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{{trope}}
While one would expect a long-running RPG series such as [[
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* '''Bad Breath''' from every Malboro variant ever. Causes all status ailments, potentially leaving your entire party paralyzed, bleeding to death, and attacking each other from a single attack.
** ''[[
*** ''[[
*** ''[[
*** If you ''want'' Bad Breath to hit you, learning the [[Mega Manning|Blue Magic]], it won't use it. Enjoy your half-hour battle.
* Any ''[[
* [[
** WarMECH's Nuclear attack. Unless you've leveled up enough to be ready for the final boss, it stands a good chance of taking out any wizards in your party, and reducing your meat shields to a fraction of their hit points. If it managed to ambush you and used this attack in its free turn, just accept that some [[Total Party Kill|total party kills]] were simply meant to be.
* The imps from [[Final Fantasy II (Video Game)|Final Fantasy II]] have a nasty habit of spamming Confuse XVI on your whole party. Unless at least half your party is immune to confusion, it's a crap shoot every time you meet them.
** And sometimes you meet groups of ''nine at once''.
* Particle Beam from ''[[
** And by "lots" we mean '''instant death to your entire party unless you defeat four other tough bosses'''.
*** And if she uses it twice in the same turn, you're pretty much screwed.
*** Amazingly enough, this is a little ''better'' than the original Famicom version. In that, Cloud of Darkness used Flare Wave every round, every. Single. Round. It hits all four characters for 2000+ damage, in a game where, if you leveled up a character to level 50 with the best stat growth for HP, he might have 4500 HP. In order to have a ''chance'' of winning, you have to have two Sages casting nothing but Cure 4 (Curaja) every round on all your party members. And if one of those Sages goes down before you kill Cloud of Darkness...well, '''fuck'''.
** Before Cloud of Darkness, there is Garuda and his "Lightning" attack. Crazy high lightning damage to the entire party; at the time you fight him, it's most likely three-quarters of your max HP. Even if you bring a party filled with Dragoons (his weakness) and use Jump right off the bat, there's still the chance he'll go first, use Lightning, and leave you with a party one hit away from death.
* Big Bang from ''[[
** The DS version makes Meteor and Whirl into these. While in the original game, Zeromus's final phase Meteor did pitiful damage, this version's Meteor does damage comparable to Big Bang. In addition, his end phase now has Whirl, which [[HP to One|drops all party members' HP to single digits]] unless they used Jump or Hide beforehand. Coupled with Big Bang's Sap effect, Whirl can end the battle instantly, and Meteor comes right after if anyone survives.
** The dungeon that leads to Zeromus has the Blue Dragons' Ice Storm, which deals nasty damage faster than Rosa can heal; Red Dragons' Thermal Rays, which pretty much do the same thing; and Luna Dragon/Lunasaur, who casts Bad Breath... ''as an Area of Effect spell''. In fact, Luna Dragon/Lunasaur is hardcoded to start one shotting your party members if the fight lasts too long: considering they wind up being confused and blinded at the same time, rendering them unable to hit themselves out of it, it feels more like a [[Mercy Kill]] when it does so.
** Dr. Lugae loves to use reverse gas right when your caster finished charging up a big spell, so if your were going to use that aga level spell to "heal" your party, congrats, you just nuked them into the ground. Were you gonna try to nuke him instead? so sorry, you just healed him for half his health, nice job Rydia/Rosa.
* Almagest from ''[[
** Omega can erase people from the battle, preventing them from being revived for the battle's duration, and can use White Hole, an attack that does quite a bit of damage and petrifies them.
* ''[[
** When you face Kefka, you line up your allies in twelve. The first four are your initial party, and after that, if you defeat one stage of the final boss with anyone dead, stone, or zombie, they will be replaced. Did we mention that the third stage of this boss likes to use a petrification attack as a final attack? (This is beatable: Just equip everyone with the right relic, but still...)
** The MagiMaster uses Ultima as its last attack. Hope you used Reraise, which you can only get on [[That One Sidequest]]. (Ultima ''is'' survivable, but requires a ''lot'' of level grinding -- more than you need to beat anything else). {{spoiler|Or you could just use Rasp and Osmose to drain his MP, killing him while preventing the Ultima).}}
** In the Advance remake, the Holy Dragon's souped-up form in the [[Bonus Dungeon|Dragon's Den]] will ''dualcast'' Heartless Angel with Southern Cross. That's a [[Total Party Kill
** Sieze, used by the tentacle monster in Figaro Castle. It causes slow, and if a slowed party member is hit with Sieze, then the tentacle grabs him and leeches off his or her health, as well as taking them out of battle for a couple turns. And there's four tentacles, when you have three characters max at that point in the game. There is a way to counter it, thankfully; equipping Running Shoes will auto-haste your characters, preventing the tentacles from grabbing that character. Good luck figuring it out yourself, though.
* Sephiroth's Supernova from ''[[
** There's also [[Bonus Boss]] Emerald Weapon's Aire Tam Storm, which deals 1,111 damage per materia equipped on the target party member. Since [[Guide Dang It|nobody mentions this little detail]] it almost always does maximum damage, and since it targets everyone, well... You'd better have Phoenix and Final Attack equipped. And if you know the [[Sdrawkcab Name|trick]], it becomes trivial to take out half of its hit points in retaliation. Still a [[Guide Dang It]] on the first play through, but one you can use to your advantage.
** [[Bonus Boss]] Ruby Weapon also has quite an annoying [[That One Attack]] in Whirlsand, which removes one character from battle, basically making them permanently dead for the rest of the battle. He can use this attack ''two times'' in a row if you're not prepared. [[Guide Dang It|You have to wait until Ruby Weapon buries its claws in the sand,]] and start the battle with two members dead to dodge Whirlsand. Still, not an ideal start one would like for the battle.
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** Worth noting is that the damage effects of Flare and Ultima can be completely negated with a well-timed dodge. [[Unnecessary Combat Roll|Madly flipping through the air does have its uses.]] If [[Artificial Brilliance|the damn things didn't time/space out their attacks so you would roll out of one straight into another...]]
** ''Delta Attack'' is an attack used by the Movers, harmless-looking fluffy balls in the final dungeon. It involves them floating, following you and using consecutive thunderbolts to hurt you. If you don't [[Unnecessary Combat Roll|roll around madly]] to avoid it the best you can, you will end up dying.
* The [[Bonus Boss|bonus bosses]] of ''[[
** Diablo's gravity attacks. It drains your parties health rapidly, especially considering you are probably fighting him early in the game, and he is pretty darn quick to attack again with his normal strikes, which WILL finish you off. The only way around this is to Blind him, but that always takes several casts to work, and unless you grinded Blind spells in a specific battle earlier in the game, you may be out of luck.
** Also in VIII, Ultimecia's Hell's Judgement spell that will put the entire party's HP down to one and she will use this often. Interestingly, this otherwise devastating attack can make the final battle a cinch, giving the whole party (or what's left of it) an opportunity to spam [[Desperation Attack|Limit Breaks]]. If ever there was a time to use the [[Nigh Invulnerability|total-party-invincibility-granting Holy Wars]] that [[Too Awesome to Use|you've been hoarding]], [[Game Breaker|this would be it]].
** Ultimecia's unnamed Time Compression related move that completely deletes one of your Magic Stockpiles at random. This can instantly render one of your characters completely helpess or useless.
* Grand Cross, used by Necron in ''[[
** The magic spell Curse from the same game also has the same effect while adding in significant damage. [[Bonus Boss|Bonus Bosses]] Hades and Ozma use this spell (without warning in Ozma's case).
** Ozma has [[That One Attack|Those Two Attacks]]. Curse is as above: harsh damage plus a grab bag of all the [[Standard Status Effects]] you haven't immunized your characters against. Meteor, however, turns the whole battle into a [[Luck-Based Mission]], as it deals slightly random damage, but will most often inflict 9999 damage on all party members. Did we mention Ozma likes to cast Meteor followed by Curse? [[Total Party Kill|Enjoy]].
** Trance Kuja's move Flare Star is ''incredibly'' annoying. He can continuously use the move many times with others up his arsenal dealing heavy damage to the entire team, bound to have at least one party member killed from it. Even though the move itself is avoidable, it's still a very lethal attack.
** High levelled parties can take advantage of the long animations the strongest attacks (including your own) often have by [[Game Breaker|combining the Auto-Haste and Auto-Regen abilities]]. That way, even if the first attack leaves you hurting, the second will take so long to actually inflict its damage that you'll have healed (nearly) to full.
* In ''[[
** {{spoiler|Seymour Flux's}} aptly named "Total Annihilation" will one-shot your party if you don't use Shell first. If you can't kill Anima in time, "Oblivion" will break you. Pretty much any attack that one-shots aeons is one of these, but if you're facing an enemy that does this, you're probably just using them for their Overdrives.
** Sin's Overdrive Giga-Graviton not only takes the party out, but it takes out the airship you're on for an automatic Game Over, putting a fixed round limit (16 rounds) on a battle you basically have to fight with magic only.
** Dark Yojimbo's Zanmato overdrive. Did you have a summon out? You live this time. Did you ''not'' have a summon out? Congratulations, your party's dead, and your Auto-Life crumbles like a biscuit hit with a hammer.
* Sporefall from ''[[
** And the one for regular enemies is Curse-- this one move can make any enemy into a [[Demonic Spiders|demonic spider]]. It works by hitting your party--all of them--with a mana-free (so you can't [[Standard Status Effects|silence]] the enemy or drain its magic), unblockable, unevadeable status bomb that inflicts poison, sap, confusion, and disease--that last one is exceptionally fun, as it means max HP is always equal to current HP, meaning a character cannot be healed while Diseased. Disease needs a special item or spell to remove it, and another spell to remove the other status effects. If a Diseased character dies, rezzing them leaves them with 1 HP and disease, yes, STILL in effect. Because Ribbons are stupidly, horrifyingly rare in this game, you will only be able to protect against ONE of these ailments--if any monsters (plural, ''they come in groups'') who use this attack can be available long before protective armor is. Basically? If three or more of these status effects stay on your party for more than, oh, three seconds? Death. If you are caught without fully upgraded Remedies? Death. No accessories to protect against confusion? Death. [[Luck-Based Mission|Command priority unkind to you?]] We're so sorry.
*** Though as bad as that is, there is two small saving graces with that attack: 1)it can only hit each character in succession, even if it affects everyone in an area, and 2) the animation for curse precedes the actually status-inflicting attack. All you really need is one Ribbon, and once the game says the enemy used Curse, wait for the animation to start, [[Menu Time Lockout|jump into the inventory screen]] and [[Bag of Sharing|equip the Ribbon on the character about to get hit.]] Once the Immune message pops up on the character, give the Ribbon to the next victim. Granted, this still relies on finding even one horrifyingly-rare Ribbon, and setting the Gambits so the characters won't die while you watch the animations.
** Growing Threat is used by some bosses to double their level, and thus their damage output.
** Zalera's Kill. [[Exactly What It Says
** Zodiark's Darkja, which blinds and does an instant kill. You can absorb the darkness, block the blind status, but you will have nadda for the instant kill effect. Luck will almost never be on your side after it is cast.
** Chaos's Aeroja. It deals wind damage and confuses. Not so bad since your allies will snap out of it with a bonk to the head right? Normally so; except in Chaos's battle, you can't use physical attacks at all. So you can't snap yourself out of confusion if all three allies are confused in the fight.
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** Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of his HP. all 50,000,000 of it.
** Any sort of barrier or paling that a boss may put up on himself. An impregnable defense that only goes down over the course of time? Enjoy your unnecessarily long boss fight.
* ''[[
** There is also Dies Irae. The first form of {{spoiler|Orphan}} tends to use this move when you're close to defeating it. It can be an instant Game Over if your party leader doesn't have full health.
** The [[Boss in Mook Clothing|Adamantoises]] generally don't have attacks that ''don't'' suck, but the worst by far is Roar. It deals horrifying damage to ALL party members, and, worst of all, tends to inflict Daze on at least one party member. Daze is like Sleep in other FF games--it keeps the character from taking ANY action until they're hit by another attack and/or it wears off. If it lands on the healer or the leader, or anyone at all if the damage from Roar KOed some characters...well, you're screwed. Everything else the toises have can be dealt with simply, but the best strategy for handling Roar is to kill the monster before it uses it. [[Damage Sponge Boss|Good luck]] [[Cognizant Limbs|with]] [[Marathon Boss|that]].
* ''[[
** Sunder used by some Behemots after they stand up. Usually by the time you meet these Behemots, this particular attack is too strong for your party to survive without being taken to critically low HP, and even then the Behemot can just cleave the rest of the HP away.
*** Proto Behemots met in the Final Dungeon are actually harder than the Final Boss due to this attack being able to one shot your whole party, unless you are way beoynd the levels needed to take down some of the hardest optional bosses. The only way to have a fair fight is to kill it before it manages to stand up, which you probably can't do by the time you first arrive here.
**** In fact, even its regular cleave attack will probably one shot any party member the first time around.
* Adrammelech's Firestream in ''[[
* Sheol from ''[[
** From the same game, the Gold Hourglass spell used by almost every enemy in the [[Bonus Dungeon]], Brightmoon Tor. Does damage to your whole party and casts Slow on them. The enemies will each get roughly half-a-dozen turns before you get to go. Oh, and bear in mind the enemies in this dungeon ALWAYS get to go first, so you can start the battle then go jogging for half-an-hour or so until your turn comes up again.
* [[
* In ''[[
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