Ernst and his Quirky Miniboss Squad of fairies at once. The fairies can't be killed, only temporarily KO'ed.
- Every battle against an enemy ace squadron in Ace Combat. It's a perfectly justifiable trope when we're mostly dealing with normal fighter planes, but when the enemy is using Made of Iron superfighters like the Fenrirs or final Varcolac. In particular, Ace Combat Zero: The Belkan War and Ace Combat: Assault Horizon Legacy feature quite a bit of ace squadron bosses (with Legacy taking after Zero in this regard).
- Any boss encounter in the MechWarrior series; justified in that they use the same chassis, weapons, and other systems that the player has access to, and the player is generally also allowed several lancemates. In Mechwarrior 4: Mercenaries alone, Wolfpack Bosses include The Rival Colonel Burr and his Black Cobras (he first makes you fight his entire merc company and his dropship, then shows up accompanied by his command lance), Proud Warrior Race Girl Star Colonel Aisa Thastus, General Nondi Steiner in the Davion ending, Capellan Colonel Lao in the Steiner ending, and many more nameless examples. In fact, many of the "named" bosses aren't; though the game keeps track of which one is the officer, all the player sees is their mech designation, indistinguishable from the rest of their squad except by dialogue.
- Aero Fighters 2 has a battle against two Concorde plane look-alikes.
- The Shoot 'Em Up U.N. Squadron actually has a boss called the Wolfpack Squadron. It consists of three enemy fighters that are each just a step above the game's Elite Mooks.
- Cho Ren Sha 68k's Stage 4 boss is not a single boss entity, but rather a fleet of wide-winged ships that you fight one after another. You don't actually have to destroy all of them, but you do have to shoot their wings off otherwise they will corner you into the bottom and sides of the screen for Collision Damage.
- Night Striker:
- There's a literal wolfpack boss- a robotic pack of wolves. You face a constant stream of them until a timer runs out. Each wolf takes one hit to die, but you have to get that hit in fast before it pounces on you.
- And then there's also the last few stages, which give two to three of a previous level boss to fight. In fact, all the Final Bosses are this, with the sole exception of the rocket truck.
- Star Fox has the Star Wolf Team, led by an actual wolf. First appearing in Star Fox 64, they are a group of four fighter pilots just like the player character and his allies, and are fought all at once (although their membership changes in later games). They also function as both The Psycho Rangers and Mirror Bosses.
- The Prismriver Sisters of the fourth stage of Perfect Cherry Blossom
- The Fairy Trio attack together to make the final boss of Great Fairy Wars.
- The Aero-Divers in Virtua Cop 2.
- Metal Gear:
- Ultrabox/ The Four Horsemen in Metal Gear 2: Solid Snake.
- The Metal Gear Rays (3, 6, 12 or 20 of them depending on the difficulty) in Metal Gear Solid 2.
- Metal Gear Solid 4: Guns of the Patriots pits you against an onslaught of Gekkos (huge bipedal combat machines), when normally taking down one of these is tricky. The only reason it's even possible is the brand new railgun you acquired about five minutes prior, which can one-punch them if you fully charge it.
- The sniper family in Dead Rising. Individually, they lack any special attacks (aside from, well, having sniper rifles) and are fairly vanilla foes. Working together, they can be an extremely annoying boss battle.
- Terraria Calamity mod's Astrum Deus used to be this, until it got reworked. Unlike the other worm bosses in the game which are a single powerful entity, Astrum Deus used to be a group of not one, not two, not five, but eleven worms. The ten mini Astrum Deus protected the primary Astrum Deus, and all of them must be taken down before you can kill main Astrum Deus.
- The Godmodder of Destroy the Godmodder is fond of this, as he often summons Terrors and, in 2, Mechs to help him out.
- In Mega Man Reawakened, every Robot Master rematch is fought against all of them at once.
- Pain in Naruto works in this way: Individually, the six Pain bodies don't put up that much of a fight, and their abilities are too specialized to work against most experienced fighters. However, they can all see from the perspectives of the other five bodies simultaneously, they can teleport to each other, and one of them is The Medic who can heal any Pain body from anything short of total disintegration. Even with knowledge of how Pain works (and Pain tries to conceal as much about his abilities as he can), he can still at least wear down even the strongest opponents to their deaths, at least before Naruto challenges him.
- Police 911 2 takes this to its logical conclusion. One level ends with a dozen standard Mooks ganging up on you, and it's treated exactly like the normal level-ending bossfight. Which is more of a Multi-Mook Melee.
- In the Scott Pilgrim vs. The World movie, Scott has to fight Lucas Lee's seven evil stunt-doubles at once.
- This Octo-Heavy video has two parts to turn the team into a pseudo-Boss Battle — the first is the Octo-Heavy, which is a Heavy supported by eight medics. The second is an Engineer Rush, where a team comprised almost entirely of Engineers occupies the opposing team with multiple overlapping Sentry nests, and it mechanically resembles this trope.
- In combat robotics, this applies to any multi-bot (also known as a clusterbot) with three or more units. They work in tandem with each other and count as one robot, but as per the rules of these competitions, each individual robot is smaller and easier to knock around and defeat. Examples include √3 from Robot Wars, consisting of three units; and The Four Horsemen from BattleBots, consisting of four units.