DEEP ONE - HP: 160 - Scrub tier prologue boss
PDEF: 9 (Slightly above average)
MDEF: 19 (Average)
AGL: 13 (tied with Thunderbird)
LUC: 10
Affinity: Water
Begins with 1 bar of stock.
Susceptible to Poison, Apathy, SpDef Down, and Evade Down
Shania fights this battle solo as Thunderbird. You cannot revert back to being a human even if you wanted to.
Never seems to go before Shania (so low first turn initiative).
Attacks
Physical: 8 damage, spread across 2 hits.
Hail Dust: 11 Water elemental damage. Approaches target in a line, small AoE after.
Party Averages
HP: 64
PDEF: 35
MDEF: 36
AGL: 13
LUC: 11
Shania's physical - 41 (34) damage across 3 hits
Comments
Deep One probably gets the sole distinction of being a FTNW boss and having bad damage output. He has 6HKO damage but can turn it into a 5HKO or something with a Double. That's not impressing anyone. Also, getting 4HKO'd in-game is sorta amazing for DL translation. He will beat some scrub tier enemies in Light but that's about it.
IGORNAK - HP: 500 - Better Iggy than the Marioverse
PDEF: 12
MDEF: 19
AGL: 14
LUC: 12
Affinity: Dark
Begins with 90% of a stock bar.
Susceptible to Poison, Apathy, SpDef Down and Evade Down
About ~30% chance for first turn initiative.
Attacks
Physical - Poison: 31 damage, spread across 3 hits. ~50% chance to hit with Poison. As a reminder, if the Poison procs twice, it will become Deadly Poison and take away more HP.
Physical - SDEF Down: 31 damage, spread across 3 hits. ~50% chance to reduce SDEF by 30% (adds about 8 damage)
Evil Eye: 29 Dark elemental magic damage. Small AoE.
Party Averages
HP: 65
PDEF: 35
MDEF: 33
AGL: 12
LUC: 11
Shania's physical - 41 (34) damage across 3 hits
Johnny's Rock Bump - 28 (24) Earth elemental magic damage.
Natan's Slug Shell - 41 (34) Wind elemental magic damage across 7 hits.
Frank's Physical - 37 (31) damage across 3 hits
Comments
It's only the second boss and he's already pretty nasty. Has a high 3HKO damage on average folks. However, on a Double, that damage becomes pretty terrifying and he can do it Turn 1. Worse yet, since his physical can proc a status effect, either of them procing means that the Double on becomes a guaranteed OHKO to average. So be faster than him or take him out in one go before he gets a turn or he will really lay it on to you. Kneejerk is that he's probably not Godlike since he needs a 50-50 proc to secure the OHKO, but wouldn't be surprised if he was High Heavy.
Tech Rings become available at this point. I will be assuming these as the norm. ( ) will indicate non-strike figures.
TATAN'KA - HP: 210 - Rambi the Rhinoceros in a RPG
PDEF: 18
MDEF: 25
AGL: 13 (Faster than human Shania by about 2, becomes slower after)
LUC: 14
Affinity: Void
Begins with 1 bar of stock.
Susceptible to Seal, Apathy, SpAtk Down, SpDef Down, and Evade Down
Shania fights this battle solo. Unlike Deep One, you can remain as a human the entire time if you wish.
On a double, if Shania has Stock, Tatan'aka always casts Red Nova. He will do Physical -> Rock Bump or Physical -> Evil Eye otherwise.
About 50/50 for 1st turn initiative.
Attacks
Physical: 30 damage, spread across 3 hits.
Evil Eye/Rock Bump: 28 Dark Element/Earth Elemental damage
Red Nova: 28 Fire Elemental Damage, takes away 1 bar of stock. Recharge rate is slightly slower than normal (~92%)
Party Averages
HP: 74
PDEF: 39
MDEF: 34
AGL: 14
LUC: 12
Shania's physical - 50 (35) damage across 4 hits
Comments
Another duel, but this one is considerably better. For starters, Tatan'aka basically has double the damage. That's a good start. And as with all SH: FTNW bosses, having stock also means he can burst the damage out for high 2HKO damage, allowing him to complete kills faster than usual. As for durability, he's also better than Deep One, but much depends on how you see that tech ring physical. I will note that getting 4 perfect strikes is quite difficult, but getting 2 shouldn't be too much of a problem. Still that's a 5HKO or so, so he's not terribly durable as a result. Kneejerk is that he's some flavour of a High Middle, but could be wrong.
RONWEI - HP: 700 - Rage mode activate
PDEF: 20
MDEF: 25
AGL: 17
LUC: 15
Affinity: Fire
Begins with 1 bar of stock.
Susceptible to Evade Down
Ronwei will automatically lock onto any character who has stock remaining and will always attempt to remove stock if possible. As such, this overrides his ability to use Seal if you have someone with Spikes equipped.
Very low chance of first turn initiative (probably about ~10% or so)
Attacks
Physical - 44 damage, spread across 3 hits. 100% chance to take away stock on hit
Red Nova - 41 Fire elemental magic damage. 100% chance to take away stock on hit
Flame Mine - 49 Fire elemental magic damage. Very wide AoE. Only usable in a Double
Seal - ~70% chance to inflict Seal (shuts down physical techs and magic). MT. Very fast recharge rate. Recovers about 3x as fast as normal.
Party Averages
HP: 94
PDEF: 41
MDEF: 36
AGL: 14
LUC: 14
Shania's physical - 58 (40) damage across 4 hits
Johnny's Rock Bump - 41 (28) Earth elemental magic damage.
Natan's Slug Shell - 56 (39) Wind elemental magic damage across 7 hits.
Mao's Hail Dust - 68 (48) Water elemental damage (Water weakness factored)
Comments
Ronwei's gimmick may not translate terribly well, but then again, he might not need it. Go off above average speed and do about 90%+ to the target if they are vulnerable to Fire. Even if they do reduce it, he's got a physical and can 2HKO with it. Seal's an interesting bit where he can use it to gain passive stock and then blow away the opposition in the following turn if needed. But as NEB noted, this is a net loss of turns if the target isn't vulnerable, so he would want to really reserve this trick only against Limit thresholds. Probably a solid Heavy, held back mainly on fire reliance and only Okayish durability.
At this point in the game, you get another big boost: Arc Spells! Namely, Tatan'aka can get Arc Rage and Arc Surge, which boosts the entire party's offensive potential. If you hold this against the bosses, their durability will all get a little worse from here on out (I certainly do), so onto our first victim of this new shiny
PROCYON - HP: 1110 - MvC2 Sentinel only without the frying pan
PDEF: 99*
MDEF: 23
AGL: 20
LUC: 20
Affinity: Wind
Begins with 1.75 bars of stock.
Susceptible to SpDef Down and Spd Down.
~30% chance of 1st turn initiative.
*In addition to this defense number (which at this point in the game, you can't break), physicals are noted to have "No Effect" against Procyon (Double the physical immunity! YESZ)
Attacks
Physical - Reverse Ring: 76 damage, spread across 10 hits. ~50% chance to inflict Reverse Ring, which causes the dial on the ring to swing in the other direction.
Physical - Tight Ring: 76 damage, spread across 10 hits. ~50% chance to inflict Tight Ring, which reduces the hit zones on a ring pattern. Can stack with Reverse Ring.
Big Bang - 42 non-elemental magic damage. ~50% chance to inflict Paralysis on hit. Medium AoE. Only usable in a Double.
Note that Paralysis is effectively game ending if all PCs are inflicted with it.
Party Averages
HP: 112
PDEF: 48
MDEF: 42
AGL: 16
LUC: 16
Shania's Rock Bump - 89 (64) Earth damage (weakness already factored)
Hilda's Thorn Whip - 187 (130) Earth elemental magic damage (weakness factored)
Natan's Evil Eye - 69 (47) Dark elemental magic damage across.
Mao's Hail Dust - 74 (52) Water elemental damage
Someone in theory will be casting Entrance on Hilda, increasing her damage to 337 (so ~150 damage as an action).
Comments
Hilda is introduced before this fight, and this fight is a really good reminder of HEY YOU SHOULD TOTALLY USE YOUR MAGIC. Not only is Procyon immune to physicals, but his Earth Weakness and flying status screams for you to use Thorn Whip on him. As for DL translation? Almost certainly some form of Godlike. OHKO damage off above average speed, which he can do twice, each with a 50% chance to hit you with a match ending status, so better block that too! Oh and if you survive those 2 turns, you also get to deal with him screwing up your actions with his ring status (or at least weakening them by making the strikes very tough to hit). This combined with his fast recharge bonus, physical immunity as well as a weakness that is mitigate by the fact that he is flying in game and most Earth attacks being ground only in flavor, and you've got one bad ass murder machine on your hands. Doesn't like magic, but he won't instantly explode to them like Brahms either. So better make sure you're some sort of sturdy mage or he's gonna wreck your face.
LA SIRENE - HP: 310 - Team Aqua summons KYOGRE
PDEF: 25
MDEF: 34
AGL: 20 (Faster than human Shania by about 1, becomes slower after)
LUC: 20
Affinity: Void
Begins with 1 bar of stock.
Susceptible to Poison, Apathy, SpAtk Down, SpDef Down and Evade Down
Shania fights this battle solo.
After 3 rounds, La Sirene will be forced to cast Barrier on itself.
About 50/50 for 1st turn initiative.
Attacks
Physical - Fake Ring: 47 damage, spread across 3 hits. ~70% chance to inflict Fake Ring status, which introduces fake hit areas on the ring and changes the ring shape completely. This ring status is very debilitating.
Bright Oracle: 42 Light magic damage
Barrier: OPB. Raises SDEF by 30%
Bestiary notes that it also has Hail Solid, but I never saw it. It would presumably only be useful against Thunderbird, but then again, Bright Oracle will hit weakness, whereas Hail Solid won't
Party Averages
HP: 144
PDEF: 63
MDEF: 58
AGL: 22
LUC: 18
Shania's physical - 87 (60) damage across 4 hits.
Shania can also spend one turn with Arc Rage, which will boost the tech ring damage on her physical to 144 damage.
Comments
Last duel in the game sans Tirawa! La Sirene is a little weaker than Tatan'ka and it shows. Worse damage, worse durability, etc. Still probably a Middle though I imagine. Having passive stock gain and the ability to burst out the damage is just too good.
At this point, after Malice Edna, you are awarded a pair of Warlock Earrings. These things increase your SpAtk by 1.2x but also increase the damage you take from magic by 1.2x. Needless to say, they are very useful. In addition, you are also allowed to upgrade Stellar nodes for effectiveness. Up to this point, money has been a bit more tight, but you get a lot of cash after Vegas (fitting) so upgrading node effectiveness becomes more likely. Keep both of these things in mind. I'll note in the damage averages what happens when you start stacking.
JEB NIGLAS - HP: 2020 - MODOK Wannabe presidential candidate
PDEF: 35
MDEF: 44
AGL: 30
LUC: 27
Affinity: Light
Begins with 90% of 1 stock.
Susceptible to Poison
~30% for 1st turn initiative.
Attacks
Physical: 123 damage, spread across 3 hits. 100% chance to remove 1 bar of stock on the target
Bright Oracle: 91 Light element magic damage. Line fire, then explodes into Medium AoE.
Wipeout - 91 Light element magic damage. Line fire. FIRING HIS LAZOR
Barrier - OPB. Used on next turn after HP decreases below 50%. Raises SPDEF by 30% for 5 turns.
Seal - OPB. ~50% chance to inflict Seal.
*Holy Pulse - ~100 Light element magic damage. Combo magic and can only be used on a Double.
*Damage is speculative and estimated. I've never seen him actually use it but NEB notes he does have it - see below.
With a Double, he will most commonly do Bright Oracle into a Physical. But Wipeout into a physical is also possible.
Party Averages
HP: 179
PDEF: 75
MDEF: 71
AGL: 24
LUC: 122
Shania's Rock Bump - 95 (62) Earth magic damage
Hilda's Thorn Whip - 206 (143) Earth magic damage
Ricardo Gale Rod - 53 (37) Wind magic damage.
Johnny - Entrance. Adds a potential damage of up to ~170-300 (depends on multiplier stacks - see below).
Hilda with Evil Shade, Dark node effectiveness+20%, Warlock Earrings, Entrance'd, Surge'd tech ring - 743 Dark Element magic damage.
Comments
MODOK comes right before another big power surge, but you can start seeing how the power of stacking your multipliers together starts getting kind of nutso. Like all previous SH:FTNW team bosses though, he's very much a terror: OHKOs you if it Doubles along with fast recharge. IMO, he's probably the last somewhat more durable boss in the game since he used to be a complete slog in runs. Would've like Seal to not be OPB and not have suspect accuracy, but it can throw his opposition off and well, both flavours of offense hurt, so he's not as easy to wall. This combined with his damage output probably makes him a Low Godlike.