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That One Boss / Monster Hunter

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The de facto icon for these monsters.
As a series of Nintendo Hard Boss Games, this is quite expected. Prepare to triple-cart against many of these monsters.

Examples are sorted by debut appearance.

For Bosses that aren't hard, but still very annoying, see this page. For maps and specific quests that give players a hard time, see this page. For specific attacks, go here.

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     First to Second Generation (Monster Hunter - Monster Hunter: Freedom Unite
  • The Tigrex line most of the time. Very fast, massive range, massive damage. These all increase in Rage mode. Compared to other bosses leading up to it, Tigrex represents a massive spike in the difficulty. Portable 3rd introduces the Brute Tigrex which is even faster and stronger with a bigger range for its roars (which do hurt). The Molten Tigrex in 4 is not only 50% larger, but also crazily fast when fully enraged, spreads explosive powder everywhere that inflicts Blastblight on contact, and being hit by it (enraged or not) is at worst a death sentence. Finally, regular Tigrex can go Apex in 4 Ultimate, becoming not only more aggresive but also harder to hit.
  • The Nargacuga. Bascally a much nimbler Tigrex who can shoot tail spikes. Or worse, a Tail Slam that can send you back to the camp in one hit. Green Narga from Portable 3rd is able to do the Tail Slam TWICE in a row. Its spikes will also paralyze you. And 3 Ultimate has a rare species of Nargacuga (Lucent), which can turn invisible during the fight, and its spikes are poisonous and can shoot them anytime after it uses its tail for an attack. And as if that wasn't bad enough, it's able to unfurl its tail spikes at will instead of needing to be in rage mode to do so.
  • Khezu. It lulls you into a false sense of security with its slow movements and easily telegraphed attack patterns, but it's got a metric fuckton of health, is ridiculously resistant to damage (don't bother trying to attack it unless your weapon's sharpness is in the green), and once you finally do get its health low, it busts out the most devastating enraged mode you've seen up to this point, utilizing a new lightning charge attack that can easily One-Hit KO you and its attacks become much more quick and unpredictable. Made so much worse when fighting it near Snowy Mountain's ledges.
  • Plesioth. How exactly can smashing with its RIGHT hip hit the player when he or she is on its left? Or how can it hit the player with its tail when it's ten feet in the air? Plesioth has managed to do both of these things and more. Luckily in 3 Ultimate its hitbox issue was somewhat relieved, but it gains underwater combat prowess rivaling Lagiacrus.
  • Yian Garuga. Essentially a Yian Kut Ku meets Rathian with a dash of steroids and you have one nasty chicken than can cause fireblight, poison, and deal a lot of damage. He's also a very aggressive Lightning Bruiser and will spam the tail swing to very annoying levels.
  • White Monoblos. Not the normal one. The White one. Why? It has more health than its cousin, and it runs away every 5 freaking minutes. Also, it hides in the ground every 10 seconds, rendering it invincible unless you carry the maximum number of Sonic Bombs, which is 10. And it's not enough. Best thing? With the best Sharpness you could afford at first, the only part you could attack properly was its tail and its horn... both of which snap off after only a few hits. White Monoblos was revamped in 4 Ultimate to be a less annoying but still difficult boss. It's now only encountered in G-rank, meaning you'll have a weapon that can attack it more easily by the time you fight it, and it digs far less than it used to. However, it can now use an aimed charge that's harder to avoid than the others, and it sometimes makes a U-turn during its charges. What's more, when it gets angry, it becomes just as fast as an enraged Diablos. Combined with its new attacks, this makes the White Monoblos a much more dangerous monster than it was before. Finally, like basic Monoblos, it's available only in single-player quests; no bringing along fellow Hunters for support for you!
  • Rajang. Has all the elements of speed and unpredictability of a Blangonga, the roar knocks you away, and it fires LIGHTNING BEAMS and THUNDER BALLS (both are actually non-elemental) from the mouth. Once it's enraged and becomes a Super Saiyan, it'll be difficult not to be hit by its attacks or risk One-hit KO. Unite introduces a type of Rajang that is ALWAYS IN RAGE MODE, and another rage mode upon that (though actually slower). Worse, the best Thunder-element weapons (to deal with Tigrex, for example) can only be made with some Rajang materials. If you're playing MH Frontier then you'll likely meet a Rajang with red aura. Suddenly the normal Rajang (or any other monster) looks tame in comparison. It boasts insane speed, a massive hitbox, and attack power that simply murders the whole party in no time. It's so bad, so hard that during a period when an exclusive quest was available to those HR/SR 999 hunters hunting this particular beast (with every quest's data recorded officially), the overall success rate is 5.8%. Out of 270,000+ tries. What makes Rajang worse in 4 Ultimate is that it now uses a more random movement pattern, to a point that it's very hard to predict its next move, unlike the previous version of it. Rajang in 4 Ultimate is also one of the monsters elgible for Apex status, and can be fought as a Guild Quest monster; a duo of Level 140 Apex Rajangs causing quest failures within two minutes are the stuff of G-Rank horror stories. Still too easy? An Event Quest has you hunt an Apex Rajang...with no armor or talismans allowed!
  • The lesser mentioned One-Horned Diablos, aka Devil Diablos. It looks like any other Diablos, just slightly bigger and with a broken horn but it's actually a rank above what you're capable of fighting when you can first battle it, which means it hits a lot harder and has a lot more hp and, of course, the game doesn't give you any kind of warning as to what you're in for. You also get the usual items and only a slightly higher reward for defeating it.
  • Chameleos. Probably the most irritating enemy in the series simply because it is invisible for maybe 90% of the time you fight it. Also, just like the Gypceros, it can steal items from you and you can't get them back, and it can do so at range with its tongue, and you likely won't see it coming since it'll probably be invisible when it does it. It also tends to go back into stealth within 10 seconds of bringing it out of stealth and, all in all, a huge pain in a the ass. He also received an overhaul in 4U: on the bright side, the amount of time it stays invisible has been heavily nerfed and it no longer attacks while cloaked, thus removing the need for Smoke Bombs. The bad part is that it was given a new move that is basically a teleportnote , is much more aggressive than its previous incarnation with its blindingly quick rushing tongue lash, gains the ability to blanket its surroundings with persistent poison clouds and even rearrange them using gusts of wind from its wings (thus reducing the amount of safe spots from which to engage it) and receives a poison mist Breath Weapon that becomes a One-Hit Kill at higher ranks—which it uses both as a Counter-Attack if you damage it enough, and as an area-effect super move in Rage Mode.
  • G-Rank Kushala Daora, at least in 4 Ultimate, can be a total nightmare. High Rank Daora is pretty easy, if annoying due to his tendency to run around the map a lot. But in general he doesn't do much besides melee attacks and the occasional tornado. G-Rank Daora kicks it into overdrive, constantly summoning tornadoes everywhere and just generally being much more aggressive. The difference is like night and day.
  • Akantor maneuvers about as well as a continent, but when it starts charging, it's nearly impossible to avoid. Its bite attack in particular can inflict a severe form of Defense Down that cuts your defense in half and guarantees that any attack it does will cart you back to camp. And finally it has a breath beam attack that does extreme damage, up to and including a One-Hit Kill if you have the aforementioned Defense Down or if you're a Gunner. You can cure the Defense Down if you remembered to bring Adamant Seeds, but most players online do not seem to know about this, meaning that it may be easier to just take Akantor on alone and avoid dealing with players who have no clue how to buff their defense back up.

     Third Generation (Monster Hunter Tri - Monster Hunter 3 Ultimate/G
  • Tri's incarnation of Rathalos (which has been turned from a nonissue in Unite into a genuine That One Boss thanks to a combination of newfound speed and maneuverability and harder access to weapons fit for fighting him) and Barioth, another member of the Tigrex Club, stronger then Nargacuga, who exchanges the ability to shoot tail spikes for being able to spit twisters at you. Twisters that freeze you solid. Rathalos and Barioth are especially frustrating because of the low availability of fire and dragon weapons early on. Rathalos goes down rather quickly with an upgraded Rusted Weapon with the Dragon element, which can be mined at a very low chance from the Volcano. Barioth is much easier to deal with with a good fire damage dealing weapon. The catch is that most fire-based weapons require Rathalos parts and upgrading a Rusted Weapon requires Frost Sacs from Barioth.
  • Try to engage a high-rank Qurupeco. It can summon the Great Jaggi, or the Rathian. It can also summon Deviljho, who is just as bad as he sounds. Many a Qurupeco quest has ended because it summoned G.I. Jho. And then in 3 Ultimate, there's a unique Deviljho roaming around in G-rank quests. And it's always in rage mode. Want to run away from that? You HAVE to farm them because they contain a unique type of carve to make good stuff with.
  • Lagiacrus. In the water, it's a Lightning Bruiser that uses fast, powerful attacks with ginormous hitboxes while the iffy water controls make fighting it even more of a chore. Dodging its attacks is hit-and-miss, and its spinning tackle is more likely than not to hit you anyways, if you even dodge away from it. Its long and thin body is hard to hit consistently. It can inflict Thunderblight, which reduces the number of successive hits it takes to stun you, and Waterblight, which reduces stamina regen. Then it charges up and Turns Red, where it can use its fast-hitting electrified tackle twice in a row on top of even more powerful attacks. While it's far easier to fight once it goes on land, but that rarely lasts long. It's saying something that even its subspecies (Ivory Lagiacrus) is considered easier than standard Lagiacrus due to fighting entirely on land, despite its more powerful traits. It doesn't help that Lagiacrus's weakness is Fire, but few fire weapons are available by the time of the first major battle against it; most fire weapons for the majority of weapon types require parts from Rathalos, which is unlocked after defeating Lagiacrus and is also on this page. Don't think it's any easier in Generations due to the lack of water combat; this version shoots gigantic, explosive thunder balls and follows up a roar with a nigh-undodgable thunder pillar. Mercifully, you have more fire weapons by then.
  • Portable 3rd introduces Zinogre, which looks easy in its normal state, until it starts to charge up 3 times. And it goes into Hyper Electrified mode. It is its rage mode which will not stop until you make it fall down, which means it can stay in this form much longer than others' rage mode. In this state its speed and power rockets to crazy levels, has attacks to make you more vulnerable to thunder-element attacks and fainting, and has a ridiculous hitbox for its attacks. And the paralyzing trap you were using all along is useless, as it's immune to that in that state, and at other times the trap WILL help it to charge up. Also, it can go into rage mode, while already in this mode. Which makes it a Double Rage Mode. 3 Ultimate introduces a subspecies of Zinogre (Stygian), which can rain down dragon-element thunderbolts while charging up, and is able to launch homing thunder balls at you; and they're fast. And in 4 Ultimate, it's possible for regular Zinogre to enter the Apex state, which not only makes it even stronger, but also makes the electric balls paralize you.
  • A new contender of That One Boss arrives in 3 Ultimate: Brachydios, also known as "the most powerful package monster" throughout the series among fans and developers alike, which is saying something. It is very fast and agile and its arms are developed enough to throw punches that will leave what amounts to green napalm on you. Even if you block it. Unless you rub this slime off by rolling, it will explode after a while or upon being hit by another slime-inducing attack for extra damage. Brachydios also uses a moveset very different from that of other Brute Wyverns, and its leap attacks are notoriously deadly. Once it goes berserk the slime on its body turns yellow and detonates on impact, making it one of the most lethal rage modes in the series. Inexperienced hunters are actually advised to just run away from an enraged Brachydios. Then there's the infamous "Clashing Fists!" version, which is not only much larger than normal, with health, attack power, and range to match, but is near-permanently enraged. 4 Ultimate introduces a more powerful version of it in G Rank, though it's optional. Of course, beating it will allow you to create new weapons endowed with the Slime/Blast status.
  • Goldbeard Ceadeus, the Elder Dragon you have to slay to unlock G-rank quests in 3 Ultimate. The good news: You have 50 minutes instead of 30 or 35, unlike the original Ceadeus. The bad news: Note that the objective is to "slay", not "slay or repel"; you must kill it within the time limit or you will get nothing. It also will not retain any damage for successive quests; it starts at full health every time, so you must kill it in one go, and it has the durability of a planet. While managable in a multiplayer hunt, doing this quest solo is nearly impossible if you don't have a weapon that can do damage fast enough or manage use of the ballista and Dragonator weapons effectively. If you're playing the 3DS version and don't have a Wii U or local hunting friends, prepare for a massive Difficulty Spike.
  • In G-rank missions, Gigginox gains the ability to lay egg sacs on its back. This happens very quickly and is impossible to stop. Unlike the other egg sacs, Giggi spawned from this one will immediately jump at hunters from the egg sac itself. These Giggi love to jump out while you're in the middle of an attack, and they'll still latch onto you even if you block them. A player with multiple Giggi leeching off of them will lose health very quickly, making slow weapons incapable of rolling a very poor choice in these fights. While the egg sac can be destroyed, that won't stop the Gigginox from laying another one, sometimes while it's on the ceiling. Even the developers seem to be aware of how difficult it is, as missions against a G-rank Gigginox are one of the few G-rank missions that take place in stable environments, so players at least don't have to worry about another boss monster making it even harder.
  • The Silver Rathalos and Gold Rathian in several games, but most notably in 3 Ultimate. Both of these share most of the tricks first seen in their preceding species and subspecies. The catch? Both are nearly completely covered in nearly impenetrable armour. This means that, unless you're using the incredibly rare Fencing skill or have some means of bypassing attack deflections, almost every swing you take will leave you immobile and very, very vulnerable. To make matters worse, both utilize highly effective poison (applied by the Rathian on her backflips and the Rathalos on his claw strikes), which will quickly force you to burn through valuable resources in a hurry, if you survive that long. The base camp has no bed or storage chests, negating the Farcaster healing abuse available in the Alatreon and Dire Miralis fights, meaning that the only means of healing you can have is whatever healing items you can bring with you, unless you or someone in your group has a Hunting Horn with a healing song. Both also have incredibly high health, and will spam fireballs with high damage and a wide explosion radius. And if you want to try to capture them, only a Shock Trap will work since their arena's floor will render the Pitfall Trap unusable due to its hard texture (this isn't the case with the Tower Summit in the fourth generation games); also, because the arena only has one zone, the monsters can't limp, meaning that without the Capture Guru skill it's nearly impossible to tell when they're on they can be captured without LOTS of trial and error. Thankfully, unless you want to unlock the Hallowed Jhen Mohran fight or want any equipment that requires their drops, they're entirely optional.
  • The powered-up Ivory Lagiacrus from the G-rank event quest "Cruel King of the Sea" in 3 Ultimate. It has a lot more health than the regular Ivory Lagiacrus, and its attacks are devastating; not only do they cover a wide range, they do massive amounts of damage. And guarding against the super discharge attack is a Luck-Based Mission due to the bolts having random hitboxes; the bolts hit from all angles, which means that they can potentially hit you from behind, making your attempt at blocking them pointless. Fortunately, beating it gives you the materials you need to make the Lightning Blaze Gunlance.

     Fourth Generation (Monster Hunter 4 - Monster Hunter Generations Ultimate
  • In 4, any monster infected by the Frenzy Virus becomes one, even for those monsters which you've been familiar with, due to their hyper-aggressiveness and ability to inflict Frenzy Virus. And that's before going to the new monsters in 4. 4 Ultimate cranks it up a notch with Apex Monsters. Monsters in this state will negate all traps, elemental damage, and status effects. In addition, different parts of the monster will be hardened to a point that all melee attacks will be deflected, including attacks that are normally immune to being deflected, and even the Fencing skill! This can be a major pain in the ass for players who only play online, as the items needed to temporarily change them back to normal, the Wystones, aren't acquired until late into the postgame single player storyline. What's more, the Wystone that prevents attack deflections against Apex monsters, the Drive Wystone, can only be obtained after completing a series of single player High rank and multiplayer G-rank quests from the Professor.
  • Nerscylla, a horrifying spider which spends 90% of the time swinging around, up and down the webs, making players very hard to catch up with its speed, let alone hitting it (especially when it hangs itself upside down). It can also get you poisoned or put you to sleep.
  • Even for introductory monsters to the G-rank, Tigerstripe Zamtrios in 4 Ultimate is just too strong. It can now inflate its size at will (while reducing chances for hunters to attack it), then hop and roll around in an unbelieveably fast speed, massive damage included. Its normal state is also very fast. It can also paralyze you for good measure. The worst? Most of the time you'll face it in a certain tight area in the desert.
  • The first fight against Gore Magala in 4. You get to fight it, a wyvern-size monster, on the Arluq, a ship not unlike the Dragonship in shape and in size. It's also a story boss, which means you have to beat it in order to move on. However, the difficulty can be mitigated somewhat if you know that jumping off the ship takes you to a room with a bed and supplies.
  • Did you like fighting Seregios? A certain Yukumo Event Quest pits you against one in the exact same situation as in the aforementioned quest, minus the "story boss" part. And as if the devs learned from players using the trick in the above quest, they put an (almost insurmountable) invisible wall around the boat.
  • For those who caught Plesioth with the Fishing Machine in 4U and had a good laugh, facing Cephadrome in the same game might deliver a major shock. Not only was he given a few of Nibelsnarf's moves to buff up his offensive capabilities, he also retains his scaled down version of the legendary Plessy hipcheck. And yes, that means he can hit you from the right side even if you're on his left. No wonder he's also known as the Desert Plesioth. It also tends to "swim" on the sand for a long time. Touching its fins while it's "swimming" will cause Paralysis status, and if the paralysis connects, it will usually do a flying tackle right after which does massive damage. And to top it all off? One of the required quests for getting a G-2 license involves hunting two of them at the same time. Good luck.
  • Gravios is a Goddamned Boss on Low Rank, but High Rank and up it becomes this, due to having a heat gas attack that it often uses after firing its heat beam, which prevents players from just easily punishing the attack without worrying about Fireblight. And like before, its skin is tougher than nails, necessitating a high-Sharpness weapon with a good overhead attack to damage its comparatively soft belly consistently without bouncing off.
  • Purple Gypceros has several improvements that make it a royal pain in the ass, as if the standard "inflict more damage" fare wasn't enough. When enraged, it will constantly run around spamming poison all over the place. And not just any poison, this is "Severe" poison, indicated by three purple dots instead of two, a slightly more reddish hue, and most importantly, a higher rate of health drain than standard poison. It can also charge its flash attack while it's moving, and if you don't expect this, you'll find yourself in dizzy status constantly and unexpectedly. In G-rank, it can charge up its flash attack, then store it so it can use it whenever it wants. It will play dead twice, and it does the first fake-out before it's down to capture-ready health, meaning that a player familiar with the original Gypceros but not this one may find themselves wasting traps and Tranq Bombs if they try to capture the Purple Gypceros on its first fake-out.note 
  • Stygian Zinogre is tough enough in High Rank, but in G Rank it becomes just as hellish as its motif. It can now unleash dragon balls that speed toward the position you were and deal a lot of damage plus Dragonblight. This happens with almost every attack. It also loves to chain several powerful attacks in succession, especially its tail flip, that usually inflict Dragonblight. When it's enraged and fully-charged, it goes berserk and starts spamming combos like no tomorrow, flinging enough dragon balls to count as Bullet Hell and making it nearly impossible to heal or even approach. Frenzied Stygian Zinogre takes this Up to Eleven by becoming even more spastic and combo-happy on top of the Frenzy Virus debuff.
  • The Dalamadur, the Final Boss of High-Rank in 4, is sadistically hard to solo. Not because of its attack power, not because of being on the receiving end of Hitbox Dissonance, not even because the arena you fight it in is huge and full of hills and cliffs that are a real chore to navigate, but because it's one of the beefiest damage sponges in a series that prides itself on long boss fights (to the point where it makes the Goldbeard Ceadeus look frail in comparison). It only has a few attacks, most of which are highly telegraphed, but the real threat is the time limit. It moves around a lot, with most of its weak points often resting near the top of higher cliffs from which it can easily knock you off, costing valuable time, and in the later stages of the fight it spends a great deal of time on the fringe of the map. Even when it stays still and you can wail on it, many weapon types struggle to maintain the DPS required to put it down within 50 minutes. Worse, because it's also the final boss of High-Rank in 4 Ultimate, it's impossible to farm up G-Rank equipment by hunting with friends because G-Rank quests require HR8, which is obtained immediately after killing it. It's much more manageable with a party, but because it's an Urgent Quest, only the host gets credit for the quest, so if you have a party of four trying to reach G-Rank, you'll have to go through this quest four times in order for everyone to rank-up. And if you weren't sick of it by then, then there's a G-Rank exclusive subspecies in the final batch of G-Rank quests. Thankfully, that one is optional.
  • Glavenus stands out among the relatively weak monsters of Generations due to its extremely long range and many different attacks. People hoping to run circles around it like with Gammoth, Astalos, and Mizutsune are in for a rude awakening as its massive tail can hit from any direction, and the tells for each one are very hard to distinguish from one another. To catch you off guard it also has a slow spin attack and a lightning-fast double bite, and its attacks tend to move it around a lot which makes it unreasonably difficult to target specific parts. However, the real danger appears when it sharpens its tail which makes all of its attacks inflict Fireblight and it gains an explosive projectile which sticks to the ground and can trap you into inescapable situations. One unique move in particular has it strafing to the side while firing a projectile at you, making proper positioning all but impossible to maintain.
  • Hyper Monsters crank the difficulty Up to Eleven. While hitting a hyper part charges your Hunter Arts more quickly, those same parts can launch faster or much more powerful attacks than before. Not only do Hyper Monsters get enraged very easily, they never get exhausted, meaning you might as well be fighting a monster that's permanently enraged. As if that wasn't enough, even attacks from a non-Hyper part do more damage than before, and the monster has much more health than it usually does, effectively making it a G-Rank monster in High Rank clothing. To say nothing of G-Rank Hypers. While none of them are required to rank up, you will have to fight them to upgrade your gear to endgame levels.
    • Even three/four star monsters can be this. Case in point? Khezu. Khezu already hits very hard and can cause thunderblight, so getting stunned is more or less instant death, and it's VERY easy to be stunned.
    • Hyper Zinogre is even more brutal than the regular Zinogre, thanks to an insane boost in power, greatly improved jumping ability, and enhancements that turns several of its less dangerous moves into Those One Attacks. Hyper Zinogre has an annoying habit of jumping behind you or out of sight so it can attack you from your blind spots. The bolts of lightning it summons when it's enraged are larger and cover more ground than before, and if its head is glowing, its normally easy to avoid thunder balls become massive spheres that are as big as Zinogre itself.
    • Hyper Seltas Queen is a nightmare for Blademasters. Gunners can pick off Seltas with Blast and shred the Queen with Pierce shots. Blademasters have no choice but to get up close and personal. Seltas Queen's already gargantuan health and attack power becomes boosted through the roof due to the Hyper aura. The only way to deal any decent amount of damage to Seltas Queen is by attacking her mouth. Only problem: that's directly in the range of her most powerful attacks, most of which are Hyper-boosted. And that's before factoring in Seltas, who spams stamina-depleting shots and can perform a super-powerful charge attack with Seltas Queen.
    • Hyper Tigrex. Like with Zinogre, Tigrex is already a pain in the ass, but combine the already aggressiveness of this beast with the Hyper buff turns this to a nightmare for Blademasters. And unlike with Hyper Seltas Queen, Gunners aren't safe this time either due to the fact that Hyper Tigrex can and will close gaps effortlessly at a fast pace and at a large distance, and one-hit KO them, that is, if he doesn't just chunk a massive boulder at you.
    • Hyper Lagiacrus isn't that bad as long as its back isn't Hyper-charged. Which it usually is. In that case, its thunder balls gain absurd power and size, with the spinning thunder balls becoming as big as Lagiacrus itself. When you see it curl up, run like hell, because its Hyper-boosted super discharge is a One-Hit KO nuke with a massive hitbox that continually moves outward. It also can fire purple thunder balls that have a similar effect and are just as deadly.
    • The six-star Hyper monsters are by far the toughest in the game. In Generations their quests are all DLC, but in Ultimate they're part of the standard High Rank and G-Rank quest list, so you will have to fight them for 100% Completion.
      • Hyper Rajang is probably the least bad of the six-star Hypers, which isn't saying much considering how absurdly hard it hits and how much punishment it can take. Thankfully, Furious Rajang weapons (which are usually superior to regular Rajang weapons) don't require Hyper Rajang Furs to fully upgrade, and the Hyper Rajang quest doesn't reward anything special.
      • Hyper Deviljho is no joke. It has more health than Nakarkos and hits way harder, its constant raging makes it a stronger Savage Deviljho with a more awkward weak point, its Hyper-boosted dragon breath can bring all but the sturdiest and Dragon-resistant builds to minimal health, and the kicker: you know how Deviljho's greatest weakness is how it tires so easily? Hyper monsters don't get tired. While this means no more Defense Down, this only makes it that much tougher to bring down. Worse yet, a lot of high-end armor sets in Generations Ultimate require Esurient XR armor pieces, which means a lot of fighting this guy.
      • Hyper Gold Rathian has astronomical health, is heavily-armored everywhere, hits like a train with her normal attacks, and one hit from her tail will finish off most hunters, if the poison doesn't get them before they can heal. If her head gains the Hyper aura, her fireballs practically become mini-nukes.
      • Hyper Silver Rathalos is considered by many to be one of, if not the, hardest monsters in the game. His attack power is unreal, his Hyper-boosted fireballs and explosions are absolutely devastating, he has an absurd amount of health, and his super-tough armor is just one of many obstacles to get through. Oh, and if you want tier III of the Chaos Oil Hunter Art, the quest for it is a G-rank quest that has you hunt both a Hyper Silver Rathalos and a Hyper Gold Rathian at the same time!
  • All of the Deviant monsters are meant to be challenges, being basically subspecies on monster crack, but a few are a cut above the rest:
    • Redhelm Arzuros, despite being the first Deviant you unlock and thus being a Wake-Up Call Boss, remains this even as you unlock more Deviants, as it has a five-swipe combo that's nearly impossible to avoid thanks to the monster's newfound speed, its massive damage increase in rage mode, a charge swipe attack that can easily cart you in one hit, and, at higher ranks, a 360-degree sweep that also can immobilize you with wind pressure.
    • Dreadqueen Rathian. Take a Gold Rathian's moveset, turn up her attack power by a lot, give her super-tough armor, add on Dreadking Rathalos's immunity to flashes while airborne, pour on a super-poison that can't be blocked by Negate Poison, sprinkle in spikes that inflict said super-poison, and top the super-poison attacks with Hitbox Dissonance, and you have this royal nightmare.
    • Silverwind Nargacuga. It's everything you probably hate about Nargacuga, now with projectile disc attacks that can not only catch unwary Hunters off-guard, but also cause the ever-obnoxious Bleeding status. Oh, and its infamous tail slam? That launches a disc as well, meaning that if the tail doesn't directly hit you, you can still potentially get carted.
    • Boltreaver Astalos. As if normal Astalos wasn't annoying enough to fight due to its unpredictability, this Deviant gains a new electrical breath attack with projectiles that hover for a moment and then quickly charge at their targets, as well as an attack where it can pull in players and then hit them with an outward-pushing attack for massive damage and a long-ranged lightning beam that hits for even more massive damage. Also, like Dreadking Rathalos, it can't be flashed out of the air until its crest has been broken.

     Fifth Generation (Monster Hunter World - Monster Hunter World: Iceborne)  

Monster Hunter: World

  • Anjanath has became very unpopular due to messy hitboxes, frighteningly fast speed for a Brute Wyvern, and a powerful breath attack that would make Deviljho proud. It's almost a relief if a Rathalos intrudes for a turf war and damages Anjanath.
  • Remember how Deviljho and Seregios would be a pain to deal with anytime they invade a certain area in previous games? Take the worst of both monsters (the former's durability and damage and the latter's methodical flight combat), add some literal bombing tactics not unlike those in various war planes, and you get Bazelgeuse. Just don't say his name three times.
  • Diablos represents a tremendous spike in difficulty when you face him in the story. All of his attacks can halve your health on the spot, his sheer size can make them very difficult to dodge, and he has a devastating charge attack that make him dangerous to approach if you ever get too far away. If he manages to stun you, it's inevitable that you're going to faint soon after. Up until this point in the game, you could defeat most enemies with skillful use of your weapon of choice. Against Diablos, you're going to have to get creative with the environment and the tools you have in your item pouch.
  • Black Diablos is Diablos Up to Eleven. She's far more aggressive and ill-tempered than normal Diablos, hits a good deal harder, moves around much more, and on top of the infamous leaping dig attack has an aimed charge that is a guaranteed stun. Against something as aggressive and hard-hitting as Black Diablos, getting stunned is certain death.
  • True to his flagship status, Nergigante is very brutal, even by Elder Dragon standards; very hard hitting, fast, and can be difficult to properly damage due to regeneration. Unlike most monsters, he becomes more difficult when he's near dead, as he'll use his Signature Move, the infamous Divebomb attack, far more constantly. What's worse is that this attack also has some very wonky hitboxes, especially since the animation moves faster than the hitbox. This is before he retreats to his lair where he gains the ability to cause environmental damage, by making the stalactites on the roof drop on the player.
  • Lunastra's revamped moveset has made her hated; she is a lot more aggressive than in previous games and some of her attacks, such as her version of the tail whip, has odd hitboxes. Even worse, her weak spots are on body parts that are difficult to reach with their respective weapons, Wings for melee and Tail for ranged. Oh, and Fire Resistance does jack, since most of her attacks do HEAT damage, not fire, which can't be mitigated beyond a silly drink. Her tempered version, as a result, is even worse than Teo, which is nasty in its own right.
  • Tempered Monsters are World's equivalent to frenzied/hyper monsters, being beefed up adversaries that are far more powerful than their normal counterparts. However, a few tempered monsters deserve special mention:
    • Tempered Kirin. The very first Tempered Elder Dragon you fight, and it's the traditional Warm-Up Boss of the category; however, it will make your life a living hell with its brutal damage and relentless offense, enough that his most powerful moves can leave even a hunter with max thunder resistance and the Thunderproof mantle reeling with 2/3rds of their health gone. Even veteran hunters consider this the hardest fight in the game, and it's the starting point for the endgame! The only thing that mitigates this is that it fights just like a regular Kirin, but that'll be brief mercy if you get clipped by his lightning attacks. To put the sheer difficulty of this fight in perspective, one of the quests after this one is a battle against Tempered Nergigante, Kushala Daora, AND Teostra all at once. Most players that make it to that fight consider it much easier than the Tempered Kirin!
    • Tempered Teostra. Explosive blasts from this ill-tempered lion are a death sentence, especially if he rams into you while you're blast-blighted. Plus, his supernova attack can become a one hit kill if a player doesn't have enough health boost on.
    • Tempered Deviljho is even worse. Remember how difficult Hyper Deviljho was in Generations? Exact same scenario; Obscene damage, more durability than even Xeno'jiiva, and a powerful That One Attack that even Nergigante would be worried by. Only, there's no hunter arts or hunter styles to save you this time, and Deviljho has picked up some new tricks en route to the New World, such as getting up much quicker, being able to still attack while pitfalled, and using smaller monsters such as the Great Jagras as very nasty weapons. The only things that slightly mitigate this are that 1. Tempered Monsters don't have immunity to fatigue, so drugged meat works this time, 2. Unlike a tempered elder dragon, he CAN be captured to make the hunt easier, if only a little, and 3. At least it isn't Tempered Kirin. There's a reason why this boss ended up being an event only. Then there's the "Heart of the Nora" event quest, which features two Tempered Deviljhos, one of which is gigantic. They at least have less health than usual, and one is smaller than normal, but good luck.
  • The Greatest Jagras is a rude surprise for players who underestimate it as "just a bigger Great Jagras." Its roll attack now has the ability to one-shot all but the best equipped players, and its roar is now requires near full earplugs skill to deal with. This is on top of now having almost as much health as a Tempered Elder dragon.
  • While all the Arch-Tempered monsters can count as this trope to a degree, none fit this status more than the series flagship Elder Dragon Nergigante. This thing has got several new attacks that come out so quickly they can even hit bow-users in the middle of a string pull. Think that speed trades off damage? Nah, unless you invest in defensive skills, these attacks still hit so hard they will come close or outright One-Hit Kill you, even with endgame gear. Take into account that its spikes are now much harder to break and AT Nergigante has four times as much health as a regular variant, and you have a nightmare of a monster that can take hours of time to kill even one.

Monster Hunter World: Iceborne

  • Velkhana. Behind its beautiful appearance lies an incredibly irritating dragon with a sharp tail that's difficult to consistently predict, lots of area-of-effect attacks, and worst of all, a commonly spammable beam attack that not only covers a lot of area, but cannot be blocked without a certain skill. All of this wouldn't be all that bad if not for the fact that it's quite agile as well. An even worse variation is the one fought in the Iceborne beta: Instead of 20 min like the other 3 quests or extended time, you only had 15 minutes to actually slay it. The greatest enemy was not Velkhana but the timer itself, as most players failed the quest due to running out of time instead of carting. This short animation acurately describes the whole thing.
  • Continuing its own trend as That One Boss as well as the trend of Tyrannosaurus rex monsters in World being very difficult, we have our lovely pal Tigrex. Even compared to other monsters of its threat level, it's frighteningly fast and hits extremely hard to boot, and all its attacks either hit multiple times or have huge hitboxes that catch hunters even if they manage to time a dodge properly. Fighting Tigrex in this game makes the player feel like they have absolutely no breathing room, which can also make it difficult to find time for HP recovery or sharpening/reloading. Worse, because most of its attacks are effectively charges that it can change direction in, it can easily chase you from one zone to the next, making escaping from it very hard and even more dangerous when taking into account how narrow the paths between zones are. In short, Tigrex continues to be a threat even when you're not fighting it.
  • Savage Deviljho returns, and its moveset has been updated to include even nastier breath attacks than the regular Deviljho, on top of being much bulkier and more aggressive. Most of its attacks now routinely inflict Defense Down on you, and it loves to coat the area in thick clouds of draconic energy that deal a hefty amount of damage and inflict Dragonblight if you're not immune to it. Additionally, when enraged (which is very easy for the monster to enter), it permanently stays in that state unless the player interrupts its counter-attack animation, making it near impossible to find a good time window to slam it into a wall with the Clutch Claw. When its health starts getting low, it will occasionally breathe into the ground and create a massive explosion which can easily one-shot unwary players. It's saying something when the basic Savage Deviljho is harder than other Tempered monsters of its size (like Tempered Acidic Glavenus and Tigrex, which get their asses handed to them without so much of a proper turf war). The only positive thing about it is that it isn't required to be hunted to progress the story; however, it will start appearing as soon as you enter Master Rank 5 quests, which is very likely to be as early as when you're hunting a Seething Bazelgeuese, where the monster will chase you nonstop until it loses sight of you.
  • Rajang continues to be a threat in Iceborne, maybe even more so than its previous incarnations. While Rajang's ferocity was tempered by its entire body being a weakpoint in previous generations, New World Rajang only has its head and tail as default weakpoints, and players will have to use the new Clutch Claw tenderizing mechanic to create new temporary weakpoints. To make things worse, Rajang shows off a new side of itself: it is the only monster smart (and dextrous) enough to deal with players trying to grapple it with the Clutch Claw, and will grab them off its back and throw them to the ground (if it's enraged when this happens, it will also hit you with a pin attack). In addition to this, if players are able to deal enough damage to Rajang in a single hit, it will stumble forward a small distance before tripping; however, if it stumbles into a wall, it can stop itself from tripping by grabbing onto the wall and then lunging back at the player.
  • While Brachydios is difficult but somewhat manageable, its Raging variant definitely ups the difficulty. For starters, it's significantly larger than its normal counterpart, meaning that it has much larger coverage with its attacks and can cross through areas much more quickly, and every single one of its attack will inflict Blastscourge, causing anyone afflicted with the debuff to explode after a certain amount of time has passed or upon being hit for an even greater amount of damage, sometimes enough to cart in one hit. Furthermore, when its hands, head, and tail are covered in slime, dealing enough damage to them will cause it to fall to the ground and explode, dealing a good amount of damage to the hunter; this is very likely when you're attempting to combo a downed Raging Brachydios, which wastes time that could've been spent wailing on it (though if you keep up the attack consistently enough, you'll "disable" its slime and prevent this for as long as you can do so in a certain timeframe). And this is before the phase where it traps the hunter in its own lair, rendering them unable to escape (not even Farcasters work). To put the cherry on top, traps are specifically disabled when you're fighting it on its last legs, meaning that you must slay the monster instead of bypassing the remainder of its HP and capturing it.

     Behemoth (Monster Hunter World
New to the series is a crossover monster straight from another game series, Final Fantasy, the Behemoth, who is so bad, it got its own folder. For those familiar with how he works in Final Fantasy XIV, you'll already know how devastating a monster it is:
  • For starters, he is absolutely massive and very fast on his feet to boot, meaning his physical attacks are hard-reaching and hard-hitting. Players without a shield or ranged-centric playstyle will have to be extra careful to not get hit.
  • The majority of his body is armored, meaning that most weapons will bounce back a lot. This is doubly worse as he has a huge body, meaning you'll be inadvertently hitting it, especially as he moves around with his attacks. The vulnerable areas that you want to hit (his head and tail) are high off of the ground, meaning that only long melee weapons with vertical attacks can reliably hit them.
  • Specific to this monster and hailing from his home game is his ability to cast spells. Each one of them are incredibly deadly or at the least, annoyingly cheap. A few of these will target one random player in a group. Be warned if you try to go solo since you're the only target the Behemoth can select. These spells are the following:
    • Meteor causes the Behemoth to drop a meteor from the sky onto a random spot (which can be seen as a burned mark on the ground). While it is easy enough to anticipate, it has a deceivingly large area of effect, taking a good chunk off your health and burning you. Later along the fight, Meteor will randomly shoot out three meteors in quick succession, making it even tougher to dodge depending on where they land.
    • Thunderbolt is uncommon but potentially worse. Behemoth will send out random streaks of lightning along the area which will immediately strap you with the Paralysis status effect should you get hit by it, followed by lightning strikes across random spots in front of the Behemoth, akin to Kirin.
    • Charybdis while not nearly as damaging as other spells, is potentially one of the most annoying attacks in the game, bar none. Behemoth will stop in his tracks to charge up his spell and one random player is marked (indicated by a small tornado appearing around you). Should you not prevent Behemoth from ending the cast via Flashpod or staggering him with enough hits to the face, he will spawn a tornado in the area of the marked player, taking up a significant amount of space and doing medium damage. What makes this spell truly vile is that it stays on the field for a long time, potentially denying you of any space to work around the Behemoth. Thankfully, it lacks the wind knockback that Kushala's tornadoes possess, but that doesn't stop them from being a gigantic hindrance. Thankfully, he stops using Charybdis in the second phase of the fight, but goes right back to using it once he moves to the final area, which is a very bad thing for reasons stated later.
    • Perhaps the worst and most fearful spell that he possesses is the Ecliptic Meteor. The Behemoth summons a gigantic meteor which, while it has a significant delay before landing, has a nearly map-wide area-of-effect and is a One-Hit Kill no matter what. Not even the Lance with Guard up or any mantles will save you. Your only chance is to hide behind the smaller Comets that Behemoth dropped beforehand, but should Behemoth destroy those or if you're in a bad position, all you can do is say hello to the cart. Finally, the Behemoth will cast this ability before he dies, which means that he can potentially end your mission even if you were seconds away from tasting sweet victory.
  • Beyond the spells he possesses, he has a multitude of attacks, most of which are similar to Nergigante, while possessing a few tricks up his sleeve. Of note is an attack that causes the ground in front of him to explode, knocking you up in the air and dealing tons of damage should you not move away or have Guard Up. He usually uses this when you're trying to hit his head, and the attack barely leaves any time to dodge it if you're that close.
  • If all this weren't enough, his final phase has him move towards the area where Nergigante would normally sleep, except Behemoth immediately begins attacking. What makes matters worse is that for a significant part of the fight, he won't break the walls that would normally give the area some more breathing space. This results in you fighting in a terribly claustrophobic area against a monster with tons of area-of-effect attacks that will inevitably cover the majority of the area. If he casts Charybdis more than once, you can say goodbye to slaying him.
  • Alternatively, if you fail to break his horn Behemoth will instead go towards Teostra’s Nest meaning that unless you have a cool drink you not only have to deal with Behemoth but you’ll also take constant damage.
  • Behemoth also has a grand total HP count of 34,000 which is only comparable to Kulve Taroth and Xeno’jivanote . This means that Behemoth can only be reasonably fought on multiplayer by its designnote .

    Frontier Series 
  • Hyujikiki is considered to be a roadblock by many Frontier players due to its difficulty. It is very fast, very strong, and its attacks have massive range, and these all increase when it becomes enraged. Even worse is when it initiates its second Rage Mode; when near death, it utilizes Poison, Paralysis, and Sleep all at once and gains an immense boost in attack power, allowing it to take out hunters much easier then before.
  • Coming forth from the currently Japan-exclusive Monster Hunter Frontier is the final boss of Monster Hunter G Genuine's first update, Disufiroa. Armed with several AOE attacks, multiple OHKO moves, and not one, but TWO states of rage, in addition to a strict 25 minute time limit, this monster is nigh unkillable if the players aren't prepared for him. And he gets stronger the more you fight him!

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