That One Boss/Role-Playing Game/Final Fantasy: Difference between revisions

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* Adrammelech in ''[[Final Fantasy Tactics Advance]]'' has a powerful attack hits anything in a line between him and the edge of the arena, which is especially bad given that the arena is a long, narrow one, with your party and his group on opposite ends. He also comes with three dragons who are quite powerful, and it's difficult to kill him without killing them first. A few levels, the right Law card, the right party setup, and a moogle with full JP will take this fight from "outright impossible" to "ludicrously hard". However, the big problem is finding out how to block that line attack, and to learn that spells that are one square attacks elsewhere are multiple square attacks there.
** Fighting Llednar the second time you meet him. His fight comes after a somewhat tough fight inside the Bervenia Palace and is made worse due to the fact that it is a [[Duel Boss]] fight between himself and Marche. Unless Marche was raised as a melee fighter for high HP and Defense (and assuming you are not purposely using one of the many game breakers the game has) the fight will become a nightmare. You cannot damage him at all due to plot reasons and you have to stall for several turns until another character shows up to end the fight. Llednar has one ability that can put you under Doom status, inflicting KO on Marche in a few turns. Another ability can damage and Poison you so you get worn down. Llednar's signature move, Omega, can instantly defeat you with its massive damage unless you seriously level grinded. If you lose this fight, you'll have to do the previous battle again just to get back to this part.
* Being a [[George Lucas Throwback]], ''most'' of the bosses ''[[Final Fantasy: theThe 4 Heroes of Light]]''.
** Admittedly, this has a lot to do with the fact that many enemies ''in general'' in 4HoL are rather gimmicky, and bosses often require a very specific set of skills or equipments that are completely not obvious at all until you're wiped out, forcing you to claw your way back through an entire dungeon (which gets ''very frustrating'' later in the game) after grabbing the ''one thing'' that you needed to take out the boss efficiently. This happens a lot outside of battle as well....
** Doppelganger. An evil version of your party, except they get twice as many turns as you, have between two to four times the max hp of your tankiest character, and are in a 2 rank formation, so you can't kill the casters easily. Oh, and they heal. Frequently. And that [[Disc One Nuke|properly equipped black mage]] you've been using to obliterate every boss in the way? Now his Doppelganger turns that power on you. Cue [[Angrish]] in response to (multiple) [[Total Party Kill|TotalPartyKills]]. Hope you weren't planning on using those gems to upgrade any crowns that might have helped you beat the boss.
** Asmodeus inflicts widespread status effects. You could have 4 ribbons by this point, but probably won't. Added annoyance is that the game's auto-target system doesn't prioritize petrified or paralyzed characters over less debilitating status effects such as poison. You lose to auto-target as often as you lose to him, unless you invest in certain classes or spells which can remove ailments from everyone.
* ''[[Final Fantasy Tactics a 2A2]]'' gives us the lovely Flowsand Lord. It shows up early in the game out of the blue- the mission you take to fight it is about ''foraging for pearls'', for goodness' sake- and will completely pulverize anyone who hasn't level grinded. First is its ludicrous stats- low speed and low magic, and an inability to move, but these don't matter at all because it has no magic attacks and has ''nearly 800 HP with the offense and defense of something double your level''. It has 3 attacks straight off the bat- Gravity Flux, which deals roughly 75% of your current HP to all your party members, Stun Crush, which heavily damages all units next to it and inflicts Immobilize (and without being adjacent to it your melee attackers can't do anything) and, in an ultimate show of AI cheapness, [[That One Attack|Consume]], which has a range of 10 tiles (read: most of the arena), deals damage enough to push you into HP Critical, moves you right next to it for a Stun Crush finisher, and ''restores its HP by the amount it deals'', leaving one round's permanent damage at about 40 HP. The arena itself is inverse conical, meaning some routes are inaccessible to units with low Jump stats, and at that point in the game you can't camp in the corner and spam illusion spells because you don't have the Illusionist class yet. The Law itself is a nightmare, forbidding special actions by Nou Mu- your main damage dealers and spell casters- and while it would seem that you could just ignore it and spam the odd level 2 spell, the [[Squishy Wizard|Squishy Wizards]] will get hammered by Consume, and, as the Law is invalidated, you ''can't resurrect your dead''. ''Even worse'', the boss has two tough Antlion lackeys that infinitely spawn, and, because you'll be facing the Lord, can spam paralytic attacks on your back for massive damage and debuffs. '''And the worst bit?''' After defeating it, you don't get any special rewards like you would from {{spoiler|the optional bosses like Cerayn and Magick Weapon Mk2}}, and you ''have to beat it'' as it is a story mission. On another note, as a story mission you ''cannot quit it once you start it'', and when you lose (which you will) you get a game over instead of a simple "oh well, try again". Flowsand Lord's only weakness is to Air spells, but at this point in the game the only access to an Air attack is a Bishop with Aero. Given that Bangaa have pretty low magic and the Bishop is a Bangaa only class, it's not even strikingly effective. It also casts 14 MP, so unless you manage to boost your Bishop's mp before his turn, you get to cast it once every 2 or 3 turns, thanks to the MP system of the game.
 
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