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  • Awesome Music: Has its own page.
  • Complacent Gaming Syndrome: The upgrade system in the second game is designed to give you bonuses based on the moves you used the most since the last upgrade, so it's easy to fall into this.
  • Complete Monster: The Devourer is a being from another dimension, the creator of the universe, and the Big Bad of the fifth game. Hating the idea of free will, it sent Cosmic Monoliths onto the Earth to act as its "defense system" that would allow it to kill the heroes and summon itself if they were destroyed. The Devourer was also responsible for the deaths of many in Redpine due to the Monoliths turning wildlife aggressive. In the final battle, the Devourer reveals that it created Akron — who attempted to end all life — and Godcat—who tried to eradicate humanity — as earlier attempts to dispose of the party, before deleting the Earth because the Devourer viewed it as ruined.
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  • Crosses the Line Twice: The Beholder's censored attack. Yes, Kupo actually went there.
  • Moment of Awesome: Natalie's speech to Matt and Lance right before they fight Akron at the end of the third game. Basically, the two guys are terrified and want to go do some more level grinding, but she tells them to man up and promises to heal them if they get hurt. Matt and Lance are stunned and the two meekly agree not to run away, if only not to get shown up by a girl.
  • Demonic Spiders:
    • In 3, the Clay enemies. They're each immune to numerous elements, come in large groups which are almost never all vulnerable to the same attacks, and one of the later ones can cast healing spells. They are, however, all vulnerable to Lance's bomb element attacks. Thankfully, 4 toned them down by a lot.
    • In 4, there are quite a few in the factory. The Satellite dishes can cause Siphon on all your party members, locking them from using skills. The Laser turrets charge for one turn, the next turn they fire a big laser that will more often than not kill a character. Fridge turrets will pull a wet-freeze combo, landing status effects irritatingly often, while the rest of the enemies whale on you, and since we're dealing with bruisers with a taste for lightning here, getting hit while frozen or wet will most certainly cut a good chunk of your lifebar. The Drill Golem enemies hurt like no tomorrow. Did we also mention that these three enemies have TONS of health and take a long time to kill? Oh, and the Defender from the first game comes back, and it is a bruiser. Suffice to say this is especially bad during the boss battle.
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    • Mage Dogs heal and buff allies, drain your characters MP and generally come alongside some really tough enemies. They also fully resist Dark and Holy and have no real weaknesses. Thankfully, they are vulnerable to Syphon, which confines them to basic melee. Mage Birds are annoying for many of the same reasons. They have pretty much no offensive abilities, but just like Mage Dogs they heal and buff allies and steal your mana... and even worse, they also have a 50% resistance to Syphon. Thankfully, like many flyers, the Thunder element makes quick work of them.
      • The Mage Dogs are now given a much-needed Weaksauce Weakness in EBF5 with NoLegs' Dog Sausage weapon, which instantly gives them the berserk status, preventing them from casting spells without needing to inflict Syphon.
    • The Jellies of Bullet Heaven. There's a specific orange type that produces a different type of homing bullet than the purple butterfly-wasps. Said bullet chases you... in staggered steps. It's a pain to dodge, and really hard to fool.
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    • EBF5 brings us a bomb class. Every turn they just count down, and when their count reaches 0, the party gets wiped out in a spectacular explosion:
      • 'Nuclear Bomb' is exactly the same thing as in EBF2, dealing massive fire damage and burning everyone. Unlike then, here it appears as a regular enemy among other turrets, and usually there are two of them.
      • 'Earthquake Bomb' does obscene earth damage to one character (basically a KO unless you're horribly overlevelled) before exploding for slightly lower party-wide earth damage. The initial attack cannot even be absorbed due to being only 25% Earth based, though the second one can.
      • 'Acid Bomb' does massive party-wide poison damage and inflicts Burn. On higher difficulty, it inflicts Scorch, which gradually decreases your maximum HP.
      • 'Shockwave Bomb' does massive wind damage and to everyone and dispels the survivors' buffs.
  • Ensemble Dark Horse: NoLegs tends to be popular among the fans. People even ask if he's going to be a playable character (and not just for the minigames). NoLegs was Promoted to Playable in the Bullet Heaven games and finally became a fully-fledged party member in EBF5.
  • Even Better Sequel: Every consecutive sequel. The first is just a plotless battle against wave after wave of enemies. The second is similar, but with more story and improved battle mechanics. The third is a fully-fledged RPG with a world map to explore, and the fourth is similar but with even more secrets and items, better mechanics, an additional character, a non-linear map, and more World Building. Then there's the fifth game, with updated art, a more polished design, a new weather mechanic, the option to catch foes like pokémon, and NoLegs is finally fighting alongside his comrades. Just goes to show how far the series has come.
  • Game-Breaker:
    • To a certain degree, the Mog spell in the first game. It basically amounts to a free item being used on one of the characters, in a game where you have two opportunities to buy items with limited funds. Being one of the cheapest spells, it's very likely that Matt will get an Ether before he runs out of MP, effectively making the spell easy to spam.
    • The Tera Drill spell does ridiculous amounts of damage to enemies with defensive buffs. Buff attack on whoever has it and even Akron goes down relatively easily.
    • In the second game, getting Matt to learn Mana Leech. Almost any attack in which his sword makes contact with an enemy will give him between 110 and 130 mana for free. Legend, his strongest physical attack, only costs 90 mana. Throw in a few Counter abilities, and enemies will be actively feeding Matt mana points.
    • In the third game, a surprising amount of enemies can be afflicted with the Poison status, and since the game averts Useless Useful Spell, this includes bosses. It's very easy to get 9 stacks on a boss and have its health slowly get drained for free. Many of the enemies that are immune to poison tend to be inorganic in nature, making them weak to bombs instead — very few enemies can take both.
    • The poison status condition from Epic Battle Fantasy 3 requires elaboration. Poison in this game can stack; a level 1 poison isn't particularly noteworthy, but the poison damage is vastly increased for each consecutive level. By the time you reach a level 9 poison, you would have to spam Limit Breaks just to deal more damage in one turn than the poison is doing. One of Matt's earliest learnable skills is Nettle, which causes this condition, and if you level Nettle up to level 3, you can get them to a level 3 poison with one use of Nettle. And one of the earliest weapons you can find is the Black Fang, which boosts the power of Nettle. Worse, later on you can teach Lance the Poison Gas move, which inflicts level 3 poison on all enemies, and can sometimes do it twice for a level 6, in one shot. Even the final boss is not immune - in fact, being a Barrier Change Boss, it has a state where it's weak to poison, and can sometimes start the battle this way. Stack him up to the gills with poison and tank and he'll lose tens of thousands of HP per turn. The only balance is that some of the enemies are immune to it, including most of the later bosses and the Monoliths.
    • What really makes poison broken, though, is the way battles work in the game. Battles take place in waves, and once you kill all the enemies in one wave, the next one will spawn right away. If you use 2 characters' actions to KO one wave, you'll then have only one character to prepare for the next wave's attacks, forcing the player to be careful about eliminating waves too quickly. But if the wave is finished off with poison, which takes place between turns, you didn't have any characters use their actions - so you'll have all three characters ready for the next one, removing a large balancing factor normally inherent to the game.
    • Lance's Airstrike special. It deals a large amount of damage to a single enemy, with a 50% chance of inflicting that damage to the entire enemy party. Note that the "run" command is much more effective than it is in most RPGs; you can run from any battle in the game at any time and come back to that same fight later, albeit with the enemies fully healed. So have Lance move first, if Airstrike targets a single enemy, run away, walk to restore MP, come back to the battle, try again, and repeat until the enemy party gets blasted to death or near-death. If this wasn't broken enough, consider that Airstrike uses the rare Bomb element, which is the weak point of almost every Demonic Spider in the game. Then consider that Airstrike, at higher levels, gains a chance to replace its bomb with a much bigger one that deals almost double damage...and those same "run and return" shenanigans become even more valuable. And if that's somehow not enough, you can have Natalie move first, use her Bless white magic to increase Lance's damage by 70%, and...
    • Lance's hat and coat, along with the Army Jacket. Sure, they give some defense, but that's not why you want them. No, you want them because they have a chance to summon Lance's tank (a single powerful shot or eight inaccurate shots per enemy) and an Airstrike respectively between turns. For free. And they can stack. It is not unheard of for battles to end before you even had a chance to act because the enemy is buried under a barrage of tank shells, missiles and More Dakka. Oh, and they resist Dark, so if you fully upgrade them, Cosmic Monoliths can't touch a character who wears both (sadly, one of the guys is screwed).
    • In Adventure Story, there is Mana Staff. Its basic attack is very weak; however, each of its attacks has a chance to drain MP from not only enemies, but also objects and projectiles. This essentially provides unlimited healing and powers up spells.
    • If Matt equips the Rune Blade in the fourth game, and forges it to the max level, AND if you give Matt most/all of the ham items to buff his attack, you can regularly attack enemies with skills that cost MP and more often than not, your MP will be filled up basically automatically. Also, the max level of the Rune Blade basically guarantees that Matt will syphon his targets, and makes him completely immune to be dispelled and syphoned himself. The Rune Blade also boosts the damage of holy skills. Not only that, but he's just about guaranteed to counter, and he may casts a powerful skill called Glitter regularly, which is, again, boosted by the sword itself.
    • Epic Battle Fantasy 4 drastically nerfed poison to the point where it's under-powered, and brought airstrikes to within balance, but it's not quite immune to having its own game breakers. By giving Lance the Solar Flare special (which reduces the enemy party's accuracy, with nothing in the whole game immune to it and almost nothing resisting it outside of chapter bosses) and combining it with Anna's Reflex ability (which boosts evasion for the whole party), it becomes practically impossible for the enemy to hit you at all. Both of these skills can be cast multiple times. Reflex carries over to the next wave, and while Solar Flare doesn't, it's fairly easy to let Lance hit the next wave with a Solar Flare before they can act.
    • Hela's Staff, one of Natalie's weapons, enormously increases her Magic Attack — higher than any other weapon in the game — at the cost of also reducing her HP and MP, and having a chance of cursing Natalie every round. Covering Natalie with the evasion strategy mentioned above makes her Glass Cannon status a non-issue, and since the curse condition only affects defense and leaves offense untouched, and MP is restored between battles, none of these supposed balancing factors actually matter all that much. Natalie has a Dark-elemental multi-target attack called Pulsar, which is the strongest multi-target attack in the game that isn't a Limit Break. The Hela's Staff is a Dark weapon, and in this game, that means it boosts Dark-elemental attacks by 1.5x on top of the boost to Magic Attack that Natalie is already getting. Natalie can also equip dark armors on top of this, both of which give the highest boosts any armor gives to the Magic Attack stat. And she can cast Charm in battle to temporarily increase her own Magic Attack by 70%, which applies to all of the above boosts, while having an ally cast Screamer, which lowers the enemy party's Magic Defense. Combining all of this, it's quite possible for Natalie to wipe out an entire enemy wave in Epic mode with a single cast of Pulsar after only one turn of set-up, and then do exactly the same thing to the next wave, and so on until all the enemies are dead.
    • As far as the DLC goes, most of the extra skills and weapons you get are generally useful, but not so useful that they obsolete the other options in your inventory. There is, however, one DLC skill that breaks the game wide open: Plasma Cage. Its in-game description: "High-accuracy magic that stuns the target." Note that unlike almost every other skill you have, it doesn't say that it "may" cause this status effect, but that it will — as long as the enemy isn't immune to Stun, Plasma Cage will prevent any actions from them for two rounds. And it stacks with itself. By having one character spam Plasma Cage, and spending the other two characters' turns buffing, you can guarantee a ridiculously buffed party for the next round, while you can casually pick off the current round at your leisure once your party is buffed to the cap in practically everything. The high accuracy preventing evasive enemies from stopping this tactic is just the icing on the cake.
    • In Bullet Heaven 2, NoLegs has the Shooting Star sub-weapon. It fires continuously in place, lasts much longer than any non-toggleable weapon, and you can have several of them active at once (unlike the toggled weapons, where you can only have one at a time). By picking up a diamond or heart to recharge your weapon at the right time, you can end up firing nine streams of bullets at once counting your primary weapon. You can either scatter the Shooting Stars around to hit everything onscreen or concentrate them in one spot to deal obscene damage — bosses can lose half their health within a second to the latter.
    • EBF5 introduced The Virus status. It is basically the same thing as poison, being under the same immunity and dealing poison damage, except it multiplies by itself and spreads on all enemies should you infect someone with it. The damage from both the Virus and the Poison stack. This becomes a very efficient way to deal with all enemies which have high health and do not outright nullify or absorb poison, something that applies even to Bonus Bosses (for example the entirety of the Miniboss Rush can be defeated on Epic difficulty using only this strategy). The only disadvantage is the Virus spreads on your characters as well, but most weapons supplying Virus also supply some Poison resistance, so with right build you can turn it into Regen.
    • In 5, the Invisible and Enchant statuses will make the target immune to one type of damage, but twice as vulnerable to another. If you know a boss's HP threshold for their ultimate attacks or know what their Limit Break is, getting these one of these statuses on the whole party can allow them to No-Sell the attack. If you inflict one of these statuses on an enemy and stack other damage increasing ailments on them, you can do far more damage than usual with a Limit Break.
    • In 5, the Viking Monolith summon can cast haste on the entire party, and one piece of equipment can randomly summon it.
    • The v2.0 of ''EBF5'' introduces Equip Remix, which significantly changes properties of equipment. Consequently, some pieces of it became this:
      • Green Goliath was uninspiring gun which while powerful, had serious drawbacks - it reduced accuracy and evasion and inflicted Tired status on Lance that reduced them further, while accuracy was one of Lance's highest stats. In Equip remix instead it boosts the strength and magic by much less, but its drawbacks get removed and most importantly - it grants charge to Lance each turn. This essentially means he can spam Hyperbeam each turn without charging, which is an Ao E attack with 300 base damage when fully maxed. The weapon has also no element, meaning you have not to worry about enemies absorbing the attack, and with flails Hyperbeam can be used to inflict status effects such as curse to all enemies. The only drawback is you have to defeat Neon Valhalla to acquire it.
      • Devil's Fork is located in the first bonus dungeon and fully maxed — which you probably can do right after getting it, since it requires Lava and Big Lava slime as materials, which you can capture in the same dungeon — summons randomly Mouse Slime, Slime Bunny, and big Lava Slime. The first is essentially a weak electric attack that stuns anything not completely immune to stunning. Slime Bunny grants Regen to everyone for 5 turns. Big Lava Slime does massive fire damage to one target. Even more, it completely shields Matt from ice, fire, and poison damage, essentially negating all DoT damage as well.
      • Star Hammer is even more of an Infinity +1 Sword than it was, since instead of boosting NoLegs' defenses, it raises his evasion (his best stat), it stuns on hit instead of dispelling, and it has a chance to randomly summon God. Yes, that God.
  • Goddamned Bats: The crows. They have high evasion and an accuracy-lowering attack. If all of your party gets debuffed, they'll take a lot longer to defeat.
    • There's also the robot fish in the factory in EBF4. They have a move that buffs their evasion, but the most annoying part is that when you kill them, they always release a missile attack that can stagger you. The only way to avoid this is to kill them last/all at once and end the battle (or wave) so the missiles won't land... except that when they return in EBF5, this no longer works, making them even more frustrating.
    • Pretty much every Airborne Mook in the platformer spin-off, Adventure Story, but especially the flies. What makes them especially aggravating to deal with is all the backtracking you'll have to do after they knock you off a platform, or mess up your jump while you're in mid-air.
    • Voodoo Dolls from EBF5. Easy to deal with, as you should have enough holy-elemental attacks on you by that time, but damaging them damages their PC equivalent even when in backup, so there is good chance a one hit kill on them will also one hit kill their PC counterpart.
  • Goddamned Boss: The boss battle against Anna in 5 isn't really challenging, especially if the player exploits her lack of resistance to Weaken, but her ability to heal large chunks of her own HP coupled with the Air Strike weather frequently tossing her Medipacks can make her deceptively frustrating to wear down.
  • Growing the Beard:
    • The first game, after you finish the slimes (which, unlike the other mooks, you have to get through four waves instead of two) and get to the first (mini?)boss, where it then becomes a challenge. The second game averts going through four rows of the basic enemy by throwing in a red bee.
    • In EBF3, the entire series evolves from a simple Turn-Based Combat-only RPG into a fully-fledged one, with a world map!
  • Heartwarming Moments:
    • If you return to Greenwood Village after enough story events, some of the villagers will give free items to Anna.
    • In EBF5, in one part of the final area, you'll find a crowd composed of some of the NPCs whose quests you've completed. They've all come to cheer you on in your efforts to save the world, as well as give you extra crafting items.
    • Oddly enough, the Bonus Boss, God, has words of encouragement in His Boss Banter, and tells the party that He's proud of them if they get far enough into the fight.
  • Idiot Plot: In EBF4, Anna and others know how powerful the game's MacGuffins are. And yet no one stood guard over them. Considering they were stolen by the weakest enemies of the game, one must wonder if it was intentional.
    • Also, if Anna didn't suspect Matt as the culprit entirely based on Fridge Logic, the original trio wouldn't have been dragged into the plot in the first place.
  • Mascot Mook: The Slimes (or Slime Bunnies), and the legless cats.
  • Memetic Mutation: Fanart frequently portrays Natalie in her Cow Girl outfit.
  • More Popular Spin-Off: Matt and Goku appeared in a early bunch of Flash animation parodies. Matt himself is an Ensemble Dark Horse being a minor bit character that appears early on in one animation.
  • Paranoia Fuel: In the Factory zone of EBF4 the screens will sometimes say "I see you".
  • Suspiciously Similar Song: The battle theme of EBF4's Final Boss has a very similar melody to Lugia's song from Pokémon 2000. Of course, this could simply be another in the long list of Pokémon references in the series.
  • That One Achievement:
    • Some of the minigame-based medals in the original EBF3 are very difficult to obtain, to the point where the Steam update lowered the score requirements for each minigame.
    • One of the medals in EBF4 requires you to deal 30 million damage in one hit. No need to tell the obscene amount of grinding it takes, as you'll need to be well past level 50 to get it (more than three replays, which are needed to get other medals by the way), and even then it'll need a specific combo to get.
  • That One Attack: Cosmic Monoliths have one: every 3 rounds, they use an attack named Doomsday. It is a much stronger version of what the party can do by using Dark Runes, and it starts off with a weak beam trailed through the ground, dealing low damage to the party — THEN the actual attack kicks in, dealing MASSIVE damage to the party, capable of taking out anyone with no dark resistance, even at level 30. To top it off, Doomsday hits the entire field AND COSMIC MONOLITHS ABSORB DARK!? And it goes From Bad to Worse in the final medal area, where one of the battles is with all 3 monoliths. Combined, they're harder to kill than Akron himself. It is better to leave Cosmic for last in this case, as the other 2 monoliths do NOT absorb dark, and will be damaged by Doomsday — but since all 3 monoliths are incredibly powerful, it is so much more likely to kill you.
    • On top of all the instant death attacks in EBF3, Doomsday counts too, and is a definite That One Attack; if you don't have sufficient dark resistance, you will die.
    • In EBF2, it's possible (on higher difficulties, mind you) for the Valkyrie Tank to summon two nukes when one is already enough to wipe out an unguarded party.
    • In EBF4, mage dogs, mage birds, and clay idols can use an attack that does no damage but drains most of a character's MP, leaving them with enough mp to use maybe three moves. This becomes less annoying at New Game+ levels, where the remaining MP is usually enough to finish the battle. If the attack happens to be used once, when the enemies with this move tend to show up in groups!
    • The defender has a single-target physical attack that hits twice, but one hit can easily hit for most of the target's health, even with maxed buffs!
    • Doomsday makes its return in EBF4. It got weaker in some ways, such as requiring a turn to charge, not healing the monolith, and not being preceded by Flare. However, it's now only 75% Dark elemental, which means 100% Dark resistance isn't enough to nullify it.
    • Rainbow Rafflesia has a healing skill that removes status effects, buffs its M. ATK and M. DEF, and applies maxed Bless status. This means the player can't get rid of its buffs, especially if it uses the skill again before Bless expires.
      • The same boss also has a Non-Elemental rainbow attack that hits one player for absolutely ludicrous damage, enough to One-Hit Kill several times over on higher difficulties. To make matters worse, it also stuns the target if they manage to survive it (specifically, with auto revive or morale)!
    • Haunt, a rare attack used by a select few mobs. It's a multi-hit attack where each hit has a high chance to debuff a random stat. While it wasn't too troubling when introduced in EBF2 due to being used by only one boss (who also has a much more dangerous attack), it became really horrid in the next game: the debuffs were increased to 300%, enough to drop a fully-buffed stat to rock bottom; a single use of this attack will usually render a character useless for several turns at the very least. And just to add insult to injury, it can now inflict Doom as well. Thankfully no longer the case in the fourth game, due to the attack being reworked to only hit once with a chance to inflict Curse.
    • The Turrets and Flybots from EBF5 come with a move that reverses buffs into debuffs. They love it to do just after you applied Temper or Star Power. Hope this won't happen during the associated Bonus Boss Fight. On the other hand, catch Red or Yellow Flybot and you can do the same.
  • That One Boss: the series has its fair share of difficult (required) bosses.
  • That One Level:
    • Kitten Ruins in the third game. Frustrating switch puzzle, confusing layout, and one pain of a boss.
    • The Waste Disposal Plant in the fourth game. Similar to the Kitten Ruins, it has confusing puzzles involving batteries, a large amount of troublesome enemies, and ends with a very tough boss fight.
    • In EBF5, the Frozen Valley. It is the Slippy-Slidey Ice World in this game, with both sliding blocks puzzles and sliding PC puzzles, sometimes both at once. Combat wise, there are many annoying enemies, minibosses such as Mammoths and Defenders, one literal Boss in Mook's Clothing and of course Viking Monoliths. The kicker? Behind the literally last enemy in the valley before the screen with the boss, featuring the Defender of course, you'll find Spiky Boots, that allow you to walk on ice as you please, which would be incredibly useful at the start of this level!
  • The Computer Is a Cheating Bastard: The enemy versions of some skills, especially The Dark Players' LimitBreaks.
    • Dark Matt's Annihilate does a massive amount of damage, when the exact same Limit Break does next to no damage when used by Matt.
      • Possibly justified due to Matt's Annihilate having a higher chance to instantly kill compared to Dark Matt's.
    • Dark Natalie's Black Hole does not do damage to her, while when Natalie uses it the party takes a very small amount of damage with a chance of instantly dying. Note that Dark Natalie, like all bosses, is completely immune to instant death. Fortunately, Dark Natalie not taking damage from it means it doesn't heal her at all, since she absorbs darkness.
    • Dark Lance's Nuke does not burn him, while Lance's Nuke burns the whole party.
    • Dark Lance's Unload and Dark Matt's Legend don't apply ATK down or Tired on them respectively, allowing them to spam these moves without consequence.
    • The enemy version of Supernova used by Dark Natalie and the Destroyer don't damage burn their side, unlike your party's version.
  • Unpopular Popular Character: Lance, especially going by his depiction in EBF4. While the main characters hate him, he's one of the fanbase's most popular party members. Some fan fiction works faze out most of his negative aspects entirely.
  • Unwinnable by Insanity:
    • In EBF3, it's entirely possible to walk into a bonus area, save, exit, visit the medals page, and delete all your medals! This causes the NPCs that guard the bonus levels (until you have sufficient medals) to reappear, blocking your exit instead of your entry! That's right. You can trap yourself in a bonus area unless you have a spare save from the same playthrough.
    • 4 has the Battle Mountain ice puzzle, which is difficult enough by itself, even with the NPC Walter's hint ("The secret is...to...line up...the ice blocks...in a row..."). It's actually possible to block yourself in the puzzle! Hopefully, unlike what's in the link, you'd be observant enough not to save in the middle if you've blocked your exit on all sides!

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