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That One Boss / Final Fantasy

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This page is about the hardest and most powerful bosses in the controller-tossingly popular Final Fantasy series. Hope you have enough Phoenix Downs.

Note: Final Bosses and Wake Up Call Bosses are not allowed unless they're overly difficult by their standards. Bonus Bosses are not allowed; they're optional and have no standards for difficulty.


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Mainline games

    Final Fantasy I 
  • The Marsh Cave has a party of Wizards (aka Mind Flayers) which guard an important item. This boss fight cannot be run from, but the random number generator will determine whether you have to fight 2, 3, or 4 of them. Naturally, any of these guys can one-shot anyone except for a fighter.
  • The boss of Northwest Castle is Astos. Granted, he doesn't cast his RUB (Death) spell that will instantly kill a party member all the time, but gamers should be expected to assume that he will cast it on anyone immediately, even in a situation where you get through the fight without anyone instantly being killed (which is possible). What's worse, Astos can expect to use RUB on as many as three of your party members. To make matters worse, on the earlier versions, your only hope of reviving the party member who is killed is to wait until after the battle and head back to the nearest sanctuary, which is a very long walk away in Elfheim, and you don't have access to Life spells until after you defeat That One Boss or Phoenix Downs that can revive a fallen member which are obtainable in the GBA and PSP versions.
  • The EYE (Beholder) of the Ice Cave can be a relatively easy boss with great EXP rewards, but only if you have the proper equipment. However, the first time you traverse this cave, you have no death-saving equipment and must bear a lot of Demonic Spiders with instant-death effects. The final showdown with this boss will likely be with a barely-living party, but he will show no mercy. Instant death spells are his specialty. Even if you do arrive with full health, his spells will wipe you out one-by-one unless you can score an amazing physical critical attack.
  • Lich in the final dungeon has a spell no enemy should ever have: NUKE (Flare). If you don't kill him on your first turn, he can smite your party for such horrible unblockable damage that even if you win, you can't possibly be in good enough shape to tackle all the rest of the fiends and Chaos.

    Final Fantasy II 
  • The Lamia Queen. Most of the theoretically difficult bosses in this game can be killed in just one or two turns once you get your hands on insta-death spells and/or the Blood Sword, but the Lamia Queen shows up before you can get any of these. Moreover, it'd be a horribly annoying boss even if you did have them, because it has powerful attacks that also make your characters go to sleep, can charm your party members and make them attack each other, and is nearly invulnerable to physical attacks. If you're one of those players who chose to make a party focused purely around physical attacks due to the game's rather esoteric magic system, then you can pretty much kiss your ass goodbye.
  • To a lesser extent, the Behemoth, who also appears before you can get your hands on any boss-smiting items. This one doesn't have any nasty tricks like the Lamia Queen... just high defense stats, tons of HP, and brutally powerful attacks. Making matters worse, while you faced the Lamia Queen with the fairly competent Leila as your fourth party member, you end up having Gordon in that slot during the fight with the Behemoth. Being that Gordon starts the game as the weakest PC, guest or non, and players can choose to just fight with him dead in the earlier segment where he's available if they don't want the hassle of dealing with can effectively mean that unwise (or just inexperienced) players are a man down in this battle.

    Final Fantasy III 
  • Garuda. He's weak to Dragoon abilities, but you've just gotten access to dragoon gear, so there's a lot of level-grinding involved. He has the Lightning attack; a ridiculously strong attack that hits your entire party for high damage. When you fight him, it's very much a luck based fight; even if you come prepared, he might still just go first and wipe your party with Lightning. The only real strategy is just trying to rush down his health with jump attacks before he kills someone. The DS version gives him a moderately powerful physical attack, meaning you might get some respite as he only attacks one party member... but the same version also makes him attack twice per turn, meaning that he might well fire off two lightning attacks right as the battle begins, obliterating your entire party before they can move a muscle.
  • There is also Doga and Unei, who are faced in immediate succession, and Doga likes using hard-hitting elemental spells while Unei can turn you to stone, requiring the party to be quite strong to last long enough to defeat both of them.
    • For added fun, the latter can also hit the whole party with the Tornado spell, which has a chance of dropping each party member's HP to single digits. If the boss does this to your healer and then chooses to attack said healer...well, sucks to be you.
  • The fight against Salamander comes right before getting the second jobs, just when your first jobs are obsolete; and he's happy to remind you why they're obsolete, particularly when he spams a party-wide fire breath attack that'll knock every character down nearly half their HP. He also comes after a brutal dungeon requiring you to wade through lava, which chops off huge amounts of health.
  • Hein, who comes after getting the second jobs. For starters, Hein requires you to have a Scholar in your party to scan for his weakness; without a Scholar, you'll just be chipping away. Entering Hein's Castle locks you in until he's been defeated, so you can't do any grinding. Working your way through will quickly cut down your supplies. There is a trick that makes Hein easy, but it's a hell of a Guide Dang It!. The Scholar class can use items for double effectiveness; this includes attack items. However, this little tidbit is only mentioned by the old NPC in the inns, who you'll probably talk to once and then never go near again. It's also in the manual, but if you've lost your copy... or, if you have a Geomancer or two (and they have been a Geomancer since you got the job), you don't really need to bring a Scholar at all. Possibly only in the DS version, but a good Geomancer can do quite a bit of damage to him.
  • Any boss requiring you to be miniaturized. Physical attacks hit you for ridiculously high damage, and your physical attacks do single points of damage. Again, this reduces strategy to just trying to rush down the boss' health before he kills anyone.
  • 2 Head D/Two-Headed Dragon has one strategy, and that one strategy is using physical attacks. Problem? They're the strongest physical attacks in the game. Even with crystal equipment and a shield, he can usually end up hitting about seven times for a thousand damage. Anything less, and he'll probably be hitting twenty times for 9999 damage. Provoke is the only reliable way to take him down without colossal grinding, and even then, you'll have to guzzle Elixirs in the meantime.
  • Zande/Xande in the NES version. While he wastes his odd-numbered turns by using Libra on your party, on his even-numbered turns he'll unleash stupendously powerful spells such as Meteo and Quake on you. If you show up to the battle under-levelled, you'll likely only get as far as your second turn before getting obliterated by Meteo, and even on higher levels, you won't get more than six, maybe eight turns before dying. Largely averted in the DS version, where he focuses mainly on physical attacks and moderately powerful spells, though he'll still blast you with Meteo every now and again.

    Final Fantasy IV and The After Years 
  • The DS version of the battle with Golbez in the Dwarven Castle; at first it's a Hopeless Boss Fight, and one by one he picks off your party members, leaving only Cecil. Then, after a cutscene leaves you with two people, one of whom is a Squishy Wizard, he starts throwing every unfair trick in the book at you: shifting his elemental weakness constantly, becoming immune to everything else, cramming third-level magic down your throat with a status effect chaser... And if Cecil is still dead after exorcising the dolls from hell, you only have a brief moment to throw a Phoenix Down at him before Hold Gas (Freezing Cold in the DS version) guarantees a Total Party Kill. While most of this was also true for the SNES version, at least there Golbez would run away after you hit him with a couple of strong spells from Rydia. Here, Golbez has even more HP than the preceding boss, Calcabrina (itself much harder in this version due to its habit of countering every single attack with an attack powerful enough to One-Hit KO everyone except Cecil and Yang).
  • The Demon Wall. Capping the irritating Sealed Cave, it has no tricks. It simply pummels you into the floor, then begins to nail you with unavoidable One-Hit Kill attacks once enough time has passed. It's a massive stumbling block in normal gameplay; many a Solo-Character Run has come to an untimely end on meeting the Wall. In the DS version, he has much more HP than the other versions, a whopping 99,999.
  • The Boss fight against the CPU in the DS version. The Attack Node spams Laser Barrage, which causes a lot of damage to all your party members. If you don't do the opposite of the thing that Fusoya said to you (attacking the Attack Node instead of the Defense Node), then he will kill you quickly, by spamming said move. Note that the Attack Node only needs to use Laser Barrage twice to kill off 80% of the party, and a third casting will handily remove the remaining straggler. And that's with overleveling. But if you can survive that, you then have to not do the logical thing and kill the other small node that heals the big node. If you do that, said big node will start nailing you with One Hit Kills...and if you somehow survive that, it resurrects the Attack and Defense nodes, essentially restarting the fight.
  • The DS version makes Scarmiglione one. During the second battle he uses a Gas counter attack that causes several status effects, his attack takes a considerable amount of HP and his other counter slows you down, making it harder to defeat him. Not to mention that three out of four members of your team have rather low HP and Cecil, the only member of your team that can take more hits, can't do him much damage since he is strong against dark attacks.
  • Also in the DS version, Dr. Lugae got some new tricks. Specifically, Reversal Gas. It's pretty simple, yet brutal - damage heals, healing damages. Considering he's got both powerful healing and attacking abilities, this may seem bad. Now, remember that every action in FF IV takes a while and Lugae can get a turn JUST before you finish your spell casting. ...Yeah, you can end up literally killing your team or healing Lugae to full HP. Sure, there are some ways to help you, though it can easily backfire with another use of Reversal Gas.
  • From Final Fantasy IV: The After Years, there's the Mysterious Girl and Asura. Notable in that this is one of the only fights with the Mysterious Girl that must be won, as most others are Hopeless Boss Fights. In this fight, the Girl stays in the back row and blasts the party with -aga magic while Asura heals and buffs her as well as attacking you. So take out Asura first, right? Nope, Asura can't be damaged or debuffed, including the normally-useful Slow spell which drastically weakens every other boss. So instead your party has to focus on the Girl, whose position in the back row means physical attacks will barely scratch her, and who is constantly being healed and Shelled by Asura all the while. And your party is made up of just two members, one of which is a Squishy Wizard and both of which have a limited MP pool. It's highly likely that your party will run out of MP and MP-restoring items before they can stop the Girl, at which point you may as well reset.

     Final Fantasy V 
  • Archaeoaevis, who has multiple forms, each with various resistances to the elements (the only notable weakness is Aero, which you can get from the local wildlife if you choose). Despite its relatively low HP at that point, its high defenses make attacks mostly futile; however, Lv5 Death works on him: the problem is learning the skill.
  • Far worse than Archaeoaevis was Atomos. If all of your party members were alive, he would spam the defense-ignoring, high-damage Comet spell until someone was dead, then gradually suck all your dead allies into his mouth. Anyone sucked in was removed from the party for the rest of the battle. He also had permanent Haste, and would periodically cast Graviga and Slowga on your party, and apply the Old status effect, further crippling your damage. Beating him was pretty much a race against time with the deck stacked thoroughly against you. Unless, of course, you had a Blue Mage cast Dark Spark to halve his level, followed by the aforementioned Lv 5 Death.
  • The Crystals in the Great Forest of Moore. They have two attacks that will damage your party for nasty amounts of damage; Aqua Breath and Earth Shaker. While Earth Shaker can be avoided using Float, Aqua Breath can’t. However, they aren’t immune to death, so inflicting some sort of move with the status alignment can help.

    Final Fantasy VI 
  • Number 128 at the end of the Magitek Research Facility due to his placement. He immediately follows five waves of forced encounters between which you cannot heal, you have to fight him with 3 characters because you just lost your fourth, and while the preceding events gave you a lot of new Magicite, you don't have time to learn their spells because you're locked in an area with no enemies beyond the five forced encounters, which don't give enough AP to teach anything worthwhile. On top of all of that, he's a difficult boss in his own right, with three parts that attack independently while also carrying an extremely rare, and powerful, item that may take many tries to successfully steal, prolonging the battle.
  • Ultima Weapon on the Floating Continent is usually very challenging for first-time players. The boss uses powerful magic, like Flare Star and Quake, that can deal significant damage to the entire party; it likes to follow this up by finishing off a weakened target with Flare for 700 (when generally most people won't break over 1300 by this time).
  • The Tentacles in Figaro Castle, also a Goddamned Boss, simply from one single attack: Grab. If Grab is used on a character afflicted with Slow, the character is grabbed by the monster and loses their turn while suffering a continuous Life Drain effect that also heals the Tentacle. To make it worse, the Tentacles can Poison you, which will continue to sap your health while Grabbed. This is also at a point in the game where you only have three characters, two if you missed the optional Sabin encounter, and it's a side attack so one of those characters is on the other side of the field keeping you from healing everyone at once. There's a trick to make Sabin and Celes immune to Grabnote , but nothing will save Edgar, who is also the mentioned odd-person out and thus will probably spend the fight face-down in the stone while Celes and Sabin do all the work.
  • From the original, there's the Storm Dragon in Mt. Zozo. He has tons of HP, a brutal physical, and spells that both hit the entire party and are of the hard-to-defend-against Wind element. Oh, and because of in-game nudging, you're most definitely going to be hitting up his dungeon right near the beginning of the World of Ruin.
  • Wrexsoul, for being a Guide Dang It! Puzzle Boss. During most of the fight, Wrexsoul will "possess" one of your party members. To make him reveal himself so you can damage him, you have to kill your own party members until you happen to kill the one he's hiding in. You can technically end the fight without killing him by casting Banish on his minions, but then you don't get the item drop he gives, which is rather nice.
  • The Magic Master/MagiMaster atop the Cultists'/Fanatics' Tower. He constantly nails your party with powerful spells and swaps his elemental weaknesses around every couple of turns. He also casts Ultima when he dies, which is a guaranteed Total Party Kill. Casting Berserk on him stops his normal magic, but Ultima is still coming at the end. Your only options to survive are to either learn Life 3, which will take some level grindingnote , use the Quetzalli/Palidor Esper to force your entire party to Jump at the same time and hope he's down to 0 HP before the last party member lands so they avoid it or Rasp away all his MP, and he has 50,000 MP so have fun with that.
  • Chadarnook, the demon in Owzer's house in Jidoor. Aside from his 30,000-some HP and powerful lightning attacks, he also has one nasty gimmick up his sleeve; he can tag out with the woman in the picture he's possessing. The woman cannot be killed, will use nasty status ailments to cripple your party, and also has Phantasm, inflicting a continuous HP drain on the party that cannot be healed. Finally, with how the mechanics for their changing work, it's likely the goddess will spend most of the time out and the demon will come out for one turn, if that, before hiding again. The fight boils down to enduring the woman's status attacks while waiting for the demon to come out long enough to take a swing at him, then going back to waiting for him to come back out when he hides again.
  • Deathgaze. The thing about Deathgaze is that he's the one and only enemy that attacks you while you're in your airship. And although he's not overpowered for his level, he's level 55, and you get your airship in the World of Ruin about level 25-30. So if you have the bad luck to run into him early on, he can wipe the floor with you in seconds. He opens every battle with Level 5 Death, having the potential to deal a Total Party Kill out the gate, then he spams Death, Blizzaga, and Aero for a couple turns before running away on his third turn. All in all by the time you're probably just getting everyone healed up and ready for the fight, he ends it. Then you have to hunt him down and do it all over again.
  • Goddess. Not only can Goddess use decently powerful spells, she has one particularly dangerous attack that is nigh impossible to block called Cloudy Heaven. What it does is it sets a Doom timer on the whole party, but instead of killing afflicted characters, it turns them into Zombies. If an afflicted character dies by any other means, they still become a Zombie. The worst part is that thanks to a glitch with how the game treats status ailments, not only does Cloudy Heaven ignore any Relics you may use to make the party immune to Zombie, but once it hits Zombie is incurable, effectively removing that character from the battle permanently.
  • The Advance version has the reborn Holy Dragon from the Dragon's Den. All the Eight Dragons have a gimmick. Holy Dragon asks for "Aid from Heaven". What this means is that he constantly casts Curaga on himself for devastating high amounts of healing, and has Auto-regen for more healing. He has a widespread Holy attack called Saintly Beam, in addition to Holy; Holy being the hardest element to defend against. Oh, and he can counter attacks with Heartless Angel, which he may follow up with Saintly Beam for a Total Party Kill.

    Final Fantasy VII 
  • For first-time players, the very first boss, the Guard Scorpion, thanks to a "Blind Idiot" Translation. When it raises its tail it will counter attacks with a powerful laser blast, so you should not do that. The catch is that the way Cloud's warning is translated, it sounds like he's saying you should attack when it raises its tail to avoid its laser blast. Following his advice as given results in a faceful of laser.
  • For first-time players, the fight with Jenova-BIRTH can be a nasty surprise. It has a lot more HP than the last boss, hits rather hard for that point of the game and can spam its lasers two or three times. Tail Laser is especially dangerous, as it hits all the team, and since Jenova always uses it twice in a row, it will deplete between one third and half of the health of your characters. Unless you level-grind a little in the boat or managed to snag Beta from the Zolom, it's a tough fight. It can also temporarily incapacitate a character with its Stop spell, crippling you considerably while using the previously-mentioned attacks.
  • Materia Keeper on Mt. Nibel is infuriating to defeat with conventional means - it absorbs Fire (the element of Beta, the most powerful spell that it is possible for you to have access to at that point, and the element of the spells cast by your most recently-recruited character's Berserk Limit Break form), has ridiculous stats, likes to heal itself for thousands of points of damage, and will cast a powerful all-targeting lightning spell when it dies. The game leaves two gimmicky weapons in the area (Tifa's Powersoul and Vincent's Sniper CR) which are major Game Breakers when set up correctly and will make the battle short, but both are non-obvious, advanced-level techniques.
  • Rapps in Wutai, because of the fact that the party has no access to Materia, thanks to Yuffie stealing them all. In addition, he'll be able to use Aero 3, a One-Hit KO if you're not prepared. The game never says this outright, but you'll have to use your character's limit breaks to defeat him, such as Aeris' extremely helpful Seal Evil which can stop him from moving, or Barret's Mindblow that'll remove all of his MP.
  • The Demon Wall from the Temple of the Ancients. It has some powerful magic and some nasty status effects, along with staggering magical defense and a mountain of health. This wouldn't be a problem, but you have to bring Aerith along to this dungeon, whose primary role is to use support magic most of the time.
  • Schizo at Gaea's Cliff. It has two heads that you need to attack separately, and when you kill one, it will unleash a nasty attack that can wipe out your entire party if you're behind with your healing. It gets even worse if you kill both of the heads at the same time.
  • Carry Armor. Not only is Lapis Laser horrifyingly powerful (to the extent of taking off half your normally-leveled party's health per cast), but his arms can Grab party members and remove them from combat, smashing them against the floor and only returning them once they're dead. And as you wear Carry Armor down, he uses Lapis Laser more and more, often using Arm Grab to kill off two members and Lapis Laser-ing the last one. In addition, the game counts it as a loss if you have all your living party members Arm Grabbed. This occurs even if you roll Cait Sith's Transform spell on his slots, which causes him to grow giant in return for becoming your sole party member. He can be made a lot easier, though, if the player has the Enemy Skill "Magic Hammer", which will deplete his MP in two hits, and make him lose access to Lapis Laser.

    Final Fantasy VIII 
  • Oil Boyles, two slug like bosses fought in Balamb Garden. You can spam fire attacks to kill them quickly, but their high power attacks can also take you out quickly as well. They will do their damage no matter how you tackle the battle.
  • Adel. She has a lot of HP, and uses nothing but non-elemental spells like Meteor and they are all fairly high-damaging. Your attack options get limited because you can't use attacks that damage all enemies, because Adel's holding Rinoa hostage and occasionally drains Rinoa's health to restore herself. If Rinoa's HP reaches zero, it's an instant game over. To top it all off, unless you took the time to steal from the boss, defeating her yields no after-battle spoils. Not even AP.

    Final Fantasy IX 
  • The battle against Black Waltz #1 and the Sealion, because Zidane has to fight them alone. The Black Waltz goes down pretty easy, but the Sealion has a ton of HP, hits hard, and uses stronger attacks the less HP he has. The Black Waltz can also heal the Sealion, and if you somehow manage to defeat the Sealion before the Black Waltz, he'll just summon another one. Also take into account that you need to waste turns healing yourself with your ever-dwindling supply of Potions— turns which could've been spent dealing damage. This is also not taking into account all the good items you'll want to Steal from them, wasting more turns. The best part? This is the second boss battle in the game.
  • The second-to-last boss of the first disc, Gizmaluke. He has a Water spell that can hit for huge damage, and an attack that can hit the entire party for equally large amounts of pain. To make matters worse, the boss will also constantly inflict Vivi, your only damage dealing magic user, with Silence, preventing him from using magic at all. The worst bit is that due to Gizmaluke having great items to steal (Elixir, Magus Hat and Ice Staff), you have to keep the whole party alive while trying to steal it all.
  • Ark is a major pain in the ass, especially because you're stuck with the party you selected with entering its dungeon to battle it. It loves to spam all-party targeting Confusion and has an attack that brings a character down to 1 HP, making it the sort of cheapness you would expect in a dungeon where you can't use magic.
  • If you don't know what you're getting into and aren't well-equipped for the fight, the Earth Guardian can be one hell of a boss. You're stuck with a character most people haven't really worked with (because said character has been gone for about 70% of the story up to this point), and while it's possible to win the fight with Zidane alone, it makes for a long and difficult fight if you can't snag a Trance in a pinch.
  • Nearing the end of the game, the party has to fight three bosses in a row, each one harder than the last— Silver Dragon, Garland, and Kuja. Two of those are also the game's main antagonists by the way. Anyway, all of them can do huge damage, and Garland can cast "Stop", which renders an ally motionless, unable to attack, and is basically counted as KO'd (meaning that if they're the last one alive or un-Stopped, you still get a game over). But what makes this battle (or series of battles) so difficult is that you can't even heal in-between them, it's just one right after the other. Throwing salt into the wound, right before you beat him, the now Trance'd Kuja decides to reduce the party's HP to 1 with Ultima and stop the battle.
  • If you're not prepared for the battle, Nova Dragon can be a pain in the ass to deal with. It has party-damaging attacks that could be very deadly for the party, and might kill you if you’re not sufficiently leveled up.
  • Deathguise is much less of a boss and much more of a race for your life!!. Remember Deathgaze? Remember how overwhelming he can be? Well, we're gonna do that all over again!! His physical attacks are already terrible enough, what with the fact that they can do between 1000-2500 or more points of damage, but his magic attacks are worse. He opens with Meteor, which can potentially cause 4900 points of damage to each party members. He does lightning quick damage to the party members, as he attacks with Level 5 Death, Twister, and Death, and can kill those if not prepared. Auto-Potion and Auto-Regen is essential for this boss, as well as Shell and Return Magic (the former helps downplays magic damage, the latter can help the party member cast the same attack the enemy gives).
  • Necron. Only two words to describe him: Grand Cross.

    Final Fantasy X and X- 2 

Final Fantasy X:

  • Evrae, the guardian wyrm of Bevelle. If you are close to it, you can use your physical party members to damage it, but it can also use its stronger attacks - most notably Stone Breath and the multi-target Poison Breath, the latter of which is almost guaranteed to be an instant-kill. It also casts Haste on itself once its HP drops below 10,667. And since you don't have Yuna for this fight, that means no aeons, and you have to rely on Rikku's stock of Al Bhed Potions for healing. It goes without saying that the battle can get stressful fast and requires a lot of careful maneuvering.
  • Seymour Flux. He usually starts using Lance of Atrophy to put a party character in Zombie status. Then the thing Seymour is on, called Mortiorchis, will use Full Life on that character (if the character is in Zombie status, it acts as a 100% chance Death attack). After a few turns Mortiorchis will use Cross Cleave, dealing about 2,000 damage to the whole party, while Seymour will cast Protect and Shell on himself to halve the damage you do. Eventually, Seymour will cast Reflect and then Flare on himself to make the spell be reflected on you (though this can lead to a funny UI message if you Dispel Reflect, causing him to blast himself with his own magic). As if that's not enough, if you delay a bit in killing him, he'll start charging Total Annihilation, which will kill you unless your party is properly buffed and at full HP. Did we mention that he also dispels any summon after a turn, making them almost useless outside of blowing their overdrive and tanking a single Total Annihilation? And that he likes to Dispel the party's buffs before he attacks?? He's not difficult. He's cheap. There's a reason some people started dropping the L out of the word "flux."
  • The Sanctuary Keeper that guards the entrance to Zanarkand definitely counts. It has powerful physical and magical attacks as well as a huge amount of HP, and access to pretty much every status condition in the game. If you thought you could win just by using your overdrives in the beginning of the battle, think again, because it can use the Curse status affect to prevent you from using them (Aeons are not immune to curse as they are to most status conditions), which makes the fight a lot longer. It can also heal itself if you damage it enough (and is smart enough to reflect healing spells off of your team if you try to use reflect on it). The fight serves was a Wake-Up Call Boss for the end of the game, that at this point spamming Overdrives and normal attacks will not be enough to win.
  • The Spectral Keeper is fought on six floating platforms surrounding it. It has a powerful counterattack which it will use against any party members in front of it, and the fact that one of its attacks will inflict Berserk doesn't help matters. You need to use a Trigger Command to keep moving around and avoid taking counterattack damage, which will slow you down. It also has glyph mines which it may use to instantly kill any party member who is standing on the right platform, and these mines will also instantly kill any summon after only one turn. Fortunately, there is an upside to this: since the Keeper is vulnerable to Provoke, it is possible to have one character tank the boss while the others deal damage and defend the tank, or have the tanking character deal all the damage while the other units heal. Both of these run afoul of the Keeper's tendency to place a mine, then do multiple high damage attacks and send your strategy to hell.
  • Yunalesca. One cannot begin to describe how difficult the boss is, since she has three phases to get through, and the first one isn't even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repaid with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and will use Curaga on any Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy, and if you try to be clever by summoning an aeon, Yunalesca will Mind Blast it to oblivion. And by the by, because of the choice between tanking the curative magic as zombies or reflecting it back to her, it is entirely possible for her to recover more damage than you can dish out, all while she whittles your party down to nothing.
  • Overdrive Sin. You only have 16 turns to kill Sin before he uses his Limit Break Giga-Graviton, which destroys the airship for an instant Game Over. The fact that he has 140,000 HP doesn't help at all. Plus, you initially have to use magic - only Wakka can hit it with melee until Sin finishes drawing the airship to him. This unfortunately can leave you in an unwinnable situation if you haven't trained Lulu or Wakka, as Kimahri, Tidus, Auron, and even Yuna don't come in very handy here. Sin will also counterattack when hurt, and he inflict status ailments.

Final Fantasy X-2:

  • Azi Dahaka, which is a powerful optional boss that only appears if you try to pass through the barrier rings in The Farplane without hitting the right notes on the various pianos interspersed throughout the final stretch of it all. When you get to the end of the Farplane, it's difficult to stay away from an encounter as there is no piano for the notes. Instead, you have to climb on certain platforms in the right order, and the game does NOT make it easy, although you can reset the sequence at any time. He boasts the most HP of any boss in the main storyline (146,200), his normal attack drains the same amount of damage from your own HP (if it does 3000 damage, he's healed by that), he'll cast Curaga on himself occasionally and has a high damage attack called Bated Breath. But the most annoying thing is an attack called Damocles Photon which hits all the characters and knocks 50% off their HP. That's max HP, not current, meaning if the characters are below half their HP then it's bye bye. This boss has a tendency to recover its HP faster than you can damage it.
  • Angra Mainyu, an optional boss in Chapter 5 which has over 333,000 HP. It is flanked by two mooks, one immune to physical damage and the other to magic damage. The Perdition's Flame attack hits everyone and is not very nice if your levels are low. It also inflicts a lot of status effects and casts spells that lower your characters' stats. It can literally take hours to beat if you come unprepared. There are a few tricks to beating it, such as draining all of its MP or careful application of a pair of Dark Knights using Darkness. It prioritizes using Full-Life to revive its mooks above any other action, so if you kill the mooks and/or wipe out its MP supply it's basically helpless.
  • The Dark Magus Sisters, the second-to-last set of aeons the player has to fight. You, of course, have to fight them all together and put up with Cindy casting buffing spells to give her sisters positive status effects. Mindy may have the least HP, but her Passado attack is a real pain since she can hit all characters with it and it hits about twelve times, which means plenty of chain damage. Not even mentioning that they're so fast that an average-leveled party will get about one turn to their five million. Their Delta Attack takes the cake by reducing everyone's HP to 1 and their MP to 0. The good news is that they can only do it if they're all alive.
  • The Guardian Beast in Chapter 1 can either be this or a nasty wake up call. He has the highest HP of any enemy in the game at that point, and his defense is also pretty high. So high that you'll barely be chipping away his HP if you aren't of an adequate level. He also possesses an attack that not only deals heavy damage, but also inflicts Curse. This means you can't change job classes. Didn't stock up on Holy Waters? Sucks to be you. Fittingly enough, the Azi Dahaka above is a Palette Swap of this boss.

    Final Fantasy XI 
  • Three dungeons in the expansion called Promyvion have bosses that like to use all the worst status ailments such as sleep, curse or just plain high damage are required to even start that particular storyline. While, with the right party set-up, strategy and preparation, all three can be beaten in one evening, assembling a party willing and able to follow a strategy is a feat in itself, especially if everyone in your linkshell has already beaten the story and is too lazy to help out and you are dependant on pick-up parties more often than not consisting of people who just started playing.
  • The four magic pots right before the final battle of the main storyline.

    Final Fantasy XII 
  • Never a stranger to this list, the two Demon Walls can spell trouble for players. They can inflict Blind, Silence, Sleep, use Annul to drain MP to zero, and worst of all, Telega, removing a character from the battle until Demon Wall is defeated. And to top that all off, both Demon Walls have a lot of HP without level grinding, and both of them are a timed fight that ends with a Non Standard Game Over if you don't beat them fast enough.note  At least the first Demon Wall (also the tougher of the two) is optional...
  • Tiamat is considerably more powerful than the last boss that the party fought, making her very difficult for a normally-leveled party. Tiamat's big gimmick is Disablega, which is frustrating but avoidable if you spread your characters out enough. Once hit with Disable, the characters cannot take any action. Just let them die so you can bring in someone fresh to heal the rest.
  • The Elder Wyrm has Sporefall, which inflicts a multitude of status effects on all characters in range. They can get Poisoned, Sapped, and Confused in one turn, meaning they'll happily kill off other party members while slowly dying themselves. Sure, all of these effects are curable with Esuna — provided one of your characters survived Sporefall without Confuse — all of them except Oil, that is, which will allow the Elder Wyrm to one-hit kill you with Fireball. It can cast a few other status effects, hits pretty hard, comes flanked by two Treant lackies and has about one and a half times more HP than Tiamat who directly preceded it. Some walkthroughs actually advise players divert south through the Feywood to skip the Wyrm; sure, the Feywood enemies are at least ten levels stronger than you, but they may be easier to deal with then the Elder Wyrm. And yeah, there's traps all over the entrance, but casting Float (in the PS2 version) or using a Float Mote (in the Zodiac version) before entering will give you enough time to rush through.
  • Not quite to the extent of the bosses above, but the mandragoras in Sochen Cave Palace are pretty obnoxious. There's five of them. They can run faster than your characters. Most of them can cast annoying status effects, and two of them can cure the others. It becomes a game of keeping track of the damn things, chasing them down and beating them about the head a few times before they hit you with status effects, heal and run away. You're not likely to lose this fight unless you royally screw up - and unlike the above fights, you have no Larsa or Vossler to help you - but you will be controller-chewingly frustrated the first time you face them. (And that's nothing compared to the second group of mandragoras that you can encounter in the Feywood, which double their level multiple times and hit VERY hard. Thankfully, you can easily avoid those ones, since the method of spawning them requires killing every enemy in the rather large zone.)
  • Rafflesia in the Feywoods is also a massive pain. For starters, your MP is being drained at an incredible rate for the entire battle. That means all healing will be limited to potions, but Hi-Potions will be wearing out their usefulness by now and X-Potions are pretty expensive. It also loves inflicting multiple status conditions on you, such as Sap, Sleep, Confuse, Disable, and Poison. If all that wasn't enough, it'll also start summoning Malboros once it loses enough HP, who will all spam Bad Breath to really stack up the status conditions on you. Killing them isn't worth it, because it will always summon more to replace fallen ones (though this can be prevented by casting Silence on Rafflesia). If you weren't carrying enough Remedies on you to counter the statuses, it's a long road back to town to get more.

    Final Fantasy XIII Trilogy 

Final Fantasy XIII:

  • Almost every Eidolon fight. The battle begins with the Eidolon casting Doom on the party member they're associated with (always rotated into the role of leader), giving you three minutes to fill the Gestalt meter or else you die, resulting in an instant Game Over. The meter is filled by utilizing attacks from the character's main Paradigm roles. Don't take too long to remind yourself which ones they are, or you'll be retrying the fight a lot. For individual Eidolons:
    • The Shiva Sisters by virtue of being fought with a party of only Snow, and since they're the first Eidolon you face, you're probably not going to know the way these fights work yet.
    • Odin serves the purpose of making sure the mechanics of Eidolon battles have been thoroughly hammered into your head. For starters, your party at this point consists of only Lightning and Hope, and Odin attacks Hope exclusively. Keep in mind that Hope has the lowest max HP and some seriously weak defense at this stage in the game, which means it'll be all you can do just to keep him alive. If you Libra Odin, it'll reveal that he "yields to those who amass chain bonuses" and "those who heal the wounded." Okay, so you just heal Hope the entire battle and ride it out, right? Guess again; doing this alone doesn't raise the Gestalt meter quickly enough to outpace the Doom countdown. This means that you have to be able to switch quickly between going on the offensive and healing Hope in order to have any chance, and if you still haven't figured out how to raise the meter quickly and keep it raised, prepare to die over and over and over again.
    • Brynhildr. Her attacks aren't powerful enough to one-shot you, but they can be incredibly annoying, as they take off a good chunk of your health. Your party, as with the Odin fight, has only two people. This fight hammers home the importance of those buff and debuff spells that you've largely ignored up to this point, since without your party being appropriately buffed and Brynhildr being weakened sufficiently, you simply can't deal enough damage to make any progress. If Brynhildr doesn't finish you off, the Doom countdown is almost certain to.
    • Bahamut. He has a three-hit combo of doom, which knocks whoever it hits into the air, making them unable to act for the entire duration of the combo. The combo can hit everyone in its radius, and if it hits Fang twice in a row before you can heal (which is very possible if your healers get flung skyward from the first attack), you're dead.
    • The very next boss fight is Alexander. Your party consists of Hope, Lightning and Fang. Hope's HP is the lowest of the three. Alexander's first attack has a wide enough radius that it will probably hit all three of your party members, knocking them down in the process. His second attack comes fast enough that your party will barely be standing up again, meaning you haven't had a chance to heal, so it will very likely kill Hope. Recover the instant this attack is done, or you will sorely regret it.
    • Finally, there's Hecatoncheir, who not only hits crazily hard, but has a very difficult-to-fill gauge, almost requiring Haste to be able to get enough attacks in. However, neither Fang nor Vanille will have access to Haste at this point without an absolutely ridiculous amount of CP grinding, meaning if you don't get lucky enough to make do without it, you'll have to rely on the extremely rare Fortisol. Having to fight him with only two party members way after the point when the game lets you pick your own party doesn't help. If you haven't gotten used to Vanille much after all this time, prepare to be creamed.
  • Cid Raines teaches you that bosses can Paradigm Shift the same as you, and will do so to great effect. Cid will almost always match your Paradigm with a strategy perfectly tailored to counter it, which means either your attacks will barely scratch him, or he'll be kicking your ass while you're buffing and healing. Even worse, once his HP gets below half, he'll whip out Seraphic Ray, which hits your entire party for around half their max HP and erases any active buffs, meaning that once you recover, you'll be pretty much defenseless for the remaining ass-kicking. You got full control over your party's formation and Paradigm roles at the start of the Ark, and you damn well better make use of it.
  • Dahaka. At first, he doesn't seem so bad, but then he breaks out his powerful elemental attacks, which will absolutely trash you if you're a bit underleveled. If you can tank through these, then eventually he breaks out the big guns in the form of Aeroga and Diluvian Plague. Aeroga hurts like hell, and Diluvian Plague dispels all your buffs and inflicts every status ailment on your party.
  • Enlil and Enki. You fight them with only Sazh and Vanille in your party. One at a time, they wouldn't be bad at all, but together, they're infuriating.
  • The second form of Barthandelus. He has a grand total of three attacks: first is the laser attack, which has a chance of inflicting Fog or Pain (disabling magical and physical abilities respectively) that he spams CONSTANTLY. There is no point during the battle where he isn't spamming that attack unless he's using one of the others. Next is Apoptosis, which does a fair amount of damage to everyone, removes all your buffs and all his debuffs. Then there's Thanatosian Laughter, which hits the entire party for MASSIVE DAMAGE. Did we mention he has around 3.3 million HP? Good luck five-starring that, even with Level 8 Crystarium maxed out for all party members. And finally, if you take too long in beating him, he casts something nasty (read Doom, AKA instant, unavoidable death once the time counter that appears runs out) on your party leader.
  • Showing up around a third of the way into the game, Aster Protoflorian will find out if you've really got this game's battle system figured out. He finds out by wrecking you if you haven't. His regular attacks are powerful enough, then he starts swapping out his elemental weakness and following up with Efforescence, which will most likely hit both your party members with a powerful physical attack. Oh, and your party members for this fight are Lightning and Hope, the two characters with the lowest max HP in the game. Have fun trying to juggle healing, buffing, and attacking between two characters.
    • Lampshaded in Lightning Returns; when asked to deal with a "Protoflorian" in a sidequest, Lightning recalls the fight from XIII.
      Lightning: I knew it as the Aster Protoflorian. It was one of the toughest battles Hope and I fought.

Final Fantasy XIII-2:

  • Final Fantasy XIII-2 has its share of really annoying and difficult bosses, most of them named Caius. In his first fight in Oerba 200 AF he's not too bad at first, but if you can't take him down during his first stagger period, then he'll inevitably cast Brave, Faith, and Regen on himself. Brave and Faith can be dispelled, but Regen can't, and if you're underleveled, you won't be able to out-damage the health regeneration. And you probably won't know that Poison overrides Regen, either.
  • Zenobia is the point where your Paradigm Pack and proper Paradigm Tunes will make or break you. She starts off the battle by sticking her fingers in the ground, getting surrounded by tendrils, and summoning in several more to throw Ruinga at the group. The Vaballathus tend to spawn too far apart to hit reliably with -ga magic and are too durable to take them out with an untuned Cerberus. And once they go down, if you can't take out Zenobia in a given time frame, she'll bring the Vaballathus back. The Tonberry who stole your kill in XIII just got that much more badass.
  • Guess who's back / Back again / Odin's back / Tell a friend. Save for the Gestalt gauge being replaced by a proper HP gauge, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Paradigm Pack Medics are Squishy Wizards), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be casting Thundara on himself to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a Zantetsuken, which doesn't give you a countdown. Well, XIII-2 introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorb Lightning-elemental damage, he restores with it; Wounding him will only speed up his recovery rate so he can undo the Wounds. And he shows up twice, with an added pain in the ass during the second round: Thunder is constantly striking across the battlefield, alternating between Serah, Noel, your Paradigm Pack, and Odin (who is still restoring with lightning). The only saving grace is the reward for this second round - Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.

Lightning Returns: Final Fantasy XIII:

  • Lightning Returns also sees the return of Caius, and he’s probably the most soul-crushingly difficult boss in the entire game. His attacks are fiendishly powerful and relentless, plus the camera tends to focus on him, making them very hard to block. Caius can also restore a huge chunk of his HP and is incredibly difficult to stagger. It probably says something that he's the only storyline boss that doesn't get stronger if fought later.

    Final Fantasy XIV 
  • For quite a few, the primal Titan counts. The major problem is his arena is over a fatal fall and many of his attacks involve pushing you off the edge, well outside of the range of any resurrection spells. The arena also shrinks significantly throughout the fight. Hard Mode is particular notorious for Landslide's Ao E flat out lying. Two blue lines signify where the animation will trigger, but not the attack itself. Many a players are subsequently punted off the arena despite seemingly have dodged. Basically, Titan will not allow you to cut it close. note 
  • Garuda deserves a mention. Her attacks are absolutely brutal for melee DPS, and to make matters worse, she has a particularly large cleave. About a third into the fight, she will begin summoning feathers that explode for considerable damage. A short while thereafter, two adds will spawn, each with their own scaled down versions of all her attacks. If both aren't killed quickly, Garuda will wipe the party. Ironically, her Hard Mode counterpart is painfully easy by comparison.
  • Coming right before Titan in terms of dungeons and trials is the last boss of Brayflox's Longstop, Aiatar. In addition to using poison debuffs liberally throughout the fight, it also spams a poisons AOE pool that will quickly overtake the battleground. Leaving the boss on the pools will have its HP regenerate.
  • Siren is absolute hell for anyone playing the role of a healer. Siren herself doesn't deal too much damage, but the zombies that she summons can quickly mess up anyone if they're not healed fast enough. Siren also has the ability to inflict the Charm status on a random person that can't be cured with Esuna; the only way to get rid of Charm is to have the target's HP completely filled, which means spamming Cure spells. If you fail to remove Charm, then the effect changes where the target loses control over themselves and they attack the party for a few seconds. It's not bad if a magic user is affected since they have weak physical attack power, but god help you if a high damage dealing player gets affected by Charm. To make matters worse, Siren can also cause Reduced Immunity, which makes healing magic less powerful for the affected players. And yes Siren WILL cause Reduced Immunity on top of Charm as well.
  • Captain Madison for Satasha Hard can be hell for even parties that are prepared. Madison will sometimes pick a random party member and shoot them until they die, then switching to another target. Rinse and repeat. Madison will get a damage boost for his gun spam, which makes healing though it impossible. Only by having the party damage him enough until he stops will work, but if your party isn't properly geared or aware, then it's a guaranteed wipe.
  • Feridad, the final boss of Adampor Keep (Hard). At first the fight is simple, but soon you find out the main gimmick of the fight, that he summons adds tethered to him that expands the range of his AOE attack which pretty much kills everyone except the Tank. While the first time is pretty easy to avoid, you are not out of the woods yet, he then spawns a slime add on a player that prevents them from moving and needs to be killed before he can do a One-Hit Kill attack to that party member. Then while attacking he uses several line AO Es at the same time as summoning a couple of energy scythes that track party members and can easily kill them. And if that wasn't painful enough he does his expanding AOE again, this time with a single very bulky add, and also a couple of the slime adds pinning half the party in place. It gets so bad that most DPS just use their limit break on the bulky add.
  • Cerberus, the second to last boss from the World of Darkness raid, is the only boss from said raid that the community finds hard, even as late as Shadowbringers. This is because the fight operates under a strange phase system where Cerberus is chained and muzzled, but breaks out after a certain point. While muzzled and chained, he hits hard but mostly seems like a typical boss fight, but once he breaks free, he becomes incredibly aggressive and hard to manage. He has several quick attacks such as an attack where he swings his tail at anyone behind him, a problem with DPS naturally, but he also has an attack where he turns around and charges in a straight line. While the tell for it is easy to see, his cast time is fairly quick, so if you realize it too late, he may just hit you anyway. The main gimmick he has that frustrates people however, is his One-Hit Kill and how to avoid it: at one point, he'll barf out a purple circle, and spawns an enemy called Gastric Acid, which puts the Mini debuff on the player. The idea is that you get hit with Mini, and then stand in the purple circle, at which point he eats your character and you damage his stomach to weaken him so he can be changed again. However, if you don't have Mini and accidentally step in the purple circle, you get stuck and dragged to the center where Cerberus kills you instantly. Due to these factors, its seen as harder then the final boss, the Cloud of Darkness.
  • The mechanic of The Lost City of Amdapor's last boss, Diablos, is to hide away in another dimension while it does a highly damaging AOE that applies a debuff stack. Sounds easy, until you realize the only way to get in this other dimension is to open a pair of doors withc matching symbols. Okay, still doesn't sound so bad. But then those symbols are only visible for the first 15 seconds of the fight, and they're randomized per pull. While a sufficiently skilled party can ignore this mechanic, trying to do this fight properly definitely puts it in this territory.
  • The final boss of The Keeper Of The Lake, Midgardsormr, while not incredibly difficult, is simply a pain in the ass due to the massive AOE spam coming from the boss and the dragons he revives. Casters will have a very rough time trying to cast anything without having to stop their casting to move out of the way of yet another AOE attack. It's also possible to have multiple AOE attacks cover large portions of the arena, making it much more difficult to dodge them. The worst part is the near instant kill AOE that is tossed out as the fight goes on. In order to not die, you have to kill the add that drops in, causing it to create a barrier that will protect the players from damage. However, if the add spawns in an area where the other AOE attacks are occuring, this can shut down the melee DPS completely, and make it where the Casters have to do the work instead, putting them at risk of not getting it quick enough to help. Furthermore, the other AO Es still have to be avoided, meaning if a player isn't careful, they can die trying to avoid the larger AOE. Not to mention, the overall boss design is so much more different from how most bosses in Duty Finder are that many players struggle with it because they simply are used to dodging whatever boss attacks come their way, not burn down a boss sized HP enemy like this fight.
  • Vishap in The Steps of Faith forces the player to forget everything they’ve learned about how the game’s boss battles work by making the boss move inexorably along a bridge towards Ishgard, requiring precise activation of cannons while holding off a horde of smaller dragons instead of the usual tank-and-spank approach. The entire fight is timed (based on the boss' progression down the bridge), so if the giant dragon reaches the end of the bridge and destroys the final barrier, Isghard is doomed to the dragon horde and you'll have to redo the entire sequence again. To top it all off, dragon's advancement from beginning to end can take about 10 to 20 minutes and you only have 60 minutes to complete the duty, so each failure puts you at a greater risk for the duty to become Unwinnable. Unlike other duties, a total party wipe doesn't restart the battle, so even if your group knows that you can't salvage the fight, you're forced to wait for the dragon to destroy the last barrier before you can try again.
  • While all of the Extreme versions of Primal fights are this to an extent, there are some standouts:
    • Titan Extreme. Along with the things listed above, he now has an arena about the quarter of the size of Normal or Hard, Titan's Ring Out attack splits into 3, then 5 lines, he summons additional enemies which do their own Landslide attacks, and he gains a new Shockwave attack that is an Area-of-Effect Ring Out.
    • Thornmarch (Extreme) can be absolute carnage if even one person doesn't know every last aspect of the fight. Hard mode is relatively simple so the difficulty spike is particularly brutal because not many people expect it to be that difficult. Every single member of the group will have their role to play, be it interrupting massive AO Es, tanking enemies, nullifying curses and so on, and even a single mistake can cause the entire run to collapse in on itself.
    • Ramuh Extreme requires near-perfect coordination, with very little room for error. About 2/3rds of the battlefield is flooded with shin-deep water, which shocks everything inside it whenever a lightning bolt drops (frequently). Ramuh also gains a One-Hit Kill attack against tanks, and a Taunt attack against everyone else, and the second phase of his fight requires you to kill six additional enemies in a circle in just under two minutes tops, otherwise you wipe instantly. Towards the end of the fight, these Arbiters spawn again to charge up Ramuh's One-Hit Kill to the raid, but are untargetable, giving you a very small window to chunk off the last third of his health, all while dealing with prior mechanics.
    • Ifrit Extreme, in addition to several other attack and damage buffs, upgrades his Infernal Nail / Hellfire wipe mechanic from the 4 nails you had to break in Hard Mode (already a difficult task) to THIRTEEN. In a cruel twist the developers caught on to a Black Mage or Summoner using their Limit Breaks to destroy the nails back in Hard Mode and made it so that the nails explode harmfully when destroyed and cause a stacking damage up debuff of about five seconds in duration. Destroy too many nails too fast and the combination of the damage vulnerability and the explosions wipe the party. Parties are forced to coordinate their speed to be slow enough to not blow up the party, but not so slow that the timer runs out and Ifrit wipes the party with Hellfire.
    • Leviathan Extreme, primarily due to the Spinning Dive and Body Slam attacks. These attacks cause knockback, which isn't such a big deal on Hard mode due to the railings around the boat. On Extreme difficulty, however, the railings are torn off by the first tidal wave attack, making it fiendishly easy to get pulled off the boat and permanently removed from the fight. This is only made worse by how short the spout of water (which indicates from which direction Leviathan will attack next) is. Oh, and Spinning Dive slaps anyone hit with it with Water Resistance Down. Mix that in with Briny Veil (forcing healer swaps and requiring the tank holding the tail to run on very little healing) and Grand Fall (a massive, hard-hitting Water-damage AOE that inflicts Heavy), and you have a teeth grinding experience, noted for even giving unsynced parties trouble two expansions later.
  • The Binding Coil of Bahamut was designed for this, but a few stand out in particular.
    • Turn 5 of the first Binding Coil features Twintania. More than just being a hard fight with several Instant Kill attacks, she is also a Marathon Boss. The two mechanics that stand out though are her Divebombs, which basically require abusing a pit in the corner of the arena to even clear, and her Twisters, which are invisible tornadoes that kill you instantly if you retrace your steps taken during the cast period, or cross paths with someone else's path.
    • Turn 2 of the Second Coil of Bahamut, also known as Turn 7, is another nightmare. Melusine will inflict random members of your party with Cursed Voice, which petrifies everyone in a cone in front of them after the debuff wears off, and casts her own Cursed Shriek, which One Hit Kills anyone who doesn't line-of-sight behind a Cyclops add, who also one-hit kill anyone who gets in range.
    • Turn 4 of the Second Coil of Bahamut, also known as Turn 9, is considered to be the biggest learning curve boss in the game. In fact, even the last Coil fight against Bahamut is considered to be easier to learn. There's several phases, all of which can be summarized as "Do the thing perfectly or Nael kills you in one hit". Oh, and Twintania makes a reappearance to do her signature Divebombs.
  • Cuchulainn, the third boss of the Void Ark, is already shaping up as being this. On top of inflicting an uncurable debuff that will slowly but surely sap away at the players' health, he possesses a very wide, lingering AOE that will kill any player caught in it in a manner of seconds (God help you if he accidentally drops one of these on the platforms you need to stand on to avoid his instant-kill attack !), will spawn adds that he can absorb for a significant damage boost, orbs that will need to be exploded before they can explode on their own, often wiping out the raid, or towers that will worsen the constant damage taken by everyone and need to be taken out fast. On top of all this, he boasts a high amount of health and can make himself invincible in certain phases, making him a very grueling Marathon Boss. Compared to him, the actual last boss of the raid is a cakewalk.
  • Flame General Aldynn (Raubahn). Story event bosses aren't usually that difficult, but when Raubahn engages you in the Grand Melee in 3.2, his mechanics wouldn't be too out of place as a dungeon boss or even a raid boss, which is a very nasty surprise for a single-player fight. He routinely rams you into his ring of fire with an unavoidable knockback move, has several crazy AOE patterns, mimics Ifrit's One-Hit Kill nail attack, and you're on a time limit. Your one respite in the fight is that your NPC allies are still healing you from outside the fire, but you can still die very easily from all the attacks Raubahn rapidly fires off.
    • Quickthinx Allthoughts, leader of the Goblin Illuminati, engages you personally in Alexander: The Arm of the Son (Midas' third floor). The fight's difficulty comes from the sheer number of mechanics everyone needs to know. First off, he has four cages around the arena that Quickthinx drops players into, each with their own gimmick that has to be followed, or someone/everyone will die. Healers can't target people blocked off by the cages, and anyone too close to the abductee gets taken with them, which almost always ends in a wipe. Self-destructing adds also spawn during this and have to be burned down before the go off. Secondly, Quickthinx will constantly fire off party-wide damage moves, one of which is as laser with no AOE marker. Third, Quickthinx's pet cat will periodically waltz into the arena and spawn a "True Heart" which, if not destroyed before it reaches Quickthinx, will severely boost his AOE power to lethal levels, forcing the Tank to drag him around the arena so the Heart doesn't reach him. He also drops giant iron balls during this phase that do a painful 9999 damage to anyone they touch, forcing constant dodging. Fourth and finally, his "Uplander Doom" attack stacks vulnerability on the current main Tank, forcing frequent tank-swapping — not normally an issue, but he has a bad habit of doing this when the cat and iron balls are out, which can lead to keyboard/controller/whathaveyou-breaking moments if the iron balls happen to get between the off-tank and Quickthinx before he can take aggro. The whole party has to be on its toes for the whole fight, or Quickthinx can cause a wipe with little warning. Lots of players quickly called it the hardest fight of Midas, and some are just dreading what the Savage version will be like...
  • Remember Ozma, the murderous marble Bonus Boss from Final Fantasy IX? 3.3 brings it back as the penultimate boss of the Weeping City of Mhach, and it is every bit as brutal now as it was then. It rains AOEs on the party like they're going out of style, it occasionally sticks players with a bomb debuff that is a One-Hit Kill if they do anything while they have it, adds will drop in as AOE meteors that need to be carefully place and killed before they self-destruct for raid-wide damage, one of Ozma's forms has exploding energy balls that need to be soaked up by the tanks before they self-destruct for raid-wide damage, and it's possible to fall off of the arena (thankfully Ozma itself can't kick you off, but you can walk off yourself, so gap-closing skills like Jump and Shoulder Tackle need to be used with care). A single mistake is enough to wipe a whole party, which quickly snowballs into wiping the whole alliance. Its signature Doomsday attack is ironically the easiest mechanic to deal with since it's only used for a DPS check.
  • The boss who immediately follows Ozma, Calofisteri. While her pattern and mechanics are much easier to read and predict than Ozma's, she offsets this with her massive range (the entire arena to whichever side of her that her blade is on), her extremely fast casting times (giving players little time to avoid it), and the huge amount of damage she causes. Now add in the fact that she is constantly planting traps around the arena which can end up forcing unlucky players to get hit by her powerful Haircut attack and you have a boss who ends up getting a higher kill record than Ozma in many cases.
  • Nidhogg's Shade from The Final Steps of Fate. In an unusual move for Main Story Quest bosses, Nidhogg's Shade is an ENORMOUS spike in difficulty due to the massively damaging aoe attacks which cover large chunks of the arena, smaller aoes which are powerful enough to kill most players in one hit (often using both of these at the same time, trapping players who try to dodge one into getting hit by the other), and a near constant party wide attack which is likely to kill resurrected players due to how much damage it does stacked with the resurrection weakness debuff. In other words, if you die once, you're pretty much out of the fight for good. And Halone help you if you happen to fall before the DPS check halfway through the fight.
  • Cruise Chaser in Alexander: The Heart of the Creator, while unanimously a fun boss with a fun theme, can still be maddeningly difficult due to the coordination the party needs to survive. A large number of his attacks are AOEs, and he can throw out two of them at the same time, or even three in the later phases of the fight, so anyone unprepared to move at a moment's notice is likely to be killed - and some of these AOEs are targeted directly at players, so anyone standing beside them is likely to die too. He also spawns several types of exploding adds: a robot buddy that detonates for huge party-wide damage if it isn't burned down quickly, a pair of canister bombs that can't be destroyed and instead must be hid behind to avoid a mass confusion attack and will eventually explode for unavoidable damage, and a bunch of "Lapis Lazuli" orbs that must be burned down before he casts his Signature Move (while also throwing out a Photon before said Signature Move for good measure). Cruise Chaser's (optional) Savage incarnation is considered even harder than Savage Alexander Prime, exchanging the exploding canisters for double the AOE patterns.
  • Speaking of Alexander Prime, the last boss of the Alexander raid series is notable in that you need to use a Level 3 tank limit break to survive its Ultimate on the normal difficulty. And it needs to be timed just right, otherwise the effect will wear off and you'll have a party wipe anyway. There's also the "Timegate" mechanic that puts players into a 1v1 scenario with a Mook; if even one of those players dies, it's probably a wipe. The Savage version manages to catch up with Savage Cruise Chaser's difficulty based on his sheer damage output on top of all this: everything that isn't Alexander Prime's auto-attack will do between 20k and 50k damage unmitigated, several of these are tank busters that are used in combos with each other, and all of said tank busters are cleaves.
  • Diabolos in Dun Scaith. The boss which immediately precedes him would have probably been on this list as well, however, once Diabolos enters his second phase, Diabolos Hollow, he begins to copy her attack pattern only ramped Up to Eleven. To make things worse, for the first part of the battle, Diabolos Hollow has complete damage immunity and guaranteed critical hits. If that wasn't bad enough early in the patch's life people didn't realize the immunity functioned like Stoneskin and required them attack until it broke.
  • For the hardcore raiders, Halicarnassus in Deltascape V3.0 (Savage). Alte Roite and Catastrophe were hard-hitting but ultimately easy-to-learn bosses that didn't have too much HP, luring new players into a false sense of security before Halicarnassus painfully demonstrates what a Difficulty Spike is. Whereas the preceding bosses took some time to get going, Hali takes all of a few seconds to start the fight with a devastating Critical Hit tank buster immediately followed by Spellblade Holy. The fight only gets worse from there with her multiple "game board" arenas and her Queen's Waltz attack which changes its properties depending on the current board, culminating in a final phases with tiles from all the boards and her jumping around them to determine the Waltz's effect.
  • The false Inquisitor Guilleman is this primarily because the fight is essentially an Escort Mission. The boss himself is pretty standard, but your AI companions have to survive, and their AI is basically braindead and will get chumped easily unless you take out the boss's adds pronto. Depending on your gear, you may very well need the Echo Enhancement buff to win, and even then its not a given.
    • The Level 70 Scholar job quest is this Up to Eleven. It's set up like a dungeon boss fight, except you only have one tank and one DPS with you as the healer. This shouldn't be too bad, as the NPCs can take a fair bit more damage than a player at their level, the boss doesn't hit as hard as a true boss at that level, and you're a healer. The problem is that you and your NPC allies aren't partied. Because of this you're forced to directly click on the NPC you want to heal instead of selecting their health bars, and the tank is a Lalafell. Next to the Elezen lancer and the extremely large boss he can be frustratingly hard to target when he needs healing. Also because they're not in your party your fairy, who is a large portion of your healing, won't heal them. Further the boss and its adds have several attacks that are specifically scripted to target you so you have to keep up the healing while dodging multiple AoE attacks, some of which are exceptionally large. You also don't get the Echo Enhancement if you fail since it's a job quest and not a main story quest.
  • The Rabanastre 24-man raid has a couple that often frustrate players:
    • Mateus, the first boss, requires the teams to play out their parts in different portions of each phase. A lot of people coming into the raid are used to simply mowing down the boss and only occasionally going back to their markers to do something. This fight requires that each party do something at different points, otherwise it makes continuing the fight practically impossible. The second phase has a gimmick where everyone gets a debuff that stacks over time, with 9 stacks resulting in death. To reset it, players need to kill adds. Players here either forget to reset the stack or not focus on the adds. The third phase also requires each party to coordinate in order to not induce an alliance wipe.
    • Hashmal, the second boss, is considered to be the most difficult boss of the entire raid. Many of his attacks can cleave and will probably instantly kill anyone that is not a tank. Hashmal will also charge up an attack that will have one of his arms light on fire and if you are not on the opposite side, his attack will either instantly kill you or do heavy damage and give you a heavily damaging Burns debuff that will kill you after one or two ticks. Hashmal will also summon two pillars that he will cut down and will instantly kill anyone that gets squashed by them. Following that, the boss will bring up a command tower that must be destroyed quickly or his ultimate attack will kill everyone instantly. Not only is this sequence a DPS check, Sand Spheres will also appear as a second DPS check where they will cause heavy damage to the entire alliance if they're not destroyed in time. If more than one Sand Sphere goes off, it's probably an instant wipe. Complicating matters further, Hashmal will also summon two golems that will spam hard hitting AOE attacks that will only grow stronger every time, so the alliance needs to burn them down quickly before everyone dies. It's not unheard of for alliances to use their limit breaks on the golems just to prevent any more damage going out. Uncoordinated parties generally fail here.
    • Construct 7 in the Ridorana Lighthouse raid is considered to be tough for two reasons. One, it has an attack that shoots Frickin' Laser Beams in a circular motion which will kill you if you don't outrun it plus the boss uses it for a longer duration in the second part of the fight. Two, the boss has a lot of AOEs as well as attacks that will target random players that will also hurt others standing near them. Three, it will use a gimmick where it reduces everyone's HP to single or double digits and then require you to stand in a circle (marked with one, two, three, and four dots) that boosts your HP by a certain number while doing multiplication math problems, such as requiring your HP to be in multiples of four. Botching it will have the boss's follow up attack either hurt a lot or just outright kill you. In the later portions of the fight, not only does the boss bring back the multiplication gimmick, you also have to use prime numbers!
  • Hrodric Poisontongue, the final boss of the Drowned City of Skalla, is notable in that half of the bosses mechanics do not show any orange AOE tell. The player has to figure out what its doing based on its "wind up" animation. This is on top of AOEs that drop on players in various combinations.
  • 4.1 has a rematch against the primal Lakshmi, who will constantly spawn orbs of aether that are advancing towoards the NPCs that are behind you. If one person gets touched by the aether, they become tempered by the primal and the quest fails. The aether clusters grow in number as the battle goes on and although you have an NPC (and later a second NPC) helping you destroy them, his and your ability to attack the aether are on a short cooldown and can be disastrous if you don't time it right or don't hit the aether when they're bunched up. Unlike other main story quests that give you an Echo buff if you fail and try again, the Echo will not help you in dealing with the aether clusters.
  • The Phantom Train in Sigmascape V1.0 (Savage) is noted for being a morale draining fight. Much of it has to do with a complex string of mechanics that's RNG heavy, often leaving no room for error. Two of them suck away a player for a non-trivial amount of time. At least for a player death they can get back in the fight within seconds, screwing up the one mechanic that gets players whisked away means they're out of the fight for at least a minute which is a huge DPS loss. And the DPS requirements for the boss are very tight, so you can afford very few screw ups.
  • An interesting problem that mainly just applies to unsynced Extreme bosses is bosses that wipe you when you do too much damage too fast. To clarify, certain bosses have mechanics that wipe you if you do not complete them in time, which is pretty standard. But, if you do enough damage to move said bosses to the next phase, they will consider said mechanics not completed before time ran out and will wipe the party. Even with everyone's much higher health and defense stats, these attacks will still wipe. Therefore you cannot simply just DPS as hard as you can, you have to know every health threshold the boss has so you can dps up to it, complete whatever mechanic is required, then continue. Ifrit EX is the first boss to do this. If you ignore the nails and simply wail on him, he will consider the nail mechanic failed after losing enough health and wipe the party, even if you have enough DPS on the final set of nails to kill him before time runs out. These bosses can make grinding for mounts/gear for glamours a real pain in the ass.
  • Tsukuyomi Extreme can be a frustrating boss to fight, largely because of one phase. Like normal mode, she has the Lunar phase where the arena will be split into white and black, forcing you to alternate where you stand between the two colors lest you get 5 stacks for standing on one color too long, which kills you. However, unlike normal mode where the field remains 50/50 the whole mechanic, in Extreme, the arena shifts to be about 25/75 in a crescent shape. And at this point, 3 players of the party will be targeted with a marker that will drop an meteor on them. These meteors must be placed in specific spots (well at least one of them must be without anyone else dropping a meteor next to it) or else the party wipes. Who gets said marker is random aside from it always being 1 tank, 1 healer, and 1 dps, and in the confusion, it becomes rather easy for someone to put their meteor in the wrong place and wipe the party. On top of this, all players need to make sure their stacks are currently the smaller color on the field when it gets fully absorbed by the big color, or else they will almost certainly die from getting too many stacks before the (correctly placed) meteor reveals a safe spot to run to. And after doing this phase 2 times, the boss enters a final phase where the boss begins using slash attacks that cover most of the field, and you have to keep track of what the cast bar says (one cast will cover 190 degrees of the arena to her left, the other to her right, and neither cast name explicitly tells you which side is which, you just have to know) and what color she currently is (if she's white, you have to also move away from her as an Ao E will go off around her at the same time as the slash, and if she's black, you have to move close to her because an arena filling donut Ao E goes off with the slash). And she'll alternate between these attacks and others that are relatively strict as well.
  • Suzaku, the boss of the Hell's Kier Duty, is infamous for the difficulty of said fight. For starters, Suzaku has an opening wipe mechanic in the form of phoenix adds that will target the DPS and start attacking, only to charge a powerful AOE attack that, if not stopped, will do enough damage to wipe all but the most geared tanks. The issue is that right when they spawn, Suzaku turns to the DPS and does an AOE attack, forcing them to scatter. Spellcasting DPS can have seriously trouble killing their add as a result, but that isn't the end of it. The adds are also not cleared from the arena when defeated (this is an important note). After this, Suzaku drops large feathers that start charging an AOE, with the goal being to kill the one in the middle for safety. However, if any of the downed adds from before are in one of the AOE pools, they are revived. The party has to kill any revived adds in a short period of time as Suzaku will cast an AOE that is essentially a party wipe if they aren't killed. If you get past that, you have the very easy section where you need to face the direction the arrow is to get a buff and prevent the boss from gaining any more additional damage. After that however, the arena changes to a donut-shaped arena where you can fall off, with Suzaku having the obligatory knock-back mechanics. However, the main gimmick is Suzaku changes the arena into colored sections then summon a phoenix that flies around the perimeter of the arena. Said phoenix flies into colored symbols that match the colored sections of the arena, which causes whatever symbol the phoenix touched to explode the corresponding section.
  • The Mist dragon, the last boss of the 4.4 dungeon The Burn, can be pretty tough for a dungeon boss. It has Several Aoes which can be difficult to dodge and will freeze you if caught in it, requiring another player to break you out on top of placing Vulnerability on you. He also makes ice circles on the ground which stick around for a while that usually target the tank, which limits the space you can move, and it can swoop across the arena in random direction giving you little warning in what direction it will come from save for highlighting the area, but only if you are close to that spot, and will freeze anyone caught in it, after which he immediately follow this up with a proximity attack so if you aren't very quick about freeing players and getting out the way chances are some of your characters will go down and god help you if there's no one who can revive them. It also has a DPS check where it vanishes and three Dragon heads appear that slowly engulf the platform in an AOE. If you do not kill them quick enough, the entire party will be frozen and die, not helping of which is the fact that if you accidentally attack the boss during it, he takes no damage, and you get hit with a debuff and your own attack as punishment.
  • Also in 4.4 is a solo duty where you have to fight Sadu. At first the battle isn't that bad but then you get to her last phase which automatically puts a strict 60 second time limit on the fight before an instant kill meteor impacts. The problem is this phase also has her spamming all the AOE gimmicks she has been using throughout the fight at once, leading to a frantic situation where the player has to not only avoid the stacking AO Es but do enough damage to her in time. Even if she does Cast From Hit Points to revive her adds, there is barely any time to even rely on that. And not only this but immediately after the fight you have to play as Y'shtola in a fight against Magnai where you also have to make sure Hien stays alive. While this part is thankfully more merciful if you manage to wipe at it you have to begin the duty from the fight with Sadu again.
  • The Thunder God in the Orbonne Monastery has a sheer number of mechanics that can catch many first time players off guard. He starts the fight with Cleansing Strike, which brings the entire alliance down to just 1 HP and inflicts Doom, which will kill everyone in 10 seconds unless they are healed back to max HP. The boss also auto attacks all of the tanks at once constantly, so healers from every alliance have to keep on top of healing their tanks. The Thunder God will then use several attacks which requires players to be positioned in certain ways; he can either attack the outermost portion of the arena, the innermost portion of the arena, attack one whole section (circular areas) of the arena, or attack whole sections one by one. Next up, his Crush Weapon attack will mark someone and they have to constantly run away as the attack will follow them and hit multiple times, which will kill the player in 2 or 3 hits if they can't avoid it. Crush Helm has all the tanks suffer Magic Vulnerability Up, which makes the next attack very likely to kill them unless the tanks have their defensive moves popped up and/or the healer removes the debuff in time. Another attack the boss has needs everyone to stand in a circle (3 per circle) to minimize damage from his next attack, which will get a damage increases if there are not enough people standing in the circles. Another attack he'll use involves a mechanic similar to Ozma where the boss will drop an AOE circle on a player and if the circles touch each other, the entire alliance will get hit for big damage and a bleeding debuff. He has a tether attack that contrary to what might seem logical cannot be grabbed by the tank. It is a multi-hitting attack that applies a defense down buff, and one to two stacks of it will cause the tank to be melted by the boss's auto attacks. It has to be passed between the DPS and healers between each strike to be successfully handled. Lastly, the boss will use Crush Accessory where the entire platform is covered in damaging ice and each alliance then has to kill the Icewolves that appear or they'll explode for massive alliance-wide damage. Needless to say, the Thunder God quickly grew notorious for being a PUG killer.
  • The normal version of Omega has served as a rather difficult challenge for the average player. It has many hard hitting attacks and requires a fair amount of area awareness. But it's most infamous move is the Wave Cannon, a laser attack that covers about 200 degrees of the area around Omega on either it's right or left side. And the only way to know which side is getting blasted is whether it casts "Starboard Wavecannon" or "Larboard Wavecannon". Even ignoring that "Larboard" isn't used anymore in favor of "Port", if you aren't familiar with your nautical directions, you are in for a world of hurt, as the attack markers on the ground only appear for a split second before damage goes out, mostly to let you know whether you succeeded or failed the mechanic before it goes out. And the worst part is the attack flips the boss 180 degrees before it casts the attack again in a random direction, so you have to be able to figure out where the boss's right or left is twice in quick succession.
  • While technically it might qualify as a Final Boss, 4.56 brings us the resurrection of Zenos yae Galvus, via Ascian, which involves a very lengthy (if simple) fight where the player takes control of Hien until the Warrior of Light can do their Big Damn Heroes thing. From there, the fight requires a hard DPS check which is nearly impossible for a lot of classes, a check which outpaces even the aforementioned Sadu fight. And if the player fails the DPS check, they have to do the Hien part all over again. Thankfully, these days it's a simple task to get gear which makes the check trivial, but upon release it required a lot of grinding or an answered prayer to even have a chance.
  • In a classic case of Be Careful What You Wish For, the "we want Ozma (Savage)" meme that some of the playerbase agreed with reached its logical conclusion when we did indeed get Ozma (Savage). Proto Ozma, the final boss of the already-brutal Baldesion Arsenal, takes and scales up all of the mechanics from its predecessor from the Weeping City of Mhachnote  and then adds a few more to the mix. The first is a new transformation, "Stellation" (star), that does not follow the aggro table and requires the party to stack for its auto-attacks, and has an attack that deals heavy knockback on what is already a narrow fighting arena. Second, Ozmashades will periodically spawn at the back of the platforms and perform one of the three transformation attacks in conjunction with Proto Ozma's attacks, creating some vicious mechanics dances. Last but certainly not least, the base Sphere form is no longer a breather phase, capable of shaving half of the Main-Tank's HP off with a single auto-attack, and more importantly requiring everyone to stand on buttons around the arena to get a buff so that Proto Ozma's Black Hole doesn't evict people from the dungeon. This is especially painful due to Baldesion Arsenal's limit to how many boss attacks you can be hit by and its restriction on revive skills, so if you're dead when Sphere comes up, you're screwed. And if one of the buttons goes unpressed, everyone is screwed.
  • Lightwarden Titania, the first Trial boss of Shadowbringers, earned a fairly infamous status not long after the expansion's release. Their abilities when solo are fairly straightforward, with their most dangerous attack in phase one being a wide cleaving tankbuster that can easily cause deaths if the tank isn't paying attention. The add phase, on the other hand... Three adds are summoned and must be killed, except once they are, they're revived with increased size, health, and damage - and the group only has until Titania's Ultimate bar reaches 100 to kill them, or else the party wipes and it's time to start over. Most parties will require a Limit Break to deal with the adds in time; the DPS check is extremely tight considering Titania's normal mode is fought relatively early in the Shadowbringers story, requiring players to be aware of how to best deal damage while staying mobile enough to deal with the Ao E attacks from both Titania and their summoned adds as well as multiple stacking mechanics. The fight is therefore something of a Wake-Up Call Boss for newer players who either coasted through older fights with overgeared parties or else boosted their accounts to 70, skipping all the content that came before.
  • From the Eden raid series:
    • The Voidwalker on the second floor gave people trouble for weeks even when people had little to no trouble with the other floors. The reason is its main gimmick is a huge trolling one. While the Voidwalker casts the usual single target area AOEs, stackup markers, and look-away mechanics, it does them with a delay added to it. That is, it appears to be casting the spell, but it won't actually go off until seconds later. This totally trips up players who up until this point are used to acting immediately to the mechanic. But since the mechanic doesn't actually go off right away, they often go back to their rotations, not realizing they have to do something later or they forget what they're supposed to do.
    • Garuda and Ifrit on the sixth floor, especially in Savage mode. Much of the problem is that Garuda makes it so you can't be near her or screws with positioning and Ifrit has a tendency to move around a lot. While casters have an easier time with this fight (but not by much), melee will have a grand time trying to land optimal hits and keeping up with their rotation.
    • The Idol of Darkness on the seventh floor tended to trip people up with two mechanics. One of them is something the boss does that teleports your character in a certain direction. This isn't so bad the first time around as you just have to make sure you don't fall off the arena. But other times this happens requires you to make sure you teleport in a safe zone due to an AOE about to go off. The second is more of an algamation of mechanics. The gist of it is the boss will send four-columns of bird-things across the arena in a certain order. These birds may go into color-coordinated portals. Naturally you have to remember which teleporter was taken in which order to dodge. Then it has a mechanic where the players are given a light or dark debuff and the birds have a light or dark element to them. The player has to be hit with the opposite color. Which isn't so bad until this combines with the portal mechanic and the debuff you have switches to the other color (so a light-debuffed player has to get hit with a dark elemental bird wave, which gives them a dark debuff). The portal mechanic is dispised by many in the community because it requires micro-managing knowing what portal connects where, what portal the birds went through, which birds went first, and what element you have, all at the same time.
  • Warrior of Light, Elidibus is the trial of 5.3 and by extension Final Boss of the Warrior of Darkness chapter and he more than proves a challenge,with incorporating a multitude of mechanics, some of which were rarely used before the fight, in addition to his own. About a third of the way through the first he employs not one but two mechanics that can easily cause a Total Party Kill, the first being a button mashing Quick Time Event where if even one player fails the entire party dies, followed by him casting a level four limit break where if one of the tanks don't time their level 3 limit just right it is another wipe and right back to the start of the battle. Thankfully after this there is a checkpoint to the fight, though it can be a small mercy considering he adds even more frantic attacks and gets summons that can do even more additional mechanics.
  • The Red Chocobo is the absolute bane of the Bozjan Southern Front. Every one of its attacks is a potential One-Hit Kill, and the AOEs of its attacks are everywhere, giving very little room to dodge without getting blasted to the Seven Hells and back. Players who know how to fight it still fear it, and anyone going into it blind is likely going to die repeatedly.

    Final Fantasy XV 

Spin-off series:

    Final Fantasy Tactics 
  • Unless you know what you're getting into, the solo fight between the Wiegraf and Ramza is a good way to force you to restart the entire game if you have no backup save. Wiegraf's got an at-will blast attack that deals just under half your HP if you're a tank class, the ability to heal, height advantage, and the "generosity" to fight you in a small, cramped arena where you can't run from him to heal up and swing back. And no, you can't go back and grind or even shop because you're locked into the next mission. Oh, and if you win, you get to fight a powered up version who has a gigantic, area-affect summon and minions who can use one of the strongest spells in the game at will.
    • It says a lot about how maddeningly difficult the Duel Boss part of the battle is that most people consider the second portion a touch easier.
  • The battle against Marquis Elmdor and the Assassins (read: Ninja class on steroids) on top of Riovanes Castle is an exercise in restraining the urge to snap the controller in two. First, Rafa has a tendency to blindly charge into the Assassins' range and get herself instantly killed by Stop Breath — which has an abnormally high accuracy rate for a no-cost, no-strings-attached ability that causes instant DEATH. But it's Rafa - who cares? Well, the game does; and if she goes down on this particular level (not as in crystal, as in HP reaching 0), then it's GAME OVER. And there are TWO assassins - both of whom are ungodly fast and will likely move before anyone in your party. Their abilities: the aforementioned Stop Breath, a spell that can inflict Charm, Shadowbind (which causes your character to be unable to move, attack, or defend, and is nearly 100% accurate), and Ultima. You put this battle anywhere in the story, and it's a challenge. But this fight is the last of a series of three with only save points in between (which you will do in a separate slot if you're smart), and directly after — you guessed it — the infamous Wiegraf, thereby turning Riovanes Castle into FFT's That One Level. The one saving grace is that the battle ends as soon as eith Elmdor or one of the two assassins reaches low health. So if you just dogpile one of the assassins, you can end the fight fast enough, since they are pretty squishy.
  • The fight at the Golgollada Gallows fits here nicely as well. You get to fight Gaffgarion, tough by himself as he damages you and gets HP back with his signature attack that doesn't cost any MP, and other enemies, specifically two Time Mages which will happily status effect your people. You also start out divided into two groups, the second group popping up right in range of said Time Mages. At least there is one (one) random encounter map open because that fight blocks your access to the rest of Ivalice. If you are not prepared, be ready to get to know that map very well.
  • The subsequent battle with Gaffgarion is no fun either because it can quickly turn into a Duel Boss situation. The enemy on the outside isn't that strong, but because of that annoying HP-absorbing ability, you'd need quite a bit of luck to win going one-on-one against Gaffgarion with just the main character. This is worsened by the fact that, if the hero dies in the wrong place, it's very tough to try to revive him, which leads to him turning into a crystal and then game over.
  • The second battle against Barich isn't quite Wiegraf, but it still really SUCKS. Why? Because some of your staple melee tank classes are almost useless due in large part to the gargantuan chasm that's right in the middle of the stage. He, on the other hand, has a gun and plenty of status-inflicting abilities with which to make use of it, not to mention dragons and other terrible beasties, all of which can hand your ass to you from right where they're standing. A certain monster good at transporting can save you some trouble, but due to their overall lack of abilities, most players don't think to have one in the party.
  • Given a basic grasp of game mechanics and making things easier on yourself with certain choices like prioritizing beating the Corpse Brigade in the level where Argath shows up, the first few fights shouldn't give you that much trouble. But if you know what's good for you, you'll swallow your pride and do some Level Grinding before setting foot in Dorter. This level pops up very early on (it's the fourth storyline battle), and it's the first map that you deal with enemy Archers and Black Mages. There are a couple of each, all conveniently placed just far enough away for it to take more than one turn for you to reach them, but just close enough for them to move forward and attack you. The worst are the two archers sniping your party from the tallest building on the map. You have a couple of guest characters that usually default to going up there and taking care of them first, but the building's tiles are laid out so that they take about 2-3 turns to navigate into attack range, during which the Black Mages and Archers can riddle them (and the rest of your hapless party) full of holes. And to add to the whole mess, there's a well-outfitted Knight guarding the Black Mages, and he will slap the ever-loving shit out of any unit that tries to beat up the Mages in melee. This battle is Final Fantasy Tactics' way of telling you it won't pull any punches; not now, not ever.
  • Taking on Marquis Elmdore inside Limberry Castle isn't much fun, either. You don't have the ridiculous conditions of the last battle, but Celia and Lettie are still... well, Celia and Lettie, except at a higher level. Not to mention Elmdore himself, who's still basically a Samurai on steroids that makes use of Master Teleportation - basically, the Teleport skill that may or may not be available to some of your characters at this point - minus any sort of failure rate. note  Oh, Crap!. If there's an upside to this battle, it's the fact that: 1: You only have to bring him down to 20% to win the battle, and 2: he's got a full set of really badass armor that you can rip from him - provided you've got a skilled pilferer and the Zodiac Stones to try it.note 
    • On a parenthetical note, the Marquis and his two assassins go One-Winged Angel after this fight.
    • The funny part is the One-Winged Angel stage is MUCH easier than this one.
  • The fight against a revived and vampirized Zalbaag can be utterly infuriating due to the unique status effect he has. If he bites any of your allies, they get turned into vampires too and you lose control of them. And they will try to bite other party members. If you have some 108 Gems in your inventory to equip, then the fight becomes much simpler, but without them, it can become quickly infuriating.
  • Less dramatic, but the Balias Tor battle from chapter 2 is no fun at all, and that's mainly because of the two summoners that are off the edge of the hill (and yet still horizontally close enough to cast spells at your own team, who are more than likely still bunched together. It's a good thing the BGM for this level is pretty good; you may be hearing it more than once.

    Final Fantasy Tactics Advanced series 

Final Fantasy Tactics Advance:

  • Adrammelech has a powerful attack that hits anything in a line between him and the edge of the arena, which is especially bad given that the arena is a long, narrow one, with your party and his group on opposite ends. He also comes with three dragons who are quite powerful, and it's difficult to kill him without killing them first. A few levels, the right Law card, the right party setup, and a moogle with full JP will take this fight from "outright impossible" to "ludicrously hard". However, the big problem is finding out how to block that line attack, and to learn that spells that are one square attacks elsewhere are multiple square attacks there.
  • Fighting Llednar the second time you meet him. His fight comes after a somewhat tough fight inside the Bervenia Palace and is made worse due to the fact that it is a Duel Boss fight between himself and Marche. Unless Marche was raised as a melee fighter for high HP and Defense (and assuming you are not purposely using one of the many game breakers the game has) the fight will become a nightmare. You cannot damage him at all due to plot reasons and you have to stall for several turns until another character shows up to end the fight. Llednar has one ability that can put you under Doom status, inflicting KO on Marche in a few turns. Another ability can damage and Poison you so you get worn down. Llednar's signature move, Omega, can instantly defeat you with its massive damage unless you seriously level grinded. If you lose this fight, you'll have to do the previous battle again just to get back to this part.

Final Fantasy Tactics A2:

  • Flowsand Lord: It shows up early in the game out of the blue- the mission you take to fight it is about foraging for pearls, for goodness' sake- and will completely pulverize anyone who hasn't level grinded. First is its ludicrous stats- low speed and low magic, and an inability to move, but these don't matter at all because it has no magic attacks and has nearly 800 HP with the offense and defense of something double your level. It has 3 attacks straight off the bat- Gravity Flux, which deals roughly 75% of your current HP to all your party members, Stun Crush, which heavily damages all units next to it and inflicts Immobilize (and without being adjacent to it your melee attackers can't do anything) and, in an ultimate show of AI cheapness, Consume, which has a range of 10 tiles (read: most of the arena), deals damage enough to push you into HP Critical, moves you right next to it for a Stun Crush finisher, and restores its HP by the amount it deals, leaving one round's permanent damage at about 40 HP. The arena itself is inverse conical, meaning some routes are inaccessible to units with low Jump stats, and at that point in the game you can't camp in the corner and spam illusion spells because you don't have the Illusionist class yet. The Law itself is a nightmare, forbidding special actions by Nou Mu- your main damage dealers and spell casters- and while it would seem that you could just ignore it and spam the odd level 2 spell, the Squishy Wizards will get hammered by Consume, and, as the Law is invalidated, you can't resurrect your dead. Even worse, the boss has two tough Antlion lackeys that infinitely spawn, and, because you'll be facing the Lord, can spam paralytic attacks on your back for massive damage and debuffs. And the worst bit? After defeating it, you don't get any special rewards like you would from the optional bosses like Cerayn and Magick Weapon Mk2, and you have to beat it as it is a story mission. On another note, as a story mission you cannot quit it once you start it, and when you lose (which you will) you get a game over instead of a simple "oh well, try again". Flowsand Lord's only weakness is to Air spells, but at this point in the game the only access to an Air attack is a Bishop with Aero. Given that Bangaa have pretty low magic and the Bishop is a Bangaa only class, it's not even strikingly effective. It also casts 14 MP, so unless you manage to boost your Bishop's MP before his turn, you get to cast it once every 2 or 3 turns, thanks to the MP system of the game.

    Dissidia Final Fantasy 
  • Possessed Terra in Onion Knight's story, and in duodecim, Vaan's as well. She'll spend the entire fight in EX Mode getting Regen and a boost to critical hit rate, and she spams dual-cast Tornados, annoying to avoid and very painful if you don't, and Tornado blocks all counter attacks. The fights boil down to baiting her into a Tornado, hitting her as she recovers, and then hoping Regen doesn't heal her back up before you land the next hit.
  • Jecht pretty much any time he's fought as a boss. The AI of course has no problem with this Difficult, but Awesome fighter, his combos will be timed perfectly, probably charged up for extra pain, and he'll No-Sell anything you throw at him with Jecht Block.
  • Either of the two occasions when you have to fight the Emperor in Pandaemonium. The stage is perfect for him, with its narrow corridors limiting movements making it easy to run into his attacks since his style is all about limiting the opponents movement.
  • Ultimecia in Firion's story in duodecim. She's level 20, and you must adjust your level to 8 or lower or the game actively punishes you. She happens to be the floatiest character in the game, and likes staying away from you while flying around bombarding you with magical projectiles. The big problem is you're playing as Firion — Ultimecia likes to fly staying at range, Firion is the ground-based melee fighter with absolutely terrible ranged attacks. Thus most of the fight will be spent trying to pin her down to get a hit in while avoiding the constant rain of aerial fire she brings down.
  • In Confessions of the Creator, the Level 95 Feral Chaos. The Level 130 version is the Bonus Boss, this guy is supposed to be the warm-up. The reason he's actually just as difficult if not more is that you don't have access to the northern gateways, so you can't farm the Lufenian equipment or top-level trade accessories (thus your equipment probably sucks), he has a unique Booster that gives him a 90x multiplier after 60 seconds, boosting his Attack and Defense by 450%, and unlike the Level 130 Feral Chaos who uses Level 1 equipment, the Level 95 one uses Level 90 equipment, including the Ogrenix and the Maxmillian for further boosts to his Attack and Defense. While the Level 130 Feral Chaos likes Vicious and Destroy for his basic Bravery attacks, the Level 95 one uses Brute Force, which executes pretty much as fast as Destroy and is as difficult to anticipate, but unlike Destroy, Brute Force can't be blocked. Even if you have equipment appropriate for the fight, you've only got 60 seconds to fight before that Booster triggers, at which point you'll be pretty much unable to damage him and he'll Break you in one hit. Your only choice for survival is grinding it out with HP attacks and hope he doesn't Break you until the fight ends.

    Final Fantasy Record Keeper 

Other games in the series:

  • Sephiroth in Crisis Core: Final Fantasy VII is a monster, especially in Hard mode. He summons four crystals which bombard you with magic and take dozens of hits to take down. Each of them absorb a different magical element so carelessly using spells may heal them. Sephiroth also has his Fallen Angel attack which brings you down to 1 HP and his draw slash which two-shots you at best. It's even worse in hard mode where practically every attack is a OHKO and he has more than three times the health as normal.
    • Genesis Avatar, the final boss, is fairly easy in Normal but an actual nightmare in Hard. With 650,000 health in Hard Mode he is a ridiculous damage sponge boss. He also summons minions, both melee and magic to help him, which are extremely easy to kill in Normal but have 30,000+ health each in Hard. Since he summons them in waves you'll most likely fail to kill them all before the next wave comes and may have up to 10+ enemies cluttering up your screen each dealing about 30-50% your health every hit. Without Costly Punch, which lets you hit damage cap, this fight is near impossible
  • The most absurd fights in the Game Boy game Final Fantasy Legend II/SaGa 2, are with the "Tian Lung" and "Fenrir" mini-bosses you encounter in the dungeon between Apollo and Arsenal. Winning either of these fights is essentially a Luck-Based Mission, because depending on the whim of the Random Number God, the battle may be against as many as eight copies of the monster. They almost always act before your characters, and their "Tornado" attack hits every member of your party for more than 600 damage in a game where the Max HP cap is 999. An encounter with two or more is basically impossible to win.
  • Final Fantasy Legend III/SaGa 3 is possibly even more brutal with its content than its predecessor's sudden difficulty spikes. Agron takes the role of That One Boss fair and square. You think several other bosses like Chaos and Ashura are rather large difficulty spikes? Agron not only comes very late in the game, but for the past five or so hours of the game (Depending on how much you spent leveling in the Purelands), you had a Guest-Star Party Member with you, either Faye or Dion. Without powerleveling, this boss turns into a luck-based battle. He begins with an "Unexpected Attack" (??) which is basically "Agron casts White" (around 600 damage, or 2/3rds your health) followed up (in his next turn) with a non-elemental hit-all that does even MORE damage. Or he'll just Petrify one of your characters and make you waste a turn healing them instead of healing your party or attacking him.
  • Final Fantasy Mystic Quest:
    • Medusa can paralyze and petrify the party. Now, there is an item that cures all status ailments... but this is counterbalanced by how your party is two people. If she's faster than you are and hits you with petrification, you're done.
    • Pazuzu can uses Psychshield to reflect magic. If he goes first after you order a spell, or if you just plain don't know what it does yet, Psychshield will reflect the spell. And odds are you're casting Aero to hit his weakness, so the reflected attack will do over 1000 damage to you resulting in an instant kill. A small mercy is that he can occasionally attack with the Psychshield, removing it from himself. Later on Pazuzu's reincarnation, Zuh, also has Psychshield, along with an Instant Death attack. Goodie.
    • The very first Behemoth can kill you if one of your attacks misses, or one of its attacks critically hit. Keep in mind that this is the first fight of the game.
  • Being a Genre Throwback, most of the bosses Final Fantasy: The 4 Heroes of Light.
    • Admittedly, this has a lot to do with the fact that many enemies in general in 4HoL are rather gimmicky, and bosses often require a very specific set of skills or equipments that are completely not obvious at all until you're wiped out, forcing you to claw your way back through an entire dungeon (which gets very frustrating later in the game) after grabbing the one thing that you needed to take out the boss efficiently. This happens a lot outside of battle as well....
    • Doppelganger. An evil version of your party, except they get twice as many turns as you, have between two to four times the max hp of your tankiest character, and are in a 2 rank formation, so you can't kill the casters easily. Oh, and they heal. Frequently. And that properly equipped black mage you've been using to obliterate every boss in the way? Now his Doppelganger turns that power on you. Cue Angrish in response to (multiple) Total Party Kills. Hope you weren't planning on using those gems to upgrade any crowns that might have helped you beat the boss.
    • Asmodeus inflicts widespread status effects. You could have 4 ribbons by this point, but probably won't. Added annoyance is that the game's auto-target system doesn't prioritize petrified or paralyzed characters over less debilitating status effects such as poison. You lose to auto-target as often as you lose to him, unless you invest in certain classes or spells which can remove ailments from everyone.
      • To elaborate further, Asmodeus has four main attacks, and can use two in each round. Firaga hits everyone, but it's Fire-element and it's not hard at that stage to have fire resistance shields. His basic attacks are low-damage Earth-element, and earth-resistant cloaks aren't too hard to get. That's the good part. As for the bad: the big one would be Sidewinder, which inflicts virtually every status effect in the game except Petrify. Confusion? Sleep? Poison? Blindness? Yes to all of the above. And it hits everyone for quite substantial amounts of damage. Oh, and it's spammable. And the fourth? Break. Which inflicts, you guessed it, Petrify. It's somehow appropriate that he's named after a demon, given the extended list of profanities and shouts of "Jesus Christ stop using Sidewinder twice a round" he induces.
    • Belphegor is a rather difficult fight, given his annoying ability to continually change elemental resistances. Oh you thought his weakness was water? Now its wind. Or is it fire? Guess wrong and you'll end up healing him. Not to mention, unlike other bosses, he has three cronies to back him up, each of which shares his resistances and can all pack quite a punch. Hope you brought an Elementalist.
      • When you challenge him again in the star chamber, he's significantly easier though, since you now possess the Desolater spell (and if you still use the Black Mage, Magic Might as well) which is a powerful non-elemental spell that'll bust through him and his cubes in no time. You'll still need that Elementalist though.
      • Heck, most of the bosses in the second half of the game could potentially qualify.
  • The first fight with the Coelacanth in Final Fantasy Crystal Chronicles: Ring of Fates. To start with, most of the stage is underwater and everyone has Super Drowning Skills. The only places to stand are a narrow ledge that only covers two walls and some platforms that the fishy can dunk while you're standing on them. For the ledge, it can use vacuum breath to drag you into the water, which deals damage. When it's out of the water, it has its pick of a tracking bubble attack (damages and stuns, immobilizing your character for a few critical seconds), a wide-range breath attack, or a very powerful energy blast. Otherwise, it's underwater and out of reach. Its Achilles' Heel is positioned so that it's very hard to reach when emerged, and of course since it's at the edge of the water, it's easy to fall in by mistake. And since this is theoretically supposed to be Meeth's battle, the game gives you some element vents on the ledges—you know, in case you want to take an extended break to mix up some magicite while the fishy is doing any of the above things to everyone.


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