And the Final Boss for Fire Emblem 7? Seriously? Jesus Christ man, you are handed three weapons that are effective against it, and a character that can whoop it's ***** with one Luna tome.
No kidding. If you're going to pick a FE final boss, at
least go with either Ashnard from
Path of Radiance (English Hard/equivalent Japanese difficulty and above only) or Ashera from
Radiant Dawn. Hell, even the boss rush immediately before then is widely considered to be more difficult by far. Even a lot of
regular bosses from the series are tougher, for God's sake!
With Ashnard...haven't faced him myself on that difficulty (yet), but unless I'm mistaken...he has a movement range of 10, a ranged attack, and he
moves. You only have, at most, two or three characters who can even hurt him (and one doesn't even
show up until his second form starts), and he's all but guaranteed to one-turn-kill most everyone else. Even then, though, I wouldn't be surprised if he could be beaten with more traditional methods, like distance healing and limiting his movement with units he won't kill in one shot.
With Ashera...again, haven't faced her myself (plan to when I get an extended break from school, though). But before you can even damage her, you have to take down a number of barriers that reflect half the damage taken back on the aggressor unless he/she has equipped the Nihil ability, all while braving powerful multi-target attacks from the goddess herself. As in--again, unless I'm mistaken--attacks that hurt your
entire army. The only weapons that will even harm her or her barriers are those that have been blessed (though to be fair, you'll have no shortage of those). And if you don't land the final blow with a certain overpowered blue-haired mercenary wielding a certain magic sword, she
revives with full life.
Also, I distinctly remember once taking Dullahan down like like four rounds thanks to someone's Summon Rush strategy. Even without that, he's programmed to follow a set pattern of attacks (and to start at one of three points in said pattern), presumably to prevent the AI Roulette from summoning Char three times in a row or something. Figure out the pattern and you should be able to anticipate his moves well enough.
Actually, I just remembered a few others from a similar thread from a long time ago.
-The Holoholo Bird from
Baten Kaitos Origins. Now, powerful enemies are pretty well par the course for this game thanks to its "automatically heal to full HP after all battles" mechanic. Especially for bosses; hell, in the first half the the game, you actually are forced to lose to the vast majority of the bosses you face; literally about the only thing you can do is survive until they take enough damage that they decide to end things (it's...complicated, somewhat). So what makes this one such a problem, other than the usual high-powered attacks? How about annoyingly frequent turns? How about how it uses many of those turns to produce chicks that, with their own frequent turns, heal their parent for more HP than you can dish out in a round? How about the fact that it comes immediately after a disc change, and therefore, a Point of No Return? Hope you made a backup file before the switch!
-Archfiend from
Seiken Densetsu 3. The final boss of Hawk and Lise's stories, and widely cited as the second toughest boss in the game, behind only the bonus boss, the Black Rabite, which is only accessed via Angela and Duran's quests. Also the only boss in the game to have two clear forms. His first form mostly just sits there with his high defense power, changing his elemental affinity every so often and throwing spells at your party. However, he'll frequently if not always hit you with the most powerful attack of that element (otherwise only usable by the eight God-Beasts and one of the other final bosses), dealing massive damage and either lowering one of your core stats or (in the Light-element attack's case) turning you into a bunch of Moogles. And if you're
really unlucky, I do believe there's a chance he'll cast an instant-death spell. Hope you brought a bunch of Puipui Grass and Stardust Herbs!
The second form, I find, is shorter--less defense--but far more likely to kill you. Here, the Archfiend transforms and starts going on the offensive with a bunch of claws and stuff. But here's the thing--remember those elemental moves I just finished discussing? Now he can bust them out at pretty much any time. And to add on to that, he now has
another move that's even
more powerful and is basically almost a guaranteed game over if you're not pretty much at full HP. And to add on to that, this battle is
long. It's long, and your supply of items is limited--only nine of each can be carried into battle. I can tell you that unless you're massively overlevelled, you will be spending the vast majority of that inventory on this fight--and God help you if you thought it unnecessary to bring a designated healer.