There are four types of bosses:
- Main, the enemies you'll fight in the storyline. The boss theme is the major boss theme of Shin Megami Tensei IV.
- Rival, not actual enemies but a competition nevertheless. Most of them are duels. The rival theme is "Don't be Defeated by a Friend" (Super Arranged version) from The Legend of Heroes: Sen no Kiseki.
- Optional, the enemies you'll fight in various quests. The boss themes are varied, but the Kid Icarus: Uprising boss theme is occasionally used.
- Ultra, the cream of the crop. They're the hardest foes outside the storyline and require very specific conditions, but offer incredible prizes for winning. The theme is almost always "Own Little World" from Dead Rising 2.
NOTE: The list is incomplete, more bosses to come.
WARNING: May contain major spoilers!
Wario uses brute force while Waluigi uses magic. As for Pete, he uses buff spells and rarely attacks. Wario's Dynamite Fist attack can be dangerous as it packs tons of damage. That goes the same to Waluigi's spells (Garu and Agi). He also has Poison Gas, which as its name implies, can poison all the party members though he rarely uses it.
They're fairly difficult if you don't know their weaknesses. Dark Magician Girl is very useful, just cast Bufu on Waluigi and Zio on Wario. As for Kyuu and Kite, focus their attacks on Pete.
Boss 2: Stone OgreEditThe second boss in Chapter 1: A New Life.
The Stone Ogre is fairly stronger than the first boss, but still not too difficult. This serves as a tutorial to the game's mechanic, the Soul Break attacks.
The ogre's attack consist of normal attack and Brutal Slam, a devastating physical attack. On certain points, the ogre will cast Tera and Whisper, which can silences a party member. Because players don't have a Dispel Herb at this point, it is recommended not to bring Dark Magician Girl or Nina since the Stone Ogre's Whisper will prevent them from using their magic.
Kanata, Noel, and Kanon can deliver quite a damage, but players must keep an eye on their HP and they'll be fine. If must, players can bring Nina since she's the main healer.
Boss 3: DirewolfEditThe first of the main bosses of Chapter 2: First Assignment.
The Direwolf is accompanied by its pack (the normal wolves) and it's no easy fight. It possesses an unpredictable pattern.
Both the Direwolf and its pack attack at the same time. The Direwolf mostly attacks with its fangs, but it can also cast Agi and Maragi, with the latter being the more dangerous. Beware of its Brutal Fangs, as it delivers heavy damage, and the Dread Howl, as it can stun a party member.
Do not even think about taking out the wolves first, because if you take down the wolves, the Direwolf will call for backup and replace their fallen allies (players do not get extra EXP for this). Focus on the Direwolf first.
It is recommended for the entire party to be at level 8. Kite or Dark Magician Girl are perfect for attacking all the foes, at least until the Direwolf is defeated. Kanon's physical strength can pack quite a punch, so use him to attack on the Direwolf. Nina is essential for this fight since her healing spells, especially at level 8, can heal the entire party.
Boss 4: Wario & WaluigiEditThe second of the main bosses of Chapter 2, Wario Bros. are back and they mean business.
Unlike before, they got rid of their weaknesses making them a lot harder. They also have a few changes.
Wario, who's no longer weak to thunder, still has his Dynamite Fists but he also has a new one: Wario Knockdown. It is stronger than the former and it can cause a party member to be knocked down for two turns. In turn, it leaves the party member wide opened for an attack.
Waluigi doesn't change much, but with a new attack: Whisper. This attack can prevent anyone from using magic. Fortunately, he rarely uses it.
Dark Magician Girl, Kanata, and Kanon are good choices for this fight.
Boss 5: Buggy the ClownEditThe second one-on-one duel with the pirate clown from One Piece.
Since this is a duel, it obviously means you fight alone.
Be warn of Buggy's Devil Fruit ability, which allows him to separate parts of his body. Your physical attacks will constantly miss no matter how high your DEX is.
Buggy mainly attacks with his knives, but at certain points he'll use Bara Bara Ho, which Buggy shoots his hand and damage the player. Beware of his Bara Bara Ho Kirihanashi, which delivers quite a damage.
To damage Buggy, you have to use a combination of magic spells. Once his HP is depleted enough, Buggy will start to freak out and loses his balance. Now you're able to hurt him using your physical attacks for major damages. Use this moment to lay the smackdown on the pirate clown.
The difficulty of this fight depends on the skills you've learned throughout the chapter.
Magic is also effective against him.
Boss 6: Blizzard DragonEditThe main boss of Chapter 3: The Poisoned Waters.
The dragon can be very difficult if not prepared.
As the name implies, the dragon uses Ice magic (Bufu and Mabufu). Its main attacks are Frost Drop (a strong Ice skill) and Frost Rain (a slightly weak Ice skill but it attacks all party members).
When the party manages to deplete most of the dragon's HP, the monster will start to act aggressive and flails Glacial Crush, a powerful slam attack.
Dark Magician Girl and Donald are good to use because they have Agi, Maragi, and Agilao spells. However, the dragon can boost its defense and cast Red Wall on its self, which increases its defense against Fire elements.
Kyuu's sword skill Midnight Stab or gauntlet skill Rising Star can deal good damages. Daffy is also recommended since he has an attack that is effective against dragon-types (or Beast type).
Be sure to keep an eye on the party's HPs and have Nina constantly heal.
Boss 7: The AssassinEditThe mysterious assassin and the third duel.
The Assassin can be fairly difficult if you are not prepared. She has three attacks:
- Bufu, a weak Ice spell
- Twin Death, her strongest attack
- Cold Coffin, an Ice element attack
She has no attack pattern, but her attacks are fairly weak. As long as you keep an eye on your HP, you'll do fine.
The goal is to deplete 25% of her HP and you'll gain status upgrades. It's okay if you lose here.
Boss 8: Crimson ScorpEditA rather unusual scorpion summoned by the Wario Bros. Despite its size, it is still a dangerous enemy.
As its name implies, the scorpion utilizes fire, mainly Maragi. It is also one of the few enemies that can defend itself to reduce damage.
It has two main attacks:
- Sting Claw, a strong attack to one ally.
- Venom Sting, a very weak attack but can poison an ally.
When players manage to corner the boss, the Crimson Scorp will use Burial Claw, another strong attack similar to Sting Claw, but can attack all allies.
First off, don't even use Fire element; it has no effect on the Crimson Scorp at all. Water, on the other hand, has a better effect.
It also has strong defense against all elements, so it's best to use those with strong offense such as Kite, Kanon, Dirk, Ed, and Mario. Sonic is also a good addition since he can evade Crimson Scorp's attacks, but not Maragi.
Nina is also important if you want to keep your party alive.
Boss 9: ElectroEdit
"You just don't get it, do you?! Without a cure, I'm not Max Dillon! I am.... Electro!"
~Electro's opening battle quote.The most aggressive and probably the hardest of Chapter 4: Uprising. Electro can be very dangerous. In addition, he has very strong defense against all elements but one. Due to his power, he can absorb any Thunder elements.
Unlike other bosses, Electro doesn't attack normally. He mostly uses special attacks:
- Zionga, a stronger Thunder spell on an ally
- Electron Spark, his main attack
- Rain Spark, weak attack against all allies
- Shock Dive, a strong attack that can paralyze an ally
- Blind Spark, a bright Thunder attack that can blind an ally
When players manage to deplete his HP to 30%, Electro suddenly heals himself (and full at that) and he becomes berserk. As a result, he gains status bonus (attack, defense, magic, and magic defense), which makes him even more dangerous.
This can be very difficult, but his patterns can be predictable when players pay attention to his attacks.
If you have a party member who can use Water element, use it against him. Don't bring Daffy in this fight since he doesn't have any of Electro's weakness. Luigi is one of the best people to use in this fight, as his Purple Wall cushions Electro's Thunder arsenal heavily, and his Hammer Stun can keep Electro from dealing any damage in Rage Mode.
Once Electro's HP is depleted to 20%, the battle is over.
Boss 10: Dragon PeteEdit
"Bwahahahahaha!! Say your prayers!!"
~Pete during his final battleThe final boss of Chapter 4 and the main villain in the Cyril Region.
Pete has transformed himself into a gigantic dragon, intending to stop Kyuu and the party from destroying the Plague Core, the source of the plague that cursed the region.
Pete is a rather difficult foe. He mostly attacks with his normal attack and Dragon Breath, a fire element attack. He has two other attacks:
- Stun Wave, a weak attack that stuns all party members.
- Whispering Doom, a slightly weak Wind skill but it also inflicts Silence to all party members.
As the player continues to hurt him, Pete will start to use Destructive Slam, a brutal physical attack.
However, as soon as the player corners him, Pete will start using Red Flare, a very deadly fire element attack that hits all party members.
If the player manages to corner him, Pete will revert to his normal form. That's when the party must use their strongest attacks quickly because Pete will try to transform back into a dragon. If the player fails, Pete will transform back into a dragon and will spam Red Flare.
Kite, Dark Magician Girl, Kanon, Axel, Donald, Mario, or Sonic is a good choice for offense. Remember to bring Nina to heal your party.
"Come, show me what you got."
The fourth duel boss, Harqs is the only fight of Chapter 5.
Harqs can use physical attacks, but tends to favor Fire and Ice elemental attacks. If you nabbed Kyuu a Molten Shield before this fight, it'll help mitigate the fire attacks somewhat. Winning isn't necessary, but you can a good stat boost for winning.
"Stupid! There's no way monkeys like you can beat an elite angel!"
The worst angel ever is out for Kyuu's hide. She starts off with moves like Fang and Holy, but later moves on to Majestic Force and Angel Dash. Dark attacks can inflict extra damage on the Light-aligned foe.
Boss 13: Shadow Wind Edit
The spectral foe will come right after Naneal.
There are two phases to this battle. In phase one, the Shadow Wind is invulnerable. Just defend and heal for five turns until the cutscene kicks in. After the scene, phase two begins and you can attack the foe.
As the name implies, this foes uses wind magic like Magaru and Garula and is immune to that type. It can inflict mild physical damage as well. Magic works well on this foe and your own physical attacks can damage it now.
Boss 14: Pellaidh Edit
This swamp creature comes with four Angry Spirits as backup. Pellaidh uses physical attacks while the spirits can attack with the Tainted spell. Fire attacks do the most damage to this boss. Comparatively speaking, he's not nearly as bad as the previous two.
Alleyne and Nowa are your big obstacle to getting out of the elf prison.
The two will stick with physical attacks, but can use Wind and Earth elemental attacks. Hitting with their opposing element will inflict serious damage. Both will also get more challenging once their HP drops below half, so focus on one at a time.
The final foe of Chapter 6, Bowser is as big and strong as ever.
Like in his home games, Bowser is primarily a physical attacker, using Destructive Slam for big damage. He also uses Fire attacks like Agi and has a special Molten Breath move he can use to hit all party members, as well as absorbing Fire moves. You'll want to finish the fight quick to keep him from pulling out his stronger moves, so buff early. Weapon-based skills do extra damage to him, so have Kyuu use whichever techniques you've taught him.
Boss 17: Harpie Lady Sisters Edit
These girls count only as one foe, but get three attacks per turn! They mainly uses whip strikes, which are physical, and Wind magic. Naturally, they're immune to Wind magic as well. Use some buffs and whittle them down quickly. Once you take off enough HP, each of the sisters will fall, resulting in less attacks per turn.
Boss 18: Harpie's Pet Dragon Edit
The Harpie's pet is nothing to sneeze at. His hide makes physical attacks worthless and he can inflict high damage with his bites. Light and Dark magic are his weaknesses, so they will take off large chunks of HP, especially Dark Magician Girl's Dark Burning Attack. He can also boost his magic defense with Ap Vorma and attack the whole party with Roaring Winds to lower attack power.
Boss 19: Whispy Woods Edit
Whispy changes his attack patterns depending on your alignment.
If your Alignment is NEUTRAL, he'll use Whispering Doom, Dek Corv, Dek Vorma, Destructive Wind, Dek Vorv, and Dek Corma.
If your Alignment is LAWFUL, he'll use Garula, Ap Corma, Acorn Cannon, Ap Corv, and Terazi.
If your Alignment is CHAOS, he'll start to use various different spell to guard against certain elements, plus Magaru.
Should you be able to knock enough of his HP out, Whispy Woods will boost his strength and start using healing spells. Watch out for his own Soul Break, Cutter Wind.
Boss 20: Samuel Edit
Samuel is pretty weak compared to the last few foes. He can use Earth magic and gun attacks, but he doesn't have much HP and will lower in defense after losing half of it. Consider him a breather foe.
Boss 21: Minotaur Edit
This guy has two big moves: War Cry, which can drain your defense and magic defense stats, and Apollo's Wrath, an all-hitting Fire attack. Magic works a little better on this guy, Ice in particular.
With this foe comes a new concept: mid-battle questioning. Your foes will sometimes talk to you in the middle of a fight and your choice determines both the flow of the following fight and sometimes your Alignment. If you say you'll win on your strength alone, that's a Chaotic leaning and grants the party an Evasion boost. If you say your friends will help you win, that's a Lawful boost and a party strength increase. The Minotaur's attack power will increase either way, so be ready for that.
Boss 22: Assassin Round 2 Edit
The Assassin is back and stronger than before. She starts with the same sword and Ice moves as before, as well as Mabufu for all foe Ice damage. Knock off enough HP to make talk and she'll throw in Paralyzing Scream to stun your party. Hurt her even further and she'll throw in Fire moves like Maragion and Red Flare on top of stronger sword and Ice attacks.
This boss has no exploitable weakness, so it's a matter of holding on and keeping your stats up. However, once she's been weakened even further, she'll jabber some more and you'll get a chance to respond. A blank stare will make her tense up, a nasty glare will boost both her and Kyuu's strength while a calm look will inflict Blind on her. No Alignment choice here, so pick the one you think will benefit you most.
Boss 23: Zazz Edit
You may or may not have faced this guy already. He starts off with Earth magic, but will later use War Cry to weaken your defense and Energy attacks.
Boss 24: Bowyer Edit
Bowyer will primarily use arrow attacks to begin with. Once he's taken enough damage, he'll heal himself and begin using Thunder moves. When he starts making threats, prepare to block against his Static Wave move.
Boss 25: Corroder Edit
Corroder uses moves that inflict Poison. He's Water element and will use Aques and Malaques as well. Thunder works well on him. When he's hurt enough to try mocking you, glare at him to reduce his strength. The other options will either unphase him or just heal him and make him stronger.
The first rival and the first one-on-one duel. This character from Dragon Ball Z is quite vicious and powerful.Piccolo is very strong and you won't last for long. Fortunately, the goal of this fight is to deplete 8% of his HP. Don't worry, if you lose, it's not Game Over. However, if you manage to do so, you'll gain a status bonus.
While Piccolo seems to be holding back as he doesn't use his special moves, he's no pushover. His attacks can defeat the player in three turns. Pay attention to your HP and keep using potions whenever necessary.
Magic can do quite a damage to Piccolo, which makes it easier. Physical attacks, on the other hand, offers a challenge.
Suki and Carol may not be that difficult, but if you stall enough, they'll start using their stronger skills, which may corner the players.
Suki is much stronger than Carol in terms of strength. She has two major attacks:
- Feint Attack, can damage and stun a party member.
- Staccato, a strong twin/knife attack.
At certain points, Suki will cast Aqua, a water-type magic. If her HP is below 90%, she'll start using Repth, a healing spell. If you manage to weaken her, she will start to use Raging Fist, which can inflict serious damage to a single party member.
Although Carol is weaker, she is much faster than Suki. She also has two major attacks:
- Gale Blade, a weak attack.
- Poison Edge, a poison attack.
If her HP is below 82%, Carol will start to dish out Dual Flash, which can hit all party members. Weaken her a bit further, she will cast Dek Vorv to weaken your physical defense.
If you manage to corner them, they will start to retreat one by one.
Piccolo Round 2EditTalk to Piccolo in Chapter 6 twice in the guild's training room for this match.
Piccolo isn't holding back nearly as much as last time. He also uses Bash now and will bust out the Energy type move Masenko when his HP is less than half, so keep your own HP above 1000 to avoid sudden death. Buff your strength and weaken his for an edge.
Winning will grant Kyuu a large stat boost, as well as the Demon Gauntlet equipment.
Piccolo Round 3 Edit
Like your first fight, the goal here is not to beat Piccolo. Instead, just hold out until 15 turns have passed without using items. Dex Corv to drop his attack will help, as will the latest shield and armor. Be sure to defend too. He won't pull out any new moves, so if you won the previous fight, you'll likely survive this too.
Piccolo Round 4 Edit
This is the final fight and Piccolo will hold nothing back. He's significantly stronger than the last few times and will use all his moves, including the Rush Strike move he taught you. He'll also fully restore himself you've drained his HP once. Keep buffed and use Energy-resisting equipment for an edge.
Alleyne Round 2 Edit
Alleyne isn't too different from the first time you fought her. If you prolong the battle, she'll use a Power Charge, so keep that in mind.
Nowa and Kanon Edit
It's two on one, so you're at a disadvantage. You'll have the Guardian Staff for this fight, so use its bullet and Earth magic to attack both. Nowa is still weak to Earth, so use it on her to take her down first. Kanon is the heavier hitter, so wait until Nowa is down as he won't pull out the big moves until he's taken a few whacks.
Available on the Phantom of the Theatre quest.Shocker can be quite difficult if not taken carefully.
His attack is rather normal, but packs a damage thanks to the shock waves emitting from his gauntlets.
When the party depletes his HP to 28%, he'll start using his Shock Drive, a very devastating attack that attacks all party members. To make it even worse, he'll start spamming said attack.
To counter this, players must bring Kanata, Kanon, or Ed as they have better defense. Do not bring Dark Magician Girl, Noel, or Donald since Shocker's strength can easily take them down. Luigi's Ap Vorv works fine since it increases an ally's defense, but do it quickly before Shocker has the chance to crush Luigi. Most definitely, bring Nina along so she can heal everybody, just make sure to cast Ap Vorv on her.
Echo GuardianEditAvailable from Ruins Beneath part 1 quest.
The stone-like guardian is out to stop the party from taking the 'treasure.'
The guardian uses Earth spells (Tera and Matera), but in the third turn, it will use Earth Buster, a crushing attack on an ally. At certain point, it will use Whispering Doom, a slightly weak Wind skill but it also inflicts Silence to all party members.
When the party manages to corner the guardian, it will begin to use and spam Terazi, a slightly stronger Earth spell. The spell can easily take down anyone with a weak magic defense.
Kite, Kanata, Kanon, Sakura, Ed, and Donald are good choices for this fight. Both Dark Magician Girl and Nina should be able to put up the Echo Guardian's magic.
Available in Stolen Money quest.
Zander is cocky and a coward. He has Carol hostage and is using her as a shield. The fight can be either tricky or just plain annoying.Players must be careful with both Kyuu (Zander constantly targets him) and Carol. If either of them is defeated, it's instant Game Over. To make it even harder, Zander will occasionally taunts you to attack, giving you a choice of attack or do nothing. It is randomly generated too. Choose to attack can result either Zander getting hurt or ending up attacking Carol. Choose to defend can result Zander does nothing as well or he decides to hurt Carol just for the fun. As a result, players must guess correctly in a game of luck. This can get annoying pretty quickly.
The key is to use single-hit skills on Zander (mostly strong ones) and be careful not to target Carol by mistake. Zander mostly taunts you in every two turns.
Once Zander's HP is low enough, he will be distracted enough for Suki to move in and rescue Carol. Afterwards, players can finally deliver the smack down on Zander.
The Goat ButlersEdit
Available in Kanon's first part of his story arc.
The Goat Butlers are rather powerful and dangerous. They're almost identical in terms of appearance and their combat status but their powers differ.One uses Braver, which is a basic sword attack, and Quick Slash, another basic sword attack that hits all party members.
Another one uses Tainted, a level 1 dark spell, and Ap Rou, which can increases its ally's evasion. It can also defend.
The last one uses Dek Hien, which reduces a party member's strength, defense, and agility. It also uses Whisper, which inflicts Silence ailment.
They tend to use their normal attack, but as soon the players reach the second or third turn, they'll start using their different tactics on the party. This can be very difficult because they tend to change their tactics. The one the players have to worry about is the one with Dek Hien, since it can weaken a party member. Once the said Goat Butler is defeated, focus on the one that uses Ap Rou before going for the other Goat Butler.
Kanon and Axel are good addition for offense. Sonic is also good since he can evade most physical attacks, but the player has to be careful with the Goat Butler that can use Tainted, since the blue hedgehog can't evade magic. Nina is also essential for healing purpose. Donald or Dark Magician Girl are a good idea for taking care of any "Ap Rou"-ed Butlers, as Evasiveness cannot defend against magic.
Asmodeus & Beelzebub Edit
If Kanon is in the party after you beat the Goat Butlers and you've completed three quests, you'll fight these two.
Asmodeus backs Water and Dark magic, while Beelezebub uses Fire and healing spells. Both can also use strong physical strikes. If left standing for too long, they'll use a dual attack called Twin Stakes of Purgatory that can one-shot a party member at this point. Focus on one sister to prevent this.
The other will power up once you take out one of them. They'll start using all-party attacking moves while buffing themselves. They also whip out new stronger moves like Raging Lust or Joy of Gluttony, so keep your guard up for those.
Phantom Blot & the Beagle Boys Edit
You'll fight these guys if Donald is in the party after beating Dragon Pete and completed five quests.
This is mostly a fight of endurance. The Blot will inflict status conditions, the Beagles will mostly use physical attacks and Bigtime will buff the whole party when one of them goes down. Take out Bigtime first to avoid an enemy buff. Either focus on one at a time or try and take them all down with group attacks.
Sonic must be in the party when you fight Bowser in Chapter 6 and you'll need 10 quests completed.
Zazz is primarily a physical attacker, but he also has Earth and Energy spells and can drop your defense. He also starts off by draining all your RP and will do so to a lesser degree several times during the fight. Use your Ethers as needed and keep the pressure on him. He'll give himself a full heal early on, so save your strongest moves until after that.
Daffy needs to be in the party when you fight the Great Moth and have completed 12 quests.
Katz by himself is no challenge, using Ice and gun attacks. The Arachnid Lords are much stronger, able to poison, stun and use fire. Focus on Katz and buff your defenses before anything else. Katz will fully heal twice during the fight, so keep an eye for that. The Arachnid Lords will fall when he does, so don't worry about killing them.
Headless Horseman Edit
Luigi must be in the party when you fight the Assassin the second time and the time of day must be night.
As a ghost, the Horseman can use Dark magic and can inflict Fear status. He also uses strong physical attacks. Buff and keep wailing on him. He'll fully heal at one point and start attacking Kyuu. After two turns, Luigi will strike back and greatly weaken the boss, so use this time to unload everything before he recovers.
Giga Bowser Edit
Mario needs to be in the party before fighting Bowser at the end of Chapter 8 with 15 quests completed. You'll know if you got it if you fight Bowser in his incarnation from Chapter 6 first.
Giga Bowser always starts off with a defensive move, so use that time to buff yourself for the coming fight. He uses physical attacks, light and dark magic, as well as a special move called Adventure's End which can inflict huge damage on the whole party.
Dark Magician Girl can be a huge asset if she's learned Chaos magic, as Bowser is weak to that. At half health, he'll recover a bit and taunt you. If you reply "We're just getting started", his stats will take a huge drop. The first option will boost his strength and drop his defense, while keeping quiet will just get you smacked. When he gets weaker, he'll use Death Touch for a one-hit KO on one party member, so pile on the damage after his taunt.