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* ''[[Wild ArmsARMs XF]]'': Very common enemy starting from the beginning in non-storyline battles is the "harpy." (It's a bat.) Has special attacks that can steal your items, confuse you, make you unable to heal, diseased, miserable, or insta-kill. Did I mention that it's probably faster than most of your characters? Did I mention that it's also more agile, and will dodge most of your attacks?
** Interestingly enough, Harpies are part of a glitch that can be used to get massive amounts of money very quickly by duplicating an item from 1 to 255. The problem is, they need to STEAL that one item you want to duplicate. Which you then sell to the store for massive money.
* [[Demonic Spiders]] in ''[[Fire Emblem]]'' games are easily Wyvern/Draco/Dragon Knights and Mamkutes/Manaketes/Dragons/Dragon Tribe Laguz... The former especially if they appear in the games' earlier chapters where you still don't have powerful units/weapons just yet, and they are a 'lot' more common than the latter. This doesn't mean the latter is any less nasty though...
** Wyvern/Draco/Dragon Knights are pretty nasty opponents, they have very high strength and defense which makes them difficult for your melee units to kill. They are also flying units so they can just zoom in at any opportunity to harass you once a unit is in their range. And despite being flying units, their defense is often so high that they can ''laugh'' at their apparent [[Kryptonite Factor|weakness to arrows]], unlike their [[Fragile Speedster|Pegasus Knight]] counterparts. And they love to pick off weaker units and healers thanks to their higher movement range and the fact that in most games they wield lances so getting ambushed by one with a Javelin is not uncommon. And in the non-GBA installments, they will (or at least attempt to if they have movement spaces left) fly away from their target to terrain non-traversable by ground units after attacking, [[Spiteful AI|denying you the opportunity to finish them off when your turn comes]]. And they often spawn in said terrain so they will almost always get the first strike. The third thru fifth games were by far their worst. Magic, especially Wind (or Thunder in FE10) Magic, and Wyrmslayer swords are about the only effective tools to dispose of them.
** Now for Mamkutes/Manaketes/Dragons/Dragon Tribe Laguz, These guys only appear in a couple of games, most notably Marth's and Roy's, and usually in the last quarter of the game. But these guy are often the hardest hitting enemies in the games outside bosses, since many of them have attacks that ignore both defense AND resistance. Some of them are even ''immune to magic'', killing the mage strategy and forcing to use a melee character and/or the mentioned Wyrmslayer, and to make it worse, even with that sword they can still take at least two good hits to kill unless the unit crits or is very overleveled thanks to having even higher stats than the ''Wyvern Knights''. The only upside to them is the fact that their hit rate is atrocious, but without dragonslaying weapons or strong magic, trying to take those monsters down is very risky and tedious.
** The literal spiders (okay, Bael) in ''[[Fire Emblem: theThe Sacred Stones]]'', provided they bear the Sharp Claw weapon. Like Wyvern Knights, things are nasty early game where most units have barely 20HP, they are practically [[One-Hit Kill|1HKO'd]] since the Sharp Claw has 14 attack before the damage calcuation is factored. They get easier later on, thankfully, and they also are balanced out by a low accuracy.
*** The Gorgons also qualify. Fairly strong magic attacks, which could be murder on units with low resistance, but the worst is Stone, which completely immobilizes a character and makes the enemy unable to miss and increases the petrified unit's chance to be criticaled by a whooping + 30%. This is a game where there's [[Final Death|no reviving,]], thus if the character dies, you either have to restart the mission or deal with never being able to use him/her again.
** FE4's got: Any enemy with Thunderstorm (Bolting), Blizzard, or Meteor. (Infinite uses, long range attack, will probably hit and do tons of damage.) These show up in other FEs, but are no where near as annoying (And can usually be soaked through. The ones in FE4 have infinite uses, it's five charges in any other game.)
*** Or worse, Dark or Lopto Mages and Hell (Eclipse) it reduces the Target's [[HP to One]] — and because at least one damage will always be dealt from any successful hit in FE4, any hit after taking a Hell means you're dead.
*** On the other hand, you can unleash your own Demonic Spider on the enemy: This one lets you have the dread "Berserk" Staff... you know the one that'd make [[Lovable Rogue|Colm]] turn around and kill [[Victorious Childhood Friend|Neimi]]. And yes, it's just as bad.
* 3-hit combo from ''[[X-COM]]'': Cyberdiscs, Psi-using aliens, and Chryssalids.
* 3-hit combo from ''[[X-COM]]'': Cyberdisks, Psi-using aliens, and Chryssalids. Cyberdisks can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[Critical Existence Failure|react violently]] [[Made of Explodium|to dying]]. Best part about them? 50% chance they show up in the ''first month'', along with a psi-using alien. Oh yeah, those guys are fun, too. Once one of their allies spots ''one'' of your units, the psi-user amongst them gains the ability to go through your ''[[The Computer Is a Cheating Bastard|entire team]]'' for the unit with the lowest psi-defense (that you [[Fake Difficulty|can't even see without the proper upgrade]]) and promptly makes that unit their bitch. Enjoy having that unit either run around randomly without their weapon, fire all over the place, or get Mind Controlled and take out 2 or 3 of their former teammates. The only way this crap gets more broken is when [[Game Breaker|you get it]]. And then there are Chryssalids. [http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.] These things have one attack and one attack only: An infectious bite that instantly converts whatever was hit into a zombie (And kills tanks in a hurry). Said zombie becomes a new Chryssalid upon taking sufficient non-fire damage, which can then convert more units, and so on. And there is absolutely no defense against this bite: Your [[Super Soldier]] of a Commander falls just as easily as your [[Red Shirt|Rookies]]. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure.
** Cyberdiscs have a great deal of health, can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[Defeat Equals Explosion|explode on dying]]. Best part about them? 30% chance they show up in the ''first month'', along with a psi-using alien.
** Then again, Chryssalids will be rendered rather harmless once the player acquires the Flying Suit: Their horrible attack won't reach you on air.
** Oh yeah, those guys are fun, too. Some aliens have the ability to [[Screw This, I'm Outta Here|make your soldiers panic]] or [[Mind Control]] them with their [[Psychic Powers]]. The nasty bits about this are: 1) this does not require line of sight - once a soldier has been seen by ''any'' alien, they're vulnerable (allowing the psi-user to wreak absolute havoc from perfect safety); 2) you can't see your soldiers' psi-defence stats without the proper research, but [[The Computer Is a Cheating Bastard|the aliens can]] and they'll always target whoever has the worst chance of resisting. The only way this crap gets more broken is when [[Game Breaker|you get it]].
** In case this isn't enough, ''X-Com: Terror From the Deep'' replaces Chryssalids with Tentaculats, floating brain monsters that do the exact same thing. Except these sons of bitches also ''fly'', so all those clever people that thought Flying Suits saved them from the Chryssalid plague in the first game will find that their floating Mag-Ion Armors do absolutely nothing in the second.
** And then there are Chryssalids. [http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.] These things have one attack and one attack only: An infectious bite that instantly converts whatever it attacks into a zombie. Thanks to a bug, it doesn't even need to actually deal damage, or even hit. Meaning if it can reach the victim, there is absolutely no defense against this bite: a veteran Commander falls just as easily as a [[Red Shirt|Rookie]]. Of course, it doesn't know this and will attack until the victim is dead or it's out of attacks, but since it's strong enough to kill tanks in a hurry, and has ''lots'' of Time Units, it can kill and zombify a whole group of civilians or soldiers without good armour. Said zombie becomes a new Chryssalid (with full time units!) upon dying of sufficient non-fire damage, which can then convert more units, and so on. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure (if it's merely knocked out and wakes up, even a near-dead Chryssalid can create spawn). Their only weakness is that they are non-flying melee only units, and therefore once the player acquires the Flying Suit, Chryssalids become sitting ducks.
*** The game also replaces the Cyberdisks with Bio-Drones, which have the same traits as the Disks only now they're smaller, harder to hit, and it's near impossible to tell where they're facing making it real hard to sneak up behind them. Trying to attack them from the front is practically suicide since they have a high reaction stat and near-perfect accuracy.
** In case this isn't enough, ''X-Com: Terror From the Deep'' replaces Chryssalids with Tentaculats, floating brain monsters that do the exact same thing. Except these sons of bitches also ''fly'' (or at least [[Water Is Air|swim]]), so all those clever people that thoughtwhose Flying Suits saved them from the Chryssalid plague in the first game will find that their floating Mag-Ion Armors do absolutely nothing in the second. Terror From the Deep also makes Tentaculats ''much'' more common than their predecessors, with all alien bases and half of late-game terror sites involving clearing out [[Oh Crap|cramped alien buildings with short sight lines]] of Tentaculat-supported alien forces.
** And ''X-Com: Apocalypse'' continues the fine tradition with Brainsuckers, which don't transform targets into more brainsuckers, nor do they have a 100% success rate, but make up for it by the fact that some enemies can fire them at you. Y'know, in case the little buggers can't reach you on their own. And while the Chryssalids and Tentaculats (Along with their zombie hosts) could only do melee harm, Brainsucked soldiers can and will shoot at their former comrades. This gives them the dubious honor of being a horrible combination of the mind control the first two games' psychics had and the [[Body Horror]] of their predecessors.
**Another menace of the [[Sequel Difficulty Spike|notoriously-difficult]] second game is Lobster Men. Lobster Men are an alien race first encountered somewhere between February and April, which are not particularly different from the previously-encountered Aquatoids and Gill Men apart from the fact that they [[Nigh Invulnerability|won't die]]. They have 90 HP and 20 armour, which wouldn't be particularly bad on its own (the easily-acquired Gauss Rifle does 60 damage) if not for their 70% resistance to the vast majority of weapons. The only weapons that work well on them are Stun and Drill weapons, most of which are melee-only. Did I mention that Lobster Men [[Never Bring a Knife to A Gun Fight|have guns]]?
*** And''X-Com: letApocalypse'' uscontinues notthe forgetfine thetradition with Poppers. These are ridiculously fast suicide bombers which not only explode once they're near your troops, but also explode from almost every type of weapon you have, and their explosions are huge and very damaging. Apocalypse players have learned to fear the little pitter-patter sounds they make.
** [[UFO Afterblank|UFO:Aftermath]] has the aptly titled Deathbellows. It shoots swarms of bees, that scatter on reaching the target, Evaporates health so quickly you barely get time to pause the game, swarms are able to slowly chase any squad member able to dodge the first attack, have no limit in the number of swarms active, are fired rapidly and to cap it off the range of the Deathbellows is entirely line of sight. If it starts on land that's a an inch higher in elevation on a sparse map, then kiss your squad goodbye as [[Total Party Kill]] seems to be its only purpose. Two of these bastards present on a map guarantees the loss of any team member with less than maximum speed. Three... Well lets just say you'll be thankful for the autosave. Its possible to kill, but only if you've got the most blessed terrain setup and a maxed out sniper and then only just.
**Brainsuckers can also be very annoying in Turn-Based mode. While not quite as potent as Chryssalids or Tentaculats, Brainsuckers can still take over your soldiers permanently, and other aliens can ''shoot'' them at you. Without enough TU for reaction fire, you can find a whole squad taken over and sent back at you.
*** Reticulans have a superior rapid firing rocket launcher, compared to humanity's RPGs and LAWs. Not to mention they weigh less then a feather and some plot missions occasionally spawn several Greys with these together. Oh and don't forget the near instant-kill damage for your [[Powered Armor]] troops, the rest might's well be naked for all the good armor does.
** [[UFO: AfterblankAfter Blank|UFO:Aftermath]] has the aptly titled Deathbellows. It shoots swarms of bees, that scatter on reaching the target, Evaporates health so quickly you barely get time to pause the game, swarms are able to slowly chase any squad member able to dodge the first attack, have no limit in the number of swarms active, are fired rapidly and to cap it off the range of the Deathbellows is entirely line of sight. If it starts on land that's a an inch higher in elevation on a sparse map, then kiss your squad goodbye as [[Total Party Kill]] seems to be its only purpose. Two of these bastards present on a map guarantees the loss of any team member with less than maximum speed. Three... Well lets just say you'll be thankful for the autosave. Its possible to kill, but only if you've got the most blessed terrain setup and a maxed out sniper and then only just.
*** Reticulans have a superior rapid firing rocket launcher, compared to humanity's RPGs and LAWs. Not to mention they weigh less then a feather and some plot missions occasionally spawn several Greys with these together. Oh and don't forget the near instant-kill damage for your [[Powered Armor]] troops, the rest might's well be naked for all the good armor does.
* Anti-Tanks in ''[[Nintendo Wars|Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of [[Crippling Overspecialization]] (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.
** Don't forget that they can just as easily blast Battle Copters out of the sky, surprising at first, considering that the only ground unit that could handle them before were Anti-Airs and Missiles.
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*** Is it a surprise that many veteran players make it their priority to take Rome ASAP? Given a free hand, the Pope goes militant and starts taking over half of damn Europe.
*** Now THAT'S what I call a good history simulation!
** Also, the goddamned Mongols. In every game they appear in. They show up out of nowhere with a ''huge'' army (in Medieval 2, it's seven fully stacked armies) made up of troops with incredibly high experience and morale. Almost all of their troops are heavy calvarycavalry and horse archers, making them unbeatable in open battle. Even if you manage to bait them to attack your cities (generally considered the best strategy, since it negates their movement advantage and basically makes them run into your spearmen), they're insanely tough to beat due to their unwillingness to retreat and pure numbers.
* ''[[Star Wars Rebellion]]'' has a ''lot'' of [[Game Breaker|Game Breakers]], but on the other side, they are, you guessed it, [[Demonic Spiders]]:
** In naval combat, we have TIE Defenders, as usual. ''Any'' Rebel fighter, and therefore any Escort Carrier. The Death Star with a Death Star shield makes a battle [[Unwinnable]]. Interdictors are particularly demonic when combined with the above.
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* [[Warhammer 40000 Chaos Gate]] has the Flamers. These demons are tougher than your average space marine, quite fast, can set your guys on fire (meaning they take damage and are effectively helpless until it goes out), cannot be set on fire themselves and, worst of all, they will simply set you on fire if you try attacking them in melee.
 
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[[Category:Demonic Spiders]]
[[Category:Turn-Based Strategy]]