I have a strong preference for humans, former humans, and demons that have the good sense to dress up as humans and interact in the plot, so that's all that's here. Unfortunately, the plottiest bosses are all splitpath. Sigh.
Also blah blah blah SPOILERS blah blah cleanse the heretics who have rejected God's holy order blah blah.
All bosses:
- Are immune to Talk recruitment.
- Can get "Smirk" status just as PCs or regular enemies can, and often have extra turns to farm them with, so crits -> Smirk -> more crits can turn into a killing spree.
- Are fought by 4 PCs + guests, and backrow characters can be swapped in. While there are technically 3 different guests, only 1 will be active per round, and if that guest takes lethal damage the other guests won't sub in and the guest slot will stay vacant until the end of the battle. Thus there are 5 PCs worth of offense to throw every round + whatever penalty you want to impose for being able to cheaply swap in reinforcements.
- Their multitarget (MT) abilities will NOT hit guests. Their single target (ST) abilities can and will.
- Unfocused abilities (e.g. Shalt Not Resist) can't be specifically targeted, for team battles. (There are PC versions of many of these as well, they just randomly hit the other team.)
- Plot-heavy bosses have conversation triggers based on HP. These usually happen as soon as the HP is hit - i.e. in the middle of the PC round, usually. There are a few exceptions when the boss might gain / lose actions, and thus the trigger is delayed to the start of their round. I'm the type of person who enjoys trying to figure out how other duelers would respond, but if you're not, the effects are usually subtle enough to not care too much, especially if you always assume the opponent always "picks correctly."
- Boss Agility isn't even guesstimated (you can only see enemy stats if you've defeated them once, thus the real values can only be seen in a New Game+). My Flynn was Magic & Agility focused, which makes most bosses "slow." An all-stats-equal Flynn build would see most bosses at roughly equivalent or slightly higher Agility, I suspect. (Or who knows, maybe all the lategame bosses always go last, and I didn't notice because my Agility was so high as to go first naturally anyway.)
PC damage averages will be "naive" averages that pretend crits or buffs never happen, and that you don't have low-damage demons just pass their turn to Flynn. As such, especially for the later bosses, you probably shouldn't actually use this value straight-up, although I've provided it as a balance. Naive boss PCHP values are via assuming each round of total player offense ignoring resistances and half-turns = .4 PCHP.
(Boss HP) / (average PC damage * 4 + guest damage) * .40.
Adjust this as you see fit. For example, a boss who could survive 3 rounds of pure offense would have 1.2 PCHP (but if said boss had an ice-weakness, then they'd be effectively 1-rounded in-game if you deploy 4 demons with ice attacks). Some of the later bosses I've also included some rough w/ buffs guesstimates that assume the first round is spent buffing up for 180% damage afterward in the fight.
PC HP averages assume that the 4 characters are Flynn, an HP-optimized demon, a balanced demon, and an MP-optimized demon of appropriate level. As above, buffs can mess with the real durability in-game. One is of special note: the spell Doping. It increases the max HP of all active PCs by 30% (but doesn't provide any healing and doesn't affect PCs in the stock). It's not a very common ability, but it is very good if the team can just use it on turn 1-> healing. Your call on how much to hold this against bosses. (Thankfully not as huge a split as FF12 bosses & Bubble, which *doubled* your max HP in that game…)
All stats are from "Normal" = Prentice difficulty level. (Game is mistranslated, manual & plot would think that "Fellow" > "Prentice", but no, Fellow is ez mode, Prentice is normal.)
--
PC HP: 140
PC damage: 70. Guest damage: 60
Issachar Biblio-Corrupted Rebel Necroid"...remember... when... I was providing all the expository dialogue... because you couldn't speak? ...those were... good times..."
Type: Undead
Resists Light / Darkness
HP: 564 (.66 PCHP)
AGL: 22 (vs. 40 for AGL-twinked Flynn), went first 2/5 times
2 actions per round
Attack: 45 damage, ~90% accuracy
Bouncing Claw: 1-3 hits to a single target of 45 damage per hit. Average 90.
Critical Wave: MT low accuracy / high crit attack, high variance. 60 damage when it doesn't crit. Went 11/22 in accuracy (50%), which is high because some of that was post-Fog Breath, so call it more like 40% accuracy.
Fog Breath: Debuff Attack & Hit / Evasion -1, MT
Conversation triggers:
50% HP + start of Issachar's turn: (Basically) "Are you a noble or a commoner."
"I'm a Casualry" (Commoner) - Issachar skips his entire turn.
"I'm a Luxoror" (Noble) - Issachar gets 2 extra actions.
Ignore - Nothing happens.
25% HP: A "please kill me" question with no in-battle consequence, but it triggers instantly at this threshold. If this question has already happened, the above question doesn't. (e.g. 40% damage round 1 -> another 40% damage round 2 -> "finish me off" -> no noble / commoner question asked at the start of hte round)
(For what is going on here, Issachar has been brainwashed by "literature" to hate nobles. Don't let the commoners read the mystic runes of Japanese, people, they get ideas.)
--
Somehow
High Light despite having a turn 1 OHKO in theory, WTF. Issachar is easily 2-rounded in-game such that you never see him take a single action due to triggering his question immediately (at least if you went first). If you don't quite trigger the question turn 1, he likes to use Critical Wave which misses a lot and tends to be his only action (unless he got lucky with it, and then he might just wipe the party on the spot off the extra actions, SMT balance), his regular attack can miss, he's a mess.
In the DL, if he gets a turn, he can unload with 2x Bouncing Claw for ~1.28 PCHP damage on average with huge variance, and god forbid he runs into a naive / overly honest noble who can't one-round him… but if his opponent can deal between .33-.50 PCHP damage per round and have the good sense to at least lie, he's done.
--
PC Level: 51 for Flynn, 47-49 for relevant demons
PC HP: 465 (w/ Doping: 600)
PC MP: 210
PC Damage: ~260 ignoring resistances. Guest offers ~100 ignoring resistances.
Yuriko aka LilithGnosis Granting Shadow Samurai"You, girl... It's a shame you won't ever find out how your manga ends. After your last volume.... Oscar finally reunites one evening with her childhood friend and..."
HP: 7000 (~2.40 PCHP)
Type: Night
Weak to Gun
Resists Force, Ice, Fire
Absorbs Lightning
Nulls Light, Dark
Went first 0/6 times
Very accurate, will sometimes dodge (~5% rate). Notable critical hit rate (~15%?) which gets better under Smirk, as usual, she probably has high Luck.
3 actions a turn
Attack - 105 physical damage
Silent Prayer - Resets all buffs / debuffs, field. (Does not affect status or max HP increases.)
Maziodyne - 180 MT Lightning damage
Dream Needle - 200 ST Gun damage, ~70% chance of Sleep
Spirit Drain - 45 MP damage. Won't use until at <50% health.
Megidola - 210 MT Almighty damage. Won''t use until at <25% health.
Conversation Triggers:
75% Health: "Let me see that hatred in your face. Let it heat your blows."
Glare: Yuriko gets +1 Atk / Hit
Smile: Yuriko gets -1 Def
Ignore: Nothing happens.
50% Health: "You feel it, don't you? The thrill of combat... The rush of power that surges from within..."
Agree: Flynn gets -1 Atk / Def / Hit
Disagree: Yuriko gets (another) -1 Def
Ignore: Nothing happens
25% Health: Blah blah blah knowledge & wisdom is awesome, you're just slaves of God, etc. No effect other than unlocking Megidola spam.
--
Godlike. Duh. Even when she's not triggering crits and her target is sleep immune, 3x Dream Needles are going to leave a mark (1.29 PCHP!), and 3x Maziodynes are almost as good (1.16 PCHP). Unlocking Spirit Drain is bad for her in-game - ST waste-a-turn - but might have occasional weird merit in the DL. Meanwhile she mocks elemental magic.
Unfortunately she is splitpathy, as boss Yuriko is Jonathan-path only. Walter-path gets her as a PC you can fuse instead, but blargh to PC demons in the DL.
--
Level: 63 for Flynn, 59-62 for demons
PC HP: 580 (w/ Doping: 750)
PC damage: ~280 ignoring resistances/ crits. Guest damage: 200
Kenji Infernal Traitor King"...remember when I backstabbed you in an alternate dimension's backstory and killed you? ...No? That's understandable, I guess…"
Type: King
HP: 8000 (~2.40 PCHP. Including buffs & debuffs: 1.70 PCHP or so?)
Weak to Fire & Force... sort of.
Nulls Light & Dark
Rather than take +50% damage from Kenji's weaknesses (Fire & Force), he instead takes -33% damage. (e.g. an attack that did 100 Fire damage would, rather than 150 damage, inflict 67 damage.) PCs still get the extra turn and potential Smirk status, so it can still be worth it.
Fairly low critical rate (5% or so? Still comes up because triple-acting + some actions get 4-8 hits)
Went first 0/6 times
3 actions a turn
Tarukaja: Buff Attack +1, MT
Attack: 125 physical damage, MT
Conqueror Spirit: 2x physical hits of 140 damage, MT (280 damage per character if all 8 hits connect). Doesn't seem to use anymore below 50% health?
Hades Blast: 270 MT physical damage
Maragidyne: 200 Fire damage, MT
Grand Tack: 280 gun damage
Megidola - 220 Almighty damage, MT. Won't use until < 75% health.
Ancient Curse - Inflicts Poison, Bind, Sick, Sleep, & Panic, MT. However, if one/some of these status are nulled, the entire attack fails (e.g. a demon with Null Mind immunes only Sleep & Panic, and thus immunes everything.) Won't use until < 75% health.
Mamudoon - 55% Darkness ID, MT. Won't use until < 50% health.
Deceit Chain - 180 almighty damage, MT, inflicts Bind at ~50% rate. Won't use until < 50% health.
Conversation triggers:
75% health: "There's no rush like fighting - you're getting worked up too, huh?"
Grin dauntlessly: +2 Attack for Kenji
Show pained expression: +1 Attack for Kenji, -1 Defense for your entire party
Grin menancingly: -1 Defense for Kenji
Ignore: Nothing happens
50% health: Blah blah fighting sucks, no wait fighting is my life, no in-game effect.
25% health: Kenji dies, and the remote you want is in reach?
Go for the remote: No he wasn't dead, and he sneak attacks you for 300 HP damage, ~70 MP damage to the party, inflicts Sick upon the party.
Don't go for the remote: All Kenji's stats down -1 (Atk/Def/Hit).
--
High Godlike despite not being as scary in-game as he looks (no Silent Prayer, and your buffs & debuffs are really good at this point, so you can and should stack 3x Luster Candy & 3x Debilitate to make his damage/durability/accuracy suck.). Even if you lose entire rounds to the status, he can't kill you that fast post buff/debuffing his damage to a 7HKO per action. His weaknesses are a tad annoying (a tanky Godlike PC might theoretically do something like Fire Attack > Full Heal -> repeat) but not nearly as crippling as for other SMT4 bosses. 3x Grand Tack is great damage for slugfests, and tanky PCs who are also paralysis & ID immune still need to kill fast lest they get 2HKO'd.
--
PC HP: Irrelevant
PC damage: ~400 (no guest)
King Ahazuya of Mikado aka Red Knight Crimson Catastrophe Cult Cavalier"And now... I order you to become a sacrifice to the Overlord
Prinny Baal!"
Type: Human
HP: 3200? (~.80 PCHP)
Reflects Lightning
Nulls Light & Dark
Went first 2/4 times
~10% evasion
2 actions per turn
Pandemic Bomb: 70% chance of Sick, MT
Mudoon: 55% darkness ID
AI notes: Opens with Pandemic Bomb->Mudoon, then spams 2x Mudoon forever
--
Have Dark-immune character, hit auto-battle. Unfortunately a
Heavy off turn 1 ID and okay speed despite literally no backup plan, which is way too good for a warm-up fight (ST ID is not impressive in-game).
He has an earlier form I didn't take notes for (because he appeared to be a random scrub. Which he kind of still is.). Also the boss you fight afterward is randomly more badass than either final boss, go figure. (Maybe he was balanced for aftergame.)
--
Isabeau"Such a loving couple... Was death truly the only way for them to be joined?"
Stats: ????
Isabeau is only fought on the Law & Chaos routes.
--
Level: Flynn L78, relevant demons 67-83
PCHP: 710 (w/ Doping: 920)
PC damage: 400 (guest damage: 250)
Jonathan aka MerkabahOrder-imposing Huggable Neko Chariot"I, too, have a confession to make. I am a cat! Meow!"
Jonathan is a two-part fight. Once form 1 is defeated, there's a cutscene, followed by fight 2. All buffs are reset, HP/MP isn't restored, but it's a fresh new turn for you.
Jonathan Form 1HP: 6000 (~1.30 PCHP. With buffs, ~1.10 PCHP.)
Type: Herald
Nulls Light & Dark
went first 0/4 times
3 actions per turn
Attack: 100 physical damage
Chariot: 220 MT Almighty damage, -1 to Hit/Evasion if it hits
Deadly Wind: 220 Wind damage
Thunder Reign: 220 Thunder damage, MT
Riot Gun: 200 Gun damage
Dekaja: Dispel enemy stat buffs, MT
Luster Candy: Buff Atk/Def/Hit +1, MT. Never seems to use this unless he's already been debuffed.
Concentrate: Next Magic Attack increases in power by 2.5x. Can only do this as his final action.
Conversation Triggers:
50% health + start of turn: "Answer me this,(blah blah rebel): For whom do you wage this battle too severe for a son of man?"
"For the people of Tokyo" - Flynn's Atk/Def/Hit +1
"For my old friend" - Flynn's Atk/Def/Hit -2
"For myself" - Jonathan gains 2 half-turns this round
"...." - Jonathan's Atk set to +3
Jonathan Form 2:HP: 9000 (~1.95 PCHP. With buffs, ~1.50 PCHP.)
Nulls Light & Dark
went first 0/4 times
3x actions
All of the same actions as Form 1, but gains...
Shalt not Resist: 2x unfocused hits of 150 Almighty damage each randomly to the party. Each hit inflicts -1 Def (so if hit twice, the target has -2 Def). The Def debuff doesn't instantly apply to the 2nd hit (so it'll be 300 damage the first time in a duel, and 420 the 2nd)
Hexagram: 100% Almighty instant death. Absolutely loves to cast this on the guest, to whom it does nothing. Uses very rarely in general - possibly an HP limit? He was 4/5 on uselessly targeting Isabeau..
Conversation Triggers:
75% health: (blah blah darkness pierced by light)-> Jonathan gives Flynn a stern and piercing stare...
Stare back -> -2 Hit for the entire party
Smile back -> -2 Def for the entire party, Sick inflicted on party
Look away -> -2 to Atk/Def/Hit for Flynn
Quietly accept it -> Flynn is awakening to unlimited power! Full HP/MP recovery, Atk/Def/Hit set to +3
33% health: Blah blah, how can I be losing, no effect.
N.B. Best damage in form 1: 3x Chariot =660. Over 2 turns, Chariotx2 + Concentrate -> 3x Chariot = 660 + 770 = 1430.
Best damage in form 2: 3x Shalt Not Resist = (300 + 420 + 480) = 1200. Over 2 turns, 1200 + (480*3) = 2640.
--
Jonathan is only fought on the Neutral & Chaos routes. I don't believe his stats change on Chaos, where he's the final, but the conversation options do (no unlimited power for Demon Lord Flynn). Also if you care the "correct" dialogue options are heavily hinted at earlier ("whoa, so you're accepting both Law & Chaos without embracing either? That's so cool" etc.)
Kind of a disappointment in-game, really. Damage not much better than Yuriko and worse than Kenji despite being fought with way more levels when you have elemental resistance out the wazoo and better buffs/debuffs in Luster Candy + Debilitate? Shalt Not Resist is less impressive in-game than in a duel, too. That said, a solid
Godlike anyway in the DL. His HP is just enough that it's hard for Godlike PCs to go first and OHKO each form, and Shalt Not Resist spam is pretty badass when focused on a single character, killing most PCs without need for Hexagram nonsense.
--
Flynn lvl. 81, relevant demons lvl. 80-84
PCHP: 750 (975 w/ Doping)
PC damage: 430 (no guest)
Walter aka Shirtless Chromaka LuciferChild of Carnage"You and me are going to make a world where anything can be changed if you have the will."
Walter is a two-part fight. Once form 1 is defeated, there's a cutscene, followed by fight 2. All buffs are reset, HP/MP isn't restored, but it's a fresh new turn for you.
Walter Form 1HP: 6000 (1.40 PCHP. With buffs, ~1.15 PCHP.)
Type: Tyrant
Nulls Light & Dark
Went first 0/6 times
~96% accuracy on his moves (aka notably bad accuracy once you start buffing up, he doesn't start with overkill accuracy). ~5% critical hit rate though (he clearly has some Luck.)
3 actions per turn
Attack - 170 physical damage
Evil Shine - 240 Almighty damage, MT, inflicts Panic 70% if it hits (but seemed more like 90% to me)
Hades Blast - 320 physical damage, MT
Myriad Arrows - 2-4 unfocused hits of gun damage, 120 per hit (avg. 360)
Glacial Blast - 1-4 unfocused hits of ice damage, 120 per hit (avg. 300)
Dekunda - All stat debuffs removed, MT
Debilitate - Debuff Atk/Def/Hit -1, MT. Only seems to use vs. buffed opponents.
Conversation Triggers:
50% HP + start of Walter's turn: "For whom are you fighting this relentless, dreadful battle?"
"For the people of Tokyo" - Flynn recovers all HP/MP
"For my old friend" - Flynn's Atk/Def/Hit -2
"For myself" - Walter gains 2 half-actions this turn
"...." - Flynn's Def set to -3
Walter Form 2HP: 9000 (2.09 PCHP. With buffs, ~1.55 PCHP)
Nulls Light & Dark
Went first 0/6 times
~96% accuracy on his moves
Keeps the above moveset, and gains...
Kingly One - Return a PC demon to the stock (where it is still alive and can be resummoned). Doesn't work on Flynn (but he'll sometimes try anyway and Miss and lose a turn!). Probably should only work on Pokemon or the like in the DL.
Morning Star - Almighty attack that cuts HP in half, rounded down. Can't seem to use more than once per round. (Also, like everything else in the game, can miss.)
Conversation triggers:
75% Health + Start of your turn: Blah blah blah... "I shall demonstrate why it is that you can never surpass me." Walter gives Flynn an evil and overbearing stare...
Glare back intensely - Flynn's HP->1, MP->0
Stare back calmly - "Flynn awakens to unlimited power." Full HP/MP recovery, Flynn's team gains an additional 2 half-turns (!!!).
Quietly close your eyes - You skip the entire turn.
Silently look away - Flynn's Atk set to -3
33% Health - Blah blah oh no humans are more powerful than I thought. No gameplay effect.
--
Walter is only fought on the Neutral & Law routes. I don't believe his stats change on Law, but the conversation options do. (No unlimited power for Flynn, but some lesser boost for the "right" option.)
Also kind of disappointing. That Myriad Arrows / Glacial Blast / Hades Blast damage is naive, I would certainly assume some base level of resistance at this point - you can be fusing demons like Metatron which resist everything - which would make them more on par with Evil Shine spam. Those Conversation Triggers are also brutal if held against him - ouch about handing out free healing & 2 extra turns. And like all SMT4 bosses, he fears good evasion. Still, he clearly slugfests well against Heavies, and Panic (while a crappy status) will eventually screw up stally PCs, so
Low Godlike it is.
(Also, Walter & Jonathan are amusing parallels in their buff / debuff woes. Jonathan can Dekaja your buffs but is stuck with slowly trading 1:1 with Luster Candy vs. your Debilitates, while Walter has Dekunda if you stack too much debuffing, but can't really efficiently deal with your Luster Candy spam. Meanwhile, Yuriko, much earlier in the game, laughs at both since she sensibly has Silent Prayer.)
--
Sister Gabby aka GabrielDigital Downloadable Deva Diva"The Lord has authorized me to offer you a special deal: for a limited time only, it's only $2.49 to fight me! Amazing! Act now!"
Stats: ????
Settling up with Gabby is DLC-only. Alas.