That One Boss/Action Game: Difference between revisions

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[[File:GRRRR.jpg|link=Dead Rising|frame|'''''[[Memetic Mutation|WEEEEELLLLLL HE AIN'T MAH BOI BUT DA BROTHA IS HEAVEY]]''''']]
 
Every action-packed spectacle needs some kind of conflict to up the ante. And when it comes to action games, there's no better way to do that than to add a boss or ten that will horribly beat the snot out of you.
This page is for venting on bosses that gave large numbers of people grief. They do not need advice on how to beat them. They already know how to find [[GameFAQs]].
 
Note: While [[Shoot'Em Up]]s are widely regarded as Action games, they have [[That One Boss/Shoot'Em Up|their own page]]. So do [[That One Boss/First-Person Shooter|First-Person Shooters]].
The page isn't for you to talk about how great you are at the game either. Save that for your blog.
 
Note: While [[Shoot Em Ups]] are widely regarded as Action games, they have [[That One Boss/Shoot Em Up|their own page]]. So do [[That One Boss/First Person Shooter|First Person Shooters]].
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== Subpages ==
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== Batman Arkham Series ==
* Compared to the [[Hard Levels, Easy Bosses|other bosses]] in ''[[Batman: Arkham Asylum]]'', [[Femme Fatale|Poison Ivy]] is a nasty brick wall. Hitting her when she's vulnerable is annoying enough since her fast-moving spore/pollen balls can easily hit you when you're aiming a Batarang. But in the fight's second phase, tons of enthralled henchmen will join the fight while she assaults you with constant waves of damaging vines. Because they linger for a while, the vines can cut you off from most of Ivy's tiny arena, and fighting hordes of aggressive enemies while dodging her attacks when you're boxed in like that is practically a [[Game Over]] waiting to happen.
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** The second battle has the Arkham Knight chase you around a network of tunnels in a giant excavator. To hurt him, you have to bait him into chasing you down certain tunnels with explosives that will detonate once he passes them. The problem is, these tunnels are cramped and filled with obstacles, and if you run into so much as ''one'' of them, the Knight's excavator will catch up and instantly kill you. Even if you've mastered the Batmobile's controls by now, it's still incredibly nerve-wracking and frustrating to navigate those tiny little tunnels.
 
== Castlevania[[Crash Bandicoot]] ==
* The first ''[[Crash Bandicoot]]'' game has [[The Dragon|N. Brio]], who has the most health of any boss in the game, even [[Final Boss|Neo Cortex]]. He starts by throwing exploding chemical filled beakers at you which you have to dodge, and then hit the green remains back at him, then after he loses enough health he [[Turns Red]] and drinks a special potion which causes him to transform into a giant [[The Hulk|Hulk-like]] creature who tries to cause the roof to fall on top of you. The only way to damage him at this point is to dodge the falling debris, stand on top of it, and wait for him to charge at you so you can jump on top of his head (which is in no way obvious for a first-time player). You have to do this this several times before he finally goes down, and due to the difficulty of this fight, it almost puts [[Final Boss|Neo Cortex]] straight into [[Anticlimax Boss]] territory.
* ''[[Castlevania]]'' features Death. The fight is significantly harder than the previous bosses as well as the final boss, you can only take four hits before you die (assuming you got through the ridiculously hard corridor without taking damage), and even after you kill him, ''his sickles remained active''. Many a player has beaten Death only to die while trying to exit the stage because of those things. He is [[That One Boss]] so often in the series that fans tend to complain when he's not.
** Ripper Roo is also pretty bad, because you can't hurt him unless you detonate a TNT Crate while he's right next to it. The only problem is that Ripper Roo is a total ''spaz'' who hops around the battlefield like he's on crack, and TNT Crates take a while to explode once you prime them (unless you attack them, but you'll get hurt by the ensuing explosion), making it ''infuriatingly'' difficult to get the timing down for hitting him. And as if that wasn't annoying enough, the fight takes place on a river. And unless it's an underwater level, falling into water in a ''Crash Bandicoot'' game is almost always instant death, this game included.
** In ''[[Castlevania III: Dracula's Curse]]'', Death returns with essentially the same attack pattern as he had in the first game. But players quickly discovered that the boss fight wasn't over even after you emptied his energy meter. Oh, no - he just comes back with a ''second energy meter'' as a giant ghoulish head that moved in a looping pattern that was very hard to dodge.
* The second ''[[Crash Bandicoot]]'' game has [[The Dragon|N. Gin]], who has a powerful spaceship you have to destroy by throwing Wumpa Fruit at it. It doesn't help that the ship takes a lot of punishment before it loses one part of its health bar, and all the while you have to avoid massive amounts of lasers, missiles, and other nasty projectiles while you're still trying to hit it. The best part is during the last phase of this battle, N. Gin will temporarily destroy one of the three platforms you can stand on, making this sequence much harder than it should be. Just like the last game, this fight pushes [[Final Boss|Neo Cortex]] into being [[Anticlimax Boss]] territory.
** In ''Aria of Sorrow'', he could summon vertical energy beams that chase you. If you're close to a corner you can't evade it. Once you knock him out of this phase, he'll pull out a [[Awesome but Impractical|Double Scythe]] and throw/dash around with it.
** Ripper Roo returns in this game, but being downgraded to the game's [[Warmup Boss]] means that he's been completely defanged. So instead, he's got Tiny Tiger filling in for his "annoyingly mobile boss fought over a death pit" status. The "fight" is less of a fight and more of a chase where Tiny's constantly leaping after you over a series of platforms suspended high in the air. Several of the platforms will occasionally drop into the abyss, and you're supposed to trick Tiny into being on one of the falling platforms to hurt him. The problem is that doing so ''without'' plunging to your death is surprisingly hard to do, and [[Kaizo Trap|you can even die after defeating Tiny if you aren't careful]].
*** Death in Aria was tough mainly because of the double scythe. His three attacks with it all hit hard and are fast, and the fastest is also the hardest one to dodge.
* The third ''[[Crash Bandicoot]]'' game has [[Time Master|N. Tropy]] who can use his time powers to shift the position of the platforms you're jumping on to reach him, as well as [[Shock and Awe|shoot electricity]] and other projectiles to prevent you from reaching him easily. He also has a good amount of health, speed, and intelligence, so beating him usually takes a few tries.
** In ''Dawn of Sorrow'', it's not too bad until [[Turns Red|phase two.]] Now he can teleport right in front of you and spam sickles. The best attack is when he spams GIANT SKULLS FROM OFF SCREEN that take 80% of your life. If you're hit by one, you are likely to recoil into another one. Fun!
** Also in that game [[The Dragon|N. Gin]] makes a return appearance with a ''new and improved spaceship'' which [[Action Girl|Coco]] [[Cute Bruiser|Bandicoot]] must use her plane to destroy. It has the most health of any boss, once again sporting more than [[Final Boss|Neo Cortex]], and will continue to [[Beam Spam]], shoot missiles, and launch even more projectiles than his first ship in the second game. The best part about this fight is when you destroy the first ship, N. Gin escapes into a smaller ship which is even faster and fires ''more projectiles'', and you have to beat ''both'' of these ships consecutively on ''one bar of health.'' Basically, if someone in the ''[[Crash Bandicoot]]'' series has [[Theme Naming|N. Something]] as their name, you know they're going to be extremely tough. [[Anticlimax Boss|Unless it's Cortex, who's always a pushover]].
** Even in ''Harmony of Dissonance'' which was pathetically easy, Death's second form could sometimes juggle you into a corner and shred you without a chance to heal.
** [[Evil Is Burning Hot|Dingodile]] isn't much tougher than [[Warmup Boss|Tiny Tiger]] in the original game, but various tuneups to his fight in the [[Updated Rerelease|N. Sane Trilogy]] make him a lot more dangerous. Dodging the jets of fire he shoots from his flamethrower used to be a non-issue, but now it's his deadliest attack thanks to annoyingly good tracking on his end. He'll even cancel out of his "aerial bombardment" early and immediately start trying to roast you, forcing you to dodge the jets of fire ''and'' the fireballs crashing down from above.
** In ''Portrait of Ruin'', he summons these weird floating hands that grab onto you and hold you in place while he hacks you to bits. You're supposed to have the character who isn't trapped free the one who is, but the timing is really hard to pull off. Even better is that he [[Barrier Change Boss|switches his weaknesses at random]] between Light and Darkness.
* Despite being a ''[[Mario Party]]'' clone, ''[[Crash Bash]]'' has some surprisingly tough bosses. It speaks volumes about this game's difficulty when even [[Warmup Boss|Papu Papu]] can kick your ass if you're expecting a walk in the park.
** In ''Order of Ecclesia''... well, [[Nintendo Hard|he lives up to the game]]. That damn black spiral (which can only be dodged, counter-intuitively, by getting ''close'' to him) is probably the worst part.
** [[Bears are Bad News|Bearminator]], the second boss, isn't ''quite'' as bad as the guys who follow, but he's definitely where the boss difficulty truly ramps up. His fight is a modified version of Polar Push where you have to knock his robot bear minions off a platform before shooting him with a missile. Not so hard on paper, but the stage is slippery, ''tilts'', and every time he takes damage, Bearminator shoots it with a missile and breaks off a chunk so you have less room to move around. Once you've hit him twice, the stage is half as big as it once was and you now have three robot bears gunning for you. And remember: because this is technically Polar Push, getting knocked off the edge means you ''die''.
** His ''Harmony of Despair'' incarnation might top all of the above. First off, the bastard turns invisible and moves outside of his quarters and ''actively attacks the other players with his flying scythes'', which become nigh impossible to avoid in certain areas. The only way to stop him from doing this, which [[Guide Dang It|is not explained at all in-game]], is to align the two spotlights on each side of the map to reveal him and move him back to his room, or to deal enough damage to him, which can be difficult due to all the other enemies you need to avoid at the same time.
** [[Dual Boss|Moe and Joe]], the Komodo Bros. Their fight is a two-phase version of Tank Wars, and neither phase is easy. The first has you destroy their gigantic war machine's weapons while they shoot you with a barrage of projectiles that bounce around the tiny battlefield, and the second has them both come after you in tiny tanks. While the second phase is ''technically'' more manageable since there are less projectiles to worry about, the Komodo Bros make up for it with their aggression and love of ganging up on you. And you better hope they don't kill you during the second phase, because if they do? You have to do the ''whole'' fight all over again.
** Death from ''Rondo of Blood'' deserves mention too. To start with, the battle is annoyingly long, having three phases. In the first phase, Death uses his usual routine of spamming sickles all over the place that are hard to dodge, and he also likes to float up in the air out of your reach. In the second phase, he goes to the background, and shoots a wave of huge skulls into the foreground at you. What's worse, though, is that if you get hit by even one skull, Death will launch another wave. You have to dodge an entire wave in order to progress to the third phase. In the third phase, Death comes back to the foreground and stands on the ground to fight you. His attacks now are easier to dodge, but you're probably low on health by this point. Also, you can't throw crosses at him anymore, as he'll just block them and counter with a magic attack.
** [[Aliens Are Bastards|Nitrous Oxide]] (Yet another N. boss) may be the final boss, but that doesn't make him any less frustrating. Like with the Komodo Bros, his fight's split into two equally obnoxious phases. The first has you chase Oxide's spaceship through a dangerous obstacle course while dodging his attacks, which are incredibly quick homing missiles and trails of dangerous Nitro Crates respectively. Get past that, and you have a hellish game of Ballistix to look forward to. It's the air hockey equivalent to [[Bullet Hell]], because you have to contend with a ton of pucks trying to slide into your goal all at the same time while Oxide tries to blast you with missiles and exploding balls. This fight's one saving grace is that unlike the Komodo Bros, dying on the second phase won't kick you back to the first, but it's still a grueling fight in spite of that silver lining.
*** It's even worse in the SNES Dracula X. It's the same fight, but it takes place on the top of the clock tower rather than a ship. This gives you much less room to move around and dodge the sickles in his first form. What makes it worse is that Death himself couldn't hurt Richter in [[Ro B]] by touching him, but in Dracula X, he not only does damage, but curses Richter, making him move much slower. To add to that, his spinning attack in his second form must be dodged by leaping towards the edge of the clock tower as Death spirals toward you. Which means that 50% of the time, you'll overshoot your jump and fall off.
** In [[Super Castlevania IV]], Death doesn't really have any special tricks or anything aside from trying to suck you in which is arguably the easiest part to avoid and damage him with. It's just a nightmare literally because of the scythes and how quickly they come with bizarre orientations.
* ''Castlevania'' also has Frankenstein's Monster. By himself, he was an irritatingly large target to avoid. The real issue here was Igor, an invincible Fleaman that shot fireballs. Dodging the huge monster, the unpredictably moving Igor, and the fireballs at once is notoriously difficult.
** ''Castlevania 64'' ramped up Frankenstein to ridiculous steroid addict levels by making him basically invincible and giving him a CHAINSAW. And, for good measure, Frankenstein is accompanied by two demonic dogs who 1) stun you so Frank can catch up and 2) run considerably faster than you. They're invincible too.
* The two Zombie Dragons in ''Circle Of The Moon'' have caused many a restart, even if you've been leveling up your character.
** Adramelech too, made all the more jarring by the fact that the previous three bosses were all complete wusses.
* [[Symphony of the Night]] has The Doppelgangers, which can be quite tough if you don't know about the Red Rust trick.
** Beelzebub can also put up a tough fight, especially when he's almost dead. He's just a head and part of a shoulder, near the ceiling, surrounded by giant flies. The axe makes it somewhat easier, but it still takes a while.
* ''[[Castlevania: Portrait of Ruin]]'' has the vampire sisters Stella and Loretta. The vampires' attacks deal enormous damage, especially their ice sword technique, and you have to keep them off of Charlotte for about fifteen seconds so she can cast a particular spell. You only need to hit one of them with it, but there's very little you can do to ensure that they're in place when Charlotte completes it.
* ''Aria'' has, aside from the already mentioned Death, "J". If you don't know about his resistance to holy damage, and you try to use your [[Infinity+1 Sword]] against him (or don't have a choice), he can easily be [[That One Boss]].
** And after the fight, Soma actually notes that he was holding back, to the point where your average vampire hunter is tougher than that. Makes you wonder how ungodly hard he'd be if he WASN'T holding back. He's also far faster than every other boss in the game and moves so erratically that you basically have to have to constantly use [[Super Speed|Black Panther]] to get away from him.
* Gergoth from ''Dawn of Sorrow'' is a pain in the ass; he's huge (in a one-screen room), shoots a [[Frickin' Laser Beams|frickin laser beam]] that sweeps across most of the room, and the only "safe place" you can attack from is ''directly under his head'', even though he walks back and forth and has a tendency to release poisonous and petrifying gases ''from that spot''. And then he gets ''faster''. To top it off, he does way more damage than previous bosses; if you haven't been power-leveling, he'll only need a few hits to kill you.
** If you defeat Gergoth as he's using his laser attack, [[Kaizo Trap|you'll probably get hit and die]] as his head moves up towards the ceiling.
* Eligor, from ''Order of Ecclesia''. One of the bosses in Dracula's Castle, Eligor is a giant metal centaur. He seems easy enough at first. '''At first.'''
** Explanation: it's a [[Colossus Climb]] boss. Aside from using glyphs such as Redire to skip parts of the battle (which in itself is tough to get right), there are multiple phases to Eligor. Firstly, you must destroy these red knee blocks on the front and back of his legs while he's attacking you every so often. You have to climb underneath him to get to the back ones, and it's not that easy to do due to [[Collision Damage]]. He also has bows and arrows at the front and back, which, while destroyable, are tough to avoid (especially in Hard mode), and if you don't destroy them, they'll cause problems. Once you've finally destroyed his knee things, he'll buck down and you can climb up to his back, where you can hit his head, which is how you kill him. If you haven't destroyed the bows, you will get arrow spammed. Even if you have, he obviously tries to knock you off. The patterns of his attacks are VERY hard to predict and memorise, and he does a lot of damage to you at the best of times even before this. If you get knocked off (likely to start with, he attacks in awkward ways which often involve ducking and hoping you don't slide too far into him for [[Collision Damage]]), you'll have to take down the knee things at the back again, albeit with less health.
* Speaking of ''Ecclesia'', what about Blackmore? Admittedly, he's not as hard as Eligor but he's a real pain in the ass if you want the medal. Especially when he does that fire breathing combo of his, and it really doesn't help that you're more or less stuck in the corner for the entire fight. And he'll kill you in about 4 hits, tops.
** [["Wake-Up Call" Boss|Brachyura]]. Whereas Arthroverta was a pushover, and the Giant Skeleton was a pain, but still doable, with [[Giant Enemy Crab|Brachyura]], if you don't figure out how to dodge all of its attacks, you're dead. Doesn't help that he spends half the fight invincible.
** Gravedorcus, the land shark boss in Oblivion Ridge. Not only does he spend half the fight underground, but [[That One Attack|that attack where he jumps out of the ground]] is a nightmare to dodge.
** Then there's {{spoiler|Albus}}. He has a crapload of attacks, all of which are hard to dodge. His standard gunshot, which gives you ''no warning whatsoever'', his flaming kick, which makes it very hard to jump over him, and his Vertical Shot, which is a pain to dodge, are probably the worst offenders. There's one saving grace though: he's the one of the two bosses you don't take damage from by touching him. So you can just run or slide by behind him to dodge all of his attacks.
* In [[Castlevania: Curse of Darkness]], every boss starting with the first encounter with Trevor [[Heads I Win, Tails You Lose|"Asshole"]] Belmont is That One Boss. Trevor is the the third boss, by the way.
** Especially Dullahan, what with his shockwave attack. And the boss before him? Trevor, ''again''. And of course, he's even ''worse'' the second time.
* ''Harmony of Despair'' has the boss of the downloadable Chapter 7. It's a replica of Astarte from ''Portrait of Ruin'', and she has every attack it had back then, including the ability to Charm male characters, which is nigh impossible to avoid. And you can still be hurt by the boss while you're charmed. There's even an achievement for killing a charmed teammate! The only real way to avoid being charmed outside of precision-timed double jumps is to simply stay out of the battle if you aren't playing as Charlotte or Shanoa (they're immune to charm.), or [[Character Select Forcing|beat the level solo with Charlotte.]] [[My Friends and Zoidberg|Or Shanoa.]]
** Puppet Master, the 2nd stage boss. He sends out a series of exploding dolls, moves around the entire map, and creates puppets which he can place inside the iron maidens scattered around the map which he then proceeds to magically swap with yourself. And the iron maidens can kill you instantly. You CAN destroy the puppets, but chances are you need very good synchronization with your teammates in order to do so, they each take a set number of hits to destroy, and the more players there are, the more hits they take, maxing out somewhere around 30 with the maximum of 6 players. Good luck hitting the damn things enough times in the few seconds it takes him to place one inside an iron maiden without a team of [[Fan Nickname|Blender Somas]].
*** The Iron Maidens only kill you instantly on Hard Mode. On normal they still do a crap load of damage. If you plan on playing online, chances are [[It Got Worse|all the games you play will be on hard mode]], woe be to you if you haven't grinded yourself in singleplayer.
** Stage 10 has 8-bit Dracula, who fills the screen with ridiculously fast fireballs that can only be dodged with precision-timed jumps, and trying to avoid them by jumping over him just causes him to do an extremely fast backdash into a corner followed by the usual fireball spread. If you manage to beat him, he then naturally changes to his second form, which has an extremely quick dash attack that does colossal amounts of damage and a fireball spiral that takes yet some more precision jumping to avoid. If players try to hide outside the boss room, he counters by attacking with an even harder-to-dodge fireball spiral that goes through walls to boot.
** Stage 11 has Ryukotsuki, the final boss of Getsu Fuuma Den who has 3 forms: the first one isn't particularly hard to kill, but you can easily get hit by his wild leaps if you don't stay grounded. The second one is slow, but he can block attacks high and low and throws poison daggers to wear you down for the third form, which can summon the 3 minibosses from the stage that you need to kill to be able to fight him, possesses a hard-to-reach weak point that's only vulnerable for a few seconds at a time and loves spamming fireballs that bounce all over the screen, split into smaller fireballs and petrify you upon hit.
* [[Castlevania II: Belmont's Revenge]] has Soleil Belmont. He has a ton of health, his whip has the same range as yours and does a hell of a lot of damage, and he can throw homing swords which are difficult to dodge. [[AI Breaker|Exploiting his AI]] is practically required to defeat him.
* From the ''[[Castlevania: Lords of Shadow|Lords of Shadow]]'' DLC ''Resurrection'', we have The Forgotten One. Easily harder than any other boss in the game, and for mostly all the [[Fake Difficulty|wrong reasons]]: see [[Lo S]]' YMMV entry for more details.
* The Doppleganger from ''[[Castlevania III: Dracula's Curse]]''. He's armed with your characters' most powerful special attacks and can take a quarter of your health whenever you get hit. Not helped by the fact that the level to get to the boss is just as annoying, so unless you've memorized the level quite well, you're more than likely to be battered and bruised by the time the fight starts.
* The Werewolf from ''[[Castlevania Chronicles]]'' is easily one of the toughest bosses in the game, rivaling Death in terms of frustration. Reaching her with full life is a problem in and of itself, since her stage requires [[Fake Difficulty|lots of memorization]]. She herself moves extremly quickly, and likes to hang onto places where the slow axe is the only weapon that can reach her. While she's bounding around like a maniac, she's also tearing off pieces of rock and the clock tower's numerals to throw at you. Though they can be destroyed by whipping them, most of the time the angle they're at makes it nigh impossible to react and whip them. Finally, at that point in the game, a mere 4 (5 on Arrange mode) hits will send Simon to the grave, meaning you have to fight your way to her again.
 
== Crash Bandicoot ==
* In the first ''[[Crash Bandicoot]]'' game there was [[The Dragon|N. Brio]], who had the most health of any boss in the game, even [[Final Boss|Neo Cortex]]. He starts by throwing exploding chemical fillled beakers at you which you havbe to dogde, and then hit the green remains back at him, then after he loses enough health he [[Turns Red]] and drinks a special potion which causes him to transform into a giant [[The Hulk|Hulk-like]] creature who tries to cause the roof to fall on top of you. The only way to damage him at this point was to was to dodge the falling debris, stand on top of it, and wait for him to charge at you so you you could jump on top of his head. You had to do this this several times before he finally gave up, and due to the difficulty of this fight, it almost put [[Final Boss|Neo Cortex]] straight into [[Anticlimax Boss]] territory.
* The second ''[[Crash Bandicoot]]'' game had [[The Dragon|N. Gin]], who had a powerful spaceship you had to destroy by throwing Wumpa Fruit at it. It didn't help that the ship took a huge amount of hits before it lost one part of its health bar, and all the while you had to avoid massive amount of lasers, missiles, and other nasty projectiles while you were trying to hit it. The best part is during the last phase of this battle, N. Gin will temporarily destroy one of the three platforms you can stand on, making this sequence much harder than it should be. Just like the last game, this fight pushes [[Final Boss|Neo Cortex]] into being [[Anticlimax Boss]] territory.
* The third ''[[Crash Bandicoot]]'' game had [[Time Master|N. Tropy]] who could use his time powers to shift the position of the platforms you were jumping on to reach him, as well as [[Shock and Awe|shoot electricity]] and other projectiles to prevent you from reaching him easily. He also has a good amount of health, speed, and intelligence, so beating him usually took a few tries.
** Also in that game [[The Dragon|N. Gin]] makes a return appearance with a ''new and improved spaceship'' which [[Action Girl|Coco]] [[Cute Bruiser|Bandicoot]] must use her plane to destroy. It has the most health of any boss, yes even more than [[Final Boss|Neo Cortex]], and will continue to [[Beam Spam]], shoot missiles, and even more projectiles than his first ship in the second game. The best part about this fight is when you destroy the first ship, N. Gin escapes into a smaller ship which is even faster and fires ''more projectiles'', and you have to beat ''both'' of these ships consecutively on ''one bar of health.'' Basically, if someone in the ''[[Crash Bandicoot]]' series has [[Theme Naming|N. Something]] as their name, you know they're going to be extremely tough.
* ''[[Crash Bandicoot]]: The Wrath Of Cortex'''s second boss stage, Drain Damage. This is Crunch using the power of the water elemental mask, Wa-Wa. You'll lose many, many extra lives to this insanely hard hurdle puzzle - and to make it worse, it was only the second boss in the game.
** To elaborate further, Drain Damage has FOUR STAGES. Each of these stages have you crossing some platforms suspended in the water that sink (thus killing you) if you stay on them for too long. In the first stage, Crunch fires blue lasers that you must jump over and spin-attack Crunch when you reach the end of the platforms. In the second stage, he continues using the blue lasers but also introduces green fire that you must duck or slide under. In the third stage, he introduces an attack where he pounds the ground with his fists, causing the platforms to shake which makes it easier for you to fall off. In the final stage, he uses all of his attacks in a rapid-fire movement. And remember that it's Crash Bandicoot, so one hit and you have to start all over. Good luck!
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* In ''[[Crash Bandicoot|Crash of The Titans]]'', Uka Uka is That One Boss. He fires volleys of shots at Crash, who is usually trying to fight (or run from) Ee-lectrics and Battlers. And, like every other Titan in the game, he heals stupid-quick. Good luck stunning him with one blow.
 
== [[Dead Rising]] ==
* As pictured above, the original [[Dead Rising]] game give us the three escaped convicts in the jeep with a mounted machine gun. Insanely fast in their jeep, with the machine gun for long-distance attacks and a bat for close-up damage if they don't decide to just run you over, they are ''easily'' the hardest boss in not just the game, but the series. And to add onto that, the first time you meet them you've got to rescue their target while helping at least one helpless woman ''at night'', you'll be thrown into fits of rage any time you hear the opening lines of their battle song. And in the event that you ''do'' kill them, you can't even rest easy because for some ungodly reason, ''[[I Got Better|they respawn the next day]]''.
** Cletus Samson from the first game is brutal: his shotgun has [[Blown Across the Room|a hell of a kick]], and by the time you get back to your feet, he'll blast you down again. If you try to fire back with your own gun, he tends to be quicker to the draw unless you have great marksmanship skills. And if you try to hop the counter, he'll simply toss you back over. Given that his store has little cover, this is also one of the most frustrating bosses in the game.
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** {{spoiler|Tyrone King, AKA TK}}. He has an excess of health, a next to undodgeable grapple attack that deals huge damage, has a submachine gun if you try to run away, activates fireworks around his boss arena that deal huge damage and stun you, and you're on a time limit the whole battle. But that's not the worst part: the worst part is that ''all your equipment is taken from you before you begin the fight''. The only weapons you can get are a lead pipe and a cordless drill lying around the area. Even if you've learned a bunch of hand to hand combat moves over the game, he's insanely tough to beat.
 
== [[Devil May Cry]] ==
* The first ''[[Devil May Cry]]'' had the aptly named Nightmare, an amorphous blob with hard-to-counter rapid fire projectiles and fearsome power and resilience.
** This trope also apply to the final battle with Nero Angelo ({{spoiler|ie. Vergil}}) in the first game because of his extremely fast and powerful attacks, his highly annoying shield/counter attacks, and his summoned swords, which attack independently in a variety of ways.
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** To its credit, though, this fight can look amazing if you get the hang of it. Nothing says "''Devil May Cry''" like fighting the man who made stylish combat what it is with your own equally stylish attacks. One combo video on YouTube actually ends this battle with both Nero and Dante falling at the exact same moment.
 
== [[Donkey Kong]] ==
* Queen B in [[Donkey Kong Country (1994 video game)|the first ''Donkey Kong Country'']] game mainly because she's fast and has an erratic movement pattern. She has a good amount of health, and when she takes enough damage, she [[Turns Red]] and becomes even faster and much more erratic, meaning you have to have quick reflexes to defeat her. She's even tougher in the GBA port, where she'll [[Flunky Boss|summon a gang of Zingers]] to shield her from your attacks. Not only does it take time to individually defeat each one unless you can spot a TNT barrel throw, they can also spawn in weird formations that make it very hard to safely dodge them.
* King Zing in ''Donkey Kong Country 2'' continues the trend of bees being tough bosses, mostly because you play as Squawks who is one of the hardest animal buddies to control. You have to shoot at his stinger all the while trying your hardest to avoid getting hit by his stinger projectiles and him running into you because of how difficult Squawks is to control.
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* The [[Final Boss]] fight against King K. Rool in ''[[Donkey Kong Land]]'' starts off seeming like an even more predictable version of his boss fight from the original game... then after you deal enough damage, he pulls out the rug from under your feet by suddenly jumping while running back and forth across the stage. His jumps seemingly come out of nowhere and can really screw over people who've committed the original boss fight to their muscle memory. And once you're used to the new timing, you've now got to deal with him charging at you ''while tossing his crown at you'', and he runs ''fast''.
* Thought King Zing was already a headache in ''[[Donkey Kong Country 2]]''? Try his fight in ''Donkey Kong Land 2'', where his gigantic sprite and the Game Boy's small screen are a recipe for disaster. Not only is he far easier to run into than before, but every time you hurt him, he'll summon a few stationary Zingers to serve as living land mines while he chases you. And once you've got him down to low health, he'll zip and zoom around ''extremely'' fast.
* ''[[Donkey Kong 64]]'' brings us thefour followingof these guys: Mad Jack, Pufftoss, Dogadon (rematch), and King Kut-Out.
** Mad Jack just looks pants-wettingly terrifying, and that's not the worst part at all - you're forced to fight him on a set of small pillars which must be navigated by using [[The Chick|Tiny's]] [[Helicopter Hair]] technique, and if you fall off, you have to sit and wait while Tiny gets dropped off at the top again using a small elevator. He constantly throws fireballs at you with crazy precision, and to damage him, you have to [[Ground Pound]] a switch placed randomly on one of the many pillars scattered throughout the room. If you manage to pound the switch and fry him from underneath, he stuffs himself into his box and jumps at you at a rapid pace. If that isn't enough, he eventually ''turns invisible and jumps even faster'', and if you don't keep jumping restlessly away from Mad Jack, he WILL knock you off the platforms. Oh, and he can also activate the energy pillar on '''YOU''' if he beats you to it. Mad Jack is insensibly cruel, and to many a fan's dismay, he's only the ''third boss of the game.''
** Have you played ''[[Superman 64]]''? And if so, did you like flying through rings ad nauseum? No? Well too bad, because Pufftoss' boss fight has you do exactly that. To hurt him, you have to ride a hovercraft with ''god awful'' controls through a series of rings while the big fish assaults you with shockwaves and heat-seeking missiles. Not only does your vehicle slip and slide like a wet bar of soap, but the rings keep shrinking until you're forced to drive through them with annoyingly tight precision while your hovercraft fights you every step of the way.
** King Kut-Out is a [[Exactly What It Says on the Tin|cardboard version of King K. Rool]], with the ability to ''[[Frickin' Laser Beams|shoot lasers at you]]''. You have to jump in each of the cannons on the island, pointed at a spot where King Kut-Out spawns, and shoot yourself at him. He's annoying in this respect because ''he never fracking stops moving'', making him extremely hard to hit. To make matters worse, missing with one of your Kongs [[One-Hit Kill|flings them into the void behind the arena,]] forcing you to swap out to another Kong, and if all five miss (not terribly hard to do considering King Kut-Out's erratic movement pattern), you lose the fight and have to start all over again. Even if you do manage to land a solid hit on him, you still have to avoid the blowfish in the moat below (not too difficult, but can still give you quite a bit of grief) and the respawning ghost mook on the central island. With sharp reflexes, he can be taken out quickly, but his laser attacks can still be a pain to dodge.
** King Kut-Out is a [[Exactly What It Says on the Tin|cardboard cut-out version of King K. Rool]], with the ability to ''[[Frickin' Laser Beams|shoot lasers at you]]''. You have to jump in each of the cannons on the island, pointed at a spot where King Kut-Out spawns, and shoot yourself at him. He's annoying in this respect because ''he never fracking stops moving'', making him extremely hard to hit. To make matters worse, missing with one of your Kongs [[One-Hit Kill|flings them into the void behind the arena,]] forcing you to swap out to another Kong, and if all five miss (not terribly hard to do considering King Kut-Out's erratic movement pattern), you lose the fight and have to start all over again. Even if you do manage to land a solid hit on him, you still have to avoid the blowfish in the moat below (not too difficult, but can still give you quite a bit of grief) and the respawning ghost mook on the central island. With sharp reflexes, he can be taken out quickly, but his laser attacks can still be a pain to dodge.
** The second fight against Dogadon is probably the most difficult, because of the hard to accomplish objective and time limit to the battle. At first the battle goes like his first fight, but he sometimes throws that ''goddamn nigh-unavoidable'' wall of fire at you. Once you've hit him a few times, the platform starts sinking. Then it's all dependent on your [[Button Mashing]] as giant Chunky, as otherwise you'll never beat him in time, and the increasingly frantic music doesn't help either...
* Thugly in ''[[Donkey Kong Country Returns]]''. Being a much more powerful version of the first boss, Mugly, he attacks more aggresively and throws fire at different points (including [[Bullet Hell]] type). Hard enough to beat the first time, he's an absolute monster in {{spoiler|Mirror Mode}}.
* The Snowmads from ''[[Donkey Kong Country: Tropical Freeze]]'' make for some of DK's toughest opponents yet, with even the easiest bosses putting up a decent fight. So it should be no surprise that this viking clan's heavy hitters mean business.
** Ba-Boom the Boisterous is [[A Rare Sentence|a trio of ninja viking baboon brothers who fight you all at once]]. They're either swinging on vines towards you at weird angles or filling the arena with bombs, giving you very little room to dodge and safely fight back. While hurting the brothers enough will remove them from the battle, the final brother will eventually summon shadow clone minions to help him out, and if you kill them he'll replace them right away. If you keep your Kong buddy alive (particularly Diddy or Dixie) the fight isn't so bad since their hover and double jump are a big help with maneuvering the battlefield, but once you've taken enough damage and lose them? You're up shit creek without a paddle, because Donkey Kong handles a lot sloppier by himself.
** Following in Pufftoss' footsteps (flippersteps?) is an even nastier porcupine fish boss: Fugu the Frightening. You have to fight this guy underwater in a cage-like arena with the walls, floor, and ceiling all covered in spiky shells, all while dealing with an obnoxious control scheme and terrible underwater movement. Meanwhile, Fugu's got his own bullshit that he throws at you, usually in the form of suction attacks that try to blow you towards his spiky body or into the shells dotting the walls, or spitting a metric ton of sea urchin enemies at you that you can't hurt unless you've got Cranky Kong tagging along. And to hurt the bastard, you have to attack his spike-less backside, which is a lot easier said than done thanks you having to fight with the swimming controls while Fugu is constantly spinning around. By the end of his boss fight, he inflates himself to the point of taking up half the arena and will start bouncing and rolling around, giving you even less room to dodge his attacks than before.
** Lord Fredrik is the king of the Snowmads, and definitely lives up to the hype. You fight him in an arena over a pit of insta-kill lava, and his jumping attacks will submerge parts of the floor into that lava, creating massive death pits for you to leap across. He can also summon a hail of ice dragons that will try to crash into you from above and will leave the floor frozen and slippery upon making impact with it, which make it even harder for you to hit him during the brief moments where he's vulnerable. But even without the slippery floor, hurting him is a tall order since you have to jump on him while he's running around at Mach 5. Miss your jump, and you're very likely to get crushed underfoot by this [[Fat Bastard]] of a walrus before you can get out of the way.
 
== KirbyHollow Knight ==
* Miniboss he may be, the [[Elite Mooks|Soul Warrior]] is bound to be the first true speedbump you run into while playing through ''[[Hollow Knight]]''. Despite being nearly as big as the [[Warmup Boss|False]] [[The Brute|Knight]], he's faster than [[The Rival|Hornet]] and even more aggressive than her. No matter where you stand in his arena, you're never safe: his dash attacks allow him to close the distance in the blink of an eye, he can fire homing projectiles at you, and he can even teleport above you and squash you under his massive body. If you walk into this fight expecting another fairly easy [[Giant Mook]] battle, you’re in for a ''very'' rude awakening.
* [[Master Swordsman|Meta Knight]] is usually difficult to defeat in a majority of the games he's in, due to the fact that in a majority of his fights [[Character Select Forcing|you can only use the Sword against him]]. For those at home not familiar with the mechanics of Kirby games, Sword is a power focused around melee attacks with little in the way of range, meaning that you're forced to get right in the face of one of the most aggressive and nimble bosses in the series in order to hurt him, with his short size making it even harder to get a hit in. He also carries an arsenal of devastating attacks such as the Mach Tornado, where he envelops himself in a cyclone of pain and homes in on you, or his standard Tornado attack which whips up a twister that travels a huge portion of the arena. Little else in the series measures up to the difficulty of these duels, and even fights where you ''do'' have access to your Copy Abilities still tend to be difficult.
** If you want the Shadow Soul, you'll have to go through a second Soul Warrior to get it. He's just as tough as the first, except he's got a never-ending flood of [[Flying Mook|Flukes]] flying in to get in your way! Easy to kill as they may be, they have an annoying tendency to spawn right on top of you or directly in your path while you're dodging or trying to attack him.
* [[Psycho Electro|Kracko]] in the original ''[[Kirby's Dream Land]]'''s Extra Mode. Lightning fast, with a completely different attack pattern that gives you next to no time to react. Of course, getting to him means first getting through Kabula, who was a pushover in the regular game, but in Extra Mode becomes the most insane, random, frantic battle in the game. Beating Kaboola on Hard is as much luck as anything else.
* And if you thought the Soul Warrior was a doozy, get a load of his boss! The [[Evil Sorcerer|Soul Master]] [[Teleport Spam|Teleport Spams]] like a motherfucker and often follows up by slinging homing spells of his own at you. This strategy makes it hard to safely hit him, but it's not the worst part of his fight. The worst part is his dreaded [[That One Attack|ground pound attack]]. This attack comes out ''fast'', and if you manage to safely dodge you can still be hit by the fast-moving shockwaves that it generates. He'll even play mind games with you by throwing out a bluff attack, only to instantly follow up with a real ground pound that is almost guaranteed to crush you if you dashed out of the way of his fake-out. {{spoiler|If you think defeating him will be the end of this hellish fight, think again! He merely plays dead, and pulls the rug out from under you by swooping in for a ''second phase'' that you're not expecting. It ''is'' easier than the first since he leaves himself open a lot more often and has less health, but he spams the hell out of his ground pound (both the real one and the fake out), meaning that you very rarely have any time to safely heal if your health runs low.}}
** They tried to replicate the difficult of fighting her in the Kirby Super Star Ultra game for the DS, but nothing can compare to the original. That thing is a MONSTER.
** Once you get access to his rematch in the dream world, the Soul Master, now the Soul Tyrant, is an even more frantic boss whose attacks come out even faster than before while his spells come out in different, tougher to dodge patterns. Oh, and his [[Teleport Spam]] is ''even worse'', if that's even possible.
*** Kracko could be regarded as kind of a junior version of Death and Ridley, in that he's in most of the games with the same patterns and strategy, but is somehow usually one of the harder bosses (which, admittedly, isn't always a strongly contested title in Kirby games). Cloud levels tend to be a bad sign...
* While you can postpone their fight for a while, you'll have to tangle with the [[Lady of War|Mantis Lords]] sooner or later. And no matter when you fight them, they're no joke. It isn't so bad at first since it starts as a duel against a single Lord, but once you defeat her, [[Dual Boss|the other two decide to team up against you]]. Now you've got to deal with the nightmare that is two speedy opponents attacking you in quick succession. Your health will plummet because of how easy it is to dodge one Lord only to accidentally run right into the other's incoming attack, and that's assuming she doesn't simply telefrag you or trick you into falling into the spikes on the edge of their stage. Sad thing is, they aren't the worst example of a [[Dual Boss]] in this game...
*** His weaker [[Mid Boss|Kracko Jr.]] form is just as hard, and some think he's even ''harder'' to beat. Again, Extra Mode transforms a once easy boss into a spastic nightmare who is constantly bombarding you with bombs and cannonballs, and that's when he isn't trying to charge into you outright.
* That would be the [[Wolfpack Boss|Watcher Knights]]. Their boss fight is a brutal gauntlet against 6 beetle warriors that take you on two at a time. And unlike the Mantis Lords who at least have a sense of rhythm to their attacks, the Knights' fight is a total clusterfuck where they throw out whatever attacks they want, whenever they want. The deadliest tool in their arsenal has them roll into a ball, and either try to run you over by blazing a trail across the battlefield, or bouncing into the air and crushing you under their girth. There's no telling which version of the attack they'll use until they go in for the kill, and because they don't synchronize their attacks you can end up in a lot of situations where you get cornered while dodging one attack and get squashed flat by the other, or get nailed with a sudden bounce attack because you jumped over a Knight that was trying to squish you into goo. {{spoiler|You can actually kill one before the fight starts if you know how to drop the chandelier, but fighting five brutally fast and chaotic opponents with no breaks in between is still quite the nasty hurdle to overcome. And of course, while you may realize that the chandelier above looks suspicious, [[Guide Dang It|you won't be able to actually knock it down unless you either accidentally stumble upon the secret room that lets you cut it loose, or look it up online.]]}}
*** Kracko doesn't appear in ''[[Kirby Squeak Squad]]''. Oh no, that would be far too easy. Instead, you fight ''Mecha'' Kracko. While he's annoying enough on his own, once he [[Turns Red]] he starts using an attack where he moves towards the bottom of the screen, destroys the stage, and reforms it later. If you don't take to the air in time, you ''will'' die from this attack. Regular Kracko may be annoying, but at least he doesn't use an attack that can cause a one-hit KO at regular intervals. And this is the only boss in the game that has TWO health bars to drain. Not even the final boss has two health bars.
* You can fight the [[Tragic Monster|Brooding Mawlek]] a little after the beginning of the game if you know where to look, but just because you ''can'' fight it early, it doesn’t mean you ''should''. It's a ruthless, daunting opponent who never lets up with its attacks, and spews a metric shitton of acid all over the place while slashing at you with its claws if you get too close. It can also randomly go on a bouncing frenzy and smash you into paste if you aren't on top of your dodging game. While none of this changes if you fight it later on, you'll have plenty of tools to even the odds while an underequipped newbie will have no such comfort. And if you haven't upgraded your nail, you've got a boss that's every bit as meaty and long-lived as it is aggressive.
** [[Warmup Boss|Whispy Woods of all bosses]] is a ''monster'' in Extra Mode. Iconic for being one of the most prolific easy bosses in any Nintendo game, Whispy's suddenly a lot scarier when most of the apples he drops onto you are replaced with the indestructible spiny [[That One Boss|Gordos]]. They lop off a whopping 3 health if they hit you. You have six health. They bounce a bit when they land, can block your shots, and can corral you right into the path of Whispy's wind attacks. You see the problem, yet?
* The first fight with [[The Rival|Hornet]] was a tough but manageable skillcheck [[Wake Up Call Boss|to see if you understood how the game’s combat mechanics work]]. So when you encounter her in Kingdom's Edge later on, she throws whatever little mercy she showed you out the window and stops holding back. She's far more nimble and aggressive than before, and once she's lost enough health [[Trap Master|she starts setting up spike traps around the arena]]. They may be flimsy and easily broken, but in the heat of battle you're far more likely to pay attention to the total spaz that is Hornet than you are the traps, and the battlefield's weather-induced [[Interface Screw]] makes it easy to lose track of them until you've faceplanted right into a ball of spikes.
* Paint Roller, is considered this by some in ''[[Kirby's Adventure]]'' and its remake. Being a fairly unpredictable quick target that many abilities don't work on will do that but not to everyone. Canvas Curse Paint Roller is probably the most irritating boss in the entire franchise though. The matches required to get through the main game are not very hard but the ones required to get all the collectables are frustrating, much less with a grade A score.
* [[King Mook|The Traitor Lord]] is much more acrobatic than his massive size indicates, making it jarring when this big bug suddenly launches himself at you and lops off two masks worth of health in the near-literal blink of an eye. All of his other attacks deal just as much damage, which is scary since his fight is set up in a way that you're guaranteed to be weakened by the time you get to him: you have to navigate a treacherous path full of spiky brambles ''and'' kill a wave of his [[Demonic Spiders|Traitor Mantis]] brethren before he even shows up. Completing Cloth’s questline does ensure that she’ll help take the pressure off of you during the enemy rush, but you've still got to do most of the heavy lifting during the boss fight yourself since she's very unlikely to hit him.
** Heavy Mole is even harder. For starters, he's fought in an auto-scrolling stage full of [[One Hit KO|instant deathtraps]] such as bottomless pits and walls you can get crushed against. And if you don't bring a copy ability into the fight, the only ones you'll have access to are Hammer, which risks breaking the ground and dropping you to your death, and Sleep, which is useless and leaves you a sitting duck while the autoscrolling screws you over. Thanks to these being your only options, you're honestly better off just spitting his missiles back at him.
* So you saved [[Jerkass|Zote's]] [[Ungrateful Bastard|ungrateful hide]] and defeated him in the Colosseum of Fools, only to have him steal your fangirl's affections as revenge. Thankfully, you can screw him over right back by defeating the idealized Zote that said fangirl dreams of. Sounds easy, right? Oh ho, BOY, are you wrong. Said idealized Zote is easily one of the game's hardest boss fights [[Fake Difficulty|and is an utter mess of RNG-induced bullshit]].
** Rolling Turtle/Phan Phan (depending on the version) is surprisingly vicious for a [[Mid Boss]]. He's incredibly aggressive and constantly jumping around unpredictably, and his painful grab attack has a deceptive amount of range to it. The devs got the hint come ''Superstar Ultra'', and toned his aggression down there.
** [[Parody Sue|Grey Prince Zote]] has an attack pattern that can only be described as "schizophrenic". He'll run around like a headless chicken before throwing out attacks such as shockwave generating ground-pounds, triple bounce attacks with inconsistent distances between bounces, a rapid sword-swinging attack that he can suddenly cancel into a shockwave-generating faceplant to punish your pogo jump attacks, and obnoxious enemy summons (some of which can EXPLODE). [[Confusion Fu|Many of these attacks have little in the way of tells, are sometimes accompanied by feints to mess with your dodge timing, and are almost guaranteed to hit you depending on which ones are chained together.]] While you only have to defeat him once to collect Dream Essences from him, getting revenge on him properly requires defeating him four times. And each version of Gray Prince Zote gets stronger, culminating in a fight where every attack hits for two masks' worth of damage.
* The "Helper to Hero" mode in ''Super Star Ultra'' delivers a few of these, but especially Meta Knight as Bugzzy. The only way the Knight can be hit, discounting the aerial kick because he usually will jump out of the way of it, is to grab the stars he leaves behind after certain attacks. Problem is, these stars can be impossible to get unless you're in specific spots (as one of these attacks takes nearly the entire screen and can't be dashed through). The one upside there is is that the stars do a good amount of damage so you won't need that much to beat him. Again, good luck ''getting'' them.
** And if you're a total masochist, you can keep fighting him even more! His strength keeps growing with every fight. And the last fight will have him deal '''eight masks of damage with every hit'''. If you haven't maxed out your health, any attack from Gray Prince Zote is an instant kill. And at that point, you might find yourself reexamining your reason for fighting this douche. Is the [[Bragging Rights Reward]] REALLY worth it?
** Galacta Knight is pathetically easy when fighting him with Meta Knight, due to Meta Knight's healing move, [[Limit Break|Mach Tornado]], and overpowered moveset. Then comes the fight with Galacta Knight right next to the [[True Final Boss]] with Kirby, and suddenly, he doesn't seem like such a wimp anymore. The player probably has low health by the fight, has to conserve health for the next boss, and cannot heal or abuse a super move like the Tornado. Worst of all are Galacta's Flail Knights, who, unlike the other Mooks he summons, are constantly attacking with a long-ranged weapon that ''hurts.'' {{spoiler|He was so strong, he [[Incredibly Lame Pun|returned in]] Kirby's Return to Dreamland as one of the two [[Bonus Boss|Bonus Bosses.]]}}
** It speaks volumes that the devs consciously made him the ONLY boss you can actually remove from Godhome's boss rushes just because he's THAT prone to killing you with complete bullshit. No other bosses, not even notorious ones like Markoth or Nightmare King Grimm receive such an honor.
* [[Art Attacker|Adeleine/Ado]] from ''[[Kirby's Dream Land 3]]'' may look like an [[Moe|adorable and harmless little girl]], but don't let her cute appearance deceive you. Her fight is a grueling [[Boss Rush]] where you fend off all the non-Dedede/Dark Matter bosses from ''[[Kirby's Dream Land 2]]''. The Ice Dragon isn't so bad, but things start to get intense when she doodles Sweet Stuff, who can fire electric blasts that home in on you. Her Mr. Shine and Mr. Bright sketches are next, and you're forced to contend with two opponents at once, and when you kill one the second will aggressively charge after you until he falls. And once they're taken care of, she sics ''Kracko'' on you, who is every bit as dangerous as he usually is. Thankfully, once you beat him you're in the clear: there's one last phase, but it's Ado uselessly flailing around at you, and even your dash attack/exhale can knock her out in one hit.
* If you've been struggling with the bosses during normal gameplay, wait until you get access to the Dream Needle. With this technique, you get access to rematches with a few bosses that are much harder than before. The Soul Tyrant's covered above, but as far as the others go?
** The [[True Final Boss]] {{spoiler|Zero}} is a hell of a note to end the game on. Like with Ado, he has multiple phases that you have to do in one go, with no healing in between. The boss fight is also an [[Unexpected Shmup Level]] where Kirby is slow, but he ''isn't''. And his attacks involve trying to ram into you with his massive body, disappearing from the screen only to quickly home in on you from the background while shooting torrents of ''blood'', and pelting you with tiny {{spoiler|Dark Matters}} that love to get in the way. Once you think you've won, {{spoiler|he rips his eyeball from his body and forces you to fight that. True, he ''is'' weak in this state and can't take many hits before dying, but he'll aggressively hound you and his small size can make hitting him a tricky prospect.}} The first phase, while far easier than the ones that follow, can still be annoying if you don't realize that {{spoiler|Dark Matter's seemingly random lightning bolt attacks never strike directly in front of him}}.
** The Lost Kin. In some ways he's ''easier'' than the Broken Vessel since he loses his [[Bullet Hell]] attack. Even his newfound aggression wouldn’t be bad, but much like the Soul Warriors he has a never-ending stream of Infected Bubble [[Mooks]] pouring in. They're annoyingly good at setting you up to get hit by the Kin, but they're also prone to spawning right on top of you, wearing you down or finishing you off just because you happened to be at the wrong place at the wrong time. The Defender's Crest is damn-near essential for this fight, but even it doesn't grant you a guaranteed victory.
* Miracle Matter in ''[[Kirby 64 The Crystal Shards]]'' has seven forms representing the different abilities in the game, each of which can only be harmed by using an ability that matches it or by sucking up his projectiles and spitting them back at him when he uses the same ability as the projectiles you inhaled, and it must be done quickly before he changes back to his main form - anything that doesn't match the ability Miracle Matter is using will have no effect. Speaking of no effect, his main multi-eyed dice form is completely INVULNERABLE. All seven of his ability forms have to take at least three hits from their projectiles in order to be destroyed, and worse yet, you have to face all seven, which easily makes this boss battle one of the longest and toughest in the game.
** The Failed Champion takes the False Knight's boss fight and turns it into a frantic, chaotic nightmare. Formerly a textbook example of a [[Mighty Glacier]], he's now a vicious [[Lightning Bruiser]] who constantly leaps all over the place while generating tons of shockwaves with his hammer swings, which are much more frequent than before. The rocks that fell when the False Knight would periodically flail his hammer around now fall ''constantly'', from the start of the fight to the end, and there is ''nothing'' more frustrating than getting clipped by a random rock when you had the Champion right where you wanted him.
* Who remembers Mega Titan from “Kirby and the Amazing Mirror”? It’s a flying robotic suit of armor at least four times bigger than Kirby, with four detached (also flying) metal hands that were the size of Kirby himself. It attacks by using its hands to hound Kirby and his friends around the room which is already tight for space with Mega Titan’s size. You cannot stop the hands, and they will relentlessly pound you from every direction, sometimes all four at the same time. The only way you can get the Mega Titan take damage is by knocking its main body into the electrified walls on the sides of the room, four times to KO, or using Beam or Spark. – and that’s easier said than done. Normal attacks barely move it back, and the Mega Titan’s body tends to hang around the centre of the room meaning it takes 2-3 normal strength hits to get it into the wall; and during that time you’ve probably been ganged-up on by the Titan’s hands and taken some damage. And to add to the grief, this is the only boss aside from the [[Final Boss]] that has more than one phase: Titan Head. This can thankfully be damaged normally, and two hits make it history. However, Titan Head is smaller and moves in an erratic zigzag pattern around Kirby - who is probably low on health by now – firing missiles and trying to ram into the poor little spud.
* {{spoiler|[[God Is Evil|The Radiance]] truly earns her stripes as the game's [[True Final Boss|ultimate evil]]. While none of her attacks are particularly dangerous by themselves, the true threat lies in the devious ways she combines them. Her sword rain may have gigantic safe spots you can slip between, but if she decides to erect a row of spikes on your half of the field, you can easily find yourself cut off from those safe spots, forcing you to take damage unless you’re good at making the tight squeeze between the swords that are closer together. Likewise, the columns of swords she also summons have similarly big safe spots you can squeeze through, but they're often high off the ground, forcing you to jump and dash through them... which puts your shadow dash and its invincibility frames on cooldown right when she starts firing lasers that HAVE to be shadow dashed through to avoid. What makes these combos devastating is the fact that every attack of hers hits for two masks worth of damage, and once the second phase starts you’re thrown into a bigger arena with no solid floor and tons of smaller platforms where dodging them is even more awkward to do. Plus, there's the added threat of being sniped from offscreen if she teleports out of the camera's line of sight, not to mention that if you die, you have to fight the easy but tedious Hollow Knight all over again before you even get another shot at slaying this fluffy terror of a moth.}}
* Goriath from ''Return to Dream Land''. He wall clings just above the range of a lot of vertical attacks, forcing you to jump to get to him - and sometimes he'll decide he's going to drop down on top of you, so if you're jumping under him and/or the floor is icy, he will hit you. If you're in the air when he jumps from one side to the other, he WILL jump right into you. When the floor breaks and gets icy in his second phase, it becomes easier to avoid his [[Ki Attacks]] and giant punches, but harder to get away from body slam, that flying tackle, and the exploding spiky ice balls. And he's so damn fast and jumps around so much that he's hard to hit. For {{spoiler|Galacta Knight}}, and most other hard ''[[Rt DL]]'' bosses, dash attacks with invincibility frames are very effective - but Goriath's floor changing and wall clinging make them useless at best, so you'd better get used to fighting a different way.
* [[Evil Is Burning Hot|Nightmare King Grimm]], the [[True Final Boss]] of the Grimm Troupe DLC mission lives up to his namesake, alright. Insane speed and aggression? Leaves trails of fire in the wake of certain attacks? Can force you to sit through uninterruptable [[Bullet Hell]] intervals? Erects a massive wall of thorns with stupidly tiny safe spots? ''Takes off two masks of health with every single attack?'' If you don't banish him beforehand, get ready for a truly hellish fight that you can lose during the ''first five seconds''. And even once you get used to him, the slightest mistake can quickly lead to things snowballing completely out of control.
** So you're playing Extra Mode, and are doing pretty okay. Whispy Woods EX was as easy as ever, Mr. Dooter EX puts up a decent fight but nothing spectacular... and then Fatty Puffer EX bitch-slaps you into next Sunday. Building off of the original Fatty Puffer's formidable fighting style, EX is an overwhelming nightmare who inflates himself to the point that his rolling attacks are nearly impossible to avoid, and can roll up walls and across ceilings while inflated at such a high speed that Kirby has barely any time to dodge it. His water beam is even more powerful than the original Fatty Puffer's, comes out with little warning, and can be ''aimed'' at upward and downward angles. And sometimes when he's on the ceiling, he'll shoot a spread of water blobs that are positioned and angled at a way that makes them really tricky to dodge.
** Grand Doomer was a decently tough [[Disc One Final Boss]] and fairly manageable, but Grand Doomer EX will make you want to cry. He fights a lot like Kracko, complete with aggressive swooping/divebomb attacks, but throws his own attacks into the mix, such as a fast-moving grab attack that deals impressive damage to your dinky little health bar, and projectile spam to the point that his fiery blasts can cover most of the screen. The [[True Final Boss]], {{spoiler|Magalor}}? A cakewalk compared to this guy.
** Dubior EX takes an already annoying miniboss, and makes it completely unbearable. Along with its annoying [[Teleport Spam]] tactics, aggressive lightning bolt attacks, and constant flight, its new tricks include a ''really'' wonky electrified tackle that is hard to wrap your brain around the first few times it uses it, and another lightning tackle that moves ''blindingly'' fast.
** The Metal General in the same game's EX mode from is this for many, due to an unexpected event during the fight. He starts out as a buffed version of the regular mode fight, like all the other bosses, and everything seems fine and dandy when you beat him... Until he suddenly gets a gigantic robot. While it is easy to dodge once you get the hang of it, it WILL throw people off guard. Also, guess what? Once you do beat it, ''yet another form pops up''. It's attacks are extremely difficult to dodge, one of them notably being a belly flop that covers ''half the screen'', and you're likely weakened from the previous phases. If it weren't for the fact that you don't have to do all of the fights consecutively, people would have ragequit the game before even reaching the final level. One last thing, ''he has more phases than the final boss''. Have fun.
 
== Mario[[Metroid]] ==
* ''[[Super Mario Bros. 2]]'' has Fryguy, the flaming entity fought in World 4. At first, it seems like you simply have to hit it with the mushrooms three times, and technically that's the idea. After that, however, it splits into four living fireballs that hop here and there, trying to hurt you. And the more fireballs you kill, the faster the remaining ones will move. Granted, it's possible to kill them all in one hit, but good luck with the timing. To make matters worse, the game had a glitch where if you touched the last fireball before it died, the door to the next world might not appear. (You could escape having to reset by using a code that killed you, but that just meant you had to try and beat this boss from the beginning.)
** Clawgrip is no pushover either. The rocks he tosses at you are awkward to grab, and he can toss them in hard to dodge volleys that make fighting him as someone other than Peach hell on earth. Though even she is far from a safe bet, since he can still bonk her with a rock during her long picking-up cycle.
* Wendy Koopa. In ''[[Super Mario Bros 3]]'', she's ''way'' worse than her brothers. While the others' attacks will fly offscreen, the rings of energy she fires will bounce round the room endlessly, and she'll keep adding more. If you can't stop her before there are more than three or so, you're not going to.
** Give Wendy a shot in ''[[New Super Mario Bros. Wii]]'' too. Essentially the exact same fight, but ''underwater''. If you don't have a Fire Flower on hand, you're going to have to wait it out when the rising water prevents you from jumping on her.
** Roy and Ludwig are also tough, mainly for their nasty gimmick: these guys are so heavy that they cause the ground to shake when they land after a jump. If you're on the ground when they land, you're briefly stunned and helpless against any attacks they'd follow up with. And since the elevation in their boss arenas is really uneven, you're constantly having to carefully time your jumps to dodge their own quake jumps, while also dodging the wand blasts they fire at you. And if that wasn't enough, their airships are among the hardest in the game meaning that you'll likely be fighting them after being reduced to your [[One-Hit-Point Wonder]] form.
* [[Luigi's Mansion]] has Boolossus, the game's third boss who seems simple enough on paper: you pull the enormous Boo to a unicorn statue to pop him, freeze the fifteen Boos that split up, and suck them up to win the battle. However, vacuuming up the smaller Boos is incredibly tricky because they get harder to hit with your ice attack the more you suck them up, and they attack by dashing into you at high speeds which are incredibly tough to dodge. Collecting the final few Boos is a ''chore'' to do because of this, and getting a gold rank on him (which means not taking ''any'' damage) is a nightmare.
* ''[[Super Mario Sunshine]]'' has Sirena Beach's Phantamanta, a giant manta ray that leaves behind electric goo and divides ''every time you hit him''. Super Mario Wiki says there are 64 little mantas you have to vanquish. Even worse, when there are only a few left, they turn pink and actively chase you. Even worse, when going to refill FLUDD, you'll find some of the water pools are electrically charged.
** To be accurate, the moment all mantas left are the tiny ones that you can actually kill, they will start chasing you. You can make the battle slightly easier by first dividing the manta into roughly four, then focus on dividing and killing one part at a time. You can also hide under the cabana roofs to prevent it from reaching you, since the "mantas" are actually ghostly silhouettes that float on top of whatever terrain they encounter. Once they hit huts or trees those parts of their silhouette will therefore appear on top of the object.
** Cleaning Eely Mouth's teeth is annoying, as you're underwater with HORRIBLE controls, and you have to be dead on when firing at his teeth to clean them. Also your life is slowly going down, and it's not obvious that you can use the bubbles to regain your health until it happens by fluke, and it takes a looong time to get low enough to hit him properly. Even if it is dead on, you have to be low enough for the water to hit his teeth to actually count.
* Hookbill the Koopa from level 4-8 of ''[[Yoshi's Island]]''. Easy like everything else when you play it normally. But when you want the 100 Points, you're not allowed to take damage even once. And this boss has really bad attacks, heavy collision damage, and don't forget that you have to wait 30 seconds when you get damaged! Prepare yourself to repeat this boss over and over again for 100% completion.
* [[Dishing Out Dirt|Bouldergeist]] from ''[[Super Mario Galaxy]]'' doesn't appear to be this trope at first. In fact, he easily qualifies for [[Best Boss Ever]] status thanks to the complexity of his battle and the satisfaction that comes from slamming Bomb Boos into him. And then the [[One-Hit-Point Wonder|Daredevil Comet]] comes into play, and he's suddenly a lot less fun. The stone spikes that can cut off your mobility are a pain in the tail when you're trying to dodge his rock barrages or giant fists, and when you can't take a single hit due to the mandatory 1 HP in daredevil challenges, saying "fuck it" and tanking an attack is no longer an option. Said fists can also eat up attacks meant for his body, and as far as that goes, he's sturdier than just about every non-Bowser boss and takes six hits ''at the minimum'' to bring down.
** [[Evil Is Burning Hot|Fiery Dino Piranha]] is also really bad. If you thought you were due for an easy time since he's a reskin of the first boss, you are VERY wrong: unlike the original Dino Piranha whose tail you could whack whenever you felt like, F.D.'s tail is constantly igniting and burning out, meaning that without proper timing you'll hurt yourself instead of him. And if that wasn't already annoying, he's a lot faster than his weaker cousin meaning that even if you have the timing down, you can still be thrown off by trying to keep up with him. And then, there's the trails of fire he leaves behind which gives you ''another'' threat to worry about... and that's before the fireballs he spews during the final phase come into play. And on top of that, his tendency to suddenly turn around ''right'' when you try to attack his tail means you can do everything right and still get punished for it. The devs were likely aware of how aggravating he is to fight, because the Melty Molten Galaxy's Daredevil comet is the only one of its kind that ''doesn't'' make you fight the boss with one health.
** None of the fights against [[Wicked Witch|Kamella Koopa]] are particularly bad... save, of course, for the Deep Dark Galaxy Daredevil run. When she moves up to the ship's crow's nest, you have to fight her in a ''very'' cramped arena where she and her Magikoopa minions are all pelting you with fire spells. Her massive size also makes it easy for her to [[Tele Frag]] you up there.
** The Toy Time Galaxy's Undergrunt Gunner fight is a far cry from his usual easy battles, because his cannon fires lightning balls that home in on you, and you're forced to fight him while playing as the unwieldly and awkward Spring Mario. Do the math, and the results aren't pretty.
* Fire Gobblegut from ''[[Super Mario Galaxy 2]]''. He's annoying enough in his regular form, but his fire version takes it to the extreme. You can't touch his body without taking damage, making it very hard to take out his belly bulges during the short window you have open to you, and whenever he dive bombs the planet, he leaves lava pools. After the first three hits, it starts raining fireballs.
** Also from ''[[Super Mario Galaxy 2]]'', Squizzard. Fought in the middle of a sand whirlpool that constantly sucks you towards him unless you're standing on one of many tiny rock platforms. Throws giant rocks (and after you damage him once, spiky balls) at you, which STAY THERE after they land until you destroy them. His weak point is his mouth, which he opens for half a second BEFORE throwing his last projectile (so by the time you've dodged it, he's closed his mouth again - you have to shoot at him and THEN dodge). You can only damage him using the (temporary) Fire Flower powerup, and you have to hit him five times (in quick succession, or he'll close his mouth and you'll have to start again) in order for one damage point to register on him. And when he's down to one damage point left, he gets these turret things on either side of him, that shoot balls at you EVEN WHILE HE'S STUNNED. Not to mention the balls get in the way of your fireballs. And - like the Bouldergeist example mentioned above - you have to do a perfect run on him if you want [[100% Completion]].
** Surprisingly, [[Warmup Boss|Peewee Piranha]] becomes this in his associated Speedy Comet mission. It's not that he's a powerful combatant, but his fight is a [[Race Against the Clock]] where you're pitted against a foe who's ''very'' good at wasting what little time you have. His mobility makes it hard to land a hit on him, and he's prone to leaping away from you or turning around right when you're about to hit his weak spot. This gets truly ridiculous when he's on his last legs, because he'll sprint around the planetoid arena like Usain Bolt and make it nearly impossible to finish him off before you time out and die.
** Bouldergeist and Fiery Dino Piranha both make a comeback in the Boss Blitz Galaxy, and are even fought back to back! They're the last bosses you have to fight, and retain everything that made them annoying to fight in the first game. Thankfully there's no Daredevil comet involved... but there ''is'' a Speedrun challenge that gives you five minutes to defeat every boss in a row, these two included. And whether it's Bouldergeist's hands shielding his body from harm or FDP's... ''everything'', you bet that every death will happen because you timed out on one of these bastards.
* ''[[New Super Mario Bros. 2]]'' is a ''very'' easy game, but Ludwig can be tricky. He'll dangle from a chain hanging from the ceiling, and to hit him, you have to launch yourself at him from a cannon. And at first, it's easy to hit him. But after the second time you hit him, he'll start wildly swinging around on whatever chain he's latched onto, and all of a sudden it's ''frustratingly hard'' to hit him. Not only does it eat up time, but he casts a wall of spells that you're almost guaranteed to hit on your way back down. And that's just in the vanilla game, ''good fucking luck'' if you're playing Coin Rush where you're starting off with a 100 second time limit in one of the longest stages in the game.
* The [[Dual Boss]] fight against the Hisstocrats in ''[[Super Mario 3D World]]'' is a ''nightmare'', which is a jarring change from how their separate boss fights [[Best Boss Ever|normally are.]] Said [[Dual Boss]] fight is in the middle of World Flower's brutal [[Boss Rush]], where you'll eat through a huge chunk of the surprisingly strict 500 second time limit just from fighting them. The best way to beat them in a timely manner is by hitting the other Hisstocrat immediately after stomping on the first, which is hard to do ''without'' having a storm of fireballs and several other bosses to worry about. If you don't, you're likely to die just shy of beating the level provided the other bosses or the Hisstocrats themselves don't do you in.
* ''[[Super Mario Odyssey]]'' doesn't really have any hard boss fights while you're playing through the story. But once the postgame opens up, the initially easy bosses really start to bring their A-game.
** Remember how Topper was the game's [[Warmup Boss]] and didn't get much stronger for the rematch at Bowser's Castle? Well, he kicks off the Broodal [[Boss Rush]] on {{spoiler|the Dark Side of the Moon}} where he's gotten so tough that he can single-handedly ruin your run. He's now packing a ''massive'' amount of hats that he can send spinning all across the floor at random. And since Cappy can only destroy one at a time, it's easy to be overwhelmed by the ruthless onslaught of hats. Fittingly, his massive amount of hats translate into a ''huge'' column when he slams them onto you, and unlike past fights you likely won't be able to escape the range of his super fast spinning attack, meaning that you'll have to ride out the storm with several precise jumps. Thankfully the other Broodal rematches aren't too tough, but if Topper doesn't defeat you outright, you'll likely be unable to take another hit. A scary prospect, when you have four other bosses and {{spoiler|floaty moon physics}} to worry about.
** Knucklotec doesn't change up his strategy, but he doesn't need to: his rematch has hordes of [[Demonic Spiders|Chinchos]] constantly spawning and chasing after you. They're tricky, persistent, and hard to hit without damaging yourself. And when you aren't trying and failing to thin the herd between attacks on Knucklotec himself, they're corralling you directly into the path of his own attacks.
** The {{spoiler|Ruined Dragon}} is infamous for being a little ''too'' easy for being [[Anticlimax Boss|such an imposing, terrifying opponent]]. But his easily dodged electric buzzsaws and onslaught of ground-based lightning attacks are obnoxiously hard to dodge in the rematch thanks to his arena's icy floor. Not only is it slippery and hard to move around on, but you also take a speed penalty before you really get moving, which is a ''very'' bad thing when you're being assaulted by tons of electric attacks with very little room to dodge.
* In ''[[Bowser's Fury]]'', the first boss fight against Fury Bowser in the Ruins is a huge step up from the preceding fight thanks to one deadly new attack: he'll use his shell as a wheel and try to run Mario over, leaving trails of ink behind that will mess with your speed. He's fast as hell, and spends a lot of time offscreen which makes keeping track of him a real bitch to do, even with the cursor giving you a rough approximation of where he is. And if you try to hide from him on top of the various structures on Lake Lapcat's islands, he'll leap up towards you. In later fights, he'll always shoot a bunch of spikes that you can throw at him to instantly knock him out of wheel mode, but you get no such luxury here, and there's a very real risk of being comboed to death in seconds if you're having a real bad day.
** The 100% version of the final battle is also really tough: not the Fury Bowser portion, but {{spoiler|the Giga Bowser part. If you thought the storm of projectiles he fired at you was bad enough in the original fight, that's ''nothing'' compared to the [[Bullet Hell]] that awaits you in this battle.}}
 
== Metroid ==
* Ridley is the ''[[Metroid]]'' equivalent to Death from ''Castlevania'' - a recurring boss that always makes you want to hurl a controller. To make him even more like Death, when he turned out to be a pushover in ''Metroid: Zero Mission'', fans complained. He WAS hard in Super Metroid, though. Part of what makes him stand out is that while all other bosses have weak points that you can target and fairly predictable attack patterns, there is no trick to fighting Ridley other than to [[Damage Sponge Boss|drop his HP to 0 before he does the same to you]], and he has a lot more HP and attack strength than you do. And then there are [[Self-Imposed Challenge|Self Imposed Challenges]]. Low percent runs or even sequence breaking for the hell of it makes him hard as you have to dodge all his attacks and try to replenish your supply of missles with a beam that only goes a few pixels.
** ''[[Metroid Prime]]'' had a cruel bait-and-switch version of this. At first, it just seems like Ridley's gonna fly around, bombarding you with easily-dodgable lasers and missiles. Then, when you get his health down to a quarter, he goes [[One-Winged Angel|No Winged Dragon]] and promptly chews you up.
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== [[Sonic Thethe Hedgehog]] ==
* The original ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' has the Labyrinth Zone boss, where Eggman simply flies up through a vertical passageway and you have to give chase. If you're savvy, then yes, it's as deceptively easy as it sounds. It's a tight corridor jam-packed with spear traps, fire hazards, and constantly filling up with water to slow you down. Should the rising water overtake you, [[Super Drowning Skills|there are no stops anywhere to replenish air]]. One false move, and you're as good as dead - and God help you if you die and have to try again without a single ring.
* Its sequel, ''[[Sonic the Hedgehog 2]]'', has the Death Egg's back-to-back boss fights: First you have to beat Sonic's doppelganger, Silver Sonic, [[One-Hit-Point Wonder|without any rings to spare]]. The Death Egg Robot follows right after, and defeating him requires absolutely precise timing (which is even tougher when playing as Knuckles due to his jump height), dodging very fast attacks, and if you get stuck behind him, consider yourself boned as you likely will have no room to avoid the subsequent shower of explosives. One single hit will send you right back to Silver Sonic, which only adds to the aggravation.
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* [[Sonic Generations]] has two bosses: The Egg Dragoon and the Time Eater.
** The Egg Dragoon is a Modern Eggman invention capable of matching or beating Sonic's top running speed. It is armed with several weapons, including freeze and heat rays, homing missiles whose explosions can still hurt you after you dodged them, plus in a 2D shift, a crushing attack you have to wall jump up while dodging freezing shots to do a homing attack on Eggman. As if this wasn't bad enough, damage him enough he'll start launching several of these attack simultaneously, making it very difficult to get through unscathed. There is one phase where you are falling and must boost your way down while dodging missiles.
** The Time Eater, on the other hand, has only two attacks, neither of which are very effective. The trouble is even with Super Sonic boosting it can be very hard to hit this boss the four times required to defeat it. There's lots of debris floating around and the Sonic you send ahead to blast it away the debris isn't very accurate. On top of this rings become very hard to see in time and while boosting can draw rings your way, it's a matter of timing and proximity. In short, by the time you get the third hit in, you might be seriously hurting for enough rings to sustain you for the "sure" final blow against the boss. And while you're struggling to kill the Eggmen's pet abomination in time, your friends are wearing down your patience with their inane "advice", which isn't even remotely helpful since it's just them repeatedly telling you [[Most Annoying Sound|"That looks like a homing shot!"]]
* Out of the many mysterious foes you're pitted against in ''[[Sonic Frontiers]]'', a select few will definitely put your through the wringer.
** Patrolling the skies of Kronos and Chaos Island are [[Get Back Here Boss|Squids]], which are ''ridiculously'' annoying despite being minibosses. If you even want to ''fight'' them you have to wait for them to fly low enough at one of few select locations so you can hop onto the deteriorating digital trail that they leave behind. And as far as the actual fight itself goes, it's a frustrating and tedious slog where you have to constantly dodge salvos of bullets while you slowly close the distance between you and the Squid. Sometimes, the Squid's in view and you can easily dodge them. But more often than not, the camera angle hides the Squid and its bullets meaning that you won't know where to dodge until it's too late. And even when the camera isn't screwing you over, getting close to the Squid is also dangerous because its bullets come out ''fast'' and are hard to react to outside of jumping and praying that you made the right call.
*** And if that wasn't awful enough, they also throw in some [[Goddamned Boss]] traits into the mix, such as taking forever to kill on the best of days, and having a massive aggro radius that requires you to run far from it if you want to disengage from combat despite not being in any danger as long as you aren't actively chasing it. This can make interacting with NPC's like Amy, Tails, or Sage ''way'' more annoying than it has to be, since you can't talk with them while a Squid has aggroed.
** The [[Attack of the 50-Foot Whatever|Striders]] from Ares Island can't be hurt unless you form three complete circles on a series of grind rails near their core. While this isn't hard to do the first time, doing it a second time is pure hell. While you've already had to deal with it firing lasers that travel around the rails, it now fires ''homing'' lasers that actively chase you down and change lanes so they can catch you. It's so ''infuriatingly'' easy to get hit, and while you can disengage and grab more rings if you run out, you can easily lose them all over again due to how aggressive those lasers are. Unless you've leveled up your attack a bunch (and unlocked your stronger attacks), it's best to give these guys a wide berth unless you ''know'' you can kill them as soon as they're vulnerable.
** While their difficulty is to be expected since you find them on the last island in the game, the [[Big Creepy-Crawlies|Caterpillar]] minibosses on Ouranos Island are still a pain, and not for the right reasons. Like with the Striders, you have to make them vulnerable by riding around on rails, this time collecting blue orbs while avoiding pink and yellow ones which hurt you. Again, the first time is easy, but if you're forced to do it a second time, the Caterpillar wises up and floods the rails with projectiles. And unlike the Striders, ''you can't disengage and gather more rings''. If your ring count has hit zero, your only options are to brave the projectile storm and grab the spheres or '''die'''.
*** Like any minibosses you can kill Caterpillars before "round 2" begins, but they don't make it easy for you. You have to attack the tiny weakpoint on their backs, which has wonky hit detection, ''while'' dodging the crazy barrages of lasers these things fire at you. While not all minibosses are helpless when they're vulnerable, none of them are as dangerous as these guys.
** [[Draconic Demon|The Wyvern]], Ares Island's Titan Boss, is as amazing of a spectacle as the other Titan fights, but it's also a headache in the literal and metaphorical sense. Before you fight it you have to spend a ''lot'' of time chasing it down by climbing an obstacle course that's easy to fall off, climbing an equally annoying tower after that, ''and'' running down a trail similar to those employed by Squids right after that. And once you can finally ''fight'' the dumb thing, you're thrust into a fight against a foe who ''floods'' the screen with missiles (and laser rings in the second phase) that are awkward to safely dodge and will leave players that are prone to motion-sickness feeling nauseous. And unlike the previous Titan, Giganto, you can't freely beat it up: you have to parry its physical attacks to stun it first. And its attacks are ''so damn awkward'' to parry because they come out fast and are hard to read, and unlike most enemies and bosses it isn't enough to hold the parry buttons and call it a day: you have to actively parry them as they come out. Fail, and you have to dodge ''even more'' projectiles while your rings slowly drain, which will kill you if the count reaches zero. And should you die, you have to do ''everything'' from the beginning, climbing included.
** {{spoiler|[[Eldritch Abomination|The End]]}} is this for all the wrong reasons. While you'd expect the [[Final Boss]] to be tough (especially since you can only properly fight it on Hard Mode), you're likely ''not'' expecting it to throw the game's combat system out the window and force you to fight it {{spoiler|in a top-down shooter battle styled after ''[[Ikaruga]]''. Now this playstyle isn't new since the hacking minigames earlier on were ultimately something of a [[Final Boss Preview]] preparing you for the fateful showdown, but they ''didn't'' prepare you for the ridiculous [[Bullet Hell]] this thing unleashes on you, or the laser grids that would cut you off from a huge chunk of the stage or spawn right on top of you. You can only be hit three times over the course of this ''long'' fight, and at one point The End just stops taking damage altogether so it can hit you with an insane storm of projectiles. On the bright side, the music ''is'' great in true Sonic fashion, and this thing's [[Badass Boast|impressive monologue]] is a treat to listen to, which can take the edge off for some.}}
 
== [[The Legend of Zelda]] ==
 
== The Legend Of Zelda ==
* ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'':
** Gleeok is a [[Multiple Head Case|hydra monster]] found as a boss in levels 4, 6, and 8. It's a fire-spitting beast whose projectiles can't be blocked, and it's only vulnerable to the sword and the Magical Rod - as it sustains damage, [[Animate Body Parts|its heads will also detach]] to fly around and attack, and it keeps getting more heads with every subsequent encounter (it's first encountered with two heads, then three, then ''four''). Gleeok makes the other bosses look like pushovers, and if you're not good at sticking and dodging, then you best hope you have a potion left.
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** While straddling the line between [[Demonic Spiders]] and this trope, the scary lion-centaur Lynels make for more imposing boss fights than just about any boss in the game. They have a ton of health, are ridiculously quick on their feet, and their attacks will tear through Link's hearts like a hot knife through butter. Don't think you can be cute and snipe them from afar with arrows, because they'll snipe ''you'' right back with volleys of powerful elemental arrows that they can ''arc'' if you're hiding behind a rock. And since they're ''technically'' an enemy, they have stronger differently-colored variants that start popping up later in the game, culminating in the silver Lynels (or even worse, ''gold'' Lynels in Master Mode) that have just as much health as [[Final Boss|Calamity Ganon]].
*** And if you tackle Zora's Domain early on like the game subtly nudges you into doing, you get a plot-mandated Lynel encounter ''way'' earlier than you're ready for. You don't ''have'' to fight it and are encouraged not to do so, but hiding from it is next to impossible, especially since you have to sneak around its lair and pilfer the Shock Arrows laying around to use against Vah Ruta.
*** While they're mostly the same in ''Tears of the Kingdom'', Lynels still have a few new tricks to ruin your day with. A quick headbutting attack has been added to their arsenal, which is hard to predict and can really screw you over if you're playing aggressively. They can also wear stone armor much like Bokoblins, meaning you can't hurt them at all until you break the armor. And last but not least, since they're technically enemies they can appear in the Depths. And yes, that means that their Malice-tainted attacks will do damage that you can't heal without outside assistance.
** [[History Repeats|Much like in the NES game that started it all]], Calamity Ganon's no big deal if you fight him the "correct" way. But if you take advantage of the freedom afforded to you by fighting him without getting the Master Sword, freeing the champions, or [[Harder Than Hard|booking it for Hyrule Castle the ''instant'' you leave the Great Plateau with only three hearts]], you have quite the ordeal ahead of you. Without freeing the Divine Beasts first, you have to fight your way through all four Blight Ganons (including the aforementioned Thunderblight Ganon) one after another before taking on Calamity Ganon himself, who's got a whopping 8000 HP on top of all the full-health Blights, which will lead to a ton of broken weapons. And the Big G himself has quite the brutal arsenal of attacks, such as Windblight's tornadoes, Fireblight's massive sword, as well as a powerful bodyslam that creates a huge shockwave and comes out of nowhere. He also has the standard Guardian beam attack when you've got him on the ropes, which will do a ridiculous amount of damage and will destroy your shields unless you've mastered the timing for parrying them back at him, or can consistently dodge them (a tall order, given his near-perfect tracking). Oh, and he's not exempt from the gradual health recovery in Master Mode, and given his love of scuttling around on the walls at a surprisingly brisk pace and hiding behind a forcefield or tornadoes, he can recover ''huge'' chunks of health before you finally get another hit in on him.
* ''[[Hyrule Warriors: Age of Calamity]]'':
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*** If you think that fight's hard, try the Kohga fight at the end of "In the Clutches of the Yiga!". You have to beat him while dealing with a ''very'' strict time limit, and Kohga's fighting style is annoyingly good at wasting what little time you've got. And when he loses enough health, he calls in ''three'' Blademaster minibosses to further annoy you with their aggressive teleporting and far-reaching wind blade attacks. Oh, and if you didn't defeat him on the way to Kohga? ''Sooga'' will join the party, too. Clusterfuck doesn't even ''begin'' to describe it.
** While still formidable opponents, Lynels are generally a lot easier than in ''Breath of the Wild'' since you can stun them with elemental attacks and have plenty of ways to force them to show their Weakpoint Gauges. But high-leveled dual blade-wielding Lynels are a lot more dangerous than the rest, because their attacks come out ''fast'', and they're surprisingly acrobatic and can chase an airborne player into the sky. You better hope you've got plenty of charges for your elemental rods left, because you'll ''need'' them.
* Making its grand return in ''Tears of the Kingdom'' is Gleeok, now in Flame, Frost, and Shock flavors, each as ridiculously tough as the next. These three-headed terrors are right up there with Lynels in terms of dangerous overworld bosses, but as opposed to attacking with fast, relentless physical strikes, they prefer to outright nuke you with elemental breath attacks. Their attacks do a ton of damage even when you're adequately prepared, and cover a wide area of effect since they're often fired off by one head after another in rapid succession. The beam attacks in particular are ''really'' nasty since they ''home in on you''. Oh, and merely ''approaching'' these guys is dangerous since they whip up a harmful weather aura that corresponds with their element. It's safe to say that no matter if it's 2D or 3D, Gleeok has truly established itself as one of the series' biggest, most consistent threats in its bestiary.
 
== OthersOther PartAction 1Games ==
* The Core (in the Labyrinth) in ''[[Cave Story]]'', which not only fires more bullets than ''the final boss''({{spoiler|which is actually the same core, but possessed by the Doctor}}), and only allows you to fire on it in specifically defined places, but periodically ''fills the room with water'', not only forcing you to immediately rush away from the boss, often during the short windows in which it is vulnerable, but restricting your movement and making it much harder to actually ''dodge'' the projectiles.
** Made worse by the smaller Cores that circle the bigger one. You can shoot them to stun them temporarily, but the only part that takes damage is the main Core, and only when its eyes are open, which only lasts for a few seconds. The problem is that the smaller Cores tend to get in the way of your bullets. If you're using Blade lvl 3, one small Core in the wrong place can really screw you over.
** Monster X, found a few levels prior to The Core, can also be [[That One Boss]]. It shares The Core's invulnerability except at specific times, and floods you with bullets, or in its [[Turns Red|second stage]] homing missiles, when it ''is'' vulnerable. It also forces the player to [[Colossus Climb|ride on it]] or be run over, and even then you risk being smashed into the walls of the room.
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== Others Part 2 ==
* The very first boss in [[Wario Land]] is one of these, being the hardest boss in the game. One hit makes attacking him nearly impossible, he's pretty quick in attacking and attacks from land, the ceiling and underground in various phases. Also a rather harsh [["Wake-Up Call" Boss]].
** There's also Bloomsday/Scumflower in [[Wario Land]] Shake It, who is probably the one boss in the game who takes the longest to defeat (three different attack patterns), can cause earthquakes and hurricanes to mess you up, and has to be very slowly knocked backwards off the edge by throwing enemies and then quickly attacking him a few times.
** In ''[[Wario World]]'', ''my god'', Red Brief J. Not only were his attack patterns extremely hard to avoid and dealt you even 5 hearts of damage in one hit, to add insult to injury it's a [[Manly Gay|muscular bull in a speedo]].
** From Wario Land 4, you have Aerodent, a giant teddy bear balloon being piloted by a rat...thing. Aerodent floats overhead, throwing down Spikebutts, which you have to flip over and throw into a patch (with wonky collision detection) to deflate Aerodent. Then, when it drifts downward a bit, you hit the feet with Wario's barge attack to flip it over, then FINALLY you can hit the rat a couple times before it reinflates the bear and floats back up. And as you repeat this process, it throws down fireballs, which turn you into Fire Wario, which just wastes time. The only way to get a perfect score for this boss is to grind medals and get the Large Lips to take its health down to two hearts, and even then it's still a difficult fight.
** The Sorcerer Fox in Wario Land 3, mostly because hitting him involves bouncing an enemy off the walls, and because his projectiles are extremely difficult to avoid on the last hit.
* Peg Leg Pete in ''Mickey Mousecapade''. He throws a constant stream of daggers that randomly change direction and are nearly impossible to dodge, and the only consistent way to defeat him is to resort to cheap tricks like inching up the ladder and shooting, or putting the invincible Minnie up there if she has her stars. He reappears as a [[Degraded Boss]] in the Castle, but is even worse there, as there is no where to hide from his daggers. Pretty much the only way to get past him without losing a ton of health (afterwards, you have to face the Walrus, a [[Boss in Mook Clothing]], followed by Maleficent, the [[Big Bad]] herself, also [[That One Boss]]) is to [[Luck-Based Mission|hope that you find an invincibility fairy behind one of the windows]]. And god help you if you left the key to the [[Boss Room]] behind, as he will respawn and [[One-Hit Kill]] you if you backtrack.
* ''[[Mass Effect]]''. Therum. That One Krogan. ''That. One. Goddamned. Krogan.''
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*** The fight against Mantis will first start off in her cave, in which the floor is incredibly slick and difficult to maneuver around. She happily enjoys jabbing you with her enormous mantis-like front legs (and even jump up to attack with both), climbing along the walls to spit out baby-spider-like things, and sliding herself into you. However, the battle really goes hay-wire when you've damaged her life meter to halfway, she ''breaks the floor'' and drops you down to her web, in which there's a good chance you'll miss it and fall to your doom. Considering she takes up a good portion of the screen, if you don't fall to your doom, you still have the possibility of doing so because you walked off the web, all the while she still tries pick and prod you to death. If you do fall and you haven't collected the 100 gold cards yet, Sirius will come to help you up, but upon collecting all the gold cards, you'll just fall and die.
*** The fight against the Cerebus is insanely difficult because the fact that all his weapons have an enormously wide and short range, and the room you fight him in is very small and enclosed. His machine gun fire is pretty easy to avoid, but his homing missiles from his two primary canons and his smaller homing missiles from his container "shoulders" (it's a hovering robot, mind you) can and will force you into a trap. What's worse, if you haven't destroyed his arm canons and you hang alongside the wall too much during his attacks, he'll ''do a back-flip loop'' with enormous laser blades and try pulverize you into the wall with a mighty whack. There's also another attack he uses that creates an odd light glow in the middle of the room that slows you down, but allows him to keep moving at an insanely high speed, and walking into that light will cause you to die by ''shrinking out of existence'' (however, you can get a gold card if you kick a bomb into and also disable the beam). Add all of this into the fact that he dodges all bombs kicked at him and that this is only the "normal" level of gameplay (hard is much worse), and you pretty much have the ultimate "high-tech harvester" as the name of the battle implies.
** While the other bosses aren't too tough if you're just beating them normally, trying to get their Gold Cards so you can unlock the final world and [[True Final Boss]] is a different story. Since the Gold Cards only count if you collect them all in one go, ''almost every single boss'' qualifies thanks to having at least one card that's stupidly hard to get.
*** Altair's crew are a trio of unpredictable spazzes, meaning that pulling off incredibly technical bomb throws that net you certain Gold Cards without missing out on the time Card is pretty much a [[Luck-Based Mission]]. But as far as more specific Cards go? To get one of his Gold Cards, you ''have'' to let Orion hit you with his [[That One Attack|stun-inducing barrier]] ''and'' control stick-mash your way out of his grip before he can send you on a [[Instant Kill|one-way trip into the lava pit surrounding his arena.]] Regulus, likewise, is a suicidal ''spaz'' who is likely to blunder directly into the path of any Pumped-Up Bomb you toss that doesn't bounce off his head, which will prevent you from getting ''that'' Card.
*** Draco, the first "big" boss, can be tough to get all the Gold Cards for in general because of how easy it is to accidentally hit his body while trying to burn his individual body parts. He only has three hearts worth of health, but his wings take two Pumped-Up Bombs to destroy while his head and tail require one each, meaning that you have to hit him with six Pumped-Up Bombs while hoping that their gigantic blast radius and both the screwy camera angles and unclear depth perception don't lead to you killing him too early.
*** To win a perfect run of the Leviathan (the angler fish boss) fight, at some point, you'll need him to decimate the raft you fight him on and leave it with just one log for you to run around on. It's best to leave this one for last, because you'll need to kill him ''fast'' before he ends up killing you with an unavoidable attack.
*** Beating Mantis within the time limit is infuriating because said time limit is ''ridiculously'' strict, and getting her cards requires you to break individual body parts of hers, all of which are surprisingly hard to hit (especially her face) and require multiple bombs to break. You also ''have'' to let her drop you onto her web, meaning that you have to waste at least a little time to get all her Gold Cards.
*** You know whose time limit is even stricter? Cerebus'. And do you remember how mobile, fast, and all-around spazzy he is? Whether you're trying to protect yourself from his overwhelming barrage of attacks or trying to hit him as he zips and glides through the arena, he's ''annoyingly'' good at running out the clock. In fact, he's about just as good at killing you as he is keeping you from winning that one Gold Card.
* The Nintendo 64 game ''[[Nightmare Creatures]]'' has the Sewer Snake as the very first boss. This snake has five heads which shoot out bursts of flame at ridiculous speeds as its first stage attack. This means that your character is going to be spending a LOT of time lying on the ground [[Man On Fire|while engulfed in flames.]] The second stage (should your character survive the inferno long enough to knock down the five support beams) is spent trying to attack the heads of the snake as it moves around the fighting area. Did I mention that this is the first boss fight?
* The giant vampire boss from Horror Island, the third level of ''Rainbow Islands''. It was infamous in its day.
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* The [[Cores and Turrets Boss]] in Stage 3 of ''[[Journey to Silius]]'' fires a complex pattern of lasers and bullets, making it much more difficult than other bosses, since you have to jump through the hail of fire to hit the core, and you are probably low on gun power at this point.
* In ''Jersey Devil'', The giant octopus fought at the end of the "Monkey's Trail" mission is quite possibly the hardest boss in the entire game. At first, you can't hit him and can only see him swimming outside. Once you figure out how to draw him into the room {{spoiler|by killing several of the smaller octopod}}, all hell breaks loose. You see, there is one large hole in the center where the giant octopus' head come in and eight more smaller holes around the room for its tentacles. The tentacles ''[[You Can Run but You Can't Hide|can reach you anywhere in the room, no matter what!]]'' Oh, and good luck trying to dodge them while picking up TNT boxes to hit the boss with, for if you get hit, you will [[Artificial Stupidity|automatically turn to face that tentacle and throw the TNT box in that direction if you happen to be holding one at the time]]. You're practically ''destined'' to lose ''at least'' one or two lives during this fight.
* The underrated [[Survival Horror]]/stealth game ''[[Siren (video game)|Siren]]'' had two outstanding [[Made of Iron]] [[Marathon Boss|marathon bosses]]es:
** The [[Final Boss]] is much easier to beat if you're not going for [[One Hundred Percent Completion]]. If you ''are'', then you don't get to use the special item that calls a meteor down upon {{spoiler|Datatshushi}} to kill it off. You can only use it twice, and must use a special sword to finish the battle. Unfortunately, [[Survival Horror|being the type of game that it is]], melee combat is very awkward, and since the [[Final Boss]] flies above you at all times, you have to aim ''up'' to hit it with the sword. This battle seems to take forever; it's possible that enemies regenerate health in this game.
** Takeuchi's interminable fight against {{spoiler|Shibito Akira}}. It's an incredibly long and difficult duel between Takeuchi, who only has a pistol, and {{spoiler|Akira}}, who has a rifle. It takes place on a small battlefield where you can mercifully take cover if you need to regenerate your health.
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* ''[[Spanky's Quest]]'' is a game that runs on [[Hard Levels, Easy Bosses]], save for the [[Asteroids Monster|Grape Boss]]. He relentlessly chases you in a spiraling pattern that isn't too hard to dodge at first, but then he throws his individual grape minions at you, who move quickly and attack three at a time. Jumping over them while making sure you don't crash into the main cluster of grapes is a daunting task thanks to Spanky's movement being a tad slow and floaty, and the aggression of the main cluster and his minions can make hard to safely get a hit on him.
* Giaguaro, the legendary panther from ''[[Red Dead Redemption 2]]''. What makes him this compared to the other Legendary animals is the fact that he'll track and hunt you like normal panthers, which are [[Demonic Spiders]] to begin with. He's hard to see thanks to the way he blends in with his environment, and if he's able to pounce on you there's no fighting back. You die automatically.
* ''[[Warframe]]'' has a few examples:
** Counselor Vay Hek, a flying bullet sponge with completely random movements, fully invulnerable except for a tiny weak point that's revealed only when he buffs his soldiers, a machine gun of his own and an unavoidable attack that always applies a magnetic debuff, weakening your shield and draining all your energy. He has a second phase when weakened enough, but taking a different form that's fully damageable and is much easier to hit. The fact that he flies away when he loses rather than dying like other bosses adds insult to injury.
** Mutalist Alad V, invulnerable unless he uses one of his special attacks, leaving shorts openings, not helped by his shield that may fully recharge between two openings and the constant swarm of Infested coming from every direction and hitting hard when they get close. Without some high burst damage to punch through his shield or toxin damage to bypass it, this fight is nearly unwinnable. Also noteworthy is his ability to mind-control players and turn them back on their allies, some warframes being capable of healing him to full or wipe out their entire squad (solo players don't have to worry about this, fortunately).
* While ''[[Five Nights at Freddy's: Security Breach]]'' doesn't exactly have boss fights in the traditional sense (save for Monty, sort of), your first encounter with the Daycare Attendant's Moon form is a tough [[Nightmare Fuel|(and ''terrifying'')]] one. You have to run around the pitch-black Superstar Daycare and restore power by finding five generators and turning them on. The problem is that they're scattered around a confusing, maze-like playplace, and Moon is a [[Super-Persistent Predator]] who blends in with the darkness of the daycare and can ambush you from surprising angles thanks to his ceiling-mounted wire giving him free range of the place. You ''can'' distract him by knocking over stacks of boxes to trigger his [[Neat Freak]] tendencies, it doesn't do much to help when you're trying to find that [[Last Lousy Point|Last Lousy Generator]].
 
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