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YMMV / Umbral Cloud

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  • Demonic Spiders: Cactuar. Before you hit them, they move around unpredictably and fairly quickly, although their needle attacks are easy to avoid. After they've been damaged, they chase you relentlessly and can jump without warning, releasing a ring of tornadoes when they do. The only safe way to dispatch them is from a distance, but they have a good deal of HP, so you'd better have plenty of stamina...
  • Fan Nickname: Many players still refer to Tartaros as "Stan" due to his Isle of Rebirth appearance, despite being much less of a Captain Ersatz this time around.
  • Fridge Logic:
    • If direct sunlight is so harmful to Shades, how can one be a vessel for Horizon? Wouldn't they be vaporized?
    • Relatedly, given Horizon's opinion of the Shades in general, why would she choose one to be her vessel to begin with?
  • Game-Breaker:
    • Quake and Swarm tear most other bosses to shreds... once you get used to dodging the former and have enough stamina bars to keep the latter going.
    • The spell you get from Moosh deals less damage, but trivializes dodging the vast majority of enemy attacks by letting you jump over them; the stamina jar drop rate in at least one boss fight had to be decreased in an update specifically to discourage over-reliance on it.
  • Goddamned Bats:
    • The ice bombs. They're fast, they zero in on you on sight (with an annoying cackle when they spot you), their explosions freeze you and cover nearly half the screen, and you can encounter them before you even have a weapon strong enough to defeat them without blowing them up. Thankfully, it's usually not too hard to knock them far enough away from you to clear the explosion.
    • The sand Zoras. They spit snaking tornadoes at you, and they duck into the sand to get away when you get close. They're usually found in places with too many obstacles to get a straight shot at them, as well.
  • That One Attack: The time spell, which is available to the Lightning Wizzrobes, Olsov, and Frogger X. Given its long charge time and the fact that it's interrupted by damage, it's not so bad on the Wizzrobes, but the other two can also jinx you (disabling all of your attacks, and often stopping you from interrupting the spell), and the latter can follow it up with powerful attacks that can't even be dodged by jumping if you can barely move. God help you if you max out his barriers with an attack a split second too late...
  • That One Boss: Hauntrock. He's easily the hardest boss to damage, he has all the firepower you'll likely have come to expect from key guardians by now, a good number of his attacks are lightning-element (thus causing Interface Screw on contact), and his last two phases are fought in a cramped room full of spikes. Thankfully, his final form goes down quickly to Swarm.

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